Changes in the new version: * The game has over 60 faces for all the main and side characters. * The game has added some script lines to make the dialogs more lively. * The game has improved the water visuals. * The game uses lighting effects in some places. * The game has replaced some quest icons to better indicate the tool or weapon needed. * The game has replaced the merchant icons to better indicate the type of items in the store. * The game has improved bartering with a multiplier. * The game has fixed a number of minor bugs and translation errors. * The game uses a new engine with more effective and in some cases sharper rendering. * The game no longer supports custom user profile names (old profiles will retain their names). * The game uses Steam API v1.55. * Windows version requires Windows 10 or higher. * Windows version no longer supports 32-bit executable. * Windows version uses DirectX11 instead of DirectX9 with greatly increased efficiency. * Windows and macOS versions have better support for windowed mode, and the game window can be resized. * macOS version requires macOS 11 Big Sur or later. * macOS version has universal binary and supports both Intel x86-64 and Apple Silicon. * macOS version uses Metal instead of Open GL when running on Apple Silicon. * macOS version uses AVFoundation instead of Open AL when running on Apple Silicon. * macOS bundle is signed and notarized.
The old version of the game is still available under "legacy" beta branch. The old version can be run on Windows XP and higher (64-bit as well as 32-bit).
It’s been a while since the latest patch release, but here we are! Introducing the newest update, now available on public_testing branch! 🤩🌟
Changelog v0.154.4 -> v0.160.2 (public_testing)
We’re thrilled to announce that along with this patch we’re officially closing the ☢️ Nuclear Update chapter and from now on, we’re focusing exclusively on the 🎉 Anniversary Update. We have high hopes that it will result in accelerating the progress significantly.
❗️If you’d like to try the newest patch, it is required to change the branch on Steam to public_testing❗️
How to switch branches?
Right-click on the game from your Steam library
Properties…
Betas
Beta participation
Select public_testing from the all available branches from the drop-down list
Without further ado, please find the complete changelog below. 👇
🔸Bugfixes🔸
Fixed issue with game crashing when loading the save
Fixed some cases of missing supply drop
Fixed some cases of terrain holes
Fixed harmless thunder strikes
Fixed probes falling underground
Fixed rover spawning on top of the rock in sandbox (tourist)
Fixed quad lights not turning on
Fixed pump station info not appearing on the map if there's extension added to it
Fixed not working keybind to change rover tipper
Improved endurance meter for objects to be more visible
Fixed small crusher telling to unload rover when driving in from the wrong side
Fixed no info "unload area" at crusher for truck at TPP
Fixed "unload zone" info showing in the truck when being too close to the large miner
Fixed small crusher working with no electricity
Fixed issue with blank signs after waking up from sleep / loading save
Fixed spoiled vegetables not being stacked
Fixed locking the rover with "I am afraid you can't do that" message
Fixed sandstorms occurring too often
Fixed missing prize after hacking antenna
Fixed not being able to load container from big miner
Fixed cabbage magically changing its model
Fixed issue with probe target not disappearing from the map
Fixed not being able to pick up a blueprint with full inventory
Fixed "external pressure" notification being heard too often
Fixed tipper's fulfillment level meter
Fixed disappearing continue button
Fixed flickering interior of buildings during sandstorm
Added various sounds that were missing
Fixed "empty" rocks with no resources inside
Fixed not being able to unlock technology
Fixed no possibility to change trailer after meteor hit the rover
Added rockets to supply drops
Fixed permanent holes after drilling buildings
[PL] Fixed meteorite being described as pendrive
Fixed not being able to pick up iron rocks with the rover after the meteor hit
Fixed various bugs in campaign
Fixed shaking rover when loading the tipper
Improved uranium rock radiation consistency
Fixed not disappearing "loading zone" message after scrapping a miner
Fixed rocket A randomly hanging in the air
Fixed sink height
Fixed incorrect rover trailer icons
Fixed multiple objects' wrong size
Fixed ragged edges of the miner screen
Fixed resources falling through the container when loading them from the miner
Fixed driver's position in the truck to higher
Fixed buildings oxygen level not colored on the radar
Fixed cables and pipes going through the Doctor's room
Fixed omnipresent sounds
Fixed not all rover trailers being shown in the tablet
Fixed transformer input icon changing to battery icon when being connected to the battery output
Fixed materials techtree color to be consistent
Fixed miner building shadow's ramp happening to be too high
Fixed bugged inventory stacking
[IT] Fixed various translation errors
Fixed "loading area" message staying on the screen after destroying big miner
Fixed blurred truck inventory in TPP
Fixed crusher and rover inventory brightness
Fixed duplicated, non-usable ATV after resetting the truck with it to the hangar
Fixed ATV sinking into the ground after resetting it from the tablet
Fixed fake weather effects alert
[CN, simplified] Added missing translations and fixed various errors
Fixed only sandstorm appearing
