News Liste Soulmask

Soulmask is Officially Scheduled for 1.0 Launch in Q4 2025!
Soulmask
05.09.25 07:13 Community Announcements

Hi Chieftains!

[p][/p][p]It's been a while! The question we've been asked the most recently is definitely this one:[/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/993c7e1aa99695a8a43523e508701a984903961b.png"][/img][/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/f3af0c0d3163bed164ef7df472caf8650658c39e.png"][/img]*Link, we hope you don't mind, but you speak for many. BTW, we really love this meme.[/p][p][/p][p]Maggie was taught from a young age that being secretive isn't a good habit! So, Zima and I have decided to share our latest development progress:[/p][p][/p][p]Soulmask is officially scheduled to launch its 1.0 version in the fourth quarter of 2025![/p][p][/p][p]Yes, we have re-confirmed the true release date for 1.0. This decision was made after much consideration, but most importantly, we feel there's still some way to go before we reach the complete Soulmask we envision.[/p][p]And on that note, Maggie wants to take this opportunity to give you all a better understanding of Soulmask 1.0! So Zima has decided to join me here for an in-depth chat about everything that will change in the game for 1.0: starting from its core lore, to give you all an early look at what the official version of Soulmask will become.[/p][p][/p]

Developer Interview: Soulmask 1.0

[p]Maggie: I know many Chieftains are most curious about what exactly Soulmask 1.0 will be. Can you tell us about the biggest changes and highlights in terms of content and experience for the 1.0 version?[/p][p][/p][p]Zima: Absolutely. In version 1.0, we will be focusing on several key areas to present a new Soulmask to our players:[/p][p]First, 1.0 needs to be complete enough: This is the absolute foundation. We will be refining many of the unfinished parts of the game from the EA version, ensuring that any issues hindering your gameplay experience are significantly improved. This includes aspects like tribesmen, game interactions, balancing, and more.[/p][p]Second, Soulmask will be a game built with the goal of being the "ultimate management sandbox." Many of our new systems are designed for this purpose. You will see a comprehensive integration of tribe management and survival gameplay, allowing you to build a brand-new tribal kingdom.[/p][p]Finally, new Chieftains will be able to get started faster: We want all new Soulmask players to experience its charm as quickly as possible. To that end, we've designed a new, independent tutorial system. We are also trying something more interesting: in 1.0, there will be a brand-new design, something new to ensure your journey in Soulmask is no longer a lonely one and to help you get familiar with this world.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/3bffde5690af00bc28d3153bc3d7325d910dbfe4.gif"][/img][/p][p][/p][p]Maggie: What do you think will be the most appealing part of 1.0 for players who haven't tried Soulmask yet? And for veteran Chieftains? How should they re-recognize Soulmask in 1.0?[/p][p][/p][p]Zima: For Chieftains new to Soulmask, you'll have more choices: we have currently divided the game into three major modes. For sandbox beginners, the Management mode - \[Curious survivors] is the most suitable, providing a more comfortable experience even for solo players. For those who love the original experience, we have preserved and even enhanced the Survival Mode, offering a more thrilling survival and combat experience. We believe that with these new modes, both our long-time veteran Chieftains and our new ones will find the game even more enjoyable.[/p][p]And for our loyal veteran Chieftains, I personally recommend starting a new save file to experience the new Management Mode. Additionally, we are adding a new gameplay mode called \[Song of the Brave]—perfect for Chieftains who dislike production and construction and just want to focus on combat.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/bd220f2d849291d6e8845b1c1515df98d612a2c4.png"][/img][/p][p]Maggie: You mentioned before that Soulmask 1.0 will be the "ultimate management survival sandbox." Can you give us a brief description of the kind of fun we can experience in that regard, Zima?[/p][p]Zima: For that, you might want to take a look at my endgame save file! This is the result of hundreds of hours I've spent in the development build. This base is roughly divided into several sections: a workshop, a rest area, a training area, and a defense area. You could say each one is a microcosm of the brand-new version of Soulmask.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/5973de3cc95d7db7803254b6315ec5447ace4629.gif"][/img][/p][p]Let's start with our core workshop section. Our entire production line, from inventory to the status of each workbench and the assignment of tribesmen, can now be fully managed with one-click operations through a single interface. At the same time, all equipment and items up to the black iron stage can be fully automated.