One year, Chieftains!
[p]That's right—365 days have passed since our Early Access launch, and Soulmask has journeyed alongside all of you! As our first survival game on Steam, Maggie and the rest of our development team have spent this year in a constant mix of anxiety and excitement. Many of you might still remember that somewhat incoherent report we published just 72 hours after launch. Indeed, facing the flood of feedback from Chieftains at that time, we had moments where we wondered if we might have "messed things up." But fortunately, each of you supported Soulmask and every one of us with absolute tolerance and enthusiasm.
We all agreed that we couldn't let down your support over this past year, so Soulmask has prepared an anniversary gift—what we believe best represents the core concept of Soulmask: a special free DLC featuring a brand-new mask representing an alien civilization, along with new automation features that will truly transform your tribe into a powerful machine.
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New Free DLC: Lost Civilization
[p]Golden Visage, bright through ages, dazzling now.
The Star-Seer's own; it pierces the Nine Depths, touches celestial crowns.
A vigil of a thousand years.
——From an unknown civilization's tablet found beneath the sea
Meet "Golden Legend," Soulmask's first mask DLC. A mask lost beneath the ocean for a thousand years, along with the mysterious decorations of its vanished civilization. From the moment you touch it, you know it's different from all your other masks: there's no familiar echo of barbarian souls. Instead, it brings you something more… otherworldly, a mismatched civilization from distant shores.
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Automation: From "Tribe" to "Empire”
[p]Tribe management has always been Soulmask players' favorite part, but we're still not satisfied with our current management system. As we've said before, if Soulmask's goal is to be "the ultimate management-focused sandbox survival game," our current management system can obviously be improved.
So, on our EA anniversary today, you can see the first step of this blueprint: Construction and Transportation—the two issues Chieftains care about most. Today, on our anniversary, we finally have an automation solution that satisfies us.
First, welcome to experience the powered ropeway system. Power from windmill arrays can be directly input into these robust cables and pulleys, creating cargo transportation channels spanning camps, mines, and everywhere in between.
With powered ropeways, plus your clever building creativity and route planning, your tribe will no longer be limited to small primitive camps. They could potentially become logistics hubs spanning the entire map (provided you protect them well, of course!). But once established, your barbarian tribe—or even the embryo of a barbaric Empire—will gain a crucial piece of the puzzle.
Then there's construction. Our developers unanimously agreed that a great tribe's Chieftain shouldn't need to manually build every foundation and ceiling. So we've listened to your voices and let tribesmen handle it all: the building filling function lets you freely pre-build construction shadow, having tribesmen gather materials, produce components, and then automatically construct everything.
This allows Chieftains to more easily build desired structures in new camps, let the tribesmen there complete the remaining work, and then—you do whatever you want, handle your own business!
Like "Golden Legend," we'll provide more detailed systematic introductions in the coming days. But you'll experience this immediately: on June 5th, you'll "unwrap" this anniversary gift. Take a peek—we hope you like it.
And naturally, at this special anniversary moment, we need to chat with our producer ZIMA about our overall vision: What kind of game will future Soulmask be?
Yes, now let's bring out our producer ZIMA to take over the following section!
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About the Future: The New Soulmask
[p]Greetings, Chieftains. I'm ZIMA, it's been a while.
The last time we met should have been in this article where we discussed initial character issues (link). A year has flown by in the blink of an eye. With the support and feedback from all you Chieftains, Soulmask is getting closer and closer to its complete form.
Maggie has actually already discussed our 1.0 information here, but I still hope to briefly chat about future Soulmask using our anniversary gift: through them, you can see part of what we truly envisioned from the very beginning—what future Soulmask will look like.[/p][p]
In the letter I sent at the beginning of Early Access I mentioned the concept Soulmask yearns to explore with players: the mysterious mask capable of "consciousness uploading" as a possibility for civilization development:
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Through masks, what is civilization's endpoint? Besides this tribal world, are there other mask civilizations?
[p] This question is what we hope to let Chieftains truly experience in Soulmask's gameplay—the truth of this world. As mentioned before, Soulmask has three concepts that occupy important parts of the game—【Masks】, 【Tribes】, 【Civilizations】: [/p][p][/p][p]【Civilizations】: Different "lost civilizations" will be one of future Soulmask's core themes. "Golden Legend" clearly shows everyone the style of another mask-dominated civilization: different civilizations obviously vary greatly in the role masks play within them and their ability to use these magical artifacts.However, beyond our own vision for Soulmask, Soulmask's 1.0 will still have another equally important content: responses to feedback and support from all of you. This game is a collaborative work between all of you and us.
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Looking Back: Thank You ALL
[p] Honestly, the process from a game's conception to a complete work requires a difficult and lengthy journey, and our choice of "Early Access" makes this even more so. Even though we had prepared sufficient expectations, from the first day of Soulmask's Early Access, we received tidal waves of opinions from Chieftains. I personally have vivid memories of feedback from @Periwinkle: he clearly loved Soulmask and believed we "had all the elements of a great game." But he was indeed defeated by dissatisfaction with the initial character—his opinion, representative of many Chieftains' views on initial characters, was also an important reason I decided to write that separate article. I want to tell @Periwinkle that we improved initial character strength early on in our first major update "The Evolution of Mask" If you can see this, welcome back! Of course, what made me even happier were the first batch of Chieftains who liked Soulmask during Early Access and gave us precious positive reviews. We can't thank each of you individually, but I need you to know this is the primary reason Soulmask has persevered until now.- [p] For instance, @Kira Simone mentioned furniture, buildings, and other functional—or decorative—structures. I think the little gadgets we've added across several consecutive updates and DLCs should keep you entertained for a while (though of course, this is far from enough).; [/p]
- [p] We heard @indigo46n2 complain about insufficient map content density, so we tried adding world events and wild bosses in the major "Wild Ride" update. We believe world events will become a system Soulmask continues to deepen. [/p]
- [p] Regarding flying mounts that @mBBbasar, @chelle, and others in the Steam community asked about, we've already updated with flying gliders. And there are even more impressive things coming afterward—trust me. [/p]
- [p] And Chieftains like @Ramenx who are very enthusiastic about community mods—received! We've opened the Workshop, and now 200+ community content pieces let you freely combine your preferred Soulmask world. [/p]
And certainly, Soulmask's 1.0 won't be the end either. We'll persistently perfect this work, making it more excellent and more worthy of everyone's support.
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Once again, thank you everyone!
[p]We'll meet again soon—a new Soulmask is coming.[/p]