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Soulmask News

Next Fest Appreciation and Player's Suggestions Response

Hi everyone, I'm Wing, the marketing team leader of Soulmask. I'm writing this letter to everyone with excitement and nervousness.

During the Steam Next fest in mid-February, we released a 40-hour demo version for players to try out. To our pleasant surprise, we gained over Hundreds of thousands of new friends and accumulated over 470,000 hours of gameplay!

With the enthusiastic support of our players, Soulmask quickly rose to the 8th position on the Trending Upcoming list during the festival and eventually reached the 3rd position. Additionally, our wishlist ranking has increased by over 400 places!

On YouTube and Twitch channels, we received more than 1000 pieces of contents from 532 creators and garnered 127 media news reports for "Soulmask". These contents not only provided reviews and answers for our players but also offered us a lot of inspiration.

We are very thankful for everyone's attention and love!

Among the reviews and feedback, the most prominent topic was the 40-hour gameplay experience we provided.

For a demo version game offered for free during the festival, a 40-hour trial is nearly unprecedented and is indeed a bold move for us.

Initially, we planned to set the trial duration at 16 hours. However, based on previous testing and feedback from our internal team, 16 hours might not even be enough to obtain the bronze equipment.

We are a slow-paced game, which means we might miss out on many lovely friends.

But we are confident in our game, as it gets more enjoyable and addictive the more you play. This confidence stems not only from our game's development and design but also from the feedback of our testing users and our community of over 5000+ friends on Discord.

So when our long-time community member Adam suggested extending the trial duration to allow more players to experience the true fun of Soulmask, "let them explore relics with different equipment, let them experience abundant wildlife and crops, and train the coolest tribe, as well as the taste of defeat in battle,"

After intense discussion, we ultimately decided to extend the trial time to 40 hours and open an unlimited single-player mode at the start of the festival.

This adjustment provided more opportunities for friends to get to know us, and it's these opportunities that led to the achievements mentioned above.

Here I must thank Adam for giving us the courage. ːsteamhappyː

I want to give a special thanks to Shizai for his valuable feedback, which was over 18,000 letters. As a seasoned survival game player, Shizai provided us with detailed feedback on various aspects of Soulmask, including the user interface, building and farming mechanics, and the mount system. Our development team carefully read and thoroughly considered the best optimization solutions.



However, what touched me the most was this passage:

【In a lot of games the world feels empty and sad, no matter how pretty the world looks (e.g. Icarus), and NPC tribes & tribe management could be THE feature to make the game more alive, interesting and deep】

This is exactly one of the original intentions behind our design of the tribal system!

The intelligent tribal system is a major feature of the game, aimed at freeing players from repetitive tasks and allowing them to focus more on exploration and combat. More importantly, we hope that the tribal system can provide players with a sense of family and belonging in the game.

Regardless of the size of the thatched hut or the small stone house, there will always be tribal members at home, tidying up everything and waiting for your return from the hunt.

We also appreciate Mr. Beans' thoughtful criticism. It allows us to maintain a clear perspective while celebrating small achievements. We indeed have many shortcomings and are still far from those great works. However, this is also one of the driving forces for us to continue our efforts!

In addition, a big thank you to Wak for your wonderful performance during the Steam Next Fest's official live stream, showcasing the tribesmen gameplay for our players

Next, our community manager Peter will address the most pressing questions and concerns from the trial event.

[h3]Q1: I experienced unstable servers and high latency while playing the game.[/h3]

A1: Following the start of the trial event, the player enthusiasm exceeded our expectations, leading to a large influx of players and causing some servers to experience lag due to high player numbers or excessive constructions. Upon identifying the issue, we promptly decided to open more servers and optimize the game's performance. Additionally, our development team worked intensively to open an unlimited private mode for players at the beginning of the festival. Our optimization work has been proceeding according to plan, so we ask our players to trust in our efforts.

Furthermore, in response to the high-latency issue reported by European players on official servers, we have prepared local servers in Europe. During the subsequent testing and early access stages, European players will be able to enjoy a lower-latency gaming experience.

[h3]Q2: I don't know what to do in the game, and it feels like there's no guidance or tutorial, so I logged off after playing for a while.[/h3]

A2: Players who participated in the early stages of development testing know that the game's content and mechanics are very rich and engaging. In this round of testing, many players have provided feedback that the game lacks clear guidance, and they feel lost in the initial stages. We have long been aware of the issue of incomplete tutorials, and the development team has been working according to the plan to create a more comprehensive guide to help players better immerse themselves in this world. In future versions, we will provide improved guidance and objectives, along with adding CG animations to stimulate players' desire to explore the world.

