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Soulmask News

Community News:Early Access & Limited-time Open Beta

Hi Chieftains::


I`m community manager Maggie. I am very excited to share the timetable for the future of Soulmask! We plan to kickoff in early-to-mid June and embark on the Early Access exploration journey of Soulmask with all of you. Believe me, every developer of this game feels honored to invite you to enter this new world and create an in-depth survival sandbox game together with us!

In addition, we plan to start the Limited-time open beta on May 1st. You can experience the game beforehand, which will be free for everyone. Compared to the DEMO at the NEXT FEST, you can experience more areas, more prosperous wildlife, and more lively tribesmen. Oh, and another purpose of the Limited-time open beta is to make the game more fun! So, we are happy to hear your feedback, debate internally and debate with our players.

There’s also something you can’t miss: our brand new gameplay video showcasing the mask which is one of the most important elements in Soulmask. Envy an NPC's powerful talent or skill? Make it your own! With unique masks, you can synchronize your consciousness with the tribesmen, strengthen your clan, and even temporarily possess the body of any individual you encounter. As the game progresses, discover more masks that embody the spirit of ancient heroes. Embody the original appearance of these heroes and their unique abilities: harness the gift of immortality, walk among your enemies concealed in the shadows, fire homing missiles with dead accuracy… Now there are 10 impressive masks for you to discover!

[previewyoutube][/previewyoutube]
Is that it? No worries, we have more surprises! We will share more comprehensive updates and insights from the developers closer to the Early Access release. In the meantime, please stay tuned to our Steam and community updates!

Lastly, if you enjoy our game, we sincerely invite you to Add Soulmask to your "Wishlist" on Steam and recommend it to your friends. Let's join this world together!

https://store.steampowered.com/app/2646460/Soulmask/

Thank you,
Maggie

Developer update: Decorate your home with more details

[h2]Hello Chieftains![/h2]

Maggie & Peter brings you your weekly update! If you have seen the last one, you can tell that our beloved tribesmen are certainly getting smarter:

https://store.steampowered.com/news/app/2646460/view/4187858794082671890?l=english

After arranging his adorable tribesmen's production line, Peter finally had enough raw materials to start implementing his ambitious multi-tiered large stone castle construction! Believe me, since November, he has believed that community managers must be on par with the players' houses.

Chieftains' houses be like: Chieftain: @Dekkar
Chieftain: @[MH] Rook
Chieftain: @Leviathon
Community managers houses be like:
Honestly, as long as he doesn't put the chests in an unnoticeable corner, causing our tribesmen to be overcrowded, I will be thankful. Nevertheless, our community team's "house" finally has a semblance, even though it's just a design for now...

To imbue the interior with a strong sense of design, we asked Soulmask's designer, Jay, for some suggestions. He loves to share, and we gladly spent close to two hours at his computer receiving a demonstration of his architectural prowess. We have plenty of new building content that we would like to share with you.

Who would complain about a clan full of awesome designs?

[h2]A more warm and cozy home:[/h2]

[h3]The role of the Bonfire:[/h3]

In this perilous world of Soulmask, "home" is defined as the last place of refuge for Chieftains to shelter themselves from the wind and rain. In the early stages of the game, even the only one.

We can find many historical records of primitive humans worshipping fire and feel deeply moved and touched by it. Imagine being in a dark jungle where danger lurks at every turn, and the Bonfire represents warmth, safety, and delicious food. We all yearn for the sense of peace that fire brings as if it were an ancestral imprint carved into DNA.

Therefore, in the core design philosophy of Soulmask, the Bonfire is the heart of our home. As a camping enthusiast, Game designer Jay loves to stare at the rising steam before the campfire all night. He has modified the fire special effects in the game, from the steam effects in the rain to the realism of every flame frame. We hope that after a dangerous day, the first ray of light you see when you return home will be filled with benevolence and a sense of peace.



*Of course, there are also the beloved tribesmen waiting for the Chieftains.

[h3]A more realistic home:[/h3]

In addition to the Bonfire, we also aim to create a sense of "home" in Soulmask for you. The first question we asked ourselves was: a family without a toilet is not realistic!



So, we have added a toilet, and I believe that some Chieftains already knew about this from the previous developer's update. However, there are still many interesting details about the toilet that have not been introduced yet. For example, fluorescent lights inside the toilet (Jay even suggested putting a small turkey in there for... well, you know).


