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!
Development of the vaccine for the Dooper Virus has reached a critical new milestone, but there are some adjustments and improvements that we need to share with you.
Here's the list of fixes:
The Booth Clerk continuously charges the player even if they couldn't afford the Vascular Pass the first time.
Changing the game language will now reflect in saved files (the language will be locked to what was saved in the file previously).
Removed the ability to hover over the Language option with M&K in the Pause Menu outside of the Main Menu to prevent confusion (Language can only be changed in the Main Menu).
Proton Smasher Bullets will now be destroyed upon colliding with destructible walls.
Distributor Titles for DocX and Phoebe will display correctly.
Closing the Shop Menu would lock the position value of the selector, preventing the player from scrolling through items in the shop correctly until they left the room and came back in.
Spike Wave Bases will no longer jiggle after killing the TapeWorm Boss.
Viral Protocol Chip drops energy orbs after dealing enough hits on enemies.
Removed Boss Damaged SFX when shooting at a dead boss.
Removed a spot in the Phorgog fight that allowed players to cheese the boss.
Fusing Atoms in Spunk's room would trigger the race track to play.
Cestoda (Tape Worm) Boss will slow down/stutter when hit during its Wall Pushing attack.
If you're interested in delving deeper into the micro world of BioGun, allow me to provide you with a gentle injection of social activity. Rest assured, it will be painless, but be warned, it may have a side effect: an irresistible urge to follow BioGun's social media accounts.
Today is a very important day for us! During Nextfest, we make the "Spaceship Building" part of our game available to play for the duration of the Nextfest, make sure to give it a try. This update is also on the playtest branch. There was a lot of bug fixing and polishing this week, and sorry for the late update, we wanted to polish the demo as much as we could before the NextFest. Oh also, we support 13 languages now, some of the Localization QA is done, but some of them are still work in progress!
Let's get into updates;
New Additions: - Recycling Center, Robotics Lab, Silicon Factory, Cryogenic Pod, Green House, Defence System Bot, and Ship Wreck have been added to the game. - Implemented various new structures including entertainment center, miner factory, and nano material assembler. - Added spaceship effects, thruster effect starts on launch, and spaceship explosion and malfunction mechanics. - New UI features such as a demo panel, spaceship design handbook UI, and an in-game debug screen. - Localization improvements for multiple languages and UI adjustments to support these changes.
Gameplay Updates: - Enhanced localization for bot hovers, event indicators, settler assigning flow, and many other elements. - Updated the bot localisation via SO and fixed various localisation errors. - Adjusted button sizing for botinfo panel & structure info panel. - Improved vertical tunnel placement and storage collider adjustments. - Enhanced quest progression logic and fixed general quest progression issues. - Implemented a default language picker depending on Steam language settings. - Updated launch info panel to stay active and show percentages. - Adjusted spaceship button functionalities and camera movements for better gameplay experience. - Added and updated various gameplay elements like spaceship parts button, ore info panel translation, and entertainment center morale generation.
Fixes: - Corrected numerous localisation issues across different languages including Korean, Turkish, and Chinese. - Fixed issues related to storage, research button hover text, layout shifts, and tutorial button functionality. - Addressed bugs in structure placement, ghost notes, and spaceship part tooltips. - Resolved issues with miner target rotation, hauler container null checks, and environment object navmesh. - Fixed tunnel placement issues for downward tunnels and nano material assembler. - Adjusted storage count from zero and fixed trade screen and text overflow issues.
Optimizations and Performance: - Performed sync of translations and various optimizations across the game. - Implemented performance comments to enhance game efficiency. - Disabled build navmesh and removed all structures from navmesh for performance improvement. - Updated and balanced sound effects for a better audio experience.
Balance Changes: - Balanced spaceship costs, pop & pod cost, and research credit costs. - Adjusted resource production rates and updated spaceship part requirements. - Balanced energy gain and adjusted costs for various gameplay elements. - Improved defense system capabilities, including increase evade chance and pod placement.
Miscellaneous: - Introduced various scriptable objects, prefabs, and sprites for new additions like the defense system. - Enhanced UI interactions with new scroll rect customizations and sensitivity adjustments. - Implemented spaceship self-destruction mechanics and fixed related issues. - Added and updated various animations for a richer game experience.
This update brings a host of improvements, fixes, and new features aimed at enhancing gameplay, expanding content, and refining the overall player experience.
Thank you everyone for your support and wishlists <3
Today is a very important day for us! During Nextfest, we make the "Spaceship Building" part of our game available to play for the duration of the Nextfest, make sure to give it a try. This update is also on the playtest branch. There was a lot of bug fixing and polishing this week, and sorry for the late update, we wanted to polish the demo as much as we could before the NextFest. Oh also, we support 13 languages now, some of the Localization QA is done, but some of them are still work in progress!
Let's get into updates;
New Additions: - Recycling Center, Robotics Lab, Silicon Factory, Cryogenic Pod, Green House, Defence System Bot, and Ship Wreck have been added to the game. - Implemented various new structures including entertainment center, miner factory, and nano material assembler. - Added spaceship effects, thruster effect starts on launch, and spaceship explosion and malfunction mechanics. - New UI features such as a demo panel, spaceship design handbook UI, and an in-game debug screen. - Localization improvements for multiple languages and UI adjustments to support these changes.
