Dear players, Thank you for your invaluable feedback during the Steam Next Fest and Open World Fest. Your input has been crucial in improving the game. We're excited to share this patch, which addresses several issues and introduces some exciting changes.
Gameplay Changes and Improvements
Added no-build zone overlay for improved clarity
New forest areas on map edges for outlaw NPC spawns
Grenades now damage wooden building parts
Players can now damage placeable items (workbenches, large wooden boxes, etc.)
Melee attacks can hit doors and walls (damage limited to wooden structures)
Added coal as a new fuel source for campfires, smelters, and ovens
Improved NPC behavior: Outlaws only attack if they have ranged weapons or are attacked
Smelters can now be placed inside houses
Corrected drop chances for clothes, especially higher-quality items
Reworked cooking and life systems:
Life bar changes: 0 kcal = 50 max HP, 2000 kcal = 100 max HP (you can't die from 0 kcal)
Simple foods provide fewer calories to encourage cooking complex meals
Wall Rugs, Bear Rugs will also now extract kcal in order to heal.
Bug Fixes
Fixed health bar loading issue affecting inventory when loading savegames
Fixed weapon ammo refill bug when placed in chests
Resolved trees spawning inside houses after game load
Fixed rare multiplayer underhair/hair bug
Corrected GUI bug with item placement building icon
Fixed rare multiplayer boat position bug
Adjusted crafting timer bug
Disabled certain keys during chat input
Fixed melee attack issue with NPC soldiers in the hospital
Fixed a bug where items from destroyed items would float in mid-air after base destruction.
Monument doors' opening/closing animations were slightly visible when flying with a drone.
We're continually working to improve the game based on your feedback. Thank you for your ongoing support and patience as we refine the experience. Happy gaming!
Markus & Simon
Join our community on Discord and test the demo on Steam.
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"We can now augment and replace our failing bodies with a variety of artificial parts. Perhaps this someday lead to a new solutions to the age old problem of death" -Lead Doctor's Report
The Bleak Frontier June 2024 Update is now live! Build a new building, collect 5 new artifacts, research new survivor upgrades, and listen to a new track by Rogue VHS!! Will you survive the Bleak Frontier?
Chinese and Spanish have had the most focus so far to improve their translation, but the other languages should also be much better than before. Localization as a whole still isn't perfect, and we plan to keep iterating on these languages throughout Early Access.
Take All and Scrap All Shortcuts
We've also added hotkey bindings for Take All and Scrap All in the container menus! This was a great suggestion made to us over on our Saleblazers subreddit.
More Controller Support (Experimental)
There's now an awesome cursor that better communicates what you've selected when navigating the UI with a controller.
We've also got an all new virtual cursor for most menus, which should bring up the playability for most of the game to not require a mouse and keyboard.
If you play on a Steam Deck and enjoy using the trackpad mouse cursor instead, you can disable the virtual cursor in the gameplay settings.
Keep in mind that we do not officially support controllers yet, so you still may have to switch to keyboard and mouse occasionally to get things working. This patch introduces a lot more controller support, so hopefully you shouldn't have to switch too often.
You can check out the rest of the controller updates down below in the patch notes. Happy shopkeeping!
Further Improvements to Weapon UI
In update 0.14.6.28, we improved the weapon damage UI to display the total damage and the breakdown of base damage plus damage from rarity. With this update, we're continuing to improve this UI by displaying stats for projectile weapons. Spellbooks and mortars now properly display their damage, splash damage, damage radius, elemental attribute effects, as well as stamina and hunger costs.
Better Spellbook Attacks
We also buffed many of the spellbooks to go along with the aforementioned UI improvement, making them more fun to use. Try them out!
If you perform a heavy attack with spellbooks by holding down the attack button, you'll now be able to perform a special move where multiple projectiles fly out at once.
Barry's Bazaar Dynamic Shop Improvements
We've finally taken the time to fix various issues for 16 shops in Barry's Bazaar with the help of Brandon, our new summer intern. Browsing through wars in Barry's Bazaar should feel a lot less... bizarre. Ha!
Thanks to Brandon, we've also been able to add 9 new shops to Barry's Bazaar!
New Shops
Vogue Vault Co.
Melody Music Shop
Sea Breeze Fish
Grainnovation
Puffy Pals
Wire Wizards
Hat-A-Porter
Fancy Living
Future Focused Living
We hope you'll have lots of fun checking them out!