[h3]Q3: The house I built decayed, and I didn't know that lighting a campfire could prevent buildings from decaying.[/h3]

A3: Regarding the "decay mechanism," we will enhance the guide on using campfires to protect buildings and significantly reduce the materials required to craft campfires. Additionally, after the early access phase, players will be able to adjust various parameters, including the speed of "decay," and even directly disable the "decay" system using a custom panel before starting in single-player/local network/private server mode. Moreover, in single-player mode, decay will not continue when the player is offline.

On official multiplayer servers, considering the gameplay experience of all players, the "decay" mechanism will be retained (otherwise, the world might be filled with abandoned bases from other players, making it difficult for new and old players to place their own base). Of course, we will also listen to player feedback in subsequent testing phases and may make detailed adjustments based on their opinions.

[h3]Q4: Some surfaces in the game cannot be climbed, resulting in a poor climbing experience.[/h3]

A4: We will optimize the climbing experience and strive to make all-terrain surfaces climbable, enhancing the player's exploration experience in the world.

[h3]Q5: The night time in the game is too long, and it's difficult to see anything at night.[/h3]

A5: Many players have provided feedback that the night time in the game is too long. We will significantly reduce the duration of night time in the game to prevent players from feeling lost during the long night. Additionally, after the early access phase, players will be able to adjust various parameters using a custom panel before starting in single-player/LAN/private server mode.

[h3]Q6: The game's font is too small, and the taskbar background is transparent, making it difficult to read.[/h3]

A6: We will add a non-transparent background to the game's text to make it easier for everyone to read. As for other details such as font size, we will consider each one individually and optimize the player's experience as much as possible.

[h3]Q7: The early game difficulty is too high, and I often get killed by monsters. It's also complex to craft and gather materials in the early game.[/h3]

A7: In response to these issues, we have made the following adjustments:
- Adjusted the difficulty of the barbarians and added sound effects for wild animals to provide warnings to some extent.
- Significantly reduced the number of early-game workbenches, so players will no longer spend a lot of time collecting resources to build workbenches.
- Reduced the materials required to craft certain items and weapons. For example, bone weapons can now be crafted with just thick rope and animal bones, eliminating the need for leather rope.

[h3]Q8: The UI/UX (game interface) looks uncomfortable and the operation feels cumbersome.[/h3]

A8:Interactivity has always been a part we value highly, and this trial has had a lot of player feedback on operational issues, such as long-pressing the left mouse button to learn skills, long-pressing the E key to view information, and having to remove and place high-level equipment into the workbench before repairing. We will make adjustments to these issues, and some problems will need further discussion before deciding on how to modify them, aiming to make the player's operation experience as convenient as possible.

We welcome players proposing specific issues and will continue to optimize!

In addition to addressing the player feedback mentioned above, we will also share with you our upcoming game optimization efforts.

[h3]1, About game guide and interaction:[/h3]

In order to help players quickly understand what kind of game "Soul Mask" is, we will focus on the following aspects to enhance player perception:

Operation: Strengthen the guide for gathering, building, and combat, helping players quickly become familiar with the basic operations of "Soulmask."
Worldview: Create more CG animations to introduce the game's worldview, gradually uncovering the secrets behind the mask, and guiding players to explore the world.
System: We will create a detailed in-game tutorial page separately to allow players to easily access game tutorials at any time.

[h3]2,About the unique gameplay experiences in the early game:[/h3]

We have prepared various gameplay features such as intelligent tribe management, possession control, and mask collection. However, in this testing phase, many players did not experience these aspects and missed out on the fun of the game. Therefore, in future versions, we will bring forward the introduction of control gameplay. Players will be able to easily unlock the control feature and utilize the abilities of the masks to possess other tribesmen, experiencing the core gameplay of the game. The unlock conditions for other masks will also be lowered, and the acquisition of related materials will be made easier. When players place their first campfire, a wanderer will join their tribe voluntarily, becoming their tribesmen and providing the best opportunity to experience the control gameplay.

[h3]3, About optimizing the tribe management system[/h3]

Many players have expressed that while the AI of the tribesmen is intelligent enough, setting tasks for them is cumbersome and increases the learning curve. This can lead to situations where the tribespeople have nothing to do, resulting in a decrease in their satisfaction and their eventual departure from the tribe.

