Hi Chieftains!
This is your friend Maggie! Thank you all for your support of Soulmask over the last two weeks!
During this demo, we had 83,995 chieftains participate in the game, dedicating 908,680 hours to playing Soulmask. Here is the gameplay data that we all contributed to creating:
- The Saber-toothed Predator has been defeated 20,236 times, and the word has spread among the Bosses in the game: "You are all formidable masked battle maniacs!”
- 344,364 tribesmen have joined our ranks, ensuring that the flame of our tribe will never die out!
- 4,164 jaguars have been tamed, establishing us as the undisputed kings of the jungle!
While this demo only offers a sneak peek into the game, it's evident that there has been a significant improvement in the overall gaming experience compared to the Next Fest version. For instance:
1. The tribesmen have become more lively. Our tribesmen now possess diverse talents, emotions, hobbies, and actions. In addition to their work duties, you may find them smoking and drinking, dancing with joy, or even chatting with you. Before they were mere workers; now they feel like a part of your family.
2. Our "home" has become even cozier. We've introduced a bunch of new gadgets, and I'm sure you've all noticed them too! From toilets and double beds to animal tethering posts and archery targets… Oh, and let's not forget about the notice board! Many chiefs were using the notice board to mark their territory in the game. It's so cool!
3. Have your tried the new mastery? From the powerful heavy strike of the Hammer, to the swift slide of the Giant Sword, and expert archery skills… Get ready for some serious carnage!
4. The information is now presented more clearly. Previously, players needed help understanding the functions and rules of items due to unclear information and lack of proper guidance. I found myself in a similar situation, constantly bombarding Peter with questions about the "why" and "how" daily.
Before this demo, we improved the beginner's experience, tutorial guide, and certain interface descriptions to make information clearer overall. As players have pointed out in their discussions:
At first, being a total beginner, I was worried about mastering the complicated mechanics and navigating the vast Soulmask world. However, to my delight, Soulmask offered thorough and carefully crafted tutorial that made me feel as though a seasoned veteran player was gently leading me through each step. ——RukiooQ
5. Stamina will no longer keep you from exploring the Soulmask world! The chief must have been hitting the "Rainforest Gym" hard for months because your physical fitness has been significantly boosted! Your stamina now lasts longer, and you recover more quickly. This upgrade will help everyone climb and sprint with greater ease and endurance.
……
We are continuously working on new content, and this demo was a special gift from our development team. We hope everyone enjoys it!
However, we must admit that we still have many shortcomings. There have been a lot of issues raised in the questionnaires and community feedback. To my surprise, we have compiled a total of 1,376 pieces of feedback. We have cross-checked these issues with the developers one by one, which is why I am only sending this letter of thanks today. Regarding the mentioned experience issues, most of them have already been included in the iteration development schedule, and some features have been implemented during the EA period (there are so many that some contents will continue to be iterated after EA).
I would like to talk with everyone about the main issues and the corresponding iteration plans:
Q1: The beginner's guide didn't teach me much. - It could have been more newbie-friendly.
Having clear guides on how to master the menu, crafting progression, building, follower interactions and assignments, and best tasks during the very early game-play.——Phortelle(Player)
We introduced a practical beginner's guide compared to the previous Next Fest version. However, we recognize the need for further improvement. We are now revamping the entire beginner task process from scratch. We will fine-tune the beginner tasks to sync up with the gaming flow. This way, players can pick up "crucial gameplay skills" and get a handle on "key game goals" through these tasks.
Also, we've found that one of the most frustrating experiences for new players is losing all their gear and progress when they die. To tackle this issue in the EA version of the game, we're introducing 5 new respawn points near Ruins located in the central and western regions of the Rainforest. This change will allow players to respawn quickly at more advanced locations on the map. Moreover, players can reclaim their Death Package immediately upon revival (this feature can be adjusted in single-player, LAN, or private server modes). However, carrying extra campfires in your inventory is still recommended as a safety measure.
Q2: Why are my tribesmen slacking off? - The workflow of tribesmen tasks is not agile enough.
Tribesmen are a vital source of enjoyment for us in games, but as many players have pointed out, the current workflow is not very smooth yet:
Clunky interface, annoyances when crafting. Could be more streamlined. Recruiting NPCs is great but setting them to tasks isn't. A better task overview page with clearer settings so you can simply set minimums/continuous work on a single page would be great.——Tacha(Player)
To address concerns regarding the productivity of tribesmen, we have conducted a comprehensive analysis and implemented measures for continuous improvement in the EA version.
On the one hand, the unclear status of the tribesmen makes it challenging to tell whether they have understood our instructions. Based on this, we will add an indication of their work status. After receiving instructions, the tribesmen will provide you with feedback. Even if they cannot complete tasks (such as due to lack of tools or insufficient gatherable resources nearby), they will promptly give us feedback.
On the other hand, we have also noticed that the tribesmen information interface needs improvement. In the upcoming version, we enhance it to provide clear explanations of button functions and interface details. Additionally, we will introduce filtering functions in specific interfaces (such as tribe event categorization filters) to facilitate more accessible access to content related to tribesmen with enhanced clarity.
I used to run after tribesmen, try to keep them in check as well. But now, when I engage with them, they pause and await my instructions.
In addition, the tribesmen have enhanced their combat skills. Previously, they would scatter in fear when faced with danger. Now, arm them for battle!
