I'm ZIMA, the chief producer! As you all know, our EA is now in its countdwon stage, if you want to learn more about the EA version, feel free to check out this announcement:
In these final days, my team and I have been working tirelessly on the last optimizations for Soulmask. I'm pleased to announce that we secured the top spot for Most Anticipated Game at Steam Open world survival Crafting Fest. To celebrate this rare achievement, I indulged in an extra glass of whisky. Without the support of our players, this wouldn't have been possible, and it motivates us even more to strive for excellence.
At the last moment, I realized that we have never shared about any details regarding the birth of Soulmask.
Therefore, as we are about to meet everyone at the EA launch, I would like to write a letter to all the Chieftains. In this letter, I hope to describe the journey of Soulmask from a mere concept to the expansive world it has become, and outline its future path.
The Origin and Future of Soulmask
If I were to talk about the inspiration behind Soulmask, I think the initial motivation for creating any game naturally arises from a desire to express oneself. Whenever I find myself in deep thought, often after a few drinks, I can't help but ponder abstract questions: Why do we exist? What is humanity's ultimate destiny? What exactly is consciousness? Will robots eventually replace humans, and if so, will they possess souls?
As these ideas grew stronger, I felt an irresistible urge to create a game that explores the "ultimate question." This is how Soulmask was born—a natural evolution of concepts like savage tribes in the rainforest, colossal pyramids from lost civilizations, and enigmatic masks from mysterious cultures...
The central theme of Soulmask delves into a fascinating aspect of civilization's evolution: "Awareness Uploading." The idea of a "mask" serves as an ideal metaphor for this concept—When you wear a mask, are you still truly yourself? If awareness is uploaded and detached from the physical body, where does one's sense of self reside? Furthermore, what happens when awareness is transferred into a mask? Could someone become just a facade and possibly share control over their body with others through this medium? These intriguing scenarios captivate me because they open up endless possibilities.
Also, in the world of Soulmask, we bring to life various tiers of civilization: From savage tribal societies to lost ancient cultures and mysterious prehistoric civilizations. To avoid spoilers, I won't delve deeper into this topic right now. Instead, I invite all chieftains to explore this realm with curiosity—uncovering connections between these civilizations and their hidden stories. What may seem like disparate cultures could indeed follow a unique pattern... who knows?
Lastly, as a seasoned veteran in the gaming industry, I am eager to develop a game that offer extensive freedom and enduring gameplay. My years of gaming experience have shown me that sandbox games are my true calling. Moreover, my vision includes crafting a multiplayer adventure game where players can join forces with friends and potentially accommodate an even larger player base (I know it's hard to achieve, but we're still striving for it). We have also incorporated the popular simulation element, including tribesmen recruitment and diverse traits for these characters, to enrich the game's longevity and depth.
Hence, that's how Soulmask came into being. I take pride in the universe we've crafted, yet there's still much work to perfect it.
In Soulmask, your adventure extends far beyond a single world. As you progress deeper into the game, you'll uncover entirely new regions on this planet—each with its own distinct physical environments and cultural themes. And who knows? One day, you might even journey beyond this planet to reveal what lies behind the mask. Rest assured, every world we create adheres to a consistent and coherent set of rules. Our aim is to enrich every facet of these worlds, making your experience more vibrant and immersive than ever before.
About EA Version
As for the reason for choosing EA mode, we have a very straightforward decision: We believe that player engagement is crucial for enhancing our game. By introducing it to a broader audience early on, we can gather diverse and invaluable feedback. Our goal is to collaborate closely with players to develop, refine, and shape this gaming universe together. There's no better way to achieve this than by releasing Soulmask into Early Access on Steam.
Throughout our development journey, from initial small-scale testing to extensive large-scale demo, we've conducted multiple playtests. During this process, we noticed an overwhelming enthusiasm for Soulmask. Players are eagerly anticipating the chance to dive into the game as soon as possible. In light of this excitement, we believe it's a fantastic opportunity to meet their expectations and deliver the experience at just the right moment.
As for how long the experience for EA will persist? All I can tell is, we are working tirelessly to accelerate development, striving to quickly incorporate exciting suggestions from both our team and players to make Soulmask even more captivating. However, we need to monitor the EA phase before finalizing an exact release date.
Perhaps many Chieftains are so curious about the differences between EA version and the full version, I would say, for delivering both quality and quantity in our Early Access release, we are dedicating all our efforts to perfecting Soulmask – an experience designed for everyone to enjoy. This EA version will provide a rich and immersive gaming experience! As we move towards the full release, we'll actively incorporate your feedback and roll out various free updates, including new mask skins and construction components. The launch of our EA version is just the beginning for Soulmask, and we hope you'll love it as much as we do.
