
Soulmask
Soulmask — это масштабная игра на выживание с элементами крафта в открытых мирах древних цивилизаций из разных измерений. Проложите свой путь через два уникальных мира — Туманный лес и Зыбучие пески. Выбор за вами.
Вы выживаете в древнем мире, и ваша душа связана с таинственной маской. Чтобы уцелеть, вам придется привлекать на свою сторону сильнейших варваров, вселяться в них с помощью масок и вести к новой эпохе цивилизации.
Нанимайте варваров с уникальными талантами
В мире Soulmask нет двух одинаковых душ. Более 871 уникальных талантов, умений и предпочтений у ваших соплеменников открывают бесконечные возможности.
От кровожадных воинов и смертоносных охотников до легендарных ремесленников и непревзойденных добытчиков — наймите их всех. Переносите свое сознание с помощью маски, чтобы вселиться в любого соплеменника и превратить его в свой идеальный аватар.
Обновление 1.0 позволит вашим варварам делиться своей мудростью. Обучайте соплеменников и передавайте им навыки, чтобы создавать совершенных и по-настоящему уникальных воинов.
Производство, управление племенем и строительство базы
Заново пройдите путь развития цивилизации от скромных соломенных хижин до неприступных крепостей из обсидиана. Узрите, как ваше маленькое поселение превращается в величественный город.
От первых зерен, пустивших побеги, до рева машин — почувствуйте подлинное развитие цивилизации в Soulmask, занимаясь фермерством, пчеловодством, ткачеством, кожевенным делом, выплавкой металлов и многими другими ремеслами.
Вы идете по этому пути не в одиночку. Благодаря продвинутой системе команд вы можете автоматизировать любую задачу, которую выполняют соплеменники. От сбора сырья до управления логистикой и производственными линиями — вы сможете спроектировать и превратить свой дом в полностью автоматизированный промышленный центр.
Маски и бой
В этом мире маска — символ богов. Каждая маска дарует уникальный стиль боя, а система мимикрии позволяет воплотиться в божество и переломить ход сражения.
9 классов оружия, 88 оружейных навыков и бесконечное разнообразие особенностей ваших соплеменников превращают каждую битву в захватывающее испытание умений на пути выживания.
Исследуйте огромный древний открытый мир
Исследуйте два древних мира, раскинувшихся на огромные расстояния. Каждый из них обладает своим уникальным климатом и экосистемой.
Тропические леса, пустыни, заснеженные горы, плато и острова — вам придется приспособиться к каждому из этих биомов... или погибнуть. Для выживания в каждой среде потребуется своя стратегия.
Ищите сокровища в древних руинах, сражайтесь с механическими врагами в лабиринтах или в одиночку бросайте вызов целым городам варваров — этот мир создан для покорения и исследования!
Ваш игровой процесс и опыт
Основа Soulmask — это свобода. Одиночная игра, кооператив по локальной сети, частные или официальные серверы — более 200 настраиваемых параметров позволят создать уникальный мир, который будет принадлежать только вам.
В версии 1.0 мы вводим три разных стиля игры: режим племени — для строителей и лидеров; режим выживания — для ценителей сложности; и режим воина — для тех, кто ищет острых ощущений в жестоких боях. Выберите собственный путь.
Игра также поддерживает Мастерскую Steam, и теперь с помощью наших мощных Soulmask Modkits каждый сможет дать волю своему воображению и создать совершенно уникальный опыт в Soulmask.
Наденьте древнюю маску. Обретите силу богов. Вселяйтесь в любого из своих соплеменников, привлекайте последователей и стройте процветающую автоматизированную цивилизацию. Выживайте, расширяйтесь и создайте собственное наследие в огромном древнем открытом мире — вместе с друзьями.
