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Hi everyone!
It's been a long time since our last update to the Prologue, as we have been focusing very hard on making the main game as good as it can be. But this time around, with the release of our latest update to the main game, Omen of Spring, we thought it was a great time to make an update and bring the Prologue up to speed!
To be honest, the number of changes from the last version in the Prologue are just too many to keep track of, BUT, to make a very very short list of what you can expect:
- Loads of visual improvements in the UI all across the game;
- Considerably increased performance, game should be A LOT lighter now;
- LIterally hundreds of bug fixes with skills, calculations, balance changes;
- New and improved sound effects and tracks;
- Loads of improvements for the controller support in the game;
- Considerable fixes and improvements for Mac and Linux platforms;
We have been pushing Soulstone Survivors forward with everything we have, and if you have not checked out the main game yet, you can always jump to it from the link below.
https://store.steampowered.com/app/2066020/Soulstone_Survivors/
Since the Early Access release in November 2022, we have added a load of new skills, weapons, systems, secrets, enemies, bosses... and we got many more updates coming in the following months, so if you want to help us in the ride from Early Access to Full Release, we would love to have your opinion and know what you think!
At any rate, we hope that this update will improve your experience with the Prologue!
Best wishes,
- The dev team
Hey everyone! The day is finally here, and Early Access is now available!! You can finally try out all the new characters, skills, curses, achievements, endless... and create those game-breaking builds we love to see! We've prepared an Early Access release trailer to mark the occasion! [previewyoutube=DzzP5qbYrrQ;full][/previewyoutube] If you tried the Demo, or the Prologue, or you are completely new to the game and decide to give it a go, we truly hope you will have a good time with all the changes and new content available! You can find the Early Access in the link below: https://store.steampowered.com/app/2066020/Soulstone_Survivors/ We would like to thank you all once again for all the support, the game would definitely not be the same without the amazing community we have here on Steam and on Discord! All the feedback, support messages and even criticism all helped to shape the game so far, and rest assured: the Early Access is just the beginning! And with all that said... we will see you in the void, Void Hunter! Best wishes, - The dev team
Hello everyone! Today marks the end of our pre-release event which was going on in our Discord community (https://discord.gg/5RcXb8attT), but while it was going on we are hard at work, finishing the last details of the Early Access version that is coming on November 7th! With that said, we prepared another update for the Prologue, bringing a lot of the fixes that we have implemented in our internal versions, some more performance improvements, and finally, support for Mac and Linux systems!
Hi everyone! As we are getting closer and closer to the beginning of Early Access on November 7th, we wanted to do a little something in preparation for all that is coming. And with that in mind, we decided to run a small Pre-Release event where you have a chance of getting a Steam Key for Soulstone Survivors for free, in addition to a few other prizes! Together with this update v0.8.025a which we will get into in a second, we set up a small Speedrunning tournament over in our Discord, where the fastest players will be eligible to earn the following prizes:
Hi everyone! It's been a while since our last update, but rest assured that our silence is just because we are working extremely focused on ensuring that the Early Access will have a ton of content! Today we have made available version v0.8.024c, which brings with itself a lot of internal improvements for Early Access, including significant performance improvements, resolution fixes, the Prestige system which for now is very basic but is getting expanded very soon, multiple save files... and we have worked on SO much more in these last few weeks that we can't wait to share with you! But, without further ado, here is what you can expect in this update:
Hi everyone! We have just released version v0.7.022g to both the Prologue and the Demo! Before we get into the changes, we just wanted to remind everyone that you can download the Demo which has 3 extra characters to the Prologue so it should be worth a try =) To get it, simply go to the main game page linked below, and click Download Demo! https://store.steampowered.com/app/2066020/Soulstone_Survivors/ Now, to talk about the update, this time around it is a minor patch that should address some of the issues reported by the community, including a few annoying issues such as arrows hitting your summons, Bloodlust with numbers being a bit weird, and some much-needed improvements like Death Protection actually having some feedback now! Without further ado:
Hey everyone! We are happy to announce that the demo is now available! We wrote an announcement with more details you can find here: https://store.steampowered.com/news/app/2066020/view/3291591738142374624 The demo will be available starting now up until October 12! Make sure to head over to the main game page and get it to play with the 3 new characters! https://store.steampowered.com/app/2066020/Soulstone_Survivors/ In addition to the demo release, we also made a minor update to the Prologue which brings a few more minor fixes. Here is the list of changes: - Added Skill Bar highlight when you select a skill in the Level Up screen, so you can easily see how many skill types are shared between skills; - Added Frontal tag to Poison Bolt; - Changed the formatting of the DPS counter on the details page so it is in-line with the other numbers; We hope you enjoy trying out the new characters and remember, the Demo is a separate game and needs to be downloaded from the main page of the game! Do let us know if you run into any issues with either the prologue or demo, we are always here =) Best wishes, - The dev team
Hey everyone! Our update yesterday did not hit the spot. Firstly, we changed the name of most of the stats in the game, to address a clarity issue that was only really noticeable for more hardcore players, but ended up introducing clarity issues for most of the other players. This change has been addressed yesterday a few hours after the original patch, and hopefully you are already finding it easier to process what the stats do and how they work. Secondly, we changed the skill tags to a different system. The new system intentionally had indirect tags that did not describe the skills, so we can create different groups for different synergies. We knew that losing the "descriptiveness" was a negative side of the change, but we believed it would lead to more interesting synergies down the line. And this update is all about this change. First, here is the full list of changes for this update, and then I will speak a bit more about the tags:
Hey everyone! This minor update is a hotfix to version v0.7.022c, where a few skills were causing the game to stop when you level up, due to localization errors. In addition to that, we have reverted the changes to the attribute names, which are now mostly the same as they were before. In short, the changes are: - Fixed Options menu popup not opening properly if using the Keyboard hotkey; - Changed attribute names back to percentages and their old names mostly, adjusting all necessary labels and texts; - Fixed localization of skills that were causing the game to freeze when levelling up in certain languages; We have addressed the wording on all relevant power-ups to still make it clear that upgrades are now additive, instead of multiplicative. I wanted to comment on the controversial changes from the last update in a bit more detail: 1) About the attribute renaming: the reason we even touched