In regard to tribesmen, we have optimized their intelligence, and now players only need to issue simple commands to direct them to gather the corresponding resources, eliminating the need for cumbersome preliminary operations. Players can also assign professions to tribespeople, and once tasks are assigned at the corresponding workbench, tribesmen meeting the professional requirements will automatically start working.



[h3]4, Enhancing Immersion in the Game[/h3]

During this trial, the sound effects presented were only for testing, and many sound effects were not implemented. In subsequent versions, we will incorporate more sound effect updates, including ambient sounds of the natural environment, sounds of wildlife attacks and movements, and sounds of characters swimming. The existing sound effects will also undergo optimization to enhance a more immersive and realistic experience. For example, the rustling sound in the rainforest may represent danger, and we want players to feel as if they are personally hunting in the rainforest.

In terms of the ecosystem, we have introduced more wildlife such as mice, brown bears, spiders, and grey wolves, among others, to strengthen the overall ecosystem.

There are still many areas in the game that have not been unlocked. As players continue to explore, the secrets hidden behind the masks will gradually be revealed, and there are many more discoveries awaiting players in the game.

[h3]5, Game Language Support and Localization Accuracy[/h3]

In the upcoming versions, we will add support for languages such as German, French, and Portuguese. In this trial, many players provided feedback on the accuracy of the game's text. This is because in the testing version, many texts have not gone through final proofreading, and these issues will be addressed in the EA version. We have also recruited volunteers from among the players to collaborate with them in providing better game text. We would like to express our gratitude to these enthusiastic players.

[h3]6, Gamepad and Peripheral Support[/h3]

Many players have mentioned gamepad support and Steam Deck support, both of which will be added in future versions.

Finally, we want to express our gratitude to all the players who have been eagerly anticipating our game, whether they have had a taste of it at a gaming event and are left wanting more, or have watched numerous content creators' videos and are eagerly waiting. We appreciate those who have played the early access version and provided valuable feedback for us to improve.

Our EA version won't keep you waiting too long; perhaps it will be available in just three months ːsteamhappyː.

The Demo for the Steam Next Fest is coming to an end

Greeting players,
The Soulmask Demo for the Next Fest will come to an end at PT23:59 , February 18, and in time the players with the Demo won't be able to start the trial version from Steam. We hope you've had your moments in the game during this period of time.
We're well aware that the game still has room to be improved and appreciate your enthusiastic participation and feedback. Every bit of this helps us make it a better game. In the future, we’ll continue the original development plan and complete the main game features as soon as possible while paying attention to your feedback and fixing hot issues, especially regarding game guidance and ease of use.
If you like our game, we sincerely hope you may add Soulmask to the [Wishlist] and recommend it to your friends. We also invite you to [join the Discord community] to communicate with players from across the world and receive game news. Please follow our official announcements and social channels for the incoming content. Looking forward to meeting you again in the official version.
Everything is just beginning. Soon, you will be able to enter the complete new continent, recruit tribesmen, develop your own tribe, and uncover the secrets behind the masks...

👉 Join the official Discord: https://discord.gg/eVsURRrKU3
👉 We invite you to tell us about your experience: https://wja.mobijoygames.com/vm/Q15eIaE.aspx

Steam Next Fest Livestream Event 02

Greeting players, we've invited closed-test friend Wak4863 to showcase how to recruit barbarians in Soulmask and how to assign automatic quests to them.
He will streaming from GMT 1:00 am to 2:00 am at Feb 8th.
Hope you enjoy!

Steam Next Fest Livestream Event 01

Greeting players, we invited closed-test friend Jimmy and Prosper to showcase how to defeat Saber-tooth Predator in one hour. Quickly learn one of the game's core mask skill: Control.
They will streaming from GMT 1:00 am to 2:00 am at Feb 6th.
Hope you enjoy!

A letter from the development team



Esteemed players, greetings to all

We proudly present ourselves as the Soulmask development team, and recently, Soulmask has launched its demo at the Steam Next Fest, officially introducing our game to everyone. This also signifies that the release of Soulmask Early Access is drawing nearer, and we are filled with immense excitement as we intensify our efforts in crafting the EA version.

As a passionate team deeply rooted in the world of gaming, we aim not only to create enjoyable gaming experiences but also to produce works with a meaningful and soulful essence Although our team may not be large in scale, most of us possess over a decade of game development experience, and our design team has a wealth of diverse gaming backgrounds.