Improved LOD of 4-way corridor
[RU] Fixed minor translation errors
Added blue markings to water tanks
Fixed logs content to be clearer
Fixed backwards degree numbers on compass
Fixed quad inventory box contrast and saturation
Improved textures quality of fuse boxes
Fixed ability to reset rover while changing trailers
Added missing translation in miner's UI
🔸Optimization🔸
Optimized decorative elements in outposts
Improved greenhouse's lights graphics for optimization
Changed domes and crusher textures for optimization
Fixed texture quality of destroyed outpost for optimization
Optimized shadows
🔸Features🔸
Improved Rover trunk inventory slots on front screen
Added hotbar content in inventories displays
Improvements in inventory UI in small printers
Added preview of resources in miner on radar
Improved color of miner spot radar effect
Improved rover's lights
Added additional info when you need science bench to research technology
Added water auto shut-off
Added possibility to set all required values in the greenhouse by one click
Added separate arrows for each inventory in printer
Added easy-to-access information about the capacity of the large horizontal tank
Improved techtree points balance
If the bug or idea you submitted isn't visible on the list, it doesn't mean we ignored it. Each report is carefully reviewed and placed accordingly in our task queue for analysis and further action. 🐞🔍
And that’s it! Thank you to those who were waiting more or less patiently for this update. 😊 We know it took a while, but because we value quality, we could not release a build that did not meet our requirements in testing, also most of the team is now focused on the bigger changes & new content for the upcoming Anniversary Update. 🛠️👷♂️
As always, we strongly encourage you to visit our social media and to sign up to our Discord channel. Let us know about your 💡 ideas for content development, share your 🎮 gameplay experiences and notify us about any 🐛 bugs you encounter.
Thank you for your continued support and take care! 👋
In today's weekly update, v0.7.6, we have a new crafting skill for you called Imbuing. It allows crafting amulets, rings, headgear, and new magic ingredients by combining them. It's kinda like Jewelrycrafting meets Alchemy, but not the smelly kind.
From other interesting news, things have been progressing well, and our team is growing! I've managed to clone myself, and my dear friend who goes by the same first name (the one who created for us the incredible music tracks available in the game and standalone OST) will help us with creating content outside the game, like short story videos, guides, tutorials and anything else that would enhance the worlds of Soulash and hopefully inspire new players to find their own stories within them.
We're currently experimenting with a short story video format on YouTube, TikTok, and Twitter, so follow us there and let us know what you think! Would you be interested in long-form stories as well?
Here's our recent day in the life of a dwarf short. And we're premiering the first Soulash 2 love story today, so don't miss it!
I'm too pumped about this, so let's move on to the obligatory changelog before I spoil everything:
Added
- New Skill: Imbuing - focused on jewelry crafting and magic ingredient creation. - 23 new items. - 18 new magic ingredients. - Added descriptions to amplifiers.
Changed
- Armorsmithing, Carpentry, Imbuing, Leatherworking, Tailoring, and Weaponsmithing start on level 1 on new characters. - Party members don't produce sound notification animation when walking outside the view range. - Improved stability of settlement food simulation. - Improved NPC crafter behavior by staying closer to workstations during work hours. - New property for Vampire Fangs. - Arctic Flower can be found in the wild. - Bamboo Tree now stands out more.
Fixed
- Fixed crash on death when some stat points were not used. - Added missing dialogues to some animals. - Fixed occasional invalid caravan animation path. - Fixed duplicated border of character on mouseover when a character is on the move. - Fixed a rare simulation crash where Mushman Toolmaker forgot he was dead while attempting to become the next Circle King.
Modding
- Added "description" property to amplifiers to provide flavor or functionality information. - New optional "level_start" property in skills.json can define the starting level for a skill. - Fixed crash on armors list in Datatable.
What's next? I'm designing 2 new combat magic skills, but we won't rush into them as I want new mechanics. At this time, I would like to focus more on the next major update, v0.8, and tweaking the companion system a bit, improving the AI in general. Next Thursday's update will be smaller and probably mostly technical, maybe with some UI & UX tweaks. But first, I need to take a few days off to recharge before jumping deep into the bigger Settlement Management features.
Thank you all for being so supportive, for sharing your joy in the game, and for your feedback. We're in a very good place right now as we're moving towards the second checkpoint on our Roadmap, and things continue to get even more exciting. I can't wait to show you the future that I already see!
Attention, fellow couch co-op enthusiasts and lovers of organized chaos! The clock is ticking—only 24 hours left until your factory shift begins in the uproarious world of Ready, Steady, Ship!. Gather your wits, tighten those shoelaces, and prepare for the package-madness that awaits.
Spread the word, toss a wishlist, follow our way and see you on April 19! Follow us for more info: Twitter