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Let's talk about this: The release date for 1.0 and Egypt DLC

[p]Add Soulmask Shiftingsands to your wishlist![/p][p][/p][p][/p][p]Hey guys, it's been a while. I'm ZIMA, the lead producer of Soulmask.[/p][p][/p][p]We've seen some rumors floating around in our community about the release timeline, and I'm truly sorry it's taken this long to address them.[/p][p]We're in the final sprint of development, and to ensure Soulmask delivers its best experience for all of you,[/p][p][/p][p]we have, after careful consideration, decided to adjust the release date for Soulmask 1.0 and the ancient Egypt DLC "Shifting Sands" to Spring 2026.[/p][p][/p][p]We're sorry! On behalf of the entire dev team, I extend our sincerest apologies to everyone who's been waiting eagerly.[/p][p][/p][p]I know you're all wondering what led to this second delay. To cut to the chase: it mainly stems from optimistic estimates of our development progress.[/p][p][/p][p]In fact, we originally planned for a 1.0 launch as early as May-June, and we'd even rolled out a few versions of our promo plans.[/p][p][/p][p]But Soulmask is our studio's first game and our debut single-player sandbox project. For 1.0 and "Shifting Sands," we have so many ideas we want to implement, but every new feature brings a bunch of issues.[/p][p][/p][p]Regarding this delay specifically, here's a quick rundown based on recent feedback from our online 1.0 and offline DLC demo tests, which highlighted several key problems we'll report to you:[/p][p][/p][h3]Balance Issues[/h3][p]This is the biggest hurdle. With the addition of new tribal mechanics in 1.0 and three major modes (check out our interview for details on these new features【link】), a ton of previously unseen balance problems have surfaced:[/p]
  • [p]For example, the new barbarian invasions are a hit with many players for their challenging raids, but how do we fine-tune difficulty across official servers, single-player, and private servers? How do we adapt it to players' available time? We've realized our old systems just don't cut it here.[/p][p][/p]
  • [p]Plus, we've revamped the starting masks and added plenty of new talents, but in closed testing, their values were clearly imbalanced: Do the old talents still hold up? Can the starting mask carry you through the whole game? Figuring out these adjustments requires round after round of extensive testing.[/p][p][/p]
[p]This includes nitty-gritty details like the traveling merchant system and tribesmen training system, which all fall short of our quality standards for 1.0—there's no shortcut but to fix them properly.[/p][p][/p][h3]New Features[/h3][p]This ties into the "Shifting Sands" DLC content. We're eager to deliver this DLC in top shape, and feedback from the WePlay demo confirmed that sandbox fans really dig a home base that can soar through the skies and delve underground.[/p][p][/p][p]we discovered a rather serious issue: We may have placed too much pressure on players.[/p][p][/p][p]Especially for newcomers unfamiliar with the base Soulmask experience—their gameplay experience still fell short of the standard we originally aimed to deliver.[/p][p][/p][p]We need a smoother, more engaging tutorial and early-game flow to let everyone jump right into the fun. That means major revisions to the opening experience.[/p][p][/p][h3]World Interconnectivity[/h3][p]Yes, this is one of our ambitious goals: fully linking the rainforest world with the desert world! We've planned this for ages and invested heavily in creating a massive world portal at sea.[/p][p][/p][p]However, in practice, switching between worlds poses huge performance challenges, and we're working flat out to optimize it .[/p][p] [/p][p]So, could we launch without these fixes? Sure, technically.[/p][p][/p][p]But that's not the game we want to serve up to you. We aim for Soulmask to feel like a labor of love, something crafted with genuine care.[/p][p][/p][p]I checked our update logs yesterday—since Early Access, we've pushed out 59 version updates in a year and a half. Honestly, for a buy-to-play game, factoring in this latest delay, pretending there's no real-world pressure would be a lie.[/p][p][/p][p]Not to mention the workload of dual-tracking 1.0 and DLC development—we do need the sales boost from this new content to keep the team going.[/p][p][/p][p]Of course, we knew these pressures came with making a single-player Steam game. That's why we can't settle for releasing a half-baked product at the critical "1.0" milestone, and the same goes for "Shifting Sands"—this DLC packs innovative concepts we've long wanted to explore, and we hope it blows your expectations away.[/p][p][/p][p]Above all, we don't want to let down the players who love this game. At the WePlay event, we met die-hard fans who traveled 10 hours by train, just to try the DLC, and a 4,000-hour veteran who drove from another city, just to share their thoughts to us.[/p][p][/p][p]Some raved about the new flight masks, others were pumped for the evolved boss battles, and a few got lost for half an hour building barges. Talking to them showed me how deeply Soulmask is cherished by so many.[/p][p][/p][p]That includes all of you—our 750,000+ players worldwide. You're the "original investors" who've been with us from the start, and this is our first collaborative project together. Delivering better content is the ultimate respect we can show you and ourselves.[/p][p][/p][p]Once again, our deepest apologies. Please give us a bit more time.
[/p][h3]Wishlist Soulmask: Shifting Sands Now![/h3][p][dynamiclink][/dynamiclink][/p][p][/p]