Steam Summer Sale
Saleblazers will be 25% off for the Steam Summer Sale, so it's a perfect time to recruit friends and family to help defend the shop against cultists!
v0.14.7.1 Patch Notes
➡️ Changes
Tired customers and employees will move much faster now
Added hotkey bindings for Take All and Scrap All functions on containers and crafting tables
Added inventory button prompt to the exit option in containers
Updated localization for Simplified Chinese and Spanish
Improved localization for Traditional Chinese, Russian, Japanese, Portuguese (Brazil), German, Korean, Polish, and French
Left click can now also drag the research tree UI instead of just middle/right click
Improved the weapon UI for items that generate projectiles like mortars and spellbooks
Updated the names and descriptions of all the spellbooks
Buffed the damage, cast speed, splash radius, and elemental effectiveness of the fire and ice meteor spellbooks to make them more viable weapons
Buffed the elemental effectiveness of the fireball and icicle spellbooks
Greatly decreased the stamina and hunger cost of the fire and ice meteor spellbooks
Added a few new items in Barry's Bazaar
Heavy attacks for spellbooks will shoot out multiple projectiles
Leyasoon and Ronin will now rotate to face you quicker during their heavy attacks
🎮 Controller Changes (Experimental)
Added virtual cursor feature
Added virtual cursor to the main menu, ESC menu, respawn screen, character creation, shop sign, employee table, and skill tree screens so that they're at least usable for now (we plan to add UI navigation support later)
Right thumbstick now scrolls all research UIs
Added gameplay setting toggle to enable and disable virtual cursor
Added a cool animated cursor that shows what is selected when in controller UI navigation mode
Controller will not show unbound for hotkey slots anymore
Added support for scrolling research UI for controller + keyboard
Controller now uses left stick instead of the D-pad to scroll inventory slots and menus
Removed prompts from bottom left of research for now since it wasn't working properly anyway
Fixed item drag not being properly set to the current item slot for controllers
If playing on a Steam Deck, only controller prompts will show up so that you can used mixed inputs with no prompt flickering
Added some support for text input fields on Steam Deck (very experimental)
Added support for controllers to be able to select items for request customers and attribute givers
Improved more edge cases where UI selection was activated when it shouldn't
Removed UI navigation to the health bars at the top left of the screen since they're not supposed to be buttons
Added navigation UI support for crafting UI
New shops added to Barry's Bazaar: Vogue Vault Co., Melody Music Shop, Sea Breeze Fish, Grainnovation, Puffy Pals, Wire Wizards, Hat-A-Porter, Fancy Living, and Future Focused Living
🛠️ General Fixes
Added key binding to floor type cycle UI prompt
Removed deprecated shop cycle UI
Fixed edge case where getting ragdolled by a large item at a low enough HP will cause the player to get up despite being dead
Removed erroneous encounter that was spawning inside Kazai Village armor shop
Fixed broken LUA command with fisher encounter
Fixed a lot of deprecated items in the rotating shops in Barry's Bazaar
Fixed a lot of bad collision and non-interactable items in the rotating shops in Barry's Bazaar
Tuned locked item values in Barry's Bazaar
Improved the all-commands function in the console so it only shows active console commands. We hope this makes it more useful when figuring out how to use the console to make videos, mess around, or get yourself unstuck in certain situations
Fixed Karrax and crabs sometimes not attacking properly
Fixed several issues for 16 shops in Barry's Bazaar
It has been a while but we finally had the time to post another dev blog. Wooo! If you are here for the delicious delicacies from the dev kitchen and don't care for the patch notes, just scroll past them. We are sure they won't mind...