Of course, there will be a natural byproduct: feces. But fear not, as it will become a good source of fertilizer, materials for weapons, and even... fun items to play with.

*Thankfully, it can be washed away.

Of course, there will also be more comfortable lighting options, as Maggie strongly dislikes the idea of me using torches inside our home. So, we have also developed a new series of firefly lamps, and there will be more lighting options to come in the future!

**Along the walls, on top of cabinets, and everything in between.

[h3]Useless but fun! [/h3]

Meanwhile, Jay is also very enthusiastic about designing furniture with what he calls "fun but useless" functionalities. After all, a home should not be just a production line for the tribesmen. It's the little fun things that make it a true "home."
We have added Double Beds and Double Chair. Having two tribesmen sleep on them? Sounds meaningless. But sleeping together with your real-life partner? That doesn't sound too bad!


It is well known that tribesmen can not read, except for the Chieftains who wear masks. But that doesn't stop Maggie from using bulletin board to warn those dishonest companions.

*Of course, the effectiveness is questionable.

There's also the hitching post for mounts, where well-fed animals can be tethered, their loyalty beyond doubt. However, who would want their yard filled with roaming beasts? At least, the head Producer, Zima, who happens to have a touch of OCD, is not willing to allow it.


Indeed, everyone can choose to ignore the elements above. However, just like the magnets on the refrigerator or the paintings above the fireplace, if these little trinkets can bring a sense of warmth and home to the Chieftains and their companions, Jay is willing to put in twelve times the effort to make it happen.

Is that the end? We're just getting started! Jay has also created a bunch of interesting new buildings, and there's a bit of a personal touch for him as a mechanical enthusiast...

[h2]More fun buildings[/h2]

After addressing survival and personnel issues in Soulmask, expanding one's home and base is often a priority for the Chieftains. Jay's primary task is to ensure that base construction becomes an engaging and enjoyable part of the game.

[h3]Wind-Powered Machinery[/h3]

Do you like the smell of machine oil? Are you obsessed with the movements of steel gears and drive shafts?
At least Jay is that kind of guy. This quiet engineering enthusiast's favorite pastime is drawing intricate mechanical mechanisms daily.

And his fascination with drive shafts and gears is also reflected in our advanced power workshop. Jay can proudly guarantee that each gear's rotation direction is precise!



[h3]New interactions with livestock:[/h3]

And if you're not interested in machinery, how about these adorable creatures? The capybaras have always been one of everyone's favorite livestock, and we wanted to showcase their cute and amusing behaviors in Soulmask. For example, they will take baths on their own! We have added a new building module with pipes, and the capybaras will actively shower themselves:



[h3]Looking for other needs?[/h3]

Are you a collector? Our wearable wooden figures allow you to test the damage reduction capabilities of various armors.
Or are you a dart enthusiast at the pub? The archery target even increases damage based on the hit score, making it a good choice for competing against other companions or tribesmen.
Or do you want to keep something different? Our beehive doesn't require you to catch bees and nurture them manually - that sounds silly. Instead, it uses syrup to lure these little creatures to build their nests, just like in reality.



There are also fish ponds for breeding piranhas, which can be transformed into traps, and windmills that are influenced by altitude to affect energy efficiency... Many of the toys we cannot yet showcase are aimed at providing sufficient rewards to any Chieftains willing to spend time on construction - like building houses. If you enjoy creating, then that's great. We hope you have fun!

[h2]More Convenient Construction Optimization[/h2]

Even if you only see a glimpse of the iceberg above, you can still see the effort Jay puts into base construction. But if all of this doesn't make it easy for you to get started, it's all in vain. That's why the simplicity of construction has always been one of our top priorities.

During the last NextFest, many players provided feedback on the building system. As always, we heard you, we made changes, and we will continue to improve:

[h3]More organized storage chests::
[/h3]

Right I'm OCD but since the game has adsorption, are boxes still only adsorbed vertically?
——Chieftain: GG alex

Why not? We have added several angles of chest alignment, making it easier for players who don't enjoy playing Tetris with their storage to keep things organized:



[h3]A more user-friendly campfire:[/h3]

It never worked for me. Always spawned my on a Beach until I put down the big fire
——Chieftain: OGPG_LV


We've noticed that some new players need to learn how to light their first campfire - a developer problem. Our tutorial needed to be better. So, besides putting effort into improving guidance, all campfires now have a "newbie protection period" of 10 minutes when lit. You can even place a campfire anywhere, even while being chased by a cheetah, to instantly respawn nearby (as long as it's not raining...):



[h3]Others:[/h3]

Of course, there's also repair. We have designed a brand new structure: the repair station. As long as you assign one of your tribesmen to manage this area, chieftains can easily toss all their worn-out equipment into it and let the tribesmen take care of the rest.



