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Developer Update: Conversation with the Chief Designer

[h2]Hi, Chieftain![/h2]

This is Maggie & Peter! In case some of you forget, we want to remind you once again: our Open Beta is nearing its release date on May 1st, and it's completely free!

As for our friends who've been following Soulmask since Next Fest, we really appreciate your support. We also want to point out the differences between the Next Fest version and the one launching on May 1st, which you’ll be able to play for free. Recently, Peter had the chance to invite our chief designer, Royce, to a Japanese barbecue. Royce graciously agreed to an interview. He's going to talk about the major upgrades in the new Soulmask version and share some behind-the-scenes challenges and insights from its development.

Also, we randomly selected some specific questions from Discord and other communities. Now, Royce will have to answer them directly - as he can no longer run away from some of them!

So are you ready? Let's straight to the points!
[h2]1.Regarding to Open Beta[/h2]

[h3]Hi, Royce, could you please briefly introduce yourself at the first beginning?[/h3]

Hello everyone, I'm Royce, the lead designer of Soulmask. I'm primarily responsible for the overall game design decisions and quality control of Soulmask. At the same time, just like you, I'm also a gaming enthusiast, and action games featuring rougelike are my personal favorite

[h3]We want to know what interesting features will be available in this Open Beta. Could you provide us with some details?[/h3]

In May Open Beta, compared to Next Fest, we'll be unlocking a portion of the Mangrove area. Additionally, we've added a new fierce and unruly tyrant creature to the rainforest- Anaconda. Be careful, or it will swallow you into its stomach!



Meanwhile, we optimize the weapon-attacking animations to make them look more fluent and natural. We also added mastery to each weapon to ensure players can select much more combat strategies.



Of course, besides the official PVE server, single-player and LAN server modes are still available for everyone to choose from. Playing solo? No problem! However, it becomes even more enjoyable when you play with friends. That's exactly what I plan to do on May 1st.

[h3]For the players who have experienced Soulmask in Next Fest, do you think what part should be payed most attention to in this Open Beta? [/h3]

Oh, comparing with Next Fest, a lot of improvements we have made. You can review the last couples of developer's updates that we've posted on steam community, and almost 80% features that we have mentioned before have been implemented in this Open Beta. However, if you let me pick a keypoint among them, that would be our clan system - players can transfer the barbarians to one of their clan members by detering them and taking them to the bonfire - in this aspect, I think it's the most distinction of Soulmsk compared to other survival game, which can unleash players from collecting and making basic and duplicated materials.



Also, a lot of improvements have been made on operation as well compared with Next Fest, such as the simpler clan state list, where can help players to control their tribesmen to work more easily; Meanwhile, the behaviors of tribesmen have become more lively. For now, they can make some complains to the food state, dancing while they're in idle, etc. We really hope that these improvements can make players feel like their tribesmen are the real persons instead of the working mechines.



[h3]I know that there're plenty of cool suggestions given by our players in Next Fest, any are worth mentioning?
[/h3]

I have to say, as for us, the experiences based on players' feedbacks in Next Fext seemed not that friendly to players, in which the most impressive one is, some operations under the perspectives of developers, like defense and squat, players probably cannot handle it.

In fact, the core design of Soulmask is more focusing on the old style sandbox survival game: no more nonsense, intensive survival stress, and enough challenges. While the players' feedbacks from Next Fest also made us realize deeply that, players with different game experiences will also hope to experience the journey in Soulmask, that let us decided that we should do better jobs for the tutorial of Soulmask. At the same time, upgrade the layout of UI to enhance the usability, all of these will come out on May 1st.

Meanwhile, according to the comments from players in Next Fest, we think that the most attracting part of Soulmask haven't been shown fully at the initial stage of game, therefore, we adjusted the flow of it and try to speed up the pace of the game.

Of course, including this Beta, we'll continue to make sliver adjustments according to the player's feedback. So, welcome to provide any feedback!

[h3]Just let us upgrade the question to the relatively perfessional part: from the perspective of the developers, what questions you've solved from Next Fest to now?[/h3]

Got it. In fact, except the feedback optimizations and bugs fixed we have mentioned before, we have devoted so many works for the post-game contents: especially the map elements for the Volcano and Snow Mountain, we must make sure that these contents won't disappoint everyone. You'll enjoy these in the EA version.