Added: 3 New upgradable stash types. The old stashes are no longer craftable. Max level stash slots and health are the same as before. Old stash types won't be affected by this. Added: New decay admin command /setdecayrate <Value> (Value is in irl seconds; “0” disables decay) Added: Skip tutorial button to pop-up UI Added: New crafting item: Tidara which is required for one of the new stashes Added: Take all button / feature for all actors with external storage Added: Experimental replication graph to support bigger character net culling distance Updated: Unreal Engine to 5.4 *yay* Updated: Seashell halves no longer drop from sand piles Updated: Slightly increased drop rate of vertebraes and uncommon seashells Updated: AI now only registers threats if it gets attacked by a player Updated: Escape menu now pauses the game in single-player Updated: Increased group friction Updated: Increased braking deceleration Updated: All de-spawn timers now use settings from gameplay data to make adjustments easier Updated: Increased and randomized de-spawn timers of AI, dropped items, dead characters and consumables Updated: Construction actor gather code Fixed: Some Wyvern weight/clipping issues Fixed: Inventory item order resetting Fixed: Max health mismatch caused by the "missing upgrade bug" Fixed: Missing gamepad support on certain overlays like inventory/in-game menu (Cursor = left stick; LMB = A Button, RMB = B) Fixed: Keyboard + mouse being misidentified as gamepad when hovering over some UI elements Fixed: Totem's claim area ignoring other claimed areas Possible Fix: For chat UI getting stuck when whisper selection is active Possible Fix: For UI sometimes getting out of focus and player cant click on anything when game is launched Temporarily Removed: Vertex offset from dynamic weather which caused some heavy ghosting effects on the landscape due to an engine bug
So what is cooking?
Quests, Events & Rewards
Right now, players can get daily quests which are random every day and usually involve collecting resources scattered across the map. So far they only offer additional experience points. In the future we want to add story quests which not only reward players with more EXP but also various cosmetics and other items. The idea is not to just hand out any random skin or accessory but to choose a reward that fits the theme of the task as well. So if you plan to get a lava skin in the future, we recommend to check out quests that start at the volcanic biome or are being started by characters that are of the fire element by default. Below are a few skin examples that can be unlocked later on.
Of course there are no rewards without quests. So we have been working on more questlines which will be added one after another, once the required system has been added. Additionally we have also worked out some world events that can happen randomly or require the player to finish a few tasks before they get activated. These events can be repeated and will drop randomized loot every time. How much the player participates in them will affect the amount of loot they will receive and of what rarity level the rewards are.
Lindworm Our favorite nope rope is receiving more animations at the moment and we are not even showing you the craziest animations yet (that worm got some wild tricks up his scaly sleeves!)
European Dragon Our first and oldest character has been remodeled and our animators have moved on to doing its weights and animations so we can replace the old character model as soon as possible. It still needs a lot of weight changes to work properly but it is pretty exciting to see the Euro in some rough poses.
Additional Animations As you might have noticed the Ka'sai and Wyvern came with more and new animations which our older characters don't have. These animations include emotes, more movement options and combat animations and are currently being worked on in-between the other animation tasks. So Griffin, Euro, Lindy and the others will be able to do cool things in the future as well.
Dragon Turtle We like turtles! Which is why the new dragon turtle model is almost done. We do not recommend petting it though. You might lose a limb or two.
Eastern Dragon The new Eastern Dragon models are done and are now waiting to be turned into delicious ramen noodles textured.
New Stashes This patch will introduce our new stashes. Instead of crafting the different stages directly, you will be able to choose one of several stash types based on Altuis' different biomes. You can then upgrade these stashes with materials to increase their health and item slots. The ones that are being added now are just the beginning as we have more planned for the future.
Nesting, NPCs, Permissions A lot of planning has been done. We have been working on a detailed up-to-date documentation (taking into account latest UE 5.4.x features) about the functionality of the nesting mechanic, how nests, hatchlings and followers can be interacted with and what permissions, affecting each one of them, can be granted to other players/clans. The new permission system will also change the functionality of player and clan structures which will make the permission setup way easier in the future. Implementing this will take several weeks so we ask for patience (and a lot of coffee).
Other Things We are always playing around with new ideas on the side. As a result we created some effects for our characters that will only appear when they use specific abilities, e.g. a throat glow when they use a fire or shadow breath
Another idea is the addition of a death totem. Instead of dropping your loot on the ground whenever you hit the wall a bit too hard during flight, it would spawn a totem which contains all the dropped loot and has a little glow to it for easier visibility.
When these things will be added is still open since we want to focus on our main tasks first but they are sitting on the dev bench waiting for us to notice them.
That's it for now. We probably forgot to mention a few things because it has been a while since we have posted a dev blog and a lot has happened in the meanwhile but if we did, we will mention them another time.
If you want to see more frequent news on upcoming game updates make sure to join us on Discord! Want to report a bug or want to know what other things we have on our to-do list visit our Trello Board!