Is it a hassle to change the material of your meticulously designed buildings? The new "Upgrade" option might be able to help you. By preparing the corresponding building components, you can quickly replace the material content in any position using this option.



Jay has many new changes that have not been implemented yet, and unfortunately, we are unable to showcase them at the moment. However, the construction system, as a critical part of the sandbox game, has always been our top priority. Due to objective limitations in development resources, to ensure quality, we will continue to enrich it as a long-term update content. Give us some time, and Soulmask will not disappoint anyone.

[h2]More of... what?
[/h2]

If building a castle requires a large amount of stone and bronze, then creating a prosperous world like Soulmask likely requires ten times the creativity and imagination.

So, we have many new gameplay features that we have yet to introduce. Some may still be in development, while others... we'll keep them a mystery for now.

But the next developer's update might give you a glimpse: What secrets lie within those magical ruins and majestic pyramids? What has happened in this world? Stay tuned if you're interested in what is happening in Soulmask!

We are Peter & Maggie, and we hope to see you again next time. If you want to discuss more about the game, feel free to join our official Discord server:

Join discord:https://discord.com/invite/eVsURRrKU3

Developer Update: More lively Tribesmen

[h2]Hello Chieftains![/h2]

This is a collaboration between Maggie & Peter. I hope all the chieftains had a great Easter holiday.
Who still remembers what we mentioned last time? Oh yes, it was our lovely and fierce barbarians!

https://store.steampowered.com/news/app/2646460/view/4206998459073743760?l=english

Here's a simple explanation for the chieftains (since Peter has corrected me several times on this!): Barbarians refer to the brutal and bloodthirsty NPCs that we often encounter in our game; Tribesmen are members of our clan; they are companions, comrades, and family, and they can even be avatars controlled by the chieftain!

These past few days, Peter has been racking his brains to ensure that our cute and fierce tribesmen are doing their jobs well (they are getting fond of idling!). For this purpose, he even sought out Soulmask, the designer responsible for the barbarians, a.k.a. the father of the barbarians, Lion, for some advice. After rejecting Lion's enthusiastic invitation to incorporate Peter's appearance into the barbarians, he also showed us a lot of exciting changes to the barbarians. We are so eager to share them with everyone!

Did you like Soulmask's previous tribesmen? Then I think you must take a look at this. They are no longer the same as the ones chieftains have known, of course, in a good way.

[h2]1.The optimization and improvement of the barbarians[/h2]

In the tribe of Soulmask, many tribesmen wear various special Decoration, or use a variety of exotic paintings, in hopes of gaining part of the power of the Pyramid Guardian. Perhaps this may not be as they wished, but what harm does it bring?

Every tribesman of the chieftains was once a ruthless barbarian: in the game, the three barbarian tribes run through the exploratory journey of the chieftains. Although the skills and gears between the tribes are different, it is obviously not enough for Lion, so starting from the new version, painting has become one of the symbols to distinguish these barbarians - the paint colors between different tribes may differ, but are wild enough.



And then there are the leaders of the tribes—uncertain if the chieftains have faced them in their previous adventures. These towering leaders seem to have indeed gained a portion of mysterious power, possessing unbeatable strong attacks:

* This is an in-development image and does not represent the actual game experience.

*Are the chieftains ready...?

But once the barbarians become members of the tribe, the chieftains may be more concerned about the "intelligence level" of these tribesmen—rest assured, they are no longer the "robots" who get stuck in the wilderness and mysteriously disappear the next morning.

[h2]2. Easier tribal management[/h2]

In the last NextFest, we received many suggestions from the chieftains regarding the management of the tribesmen, for example:

The system of tribe management and the use of tribesmen is cool, but tribesmen often lag behind. artificial intelligence still needs to be optimized.

Difficulty in understanding mechanics with the tribesmen.