Системные требования
Минимальные
- Minimum:
- Requires a 64-bit processor and operating system
- OS: 64bit -win10
- Processor: Intel Core i5-8400 / AMD Ryzen 3 3300X
- Memory: 16 GB RAM
- Graphics: GTX 970 4GB / AMD RX 580 4GB
- DirectX: Version 12
- Network: Broadband Internet connection
- Storage: 25 GB available space
- Sound Card: on board
- Additional Notes: SSD(preferred)
Рекомендуемые
- Recommended:
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit version) / Windows 11
- Processor: Intel Core i7-9700 / AMD Ryzen 7 3700X
- Memory: 24 GB RAM
- Graphics: RTX 3060 / AMD 6700XT
- DirectX: Version 12
- Network: Broadband Internet connection
- Storage: 25 GB available space
- Sound Card: on board
- Additional Notes: SSD is highly recommended
Отзывы
Steam · Mostly Positive
Все отзывы в Steam17 284 положительных из 22 440 отзывов
Игрок 5190Рекомендует852 ч в игре
With 838.8 hours played with just me and my wife, we still really enjoy this game. Pros: 1. No Grind! If you manage your tribe and workstations, the tribe does it all! I cannot say enough about how much I love this part. A lot of games like Ark are dead to me because they feel like another job where I’m forced to be online all the time. 2. NPCs and Combat Combat can be tricky. It takes some time to get the combos down and the right setup dialed in, but it’s not impossible. Every tribesman has their own set of skills that they are good at and not so good at, including yourself. I didn’t learn that I could copy skills from other tribesmen over to my own character until fairly early in the game. They don’t really teach you this right away. Having tribesmen fight alongside you can make a lot of the combat much simpler when you have the right combination of weapons and skills. 3. The Map Is Beautiful WOW! That’s all I have for this one. 4. Stability After 838.8 hours, I’ve experienced some crashes, but not a lot. The map tends to load funny in some areas, probably because with all the other players, things can get pretty crowded. I have experienced some trouble with this, but overall, it hasn’t been a huge issue for me. 5. So Much to Do If you’re not gathering, you’re hunting and working on getting your hunting score up. There are tribes to fight and loot, new things to learn, and new tribesmen to capture. There are also lots of ruins to discover! After 838 hours of playtime, I’ve still only found about 60% of them. Most ruins have tablets you can read to get more tech points. To everyone saying you can’t unlock everything… stop lying. You can. Lastly, building is sick! It’s not overly complicated, and you can make some really cool stuff. If you’ve played Ark, you can figure this out pretty easily. Cons: 1. Taming Animals Taming animals for farming is a nice way to harvest resources from them, but having mounts that don’t fight makes having a variety of animals feel… stupid and like a waste of time. You need a mount for cold and a mount for heat/radiation. That’s basically it because they don’t do much else. Not trying to hurt anyone’s feelings, just being honest. 2. Dying Can Really Suck You get 30 minutes to get your stuff back. If you don’t have a respawn point, this could mean running naked halfway across the map while trying not to die again. 3. Ship Building Ship building is limited in the DLC in a way that prevents you from having a full-sized ship. It doesn’t matter how good your engine is; there is a set limit. Because of that, you won’t be able to make the ship look like anything other than a half-built transport. This really drives me nuts! I hope this helps some new players out there. I really like this game and hope you do too!