As for the notable features in the EA version, firstly, it's about recruiting your own tribesmen to establish a tribe, engage in farming and animal husbandry activities to keep the tribe functioning steadily in this perilous world. Secondly, quickly acquiring and upgrading various powerful masks plays a crucial role in your survival.
Regarding Recent Updates
In fact, after the Next Fest and the Open Beta, our primary focus continues to be on developing rich game content to ensure that the Early Access version offers a substantial and engaging experience. We deeply value the extensive feedback from our players, particularly regarding significant improvements in the new player tutorial. Through multiple rounds of small-scale testing, we aim to identify further opportunities for optimization and address any existing bugs or performance issues. Additionally, we've conducted several rounds of small-scale PvP testing with the goal of refining specific PvP rules and enhancing the overall appeal of PvP gameplay..
If you have experienced the pervious test versions, you must notice our overall upgrading toturial guidance as we immediately started remaking it as soon as we received your feedback.
We've made several mask functions available in the early stages of the game, including the deter, recruit, and revival functions. Through multiple rounds of testing and playthroughs, we've continuously listened to player feedback and made adjustments accordingly. We're thrilled to see that players can now quickly recruit their own tribesemen, form tribes, and experience the core essence and most captivating aspects of Soulmask.
Regarding DLC
I understand you definitely want to know the post-launched contents after EA, especially DLC, regarding this aspect, to be honest I don't want to spoil any surprises. I can share that we're currently focused on improving our existing content and actively responding to player feedback. In the near future, we plan to release a free DLC for everyone, which will include new construction components, mask skins, and more exciting features.
Of course, I understand what you're eager to hear: Yes, we have already started working on a major DLC. What I can reveal at this point is that it will be extensive in scope. The rest remains a secret for now—stay tuned for some exciting surprises!
We've also heard your requests for mod support. It's on our agenda, and as a team with extensive experience in mod development, we'll share more details when the time is right.
About Gratitude
Last but not least, I want to say thank you to all of you who has ever made contributions for Soulmask:
In this update, we bring you a completely redesigned window and door placement mechanic. No more restrictions! Move, rotate, scale and do whatever you want. Also this update contains many QoL features that have been requested by you.
New Window and Door placement
No longer will you be tied to a specific wall in Blueprint mode. Windows and doors are now just as much furniture as all other objects.
New Wallpapers and floors for Bathroom and Kitchen
30 new wallpapers and 30 new floor materials.
Wallpapers tint
Now you will be able to change the color of all wallpapers. Which will add even more variety to your setups.
More save slots
25 save slots instead of 10.
Other Changes
Scale slider max value changed from 200 to 500
Credits page added
Bug Fixes
Fixed a bug that sometimes caused objects to mirror their position when their parent was scaled
Keep up with the latest news
We share all the updates on several platforms. Join our other communities to stay up-to-date! TwitterTikTok
We’re excited to announce that we’ll be bringing back Railroad Corporation 2’s demo for Steam’s Next Fest this June! This isn’t just any demo – it’s packed with exciting updates and new features that are sure to refine your strategies. Starting on June 10th and running until June 17th, you can dive into the next chapter of Railroad Corporation and get a taste of what’s to come.
Exclusive Demo Content
In the Steam Next Fest demo, your mission is to set up your network and deliver one of three final products. This hands-on experience will give you a glimpse into the core mechanics, as well as the enhancements shaping this sequel. Whether you're expanding your corporation or cultivating cities, there's something for every tycoon in this demo.
Electrification Era & Expanded Railroad Building:
Experience new electrification mechanics and research the cutting-edge electro-locomotive.
Build intricate networks with crossings, tunnels, and bridges, enhancing city connectivity like never before.
Improve track efficiency with signaling mechanics and semaphores.
Headquarters & Department Management:
Strategically choose a city for your headquarters and decide on the best locations for train stations.
Manage your Research Department to hire scientists for new locomotive development and a Geology Department to explore resources and establish settlements.
Staff & Operational Insights:
Hire specialized geology and research department staff to tackle more challenging tasks while providing minor benefits to your overall operations.
Use updated reporting tools for better insights into your railroad operations.
As you explore the Next Fest demo in June, some features will be locked in the demo until the feature is ready to be implemented for release. These include the multiplayer mode, certain departments, and other locomotives. Nevertheless, the Next Fest demo allows you to delve into the core mechanics, such as building railroads, bridges, tunnels, and slopes, acquiring locomotives, establishing your office, managing its departments and staff, constructing train stations, controlling production facilities, and transporting cargo.
Don’t miss out on this opportunity to explore Railroad Corporation 2. Join the community during Steam’s Next Fest by wishlisting and following us on Steam. If you encounter any bugs or wish to share feedback or innovative ideas during your gameplay, please feel free to communicate with us through the in-game feedback button, Steam’s discussion page, or our Discord channel.