Another more important question: the lagging - this is a tough quesiton, the reson is so easy: compared to other similar games, Soulmask demands more precise attack detection and a large value of movement requirements, causing a excessively high server computational demands, which in some kind of level that indirectly leading to an unfriendly experience for players in Next Fest.

[h3]‒ So how can we solve this problem?
[/h3]

At the beginning of Next Fest, we tried to reduce the density of map creatures, but obviously no players will fond of an empty forest, so we did not make a compromise at the end;

And then we optimized the monster/boss AIs: when the server is suffering stressfully, they won't attack their enemies in such a precise way, this will reduce the lethality and accuracy of them to ensure parts of fluency - of course, these mechanics haven't been added into the single player mode and LAN mode, so all of you can experience the most original combat challenges.

At last, we also added the European server in order to solve the lagging possibility caused by the restrictions from regions.

Oh yeah, something that needs to be clarified is that the above may not be the final solution; we will continue to find a better way to solve this problem in the future, even after the EA.

[h3]So is there any experience issue that persisted 'till now?[/h3]

As for me, the experience with a controller isn't so good——we brought a bunch of controllers to do some research. Still, it didn't reach a comfortable solution due to the time limit, which made me feel harmful to these controllers...Anyway, we will prioritize this issue after EA.

[h3]So during development of Soulmaks, any important challenges that we finally solved?
[/h3]

I have to say that, that is the unique combat part is different from other similar games. In fact, this is one of our prime goals at the blueprint period of Soulmask, but thank god we finally made it. Compared to other games, we are so proud of the more precise detection and cooler mastery.



For sure this causes some new issues to our official servers lol, but we won't regret to do so.



[h2]2.Community AMA[/h2]

[h3]The next part, let us talk about the issues asked from our community players.
At first, the question from @Ult: how about our anti-cheating mechanics, what system we're using? Any measures will be taken to the cheaters?
[/h3]

his is a serious issue, I want to give an overall answer first: We always take the strictest attitudes against cheaters from Soulmask.

Our anti-cheating system can be divided into two parts, we will access VAC after EA, which is the basic anti-cheating system; and then, we will have people to take care of the cheat detecting system, every strange behaviors in official server will be reported, be judged, and be banned by administrators.

Additionally, we have report system, if you find out any cheating behaviors alike, you can report it directly, we will investigate and then ban the account if it's deemed to be true.
We have a zero-tolerance policy towards cheating behaviors, we will regularly panish the verified cheaters with permanent bans from accessing official servers.


[h3]
@BEASTMAMA is wondering that is it intended for the Ice to be only available end game? The reason why I ask this is related to the building Aspect of the game. I have to say that after entering the rainforest, there will be a big problem for farming and temperature control when breeding - so hot in it! Is there any way to solve this to be able to craft ice with water and salt of sorts?
And the second question is, is there going to be mating of mounts in game?
[/h3]

Yes, this related to the Snow Mountain part of post game, and you know, it's not easy for the human beings to gain ice stably at any time in history - but we appreciate the method you provided, Beastmama, this sounds reasonable, and we will consider to add some extra ways for players to attain a small quantity of ice in the early or middle stage in the future.

As for now, the fact is that our temperature is related to the area around, because the south hill is near volcano, the entire heat will be higher, may be you can try to foster your career at northwest?

About the mating for mounts, for now we would more like the mount is a feature for you guys to explore the world and take adventure, collecting them and have some fun. I don't have too much idea about it temporarily, but as we all say, everything is possible in the future!

[h3]@Sergiomarch are interested in the balance regarding PVP: any jobs we did to avoid players from cross-server attacking abruptly at 4 a.m.? Or to prevent the material spots from being occupied by guilds directly once online?[/h3]

Of course, we have; a strike window setting is added to the PVP mode server to ensure players won't be damaged by enemies within a specific time and don't worry - this window won't be put at 4 a.m. again.