I would like you to include cooked meat as a form of food for the tribesmen, they only eat fruit from tables/chests.
——Chieftain: Hio5818


I can only say that Lion really cares a lot about the feedbacks of all the chieftains. He has reviewed every player's suggestions/complaints and made modifications to the issues that were collectively addressed:

[h3]Better management list:[/h3]

Micromanaging the tribesmen, through interaction. A management window would help
——Chieftain: Käsebällchen


Many chieftains could not bear the previous clan management interface, and Peter was no exception. However, this has now become a thing of the past: Lion has "upgraded" the mask management module for the chieftains. The new clan management interface can view and manage any element of each tribesman in list form:



[h3]Improvement of gathering tasks:[/h3]

My biggest want is with the Tribesman quest system. Currently in my camp I have 3 chopping wood which means, I had to create each of their quest 3  times for example.
Gather wood at marker A
put wood in woodworking
put hardwood in woodworking
...
put fancy hardwood in woodworking
I wouldn't mind having to write it once, how ever being able to simplify it with
"Gather wood at Marker A/B/C Deposit gathered resources in woodworking"
Or a master quest log so I could created the quest once and then select from a list of which tribespeople get them, like when selected workbenches on the continued production quest.
——Chieftain: Devlian


The tediousness of collection task was indeed the most troubling issue for Peter, to the extent that he would rather pick up an axe himself and spend half an hour manually chopping trees than have the tribesmen do it for him. Now, collection has been completely overhauled and can almost be "set and forget." You only need to set the collection point, provide the tools, and set the behavior (chopping trees or mining?).



Alright, our lovely tribesmen will automatically stuff everything into their backpacks until they can't move. Then they will return home and put the items into the corresponding chests. The craftsman tribesmen will continue to turn raw materials into finished products. At this stage, the basic production line has been completed. Congratulations!

[h3]Easier gear repair:[/h3]

For repairing you need first take mats from box, unequip weapon, put mats on bench, repair item, take it back, equip. For building or crafting you need to do the same a lot of annoying actions.
Yes, that's maybe more real, but also too annoying to do every time.
——Chieftain: Nighty


We want Soulmask to be more realistic, but at the same time, we don't want the chieftains to get too frustrated, so we thought of the tribesmen—why not let them help you?



Now, all you have to do is place the low-durability gear on the workbench for repair, and the delegated tribesmen will automatically take repair materials from the storage box. Go do what you need to do!

Is that the end? Not at all. From the multiple conversations in the tea room, the Father of the barbarians Lion, has ambitions far beyond this—in Soulmask, the tribesmen, in addition to being a help in our construction, we hope that they will be more vibrant members of the chieftains' family, and even another incarnation!

[h2]3.More realistic tribesmen[/h2]

As mentioned before, the tribesmen in Soulmask are not just "servants" for the chieftains to complete tasks, but real flesh-and-blood family members.
They will complain about not having good enough main dishes in the food chest, and can't help but join in the dance of other tribesmen during work, and will cheer and embrace when the tribesmen are resurrected.

*Except for occasionally putting work aside, everything is going well...

Lion hopes that his "creations," even when the chieftains are not paying attention, will have their own lives. That's what family should be, isn't it?
They also have their own personalities: most tribesmen have specific likes and dislikes within their talents. Some tribesmen cannot bear the torment of rain, while others are addicted to smoking. Their mood affects their work efficiency and combat performance, and tribesmen with extremely low mood may even go on strike! Family needs to be well maintained and satisfied, chiefs, remember that.

Some tribesmen habit when using the restroom be like:

Oh, we finally got to it: talents. We have prepared 265 talents with 3 levels for each in EA! Of course, there are good and bad ones, just like real people. What Lion desires most is for the chieftains to continuously add barbarians to his own clan and select the most suitable combinations for their control. We can't wait to see what tricks the chieftains will come up with!

And in the future, we don't want to treat these talents as just cold numerical changes and words - we hope to show them in every action of the NPCs. This is the ultimate goal of Soulmask - that everyone inside is as real as can be. Please allow Peter to tease you a bit here - in the versions you will play in the future, you will see all of this.

[h2]4. What's next?[/h2]

To be honest, we really hope that everyone can experience our tribal design in Soulmask. It's really impossible to describe the effort the developers have put into them due to space limitations. But don't forget, Soulmask is a intricate enough game. We have a lot more want to show!

Next, Maggie and Peter will talk to you about our home itself - buildings may be the most important aspect of survival in Soulmask. And in this regard, what our new home will look like in the future... the chieftains will know next week.

