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Developer Update: What Are We Working On Now?

[h2]Greetings, Chieftains![/h2]

Maggie Again! As stated in yesterday's update announcement, today we'll talk about the future of Soulmask. But first, I want to explain the purpose of this dev update: Through continuously monitoring player communities, we've observed that Soulmask has been persistently troubled by player-raised issues since the Early Access (EA) phase. Unfortunately, these aren't problems that can be solved short-term. Consequently, some community members have expressed a troubling speculation:

Is Soulmask really not going to change anymore?

This impromptu Developer Update was added specifically to give you full transparency on what our team is dedicating ourselves to during this 'intensive development phase' — particularly the systematic overhaul targeting Soulmask's most long-standing pain points.

[h3]About Tribesmen AI[/h3]

As a cornerstone of Soulmask's gameplay, tribesmen AI has unfortunately become a recurring pain point in player critiques:

I love the game but there's serious issues. Your followers get stuck on any tree on the ground. The path finding is pathetic.

The ai of your followers you attract just plain sucks, they constantly get stuck on anything that is collide-able and dont seem to do their tasks at all because of this.

We fundamentally believe that sophisticated tribesmen behavior systems are the bedrock of Soulmask — this is why enhancing tribesmen AI remains our Tier1 development commitment.

Our goals are straightforward:
  • Preserve the authentic tribal management experience while making Tribesmen's behaviors more logically consistent and dynamically alive
  • Ensure flawless coordination where every tribe member seamlessly fulfills their designated responsibilities


You might have noticed our recent attempts to fix pathfinding in minor updates, but we're working on bigger changes — A new tribesmen system.


After that, the tribesmen will be more specialized, and they'll have a whole new path of growth while all their work will be smoother. At the same time we're having them make them more lively - in addition to more movement and behavior, there will be more initiative to do more basic things without having to have the Chieftains do everything himself.
Their...ahem...fertilizer production efficiency is already legendary.

This is part of our ongoing trilogy of core system revamps. Expect a dedicated deep-dive article within the next development cycle.
Yet Tribesmen evolution is merely the beginning. Simultaneously, we're developing a Modular Dynamics System to revolutionize base construction and industrial automation.

[h3]About Tribe Management[/h3]

This addresses a critical pain point: We consistently observe the following issues in community feedback:

You could set up a production chain using the members of the tribe. But it will always require a lot of micromanaging.

No "produce until X pieces are in stock". No "if you need leather to create X, have none available, but it can be made, add task at workshop"


After extensive deliberation, we're developing a brand new system to balance authentic production chains with player experience:

This gameplay module will transform you into a true manager overseeing:
  • Resource allocation and personnel management
  • Potential logistics route planning across the open world


While the UI is still in development (and the workload is massive), this will become a cornerstone of Soulmask's future. We're working overtime to bring this new feature to you ASAP!

[h3]About Guidance & Objectives[/h3]

Criticism about "guidance" and "sense of purpose" has existed since EA launch:


No story. There are pieces of general lore, but there is no larger plot knitting the game together. It’s just "go there kill that, make better armor, kill some more"

The game rarely tells you the reasons behind happenings. Some information are not given, or lost in translation, so you have to look around, pressing buttons, to see what they do.


This has actually been on our to-do list, but all along we've been pondering a question:

How exactly should we blend guidance and goals in Soulmask?



Our solution lies in the game's core — the Soulmask itself. In upcoming updates, the Mask will undergo transformative changes, guiding players from survival to civilization rebuilding through expanded progression systems.

We're also enhancing progression systems — why limit growth to individuals? Stay tuned for how this integrates with the new management gameplay!

[h3]It's that ALL?[/h3]

Alright, after writing all this, you might still have complaints:

"This is too vague!"

But truthfully, many of these features are still in early development, so we can only provide a general framework now. We aim to reveal concrete details by April.

We're working tirelessly to ensure this official reveal won't disappoint any of you.

Of course, if you're thinking:

"I have countless questions and can't wait until April!"

We'll soon have an opportunity: This month on Reddit's Soulmask board, me (Maggie) and producer ZIMA will answer all your questions - controller support?, equipment durability, multiplayer issues? Ask us ANYTHING!

We'll announce the exact timing soon. See you then!

Soulmask "Mad Hula" Update & New Historical Low!