Игрок 0242Не рекомендует4179 ч в игре
点差评不是因为游戏不好玩,而是对游戏感到失望,在1.0正式发布之前的老版本游戏内容已经非常稳定非常平衡,这是你们根据玩家的反馈一点点调试修改出来的 并且有一批忠实的玩家,就算所有的内容都已经体验过一遍了但仍然钟爱这游戏,大家也都在期待1.0版本的正式到来,但我们没想到等了这么久的1.0是一个半成品 除开各种bug 和贴图漏洞 还有一个等级最高但完全没有制作完成的板块,这导致在pvp服务器中 所有玩家想要获得最高等级的装备就必须要回到老地图上,在NA服务器上每组服务器都是满人的情况下,200名玩家要去挤入老地图中争抢一个地宫的资源,这就已经很影响体验了,还有层出不穷的飞船BUG问题,武器过于超模的问题,最致命的问题是训练场玩法,最初的面甲抓捕优质的奴隶只能以量取胜用一种开盲盒的方式不停的抓捕才有可能获得一个优秀的奴隶,这需要花费大量的时间 后来推出了黄金面具,这能让你直接看到奴隶的天赋,直接抓取你想要的,但是你也需要不停的跑遍各个营寨刷怪。也需要一定的时间 但获取到自己满意的奴隶还是会有一种很开心的成就感但新版DLC制作的训练场玩法直接杀死比赛,你不需要花多少时间就能配出一个你想要的,完全没有任何成就感,就像在工作台制作出了一个你喜欢的奴隶,在PVP服务器上所有人的奴隶都一样,大家都是一个模版刻出来的,在加上鞭子的高数值伤害,让击杀变的很快完全没有任何游戏体验,没有老版本的博弈拉扯,只有按住你该死的F向前奔跑。出现了这么多不合理切影响体验的问题,反馈给官方也得不到正向回复。在1,0正式发售之前我和一位已离职的管理员反馈问题都能得到回应,在下一周都能得到修复或者改动的正向反馈,1.0发售之后就像被抛弃了一样,你们的日活断崖式下降,百分之80来自最早版本的玩家都选择了放弃游戏,因为真的很无聊,你们自己杀死了自己游戏的寿命,我不理解为什么不保留老版本的玩法,而且直接推出一个新的机制新的游戏内容,如果大家都不买账 想玩老版本的也玩不到 人不就都走完了吗,反馈问题也得不到回答,只是一味的更新再更新你的新玩法,根本不听玩家到底想要什么。半年了你的最后板块终于开始了测试,但是玩家已经流失的差不多了。祝好:) 如果你们官方完全不管PVP服务器的玩法平衡想抛弃PVP的玩家,就把PVE的内容多精进一些吧,现在这样根本不够看。至少在老版本最惨淡的时候还有很多PVP玩家愿意滚服,NA和EU的玩家也不少 甚至还有百人PVP私人服务器,现在他们都消失了
Игрок 4443Не рекомендует3 ч в игре
In 2024, my primary focus for this game would have been mod development and expansion of features. Upon the release of the mod dev kit, the developers requested certain mods to be made for the game. I received the game for free for development purposes. At the time they made this request, I was alarmed that many of the requested mods included base-game behavior; admin menus, basic cosmetics, character re-customization, leveling limit expansion, weapon enchantments, tribesmen NPC logic enhancements, combat mounts. I was ready to provide work of my own that I made available in Conan Exiles, I even managed to get some of the Akuba Salon original hair cosmetics into the game and shared it with the devs to their most pleasant surprise. However, I took time to study the list, reflected on their excited reaction, and it was no longer a great idea. Were many of these items really not part of base-game features at the time? Why would any developer knowingly release a game that is unfinished by their own standards with no intent to have the dev team fill those gaps? I blame Bethesda for this trend. (first developer that comes to mind with this behavior) What the dev team's requests communicated to me was that the developers were looking to scrape free labor for their game. Naturally I inquired about this and their actual excuse was that they did not have the time or the manpower to add these various basic features. As the mod kit and request sheet were published simultaneously, it means the devs knew the game was incomplete (as 1.0 was quickly approaching), knew what items were required to complete it, had no intention of adding these items themselves, and full intention of keeping the profits. Pretty grifty behavior. I get it, the dev team is small, you can't cover all bases, but the least that could have been done was make sure that base-game items like single player admin menus and other QoL mechanics native to competitors in this genre were available at release and not passed off to mod developers at 0 cost. Modding for most is a hobby, for some is a source of income through donations, but I don't believe it should ever be leveraged as a tool to FINISH DEVELOPMENT ON THE BASE GAME. Looking at the most recent reviews, it seems that things have not changed much since my time speaking with the then community manager, and the modding discord was covered in dust (and bot spam) the last time I checked it, a while ago. Small update: Checked it again, seems there's some activity but still no cleanup. No developers appear to be online.