Gameplay Updates: - Enhanced localization for bot hovers, event indicators, settler assigning flow, and many other elements. - Updated the bot localisation via SO and fixed various localisation errors. - Adjusted button sizing for botinfo panel & structure info panel. - Improved vertical tunnel placement and storage collider adjustments. - Enhanced quest progression logic and fixed general quest progression issues. - Implemented a default language picker depending on Steam language settings. - Updated launch info panel to stay active and show percentages. - Adjusted spaceship button functionalities and camera movements for better gameplay experience. - Added and updated various gameplay elements like spaceship parts button, ore info panel translation, and entertainment center morale generation.
Fixes: - Corrected numerous localisation issues across different languages including Korean, Turkish, and Chinese. - Fixed issues related to storage, research button hover text, layout shifts, and tutorial button functionality. - Addressed bugs in structure placement, ghost notes, and spaceship part tooltips. - Resolved issues with miner target rotation, hauler container null checks, and environment object navmesh. - Fixed tunnel placement issues for downward tunnels and nano material assembler. - Adjusted storage count from zero and fixed trade screen and text overflow issues.
Optimizations and Performance: - Performed sync of translations and various optimizations across the game. - Implemented performance comments to enhance game efficiency. - Disabled build navmesh and removed all structures from navmesh for performance improvement. - Updated and balanced sound effects for a better audio experience.
Balance Changes: - Balanced spaceship costs, pop & pod cost, and research credit costs. - Adjusted resource production rates and updated spaceship part requirements. - Balanced energy gain and adjusted costs for various gameplay elements. - Improved defense system capabilities, including increase evade chance and pod placement.
Miscellaneous: - Introduced various scriptable objects, prefabs, and sprites for new additions like the defense system. - Enhanced UI interactions with new scroll rect customizations and sensitivity adjustments. - Implemented spaceship self-destruction mechanics and fixed related issues. - Added and updated various animations for a richer game experience.
This update brings a host of improvements, fixes, and new features aimed at enhancing gameplay, expanding content, and refining the overall player experience.
Thank you everyone for your support and wishlists <3
* Fixed issue with some RSS feeds not working * Fixed issue where if you had a private window and hid the entire interface, then un-hid it, it would unmute the private window.
I'm sure you've seen the trailers and you're already downloading our demo, so we'll cut to the chase. This post has all the info so you know what to expect from the demo and from the game as we enter Early Access on... 24th April 2024!
First of all, if you find a bug or have some feedback, tell us at Discord or via the Steam Discussions forum. If you’d rather something a bit more one to one, you can also directly email us, at feedback@massiveminiteam.com
What is Oddsparks: An Automation Adventure?
Oddsparks: An Automation Adventure is a beginner-friendly automation game with RTS elements set in a procedurally generated fantasy world. You can play it single player, or multiplayer (up to 4 player supported). We love the genre and want to make it approachable for the automation-curious, while providing interesting twists for those who already have thousands of hours in the genre.
What's in the Demo?
The demo contains 3+ hours of content. You'll get a taste of our core loop and the beginning of our story! You can play for as long as you want, but you will run out of stuff to unlock.
The demo features...
[Beta] Multiplayer (Up to 4 player supported)
[Beta] Mouse & Keyboard Rebinding
Character Customization
Mouse & Keyboard and Gamepad support
One playable biome: The Woodlands
Complete 38 out of 61 Woodland Quests & Tutorials
Unlock 3 out of 5 Woodland Sparks
Build 9 out of 18 Woodland Workstations and Logistics Buildings
Manage 10 out of 21 Woodland Recipes
What's in the Early Access Release?
We're going to enter Early Access on 24th April 2024! The Early Access release will contain everything in the demo, and...
A second biome: The Mountains (with Vertical Logistics!)
More Sparks (10+)
More Enemies (7+)
More Workstations (15+)
More Logistics Buildings (20+)
More Quests (80+)
and more!
In fact, you can already take a peek at what will be unlocked by pressing H or Right Stick in our Quest Overview! Obviously, everything here is very subject to change, the order might get shifted around, not everything might survive, but you can already see what we have in mind.
What's the Early Access plan?
More Stuff! More Sparks, more biomes, more logistical challenges and tools, more quests. We're currently planning to be in Early Access for a year, but we want to be flexible. We'd love to support the game for a while and really make sure it's the best it can be before we give it the version number 1.0.
When we're ready, you can expect to see the plan for our next milestone! We already have a lot planned to make this game amazing, and we're looking forward to working with the community to test out ideas and features in betas, get feedback, and create a lot of fun together.
Our latest update is aimed at enhancing the game's visual appeal and interactivity. Here are the key adjustments we've made and their benefits:
New Features and Adjustments:
Building Information Display: Added building category information when displaying reward buildings for a clearer understanding of their functions and categories.
Detailed Information Viewing: Now, clicking on a building displays more detailed information about it, enhancing player interaction.
City Level Expansion: Introduced new city levels, adding more growth and development goals to the game progression.
Visual Effects Enhancement: Includes charge VFX for building upgrades, bee effects, tile restoration after building clearance, fire effects, and random hurricane effects that can eliminate houses, enhancing the game's visual experience and realism.
Gameplay Adjustments: Adjusted the quantity of card drops and the building extraction mechanism to ensure a balanced reward system and building diversity.
Interface and User Experience Improvements: Optimized score display to ensure that final scores are more prominent, enhancing player achievement.
These adjustments not only enrich the game's visual effects and interactivity but also increase its strategic and diverse gameplay. By introducing more visual effects and detailed information displays, we hope to provide players with a more immersive and enriched gaming experience.
Please look forward to these updates for an improved gaming experience! Thank you for your support!