We are Maggie & Peter, we will see you soon! What else would you like to see about the barbarians? Feel free to let us know in the comments, and we will showcase more on Discord!

Join discord:https://discord.gg/Vjh9gteNEn

Developer update: New dangerous creatures

[h3]Hi Chieftains![/h3]

It's still Peter & Maggie here. Do you remember the teaser from the last issue?

https://store.steampowered.com/news/app/2646460/view/4143947429366159254?l=english

The creatures in the wilderness are genuinely happy to meet the Chieftains...perhaps because they can have a delicious meal...

During the past tests, all the Chieftains showed a keen interest in creatures, like being attacked by a black panther or riding a llama through the rainforest. (I'll let you in on a secret: Maggie was bitten to death by three wild dogs near the ruins three times in the novice period, and in the end, she went to steal her death loot completely naked. Please tell me I'm not alone in this.)

I saw dozens of new creature designs in Royce's schedule! He generously shared the designs with me, and we discussed the creatures in the pantry. Among them are two creatures that I find very interesting—don't run away, here they come!
[h2]Anaconda : The capricious tyrant of the rainforest[/h2]

"I tripped my companion and left him behind. As long as the anaconda is full, it won't chase after me..." —by a new tribesman escaping from the rainforest



Recipe: Carnivorous
Size: Large
Personality: Fierce when hungry / docile when full


In the dense rainforest of Soulmask, every step carries a completely unknown deadly danger, and the anaconda is the most terrifying creature among them. Similar to the real-life anaconda, when we designed it, we wanted it to be a "slow and deadly" beast - when the "tree trunk" suddenly moves and spits venom at you... Do you like such surprises when collecting wood? Hmm?



Unlike the Panther (by the way, Maggie sincerely advises against exposing your back to it!), the anaconda is not a creature that can be taken advantage of in close combat. Its highly robust body can instantly wrap around an enemy, slowly squeezing them until they take their last breath. But the anaconda's bulky body makes it difficult for it to turn, making it vulnerable to hit-and-run attacks from a certain distance, or using long-range methods is a good way to deal with it.

*Slash and run away fast!

But for beginners, we will only give one piece of advice: run!



Oh, by the way, although the anaconda craves fresh meat, it is obviously not an insatiable creature: once it has finished eating, it becomes a non-aggressive and docile character. So... as long as you run faster than your companions, there will always be one person who is absolutely safe... you know what to do, right?

Having seen enough of the intimidating reptilian eyes, let's shift our gaze to the distant Wetlands and observe some "adorable" little creatures there. But for the sake of the Chieftains' lives, let's not get too close...

[h2]Arrow-Poison Frog: Beautiful Wetland Poison[/h2]

Do you know about the Arrow-Poison Frog? It's like an embodiment of the Wetland's poison, absolutely fascinating! - by a tribesman from the Fang Tribe



Recipe: Omnivorous
Size: Small
Personality: Very fierce when its territory is invaded


Look at this colorful little frog. So adorable!



But this little creature in Soulmask is inevitably different from reality. I hope the Chieftains won't be frightened by it...

*Soulmask is a virtual dangerous realm

And in the Wetland, no one wants to encounter even a single Arrow-Poison Frog: In "Soulmask," the design of the Arrow-Poison Frog is to add insult to injury for the Chieftains in the Wetland - the toxic air itself is already a challenge, and even antidotes can only provide limited relief, but the Arrow-Poison Frog... I hope you don't come into contact with its saliva.



And more importantly, similar to the real Arrow-Poison Frog, their communal behavior of staying in shaded areas under the trees makes them difficult to detect, which is extremely deadly without constantly scanning for masks. Chieftains could be instantly surrounded by several Arrow-Poison Frogs.



Of course, the barbarians of the Fang tribe especially favor the Arrow-Poison Frog because of its abundant high-quality poison, which is one of the best means to create poison against enemies. With shallow physical attack, the Arrow-Poison Frog can be easily restrained by equipment with high poison resistance. Chieftains may need to focus on this aspect to deal with the more terrifying poisons deep in the Wetland. Perhaps the Fang tribe to the east is a good target for this...



Of course, there are many more new animals: in fact, we are constantly enriching the ecosystem of Soulmask almost every week, so that Chieftains will never feel alone (maybe we'll post more on Discord!)




[h2]What's next?[/h2]

We wish to introduce more exciting creature designs from Soulmask, but there is just so much we want to share. In the following design log, we will talk about the familiar tribesmen inspired by the masks and who have become more intelligent and agile... Stay tuned!