With utmost confidence, we believe we can deliver an exceptional creation in the form of Soulmask and present this intriguing world of the unknown to you as soon as possible.

Sandbox games possess an unparalleled charm that captivates, allowing individuals to immerse themselves in the freedom of exploration, creation, and the ability to shape their world. After years of game development, we have come to appreciate the allure of sandbox games, thus deciding to focus on creating open-world sandbox survival games. Soulmask, as our debut title, will be built upon a rigorous world-building foundation.

Allow us to briefly introduce a few key features of Soulmask.

Welcome to this authentic world.


In Soulmask, we strive to construct a coherent world governed by its own set of logical and realistic rules. For instance, there are vast environmental differences between regions, an immersive weather system with dynamic weather transitions, and the extensive influence of factors such as temperature, wind, and rainfall. These elements exert a profound influence over the game, whether it be the visual and auditory perception of living beings or the distinct traits and behaviors of the creatures that inhabit this vast land, and each barbarian inhabiting this land possessing their unique personality, hobbies, and innate talents, among other aspects.



Acquire unique masks, embark on consciousness transfer, and ascend the soul.


Since obtaining the first mask, you are no longer the same. Your consciousness has been transferred, your soul has become eternal. You will merge with the mask, traversing this vast world brimming with untamed wilderness, exploring ancient ruins, gathering materials of ancient technology to constantly repair the nodes of the mask, and acquiring new abilities and knowledge.

Particularly, after obtaining a mask, you can utilize its abilities to synchronize cognition, recruit tribesmen, and transfer the mask to different individuals. By synchronizing with different tribesmen, you can engage in production and combat, gaining completely distinct gameplay experiences (switching between controlling different characters). Furthermore, in this world, Soulmask offers more than a single mask. You will come across numerous astounding ancient masks within a plethora of underground ruins, each possessing its unique characteristics and abilities. Discover them, restore them, and adorn them according to your preferences, achieving a "thousand-faced" persona."





Recruit barbarians, and build your tribe.


In this world, several powerful barbarians are savage and brutal in the early stages of civilization. We can recruit the best among them by using our masks, making them our tribesmen. Occasionally, some exiles have experienced similar difficulties as us and willingly join our ranks. Through continuous recruitment, training, learning, and improvement, our tribe constantly grows and develops.

Our tribe members have diverse personalities and interests, possessing various top-tier talents and abilities. They are skilled in different weapons and excel in various production crafts. Together, we will strive to increase our production, enhance our strength, and explore this world, seeking the secrets behind the masks.



Equip yourself with suitable weapons and face real battles.


Our battles are highly realistic: launching attacks consumes stamina, which may expose vulnerabilities. Seize the opportunity during the enemy's attacks to strike them hard. The game offers 8 types of weapons, each with different action modules and completely different attack rhythms. It is crucial to choose the appropriate weapon based on different scenarios. Additionally, during battles, you can also perform deflection at the moment the enemy attacks, briefly subduing them and gaining an opportunity to strike.

Furthermore, the game also includes damage type classification, enemy weak point systems, and damage calculation for specific body parts. By observing the enemy's weak points, luring their attacks, gathering information, selecting the right weapons, honing your combat skills, and adapting to unforeseen circumstances, victory can be achieved.





The above content only scratches the surface of Soulmask. Moving forward, we will maintain a certain frequency in announcing the development progress and engage in deep discussions with players about our new ideas and game concepts.

We acknowledge that our game, like any other masterpiece, is not without flaws. We humbly express our gratitude for your invaluable feedback and unwavering support. Your opinions will be collected through various channels, and we welcome you to contact us in any way possible. While continuing with our original development plans and striving to complete the main game content as soon as possible, we will also focus on addressing the feedback and concerns raised by players, especially regarding game guidance and usability.

“After 40 hours, my bonfire still blazes - akin to a graceful dance in the game”. Amyrlin's heartfelt comment from the Steam community has reinforced our resolve to create a world brimming with enchantment and mystery.

Lastly, as a response to everyone's enthusiasm for the game's trial version, thanks to the intensified efforts of our development team, we have decided to open the private game mode and the LAN server mode of the game on February 5th, providing everyone with a better trial experience.

Once again, we express our gratitude for your love and support, and let us witness the growth and development of Soulmask together!