As for the material spots issue, in addition to continuously adjusting the restricted area around the key locations, we also have administrators on the official server who can constantly monitor and manage the closure of material spots. All in all, we strive to ensure the balance of PVP, so please don't worry.

[h3]@Ezio Auditore notice that there're iracoterios in game, so if any gameplay about cavalry in the future?[/h3]

Soulmask want to pay more attention on the things that other games don't have, therefore, if we finally deside to create the cavalry system, that would be different: sush as elephant cavalry, leopard cavalry, isn't that more exited?

To the iracoterios, they're more likely to be the special species, just let them settle down here casually in the grassland~

[h3]@Iris want to know if there's any feature for players to customize the appearance of tribesmen? Because I have controled a legendary tribesman but he turned out to be a small fatty man, that hurts my feeling.[/h3]

No, we don't have such idea to open this feature, there's one thing we want to say is that, appearance is also a part of the power, not just a bunch of data!




[h2]3.Ending word[/h2]

[h3]At the end, any words you want to speak to every player?[/h3]

Recently, we've been working overtime on optimizing and fixing bugs for the game. However, we have to admit that many issues are still needed to be solved. Whether you have experienced Soulmask or not, we hope you will fall in love with this game through Open Beta. And yet the game's optimization is far from over; even after EA, it's still a long journey of updates. Stay tuned; you'll all see it.

Join discord: https://discord.gg/playsoulmask

Developer update: Exploring the Lost Civilization

Hi Chieftains!

It's your community managers, Maggie & Peter, and we are back again! Not sure if you are ready to enter the world of Soulmask later - if you're not sure about how to build your home, you can check it out here:

https://steamcommunity.com/games/2646460/announcements/detail/4176600429544594338?snr=2___

As our game approaches its release date, it's time to talk about the deep stuff: what happens in this world?

I don't think when Chieftains explore the world of Soulmask, they simply see these ruins and remains as "places to kill monsters and loot." What happened in these ruins?

ZIMA, our chief producer, is a total mystic. Maggie has reached out to him, but he was unwilling to reveal all the details about Soulmask! However, our developers hope that Chieftains can enjoy their time exploring, digging, and piecing together the fragments of the story on their own. Fortunately, thanks to a weekend barbecue, Maggie finally got a tiny hint from ZIMA's mouth...

What's more, this time, the developer's updates will focus more on telling stories from the perspective of our adorable Chieftains. We would be more delighted to hear from you that the Soulmask game allows you to explore and develop your thoughts about this world. Remaining mysterious isn't always a bad thing, right?

So are you ready? Unveiling the mysterious face of this world.

[h2]A Barbaric World[/h2]

We are about to feast, using your food and flesh!
——by a invading Barbarian


From the moment you, Chieftains, receive the masks and step into the world of Soulmask, the first thing that catches your eye is primeval and savagery.

Dangerous beasts, bloodthirsty barbarians, and mysterious ruins... There may have been glorious civilizations here once, but time has eroded them.

And among them, if we were to mention any remnants of "civilization," it would be the exiled outcasts struggling to survive. Apart from them, there are only three major tribes: Fang, Claw, and Flint. But remember, they hate mask users like you. Bloodshed and human sacrifices are their specialties. You and your subordinates could be captured by their patrols at any moment and used as offerings to worship everything they hold dear...

*Maggie's Top 1 Least Desirable Event: Tribesmen being captured for sacrifice

As the three major tribes, Fang excels in brewing poisons and prefers using the power of nature to harm or heal others. The Claw tribe is bloodthirsty by nature but possesses remarkable talent in combat, making them natural-born warriors. The Flint tribe is the most civilized, with great achievements in agriculture and technology, preferring to use sophisticated tools to protect themselves. They seem to rely on the legacy of ancient civilizations to grow rapidly, but they still maintain their primal and savage nature.

[previewyoutube][/previewyoutube]

The three major tribes are constantly at war and claim control over most of the world's territories. For example, when it comes to mapping information and reconnaissance camps on the waterfront, Chieftains need to rely on their scouts for intelligence:



Highly fortified barracks with distinct production and combat roles are home to strong leaders and priests. They provide valuable materials, tools for summoning guardians, and even skilled craftsman. But beware, extinguishing the beacon can lead to being surrounded by reinforcements.