We are Peter & Maggie, and we will see you again soon! If any of you have great ideas/suggestions about creatures, please feel free to let us know in the comments!



Join discord:https://discord.gg/Vjh9gteNEn

Developer Update: Battle & Stamina Optimization

[h3]Hello, Players![/h3]

Here is Peter & Maggie, the community managers of "Soulmask." If you chieftains haven't checked out the first issue of the log, you can click here to take a look.

https://store.steampowered.com/news/app/2646460/view/4143947429358449497

We are refreshing the comments section every minute, paying attention to everyone's feedback on the new weapon movement, hoping that everyone will enjoy them!

This time, we plan to discuss some more fundamental aspects of combat: not as flashy, but detailed enough. Do you like risky combat in the jungle? Let's dive in:

[h2]Core combat improvements: Stamina & Distance[/h2]

In the conflicts between the barbarians in "Soulmask," combat is a highly risky endeavor: we truly hope to convey this reality to everyone. In combat, every attack consumes precious stamina, and the vulnerability (Hitstun) after an attack also becomes an opportunity for the opponent to strike—patiently maneuvering, waiting for the opponent to make a mistake, and delivering a precise fatal blow. Just like a fierce beast in the jungle.



Therefore, in Soulmask, all combat fundamentals revolve around three elements: the rhythm of initiating attacks, the distance between the attacker and the target that determines whether the attack hits, and not wasting valuable stamina.

In the first issue of the log, we shared our plans for improving the rhythm of combat actions. This time, let's discuss stamina management and distance control, which were the features that garnered considerable attention during the previous playtesting event.

I wish that when attacking with weapons, the character would step forward slightly to add some dynamics to the combat; otherwise, I try to hit someone and while my attack animation is playing, the enemy just calmly steps back and prepares for a strong hit, while I stand still swinging at the air.

Losing stamina in combat, making unable to fight. Big Cats just jumping at you, so you can't fight back and just die. from Next Fest test 2024's survey


We also noticed that in the early stages of "Soulmask," certain aspects of stamina and distance determination settings needed optimization. Therefore, we first increased the stamina recovery speed so that when a big cat jumps at you, you still have a chance of survival, right?



We have different types of weapons with various ranges and characteristics, which also bring quite a challenge for players to get used to—indeed, swinging your weapon at thin air can be quite frustratingːsteamsadː. Therefore, in the new version, we quietly added a small mechanism for charging and locking onto the target! When the distance to the target is close enough (a red reticle will remind you of the timing), players can charge and attack by controlling their character to cover a short distance. Yes, they can't resist the urge for blood...



Oh, and one more thing, I want to emphasize again that the above is not the final game result. At the moment you are reading this article, we are still working hard to improve! We will bring you even better content!





But let's expose some small details that only a few people care about, but believe me, we all keep in mind.

[h2]Detail, more details[/h2]

Switching weapons/tools takes way to long.from Next Fest test 2024's survey

Maggie understands the pain of being surrounded by a large group of bush dogs while chopping wood and not being able to switch weaponsːsteamsadː, so we optimized two small details:
● During the weapon switch process, the stun caused by light attacks will not interrupt it! The epic debuff from the bush dog pack!ːsteamhappyː
● The mouse wheel can directly switch the inventory items, as statistics have shown that over 80% of chieftains' fingers haven't grown long enough to reach the number 9 key directly...



Using bandages in a fight causes the character to stand there while being bandaged but it seems very slow since all bosses or mobs can gap close you quickly. from Next Fest test 2024's survey

Bandages can save the lives of chieftains, but they shouldn't be a noose around their necks: now the standing stillness while using bandages can be interrupted by any rolling action!



I would like more realistic battles!---- from Royce

Designer Royce was very concerned about this issue of authenticity during the previous testing, it seems he found a lot of inspiration from cult movies...



lt's awful on a 32 : 9 display——by Shotgun Mike

Oh @Shotgun Mike, we won't forget about you, the 32:9 ultrawide screen resolution support has been implemented!


[h2]What's Next?[/h2]

In the next issue, we will focus more on this world—the jungle is full of vitality, danger, and beauty... Are you ready to say hello to new friends (even though they don't look very friendly...)?

We are Peter & Maggie, and we'll see you again soon!



Join discord:https://discord.gg/Vjh9gteNEn