Recap: Shifting Sands DLC at WePlay 2025!

[p]Add Soulmask Shiftingsands to your wishlist![/p][p][/p][h2]Greetings, Chieftains:[/h2][p][/p][p]On November 22-23, we held an exclusive offline demo for Soulmask: Shifting Sands at the WePlay x ZF2025 Exhibition in Shanghai![/p][p][/p][p]We apologize for not being able to notify everyone in advance, and we want to extend our sincerest apologies and thanks to all of you who always support Soulmask but couldn't make it at that time to Shanghai![/p][p][/p][p]Regardless, it was a wonderful time, and we are grateful to all the new and veteran Chieftains who came to try out the demo![/p][p][/p][p]We could see your excitement and approval for the new content, especially about the flying barge that can become your home - and more importantly, we received your invaluable feedback. This will help us forge an even cozier and more engaging moving fortress.[/p][p][/p][p]We also want to thank all the Chieftains supporting Soulmask online, from every corner of the world! We firmly believe that every voice from every community is vital to us.[/p][p][/p][p]Following this offline demo, our entire team has entered the final development sprint for the 1.0 version and the DLC to ensure the final quality meets everyone's expectations.[/p][p][/p][p]We will bring you more information next week. Thank you for your understanding and patience, Chieftains. Let's look forward to the brand-new Soulmask together!
[/p][h3]Wishlist Soulmask: Shifting Sands Now![/h3][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Soulmask Early Access Regular Update 59

[h3]Dear Chieftains,[/h3][p][/p][p]To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from November 6th, at 7:00 AM UTC, with an expected downtime 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support. [/p][p][/p][p]\[Issue Fixed and Adjustment][/p]
  • [p]Fixed cross-server tribe building ownership issue.[/p][p][/p]
  • [p]Fixed the power ropeway placement issue near the northern iron ore vein in the northern Wasteland.[/p][p][/p]
  • [p]Adjusted "Desperate Response" and "Crisis Resolution" talents. They will no longer trigger if incoming damage exceeds Max HP.[/p][p][/p]
  • [p]Fixed an issue preventing Fever from increasing for chance-based Invasions.[/p][p][/p]
  • [p]In PVP Mode: Bow damage against player-controlled characters is reduced by 20%~25% (depending on bow material tier).[/p][p][/p]
  • [p]Fixed a status bug that occurred when leaving a guild while mounted.[/p]