Even their largest stronghold, the massive ancient stone structure at the heart of the tribe, would make anyone feel suffocated. Recklessly attacking them is definitely not a good idea, as their Tribal Priest awaits deep within, awaiting living sacrifices...



And when you finally defeat the tribal leader of the fortress and gaze up at the majestic stone tower, it's hard to imagine that this is just the tip of the iceberg of an ancient civilization that is so awe-inspiring—what exactly happened to them?

[h2]Lost Kingdom[/h2]

In this most magnificent temple, we await your return. Praise be to you, our god…
——Excerpt from the inscription on the ancient ruin tablet


I believe that any chieftain would find it difficult to ignore the comprehensive impact brought by the ancient civilization of Soulmask— your first encounter with the mysterious lost empire begins when you obtain the first green crystal from the tiny ruins infested with wild beasts.



As we explore further, you'll discover ancient ruins of colossal structures, whether on the surface or underground. Unlike the crumbling remnants, these majestic and intricate townships allow you to experience the immense splendor of the ancient empire firsthand.





Amongst the ruins, you will encounter a new enemy: the Plunderer. Their leaders possess mask powers like you, but they are not as noble. Lurking in the depths, they seek to greedily obtain even a small amount of the mysterious power possessed by the chieftains.



Of course, defeating these shameless bandits brings us rich rewards. In addition to acquiring high-quality sunstones, crystals, and rare minerals they have stored, we can also obtain the highest-grade armor mod within the ruins.

However, there is also an item that might draw your attention: Within any accessible ancient ruin, there are ancient ruin tablets that have transcended time, seemingly inscribed with traces of the glorious ancient civilization.

*"It is here, silently watching everything."

From the fragments of the inscriptions on the stone tablet, we can see their extreme reverence for the gods.

We found traces of the gods and discovered countless artifacts… Perhaps this is a blessing from the gods. Behold its magnificence!
We offer you all that we have… We built this eternal temple in anticipation of your arrival.
Take it, take it all, and become a god… Look down upon all living things…


But beyond that, everything remains a mystery: Who are its enemies? What caused its destruction? Most importantly, what exactly is this "god" they worship?
[h2]”GOD“?[/h2]

Light… Blue and red light as far as the eye can see. Death…
——Excerpt from the inscription on the ancient ruin tablet


As the chieftains progress through the game, they may have discovered some clues.

For instance, deep within certain dungeons, using your mask abilities will teleport you to an underground city with a completely different architectural style from the ancient civilization, filled with metal and pipes. Here, triangular constructs stand silently, awaiting the chieftains to arrive and unleash their fangs...





For instance, the guardians of the pyramids, these giant beasts transcend the natural laws of evolution, as if divine beings have descended. The ancient civilization worshipped them as messengers of the gods. In the inscriptions of the ancient civilization, they are depicted as powerful and immortal...

As the central metallic chamber of the ancient civilization remains, referred to as the "Holy Ruins" in the inscriptions. In reality, it is indeed guarded by something fearsome: colossal metallic killers whose attacks seem to originate from another world.





No one knows what these seemingly otherworldly creations are, but it is confirmed that they are closely related to our source of power—the masks. New mask abilities can be obtained in the gigantic pyramid, upgrade Modules in the underground city, and the Holy Ruins is the only way to obtain an entirely new mask.



From the first green crystal to controlling the first tribesmen, the leap in technology, to various scans, enhancements, mimicry... all the superhuman abilities the masks bring to the chieftains point towards one ultimate question: where do they come from? The destroyed ancient civilization and their worshiped "gods." What is the relationship between them?

What is this "god"?
[h2]Finally[/h2]

As mentioned, Maggie still hopes everyone can pexplore Soulmask to find the answers. There are many secrets in this world, and regardless of the ultimate mystery, I still hope the chieftains unveil it!

It's still us, Maggie & Peter, and we'll see you next week! If you have anything related to the game you'd like to discuss, feel free to leave a comment in the section below or join our official Discord to have an in-depth conversation.

Join discord: https://discord.com/invite/4G2K7FDbtp




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