[h2]Hey, Chieftains![/h2]

Maggie here! Let’s cut to the chase: our Brand-new dessert-sized Update is dropping alongside Steam’s Spring Sale, hitting the shelves at the lowest price ever. Spread the word to your crew—this deal’s too good to miss!

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

Maybe our recent silence has left you a little restless. Don’t worry, we’ve been cooking something up behind the scenes. We might spill the beans tomorrow in a proper sit-down, but today? Nah—today’s all about kicking back and dancing with your tribe!

In this "Mad Hula" update, we’re rolling out our first-ever animated skin: the Hula Skirt! This vibrant, multi-colored skirt spawns randomly on the Barbarian Tribe’s folks.



Recruit them or take them down—either way, you’ll snag the blueprint for this beauty.



Slip into the “Hula Skirt,” and you and your tribespeople unlock a fresh hula dance. Feel like throwing a massive hula party at your base? Go wild—we won’t stop you!



That’s it? Yep, this bite-sized update is just that sweet and simple. I can already see your disappointed faces through the screen—hold tight, though! Tomorrow, we’re diving into the big stuff: the “Ultimate Update” for Soulmask. It’s what we’ve been pouring our hearts into, and we can’t wait to share.

Catch you tomorrow, Chieftains! For now, let’s revel in the spring vibes with a Hula Skirt bash!!

Soulmask Early Access Regular Update 40

Dear Chieftains,

Happy New Year! To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from March 13, 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.

Added game save function to single player mode

Added a new skin - Hula Skirt
a) Skin Quantity: 3 sets for male, 3 sets for female
b) Release Locations: Small-scale ancient ruins in the Western Rainforest and Northern Rainforest
c) Acquisition Method: Defeat barbarians wearing Hula Skirts to obtain the Hula Skirt Blueprint and unlock

Added new character gestures and dances

Great Sword Mastery - Counter Lifesteal skill effect changed to: When attacked, counterattacks automatically and gains a 30% lifesteal (this lifesteal will increase to 60% if the target is NPC); when attacking with a great sword, converts 10% of damage dealt into healing.

Hammer Mastery - Lament of Earth-splitting skill effect changed to: The hammer's normal skill will inflict additional earth-splitting damage, knocking the target down.

Dual-blade Mastery - Spectral Blade skill effect changed to: Gains additional Crit rate during the period, doubles the Bleed Points for all skills, and inflicts double bleed effect. Dealing damage using Dual-blade also gains a 1% DMG Immunity with "Spectral Protection", stacking up to 20 times. The status ends concurrently with the Spectral Blade buff.

Shield Mastery - Get Poised Before Strike skill effect changed to: Gains a 30s buff effect: Upon each successful defense with a shield, recovers 10% of Max Stamina and boosts own ATK by (0.5%*Max HP+5), stacking up to 5 times for 50s. Dealing damage clears all effects and converts 30% of the damage done to healing.

Spear Mastery - Spear Flurry skill effect changed to: Executes a rapid succession of spear strikes, suffocating the enemy with unyielding ferocity. The damage dealt ignores 50% Shield DEF and 80% DEF of other weapons.

Bow Mastery - Divine Power Possession skill effect changed to: After activation, gain divine power temporarily: With a Bow or Rapid Bow, fire 3 arrows at once with a 10% chance to Slow the target by 80% for 3 seconds. With a Great Bow, fire piercing arrows with a 25% chance to deal a small amount of extra damage and inflict Coma. With a Longbow, deal damage that ignores shield defense and gain a 25% chance to drain 100 Stamina from the target.

The following blade mastery effects have been changed:

Vaulting Whirlwind: Makes a forward dash and slashes the enemy, dealing damage twice and inflicting "Slash Wound": when using Sprint during this period, speed will be reduced by 80% for 5 seconds.

Turn Slash: Gathers strength in the right arm to deliver a fatal blow, dealing a great amount of damage. Additionally, When used by a player, the target becomes unable to lock onto enemies for 5 seconds. After the skill ends, the player cannot be targeted for 5 seconds.

Dash Slash: Dash toward the enemies and slashes, dealing one-time damage and reducing their ATK by 10% (half effect on bosses), up to 3 stacks.

Upstroke Slash: Lifts the target into the air before releasing the skill again for an aerial follow-up attack. When used by a player, the first hit deals damage and inflicts the "aerial disarm" status on the target. While airborne, the target will be forced to sheath their weapon.