- It wasn't enough to warrant a post, but I made a patch yesterday to fix a couple bugs. - The patch today addresses one big bug. - The patch tomorrow will come later in the day, and the July roadmap will be released soon after. - I tried something new for today, which was documenting my coding process as I worked through the issue. It's probably too verbose for patch notes, so I'll share it elsewhere.
Fixes
- I fixed #issue/0044, which was a bug that occurs when an enemy telegraphing unit is displaced such that its engagement will target an empty tile. Rather than maintaining its telegraph, the telegraph will disappear. If the player then moves a unit into this empty tile, the telegraph will not reappear but the engagement will still occur at the start of the enemy's next turn. This issue required a substantial rework that took me all day to diagnose, but I'm happy to have this bug fixed.
Gameplay
- The Dagaboroz now Pulls instead of Pushes. With The Knight and Dagaboroz having the push feature, it's too common that you may end up with only Push units, which are incapable of killing units on the edge of the map. By changing the Dagaboroz to pull, it gives more opportunities to finish off units, while also making the Dagaboroz a self-sabotaging unit, since it can only pull within melee range. So it will always be pulling units into itself.
TO DO
- Many more issues to address: some bugs; some quality issues.
- Roadmap for July development will be posted this weekend after the Saturday patch (06/29)
Where are the creatures of mountains and seas - re1937
Puzzle Challenge Hot Zone Problem: Due to possible conflicts between the puzzle hotspot and some character hotspots at the bottom, there may be difficulties in dragging and dropping puzzles.
It has been fixed now, and I deeply apologize for the unpleasant experience for players. I still hope that players can support the work of one Developer for two years . Thank you
We’ve been getting a lot of questions from players, and we’re excited to answer them! Zima and I are here and ready to go!
More masks on the horizon?
Absolutely! As the title of our game suggests, masks are the essence of Soulmask. Creating new masks is at the forefront of our priorities for introducing fresh content.
At the same time, given its significance, we’re taking our time to ensure every mask is unique, enjoyable, and offers something fresh. This process may take some time, but trust us – it will be well worth the wait!
Their throwing tanks are so annoying when dealing with multiple enemies at once!
We hear you. Some enemies are using items too frequently. We’re going to limit how often they can use and set a maximum limit soon.
What happens to the tribesmen of long-inactive players? Any protection or inheritance mechanism?
We are aware of this issue. The tribesmen of offline players can pose challenges for their respective tribes. We're cooking up a few potential solutions: gradually releasing control of inactive players' barbarians to active players; allowing other players to claim them.
We’re still evaluating these options carefully, as the ownership of tribesmen is a sensitive matter. But rest assured, we’re working on a solution.
Any plans for more furniture and decorations like carpets or cabinets?
Yes, indeed! Our construction designer Jay is excited to keep adding new decorations to our homes.
Get ready for the exciting update featuring fresh decor items like carpets, houseplants, and more—coming your way soon!
People are abusing PvE servers by luring wild monsters to destroy our bases. Help!
We're on it! This is a problem that many PvE server players find frustrating, and we deeply understand that we need to address it.
In our upcoming update, we're introducing a new mechanic: On PvE servers, all construction within your bonfire's radius will be invulnerable to non-invasion wild creatures. This should help protect your home.
Can we have more followers?
After some deep contemplation from Royce and Zima, we're happy to say... yes!
We're tackling this in two phases:
In the future update, we'll let players and dedicated server admins tweak the "max followers" setting, so you can bring along more tribesmen.
Further down the road, Royce is exploring ways to make your followers smarter in combat, acting like a disciplined army that executes your commands during battles. This is still in the planning stages, but it could really change how you fight with your tribesmen.
We need a better way to move our entire tribe!
Starting this week, you can use the portals you’ve crafted to move your tribesmen! No more risky long treks with your tribe!
The enemies' ability to dodge ranged attacks seems overly effective.
We’ve noticed that some humanoid-enemies are too good at dodging arrows and thrown items. We’ll tweak their AI to balance their defense and dodging when confronted with ranged attacks.
Can we please get an option to adjust load limits in single-player mode?
Your wish is our command! Expanding single-player customization is a big focus for us. With this week's update, you can now adjust the load coefficient in the "Advanced Settings" menu. By the way, our first major update is coming up as we approach one month since launch! Keep your eyes peeled for teasers and sneak peeks in our upcoming developer's updates. Thanks for playing and keep the feedback coming!