Thank you for being with us on this exciting journey!
We are thrilled to announce the release of 5 new Chess Maps for Panzer Corps 2 are out now.
What will include the new update? This free update will include 5 new chess maps:
Mountain King: Spanish Republicans and Nationalists struggle for control of a vital mountain road in 1938
Trench Slog: German and French troops clash along a fortified front line in the spring 1940
Desert Rally: British and Italian forces battle for control of several desert villages in North Africa in early 1941
Ice Warriors: In harsh winter weather Soviet and German forces aim to take small towns and villages in an area parted by a central, frozen river, which allows for quick river crossings
River Warriors: The summer version of the Ice Warriors map above. The main difference is of course that the river poses now a major obstacle that players have to overcome
To celebrate this update, don’t miss out on this special sale for Panzer Corps 2 franchise:
- Improved the blocked entrance of the sliding door room in the castle of the god of demons. Fixed durability value for sliding doors. - Labyrinth Deliveryman now appears. Appears with a probability in the tiers other than stores and bosses. Up to two packages can be transferred to the home warehouse. - Item shortcut function added. Only one type of consumable item can be selected and used instantly. - Improved key configuration. For example, Interaction and Attack work correctly with the same key. - The level of detail of the mini-map has been improved, except for the old castle. - Other minor corrections and improvements.
The final Episode begins at Circuit of The Americas in Austin, Texas, the home of the United States Grand Prix. COTA is one of the most unusual tracks in F1®, starting with a massive steep climb into the first corner, followed by an ultra-high-speed esses section, and challenging technical corners in the latter part of the lap, many of which have more than one potential ideal racing line. If that wasn’t challenging enough, the final race visits Interlagos in Brazil. Home to some of the most passionate fans in F1®, this unforgiving track is another that mixes high-risk, high-speed corners with slower technical sections where the driver’s commitment can make all the difference to the lap time. It’s no wonder that it’s a favorite with Max.
Complete Episode 3 to unlock Max’s 2024 season helmet for your driver avatar in Driver Career mode, My Team and F1® World.
Pre-purchase F1® 24 Champions Edition by May 31 to get immediate access to a selection of 2024 liveries for use in F1® 23’s special Time Trial mode, as well as the two new Icons, 18,000 PitCoin*, an F1® World Bumper Pack, and one bonus VIP Podium Pass. If you own F1® 2021, F1® 22, or F1® 23 you can get 15% off your Champions Edition pre-order.
New patch for Diluvian Ultra is here! This time, we focused on fixing issues that you reported on Steam and on our Discord. Feel free to read the whole Change Log below.
We are still trying to bring the game to the best state possible, so if you encounter more things to be changed or fixed, please, let us know here or on the mentioned Discord.
Cheers and enjoy!
fixed Heartweaver achievement issues
fixed Octodrone healing drones no longer become invincible Randomly
fixed dialogue not progressing when auto skip disabled
fixed dialogue fast forward/next and skip all input names now readable when using a gamepad
Our latest hotfix #39 (1.3.11) is now live on Steam and it will shortly be live on our other platforms.
Fixed several instances of inconsistent or missing voice filters:
“Gheistos Mk VI Death Mask” (Zealot)
“ "Penance" Herald Mask” (Zealot)
“Catechizer's Incense Rebreather” (Zealot)
“Palatine Mk IIId Rebreather” (Zealot)
“Cult Imperialis Rebreather” (Zealot)
“Cult Imperialis Penitus Rebreather” (Zealot)
“Adrastia-pattern Psykana Shadowveil” (Psyker)
“Ordo Hereticus Aegis Hood” (Psyker)
“Ministorum-issue Rebreather” (Zealot)
“Missionarius Galaxia Rebreather “(Zealot)
“Cult Imperialis Penitus Rebreather” (Zealot)
“Ministorum-issue Rebreather (Modified)” (Zealot)
“Arch-Militant's Cowl” (Zealot)
“Ivixia-pattern Psykana Aegis” (Psyker)
“Crucis Promeus-pattern Shadowveil” (Psyker)
“Conclave-issue Tactical Shadowveil” (Psyker)
“Adrastia-pattern Psykana Shadowveil” (Psyker)
“Wissex Mk Ih Psykana Aegis” (Psyker)
“Gelt-pattern Psykana Aegis” (Psyker)
“Ordo Hereticus Aegis Hood” (Psyker).
Dev note: The current intent is for any head gear that partially or fully covers the mouth and has some mechanism which would filter the voice (filters, speakers etc) to modulate the voice. For players who want to wear a particular headgear but do not want their voice modulated, this can be turned off in Options -> Audio -> Headgear Voice Effect.
Increased memory buffer to mitigate crash due to too many open files.