Игрок 0480Рекомендует97 ч в игре
Recommended — but with a big asterisk. Soulmask is a genuinely ambitious and impressive survival game. It has a great atmosphere, deep systems, interesting tribe management, strong progression ideas, and some of the coolest concepts I have seen in the genre. The Shifting Sands expansion especially has a lot of ideas I really wanted to love, including the flying bases. The problem is that the game currently has two major flaws: quality of life and progression clarity. The QoL problems are everywhere. Managing a large tribe and base can easily turn into hours of what feels like spreadsheet work rather than gameplay. Moving or rebuilding a base means reassigning workers, checking stations, figuring out which upgrades you already had, making sure support buildings are present, reorganizing storage, and manually rebuilding everything. The game desperately needs better overview tools. Simple things like showing “1 built” on crafting stations, clearer upgrade indicators, better worker management, and leaving ghost blueprints behind when structures are destroyed would save an enormous amount of frustration. If half your base collapses, you should be able to see what used to be there and rebuild it instead of trying to remember the entire layout from scratch. The second problem is that the progression is often extremely unclear. The game sends you toward content without properly communicating how prepared you are supposed to be. In Shifting Sands I spent days working toward the Falcon ship, finally survived the dungeon for its engine, rebuilt my whole base around the new ship, transferred everything over... and only then discovered that the engine requires a completely different fuel tier that I had not unlocked yet. That fuel is tied to much later progression. I had effectively dismantled my working mobile base and stranded myself because the game never communicated that dependency beforehand. Farming resources has similar issues. I spent a huge amount of time flying back and forth between copper, tin and iron locations because the automation and logistics systems are either limited, poorly explained, or come too late. Finding good workers also feels extremely RNG-heavy in Shifting Sands. I played for around 40 hours before finding a proper worker camp, while constantly finding warriors that I ended up using as mediocre labor instead. There are also many systems that are simply not explained well enough. Farming needs support buildings, worker “Position” and “Quest” systems are unclear, masks have important mechanics that are easy to miss, boss summon requirements are poorly communicated, and a lot of progression information feels like something you learn from forums after already wasting hours. And yet — I still recommend it. Because underneath all of this is a really good game. Soulmask is deep, unique, ambitious, and clearly made by developers who are still actively working on it. The patches are substantial, and it looks like they are already trying to improve UI and QoL. That is probably the main reason I am leaving a positive review instead of just walking away frustrated. For now, I am putting it down because I reached the point where I was mostly farming, rebuilding and optimizing tribesmen without really knowing what I was preparing for anymore. But I absolutely intend to come back in a few months. If the developers keep improving the UI, automation, progression clarity and general QoL, Soulmask could become one of the best survival games in the genre. The core game is already there. It just needs to stop making the player fight the interface and the logistics as much as the actual enemies.
Игрок 8905Не рекомендует48 ч в игре
Not Recommended – Soulmask Still Feels Half‑Finished Soulmask has some interesting ideas, but the overall experience is dragged down by clunky systems, stiff gameplay, and design oversights that make it hard to enjoy for long. UI & Performance The UI feels extremely rudimentary. Hotkeys often have noticeable delays before the game responds, and character switching is laggy enough to break immersion. Even basic interactions feel sluggish and unreliable. Crafting System Crafting is messy and unintuitive. Items are poorly categorized, forcing constant scrolling or manual searching just to find simple materials. It’s slow, clunky, and far more frustrating than it should be. Character Creator The character creator is extremely limited. Every character ends up looking nearly identical, giving the impression of a “cookie‑cutter” system with no meaningful personalization. Combat & Movement Movement feels stiff and robotic, reminiscent of late‑90s games. Combat is janky, weightless, and lacks fluidity. Nothing about fighting or traversal feels modern or polished. Customization There’s no armor or weapon customization at all. For a survival game built around progression, the lack of personalization is a major disappointment. Grind‑Heavy Progression Late‑game progression becomes a slog. RNG‑heavy dungeon runs, low material yields, and long wait timers for essential upgrades make the grind feel excessive rather than rewarding. Starter Character Problems Your main character starts weak, has no traits or origin, and caps out at level 50. Investing hours into a character only to discover they can’t progress meaningfully feels bad, especially when recruited tribe members quickly outclass them. Character Switching Penalties Switching to another tribe member effectively “turns off” your original character — they become inactive and can’t be assigned tasks. It discourages experimentation and makes the system feel punishing instead of flexible. Tribesman Management Managing tribe members is cumbersome. Assigning tasks, organizing roles, and keeping track of who’s doing what feels more like wrestling with the UI than leading a tribe. The systems are functional, but far from smooth. HUD Oversight: No Player Nameplates The lack of visible player nameplates on the HUD is a baffling omission. In a game built around managing multiple characters, not being able to quickly identify who you’re looking at or controlling makes everything harder than it needs to be. Final Thoughts Soulmask has potential, but right now it feels more like a rough prototype than a polished survival experience. Between the clunky UI, stiff movement, shallow customization, heavy grind, and awkward tribe management, it’s difficult to recommend in its current state. With major updates it could become something great — but it’s not there yet.