Q3: Optimization for the new player’s nightmare: Anaconda and Jaguar
We have always strived for realistic and diverse biological features in the game. However, sometimes, being too true to life can also pose challenges. The recently added anaconda has quickly become a new source of fear for players, joining the ranks of the jaguar. After some convincing, Royce has significantly reduced their lethality:
- [*]Say goodbye to almost all the jaguars that used to creep along the path from the newbie spawn area to the two tribes. When starting in this game, many of us rush towards Flint Tribe and Claw Tribe, but Jaguars constantly ambush us. But fear not! This scenario will become rare in the new version. Moreover, there are now fewer Jaguars near the Rift Valley. However, plenty of these majestic predators still roam freely on the west side of the Rainforest, so proceed with caution!
[*]Besides jaguars, we've also moved the water-side anacondas. You might be wondering, "Where did all the anacondas go?" Well, they're now lurking in a special respawn zone that I like to call "Snake Island." And here's a little secret: ZIMA has prepared a huge surprise (or scare) for everyone on the island.
[*]Furthermore, we have lowered the difficulty level when facing specific anacondas and jaguars.So, next time you come across them, why not muster up some courage and take them on?
Q4: Baa! Baaaaa! Who wouldn't want to have a baby alpaca right from the start?
I've heard that the nomads have managed to get their hands on some baby Alpacas (apparently, there are 5 nomad groups in total, all situated at the ruins). If you fancy starting your adventure with a cuddly Alpaca by your side, why not visit them for a friendly "chat"?
Furthermore, riding an alpaca is now "smoother" than ever, providing a more comfortable experience. And guess what? Alpacas can jump, too! Picture the thrill of riding your spirited alpaca as it leaps and darts among stone slabs. Just remember to be careful around cliffs!
Q5: Finding crafting too complex? - Concerns regarding the usability of the crafting process.
UI window to choose how many we would like to craft of and item.. dont just automatically make one or all.——Suggestions by Phoeinxrexx on Discord
UI is still clunky and has issues (queueing things like thick rope is a pain - it produces so quickly you don't have time to hit the + button to produce multiple items before it finishes and the pop-up description half obscures the + button)——ian.silver67(Player)
Yes, I faced some challenges with crafting too! To improve everyone's crafting efficiency moving forward, our lead designer, Royce has implemented the following interface adjustments:
- The "right-click" functionality has been added to the inventory and crafting grid. When using an item, you can open the right-click menu to perform actions such as "use, dismantle, transfer, and discard" with your items. When crafting items, you can create 1, 10, or all of them at once. Alternatively, you can manually enter the desired quantity.
- For locked crafting skills, you can now quickly jump to the learning interface. By double-clicking with the left or right mouse button and selecting "Locate on Tech Tree," you no longer have to switch back and forth between interfaces to find your locked skills.
Q6: This damn server is making me want to smash my computer! - Server optimization is a top priority and cannot be delayed any further!
During the Open Beta, several servers experienced multiple crashes. We deeply apologize to all affected players! We have pinpointed some causes and implemented optimizations to ensure a more stable gaming experience for everyone in the EA version. However, I must admit that I am uncertain about potential future issues (which makes me quite anxious), but rest assured, we are committed to ongoing improvements!
Besides the crashes, the server selection interface could be more user-friendly. We have recently improved the server list presentation by introducing a bookmark feature and enhancing sorting rules. These updates aim to help players easily find servers that best suit their needs.
Q7: Sound effects! Sound effects! Sound effects!
The sound effects in the game are currently not meeting our standards, which is why we've enlisted the expertise of a seasoned sound engineer to enhance the in-game audio professionally. Some of the planned improvements include:
- [*]Environmental Sounds: Adjusting the environmental sounds is crucial. Some sounds, like campfires or rushing river water, maybe overly loud and disruptive. We will adjust their volumes accordingly. Moreover, we will fix any abrupt sound cut-offs, like those in the rain or background music.
[*]Battle Sound Effects: Enhancing the sound effects for each weapon type, including reflecting, executing attacks, defending, and key actions like entering combat, low HP alerts, and falling.
[*]Further additions to the sound effects: From the UI beeps to the creak of opening and closing doors, from the rustle of planting plants to the frenzy of piranhas feeding in the water, even down to the sound of a character stepping into a bathtub or using the toilet.
There are still many aspects to work on, and I am confident that there will be significant improvements in sound effects during the EA period.
Q8: Combat excitement takes too long to start! - We are working on optimizing early-stage combat so players can experience the thrill sooner.
The experience of battling in Soulmask is quite fascinating. With various weapons and combat skills at your disposal, immersing yourself in the gameplay lets you fully appreciate the excitement of combat! Like many players, including myself, we were initially unsure how to reflect and evade enemies' attacks. We often felt that our timing in responding was off. After closely monitoring players' Twitch streams and carefully reviewing feedback on combat experiences, we have already made some adjustments:
- [*]Add combat tips to the lower right corner of the main interface so players can quickly grasp various weapon techniques like charged heavy strikes, jump attacks, lock-on, rolling, defense, and other combat skills to enjoy the thrilling battles in Soulmask fully.
[*]Speed up the playback of animations related to overall combat.
[*]Adjust the start and stop speeds to enhance responsiveness during movement.
[*]Rolling now triggers an invincibility effect from the moment it is activated, extending the duration from 0.5 seconds to 0.8 seconds.
[*]Enhance the auxiliary effect judgment for reflect/perfect defense.
[*]The problem with character running and the inability to climb slopes has been optimized. We look forward to everyone experiencing this in the EA version.
I'll wrap up here since we've touched on many topics, and I want to keep this article concise. In addition to the issues discussed, several other elements are currently being optimized! And here's a little teaser: a new CG is in the works, and I can't wait to see it myself!
Let’s meet again in the EA version!
Maggie
Join discord: https://discord.com/invite/4G2K7FDbtp