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/365dad5e22bfa924baf9dfd52d5befabd853455e.gif"][/img][/p][p]And for those minerals and resources scattered far across the world, I've designed a fully automatic, series-connected ropeway system with distribution capabilities: from tribesmen's mines all over the world, all minerals are transported along a ropeway that's over ten kilometers long , powered by windmills, and delivered uniformly to my base. Through this distribution system, my tribesmen sort everything. Sorry, I'm a bit of a perfectionist; setting it up was a bit tedious, but it's incredibly satisfying.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/16846ec11011deefba0f05fe588b2daf8d2af304.gif"][/img][/p][p][/p][p]Next is my training area. Compared to our EA version, our tribesmen can now increase their Proficiency in the base, so you no longer need to control them for training in the dangerous wilderness . But we didn't stop there. In 1.0, you'll also be able to have tribesmen acquire the exceptional skills of their companions through training. I hope this training system will better enable everyone to cultivate their own uniquely powerful tribesmen.[/p][p][/p][p][img src="https://alidocs.dingtalk.com/core/api/resources/img/5eecdaf48460cde5e76d306615d49d39d2b6e7059bd1128675b8339e1c4c24831b75b38faadcd24bec177c308ebd530461c8c500b27616d079f0b40e3aa1f0695601572d5709fb5-
dd95f4899853e75ce82e3622f604c66f34fb4c8ed7016461c?tmpCode=ea744776-31f7-45ac-af91-f1a3e444203f"][/img][/p][p][img-< src="https://clan.akamai.steamstatic.com/images/44705810/1daeefc2e26edd7969f0737236b0b38d39abd594.gif"][/img][/p][p]The rest area isn't very large. Its purpose is to provide my tribesmen with basic food, sleep, and happiness. Additionally, tribesmen can automatically equip their own gear based on the preset templates I've configured; I no longer need to manage them one by one.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/2ff96a4f4efa491c8e157f79d1c32cbef05a40a8.gif"][/img][/p][p]Finally, there's my defense module. This is also your biggest enemy in Management mode: the three major tribes won't just stand by and watch a new power rise. They will periodically dispatch forces to attack your base. I've set up a fortified trap city here with automatic turrets. Most of them can't even get past the first winding corridor, let alone the floor traps that follow. It might sound a bit grim, but I quite enjoy personally watching my tribesmen slaughter enemies from the turrets...[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/44705810/8717be2f30aca4c2c9cbd69d9a6956f8f7c556db.gif"][/img][/p][p][/p][p]These automated and standardized management elements are all things you will be able to experience in 1.0. As a survival and management player who is also a perfectionist, I hope to share a gaming experience that I myself am satisfied with.[/p][p][/p][p]Maggie: Let's talk about something deeper. It's been over a year since Soulmask first entered Early Access. Has the feedback from our Chieftains led to any shifts in our design direction?[/p][p]Zima: In truth, soul, mask, and civilization have always been the themes we wanted to express. Refining tribe and tribesmen management, the expression of the masks, and a deeper narrative for the world are our main priorities now.[/p][p]But we are grateful for all the feedback. The vast number of suggestions we've received since the EA launch has given us a much better understanding of where the Chieftain experience needs improvement. Optimizing that experience is now our most important task, and every feature we develop will serve that goal.[/p][p][/p][p]Maggie: Do you feel there are any core product ideas that were part of your original vision, but that most chieftains might not have felt in the EA stage, which you'd like to emphasize and convey now?[/p][p]Zima: If I had to pick one, it would be the expression of the worldview, which was the most lacking element in the EA version. Due to time and cost constraints, the expression of Soulmask's world was very insufficient in the EA version, so it might have been difficult for players to understand what we were trying to convey.[/p][p]The concept of Soulmask ultimately returns to the theme of Awareness, asking "What do people live for?" This was the inspiration for creating Soulmask. Please believe that this game still has a long road ahead. We hope to continue to perfect its narrative and see the final story through together with all of you.[/p][p][/p][p]Maggie: Lastly, do you have any final words for the players?[/p][p]Zima: The 1.0 version of Soulmask will be a brand-new experience for fans of both survival games and simulation management games. As fans of both genres ourselves, we've poured many of our wildest ideas into it. This world is just beginning. Once again, we hope you will all join us in exploring it.[/p][p]In the future, the designers for several of our key modules will also chat with you one by one about the specific gameplay details, giving you a more three-dimensional understanding of our game's official version. We would be overjoyed if you end up loving it.[/p][p][/p]
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Release:31.05.2024 Genre: Action-Adventure Entwickler: Campfire Studio Vertrieb: Qooland Games Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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