"Soulmask:Shifting Sands" Tea&Talk Discord Event Highlights

[p]Add Soulmask Shifting sands to your wishlist![/p][p][/p][h3]Hey there, dear Chieftains![/h3][p][/p][p]Maggie here! Thanks to the DLC trailer, Laura's DMs are always flooded – you all really have a lot of questions![/p][p][/p][p]So, we held a tea&talk event on Discord for everyone to freely share any and all speculations about "Shifting Sands". Let me tell you, while we expected the passion of the Soulmask community, we were still amazed by the sheer volume of your imaginative theories.[/p][p][/p][p]Now, it's time for some verification! We've selected a few of the most outstanding theory-crafters for some limited reveals regarding your guesses – remember, this is just Maggie's personal perspective, okay?[/p][h2][/h2][p]First up, @Merlin spent considerable detail describing a war between gods based on Egyptian mythology. I particularly loved your interpretation of the Solar Barque – you're getting very close![/p][p][/p][p][/p][p]However, Maggie needs to remind you: looking into the evolutionary secrets of the "gods" in Soulmask's original world might give you deeper insight into the root relationships between the deities in "Shifting Sands"... the relationship between the "Sun God" and other "lesser deities," and the very nature of "gods" in Soulmask.[/p][p]As for how to obtain the Horus mask, once you enter the world of "Shifting Sands," you can acquire this powerful mask through a storyline. This means you'll be able to fly very early in the game![/p][p][/p][p]Next, the story and numerous comic-style illustrations from @Link! I have to say, this might be totally something you would do:[/p][p][/p][p]It's still a story about the Egyptian gods, but link tells a completely different version, even noting the estimated timeline for each Consciousness Level. This kind of speculation integrated with Soulmask's systems is one of Maggie's favorite types of content.[/p][p][/p][p][/p][p][/p][p]Regarding your guesses, what I can say is: almost everything you hoped for is implemented in "Shifting Sands".[/p][p]Large floating carrier? Check. Flying mask? Check. Gravity manipulation ability? Check. Large Egyptian-style BOSS? Check.[/p][p]Oh, and about the giant beast floating in the sky – you'll most likely encounter them in a different way. Trust me, they aren't even the ultimate challenge, but they will seriously test your Solar Barque's combat capabilities, lol.[/p][p] [/p][p]@SKV provided a detailed analysis of every shot in the trailer, putting forward many very practical guesses. Really, brother, on many ideas, you and ZIMA are on the same wavelength![/p][p][/p][p]But your guesses about the ships are still too conservative – their potential role is far greater than you imagine. Think of the elephants in the current Soulmask, then magnify them about 20 times! [/p][p]Then fill them with various structures, workbenches, and turrets, allowing you and your tribe to build a new mobile home on it! Raiding everything floating in the sky![/p][p]@Elegant offered a completely new perspective: interpreting the new elements in the trailer from a combat, especially PvP, standpoint. I really liked your analysis of mask abilities and environmental hazards![/p][p][/p][p]We must admit, for an ambitious new element like "Shifting Sands," balancing PvP combat with new gameplay features is a serious challenge. [/p][p]For example, yes, we do have concepts for PvP aerial battles, but finding a balance point with server performance requires further complex design. [/p][p]Once we finalize things, we'll share it with everyone ASAP![/p][p]@Refine, please forgive me for only excerpting a part of your content for display – it was just too detailed! [/p][p]You analyzed the "Shifting Sands" trailer meticulously, almost shot by shot. This is one of the reasons we love the Soulmask community – we always feel your passion for the game![/p][p][/p][p]Many of your guesses are very close: For instance, the pyramids – yes! We still have multiple guardians waiting for Chieftains to challenge. They are intricately connected to the "Gods" and the masks, allowing you to physically experience a fraction of the astonishing power of these ancient deities.[/p][p]As for the storyline, if I were to comment, your guesses could be a bit bolder: beyond a simple battle of good versus evil, there are more complex puzzles awaiting you...[/p][p]Sorry we couldn't respond to and evaluate each one individually. In fact, there were far more excellent contributions than just these. But regardless, we have selected the following outstanding creators to receive the first batch of "Shifting Sands" DLC playtest accesses – yes, all the ones mentioned above will have a chance to get an early look![/p][p]The final list of recipients for the "Shifting Sands" DLC playtest access is as follows (shown as Discord usernames):[/p][p]marioich[/p][p]verafantasy89[/p][p].elegant[/p][p]_skv[/p][p]link_link[/p][p]merlin.of.avalon[/p][p]polkarasika[/p][p]refine7596[/p][p]trembolizado0008[/p][p]hava_dragea[/p][p]damian192[/p][p]Remember to follow our Steam and Discord channels. More content about the "Shifting Sands" DLC will still be gradually released to you Chieftains. And, of course, news about the 1.0 update![/p][p][/p][p]We'll see you again soon![/p][p][/p][h3]Wishlist Soulmask: Shifting Sands Now![/h3][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Soulmask Early Access Regular Update 58

[h3]Dear Chieftains,[/h3][p][/p][p]To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from October 16th, at 7:00 AM UTC, with an expected downtime 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support. [/p][p][/p][p]\[Issue Fixed and Adjustment][/p]
  • [p]Inscription Plates can no longer be stood on or climbed.[/p][p][/p]
  • [p]Optimized campfire respawn conditions.[/p][p][/p]
  • [p]Adjusted the no-build zone around the Southern Wasteland boundary wall.[/p][p][/p]
  • [p]Fixed an issue where the "Spreading Flames" talent could damage other players' tribesmen in PvE mode.[/p][p][/p]
  • [p]Fixed an issue where tribesmen could be duplicated under a specific condition.[/p]