Игрок 7734Не рекомендует121 ч в игре
新更新,我想问制作组自己能出个无伤通关全BOSS的视频吗?出了我立马改好评。 什么神人设计出来的游戏 1.游戏引导做的极其的差 2.金属箱不能直接升级成锻钢储物柜,我换箱子还得重新折腾。 子一个箱子放。 3.部落族人极其弱智。 4.敌人没血了当你面打绷带。 5.被入侵了有一个敌人卡低下去了,然后整个族人全都不会干活了就。 6.这次更新后给族人安排岗位做的极其差,本来我可以对着一个族人安排岗位,现在我只能从几十个族人名字里找到对应的那个 族人去改变工作岗位。 7. 城墙不能带角度,否则就会出现最后缺一块堵不上。 8.使用建筑锤建造时,面板里全是图,得鼠标挨个移上去才能直到建筑的名字,这点太弱智了。 9.还有很多弱智设计。 要不是陪朋友,早卸载了。
Игрок 2951Рекомендует41 ч в игре
I won't repeat the many positives in the feedbacks you find here, and although my critique only highlights a negative aspect, I still believe the game is good. It's not for me, I couldn't get past that, but I acknowledge it as a solid game. My main, and essentially only, issue with the game is: The RPG Agency Contract: In traditional Action-RPGs, survival games, and MMOs, the character creator is an explicit promise. You spend 30+ minutes customizing a face, choosing a body type, and forming an emotional attachment to "You" (your digital avatar). The avatar is designed to be the primary vessel through which you inhabit the virtual world and grow in power. The "Disposability" Trap: When Soulmask lets you create a specific vessel, but mechanically tags that vessel as sub-tier trash compared to a randomly generated NPC, it causes cognitive dissonance. The game asks you to make "Yourself," then penalizes you for actually playing as yourself.
Игрок 3442Не рекомендует133 ч в игре
Soulmask ou en deux mots "regardez tout ce qu'on a (mais vous vous en servirez sûrement pas". Avant d'entrer dans les joyeusetés : - le jeu est superbe sur ce point rien à redire - et de même sur l'optimisation (et surtout un poids ridicule au vu du contenu présent) - la customisation de son gameplay est unique dans la catégorie des jeux de survies - les biomes sont relativement varié (mais sans fantaisie des classiques forêt/désert/montagne) - les VRAIS boss sont bien pensé avec des patterns uniques Bon maintenant que l'on a été un minimum positif (ce serait hypocrite sinon) les points moins drôles : - Une RNG ignoble, que ce soit pour trouver un trait de personnage (une bagatelle de plusieurs centaines ça va quoi), un élément de masque, ou encore la manière dont les capacités d'armes vont évoluer, soyez prêt a recommencer en boucle si vous cherchez l'optimisation. - Des donjons infâmes, TOUT les donjons sont basé sur EXACTEMENT le même setup, même DA, même ennemis et ce pour TOUS et vu que la plupart sont obligatoires pour vos masque ou affronter des boss de tier supérieurs, apprêtez vous à un contenu redondant au possible, et encore ceux générés aléatoirement sont pires. - Une quantité d'objet élevée pour rien, que ce soit en passant par des intermédiaires pour craft, X paliers d'objet consommable, ou d'améliorations votre salle de rangement sera rapidement saturée. - D'ailleurs en parlant d'amélioration... Imaginez la boucle de gameplay suivante, construire de l'équipement, l'améliorer un minimum pour trouver de meilleures options, jouer pour trouver ces dites options, casser/abimer votre équipement, réparer et dans le process systématiquement perdre lesdites améliorations, et ce avec une durabilité clairement pas fiable pour en profiter. - Des montures avec la capacité offensive d'une trottinette, vous allez vous amusez a capturer un petit (ça c'est bien fait) le parent va vous casser la tête, et le petit une fois adulte ne sera jamais capable de la moindre capacité offensive, en bref imaginez monter un redoutable jaguar sans croc ni griffe (et c'est encore plus décevant à vivre que de le lire). - Vous devrez éternellement passer d'un personnage à l'autre si vous souhaitez que vos crafts se fassent réellement (et ce en attendant que le pnj se magne de vous rejoindre). - Le "boss" de fin. Bref, Soulmask c'est plein d'idées mais qui oscille entre trop développé (objet, RNG) pour rien, ou pas assez (monture, donjon).