Rolling Slashes: Dashes forward and flips, slashing at the enemy to deal damage twice, with a chance for the second hit to cause a knockdown. When used by a player, the attack deals damage and temporarily nullifies the target's damage reduction effects for 5 seconds.

The following gauntlet mastery effects have been changed:

Revolving Kick: Consumes a lot of enemy Stamina and makes them exit the defense status. When used by a player, the attack deals damage and drains 30 stamina from the target. (Range and cooldown increase)

Whirlstep Uppercut: Dodges sideways and dashes forward to launch a hooking punch counterattack. When used by a player, hitting the target inflicts a 5-second effect: lose 20 Stamina upon each attack received.

2-Strike Kick: Performs consecutive sweeping kicks to the enemy's lower limbs, restricting their movement. Each kick reduces the target's movement speed for 10 seconds, up to 2 stacks. When used by a player, hitting the target inflicts "Exhausted" effect: each Roll greatly drains the user's energy, deducting 50 Stamina and lowering Attack Speed by 50% for 5 seconds.

Charged Punch: After charging up for an extended period of time, punches forward, dealing a great amount of damage and easily breaking through the opponent's defense. When used by a player, hitting the target inflicts "Fatigued" effect: each time dealing damage loses an additional 30 Stamina.

Counter Punch: Takes a defensive stance that greatly reduces the DMG taken. If attacked at this time, strikes back with a powerful blow, knocking the attacker back; if the strike comes from a player, it will "Disarm" the target hit.

Backstab: Quickly charges to the back of the target, executing from behind. This skill grants invincibility but cannot be used on other players, and cannot be used on the same target twice within a certain period of time. Gains a stack of 20% damage reduction whenever taking damage, stacking up to 5 times. At 5 stacks, all stacks are removed when the effect activates, triggering a 10-second cooldown. (Switching weapons clears all stacks).

Fixed an issue where the Spear Mastery skill "Ultimate Throw" would sometimes prevent the player from throwing spears again if the thrown spear wasn't retrieved.

Fixed an issue where the damage numbers would be displayed incorrectly when the "[PEN DEF]" attribute was activated.

Corrected chest placement in the Giant Crater Holy Ruins.

Power extension shaft items are now stackable.

The powered refining furnace can now produce plaster and coking coal.

All blueprints craftable on a loom can now also be crafted on a powered spinning wheel.

Soulmask Early Access Regular Update 39

Dear Chieftains,

Happy New Year! To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from February 27, 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.


The update details are as follows:

[h3]【Adjustments and Bug Fixes】[/h3]

Added toggle switch for enabling/disabling boss entrance animations

Jaguar/Snow Leopard mounts' fall damage reduced further

Expanded no-build zones near certain portals in PVP mode

Added tribe log tracking for player animal deposit/retrieval operations in pens

Reworked talent [Shield Bash] and [Riposte]

Shield Bash:By mastering the shield technique, you can use (10% Max Stamina+7/10/17) Stamina to deflect melee attacks, inflicting damage equal to 100% of your ATK on the attacker. However, if your Stamina is less than 30% while defending yourself, you will take 200% damage.

Riposte:When defending against melee attacks with a weapon (not a shield), there is a 10%/15%/20% chance to use an additional 30 Stamina to Cripple the attacker for 5 seconds, significantly reducing their ATK.

Monkeys will desert tribes that remain long-term inactive

Dumpling can now be stored in ice cellars

Fixed various terrain-related bugs

Fixed abnormal item decay timers during cross-server teleportation

Optimized campfire radius display effects for rugged terrain

Soulmask Server Merge Adjustment

Dear Chieftains,

Currently, our server merging plan is progressing steadily. During this period, we have received a lot of feedback and suggestions from you. We sincerely thank you for your continued support of Soulmask and your understanding and cooperation with this server merging initiative. We fully recognize that some of you may encounter challenges and inconveniences during the merging process. To address this, we have decided to extend the end time for the merging in each region and optimize the server merging ratios for those about to undergo the process, ensuring a smoother merging experience for all Chieftains. The specific adjustments are as follows:

● Extended Merging Timelines

1. OA/SA servers merging end time extended to UTC 03/17 07:00.
2. AS/EU/NA servers merging end time extended to UTC 03/24 07:00.

● The updated server merger list for Asia/Europe/North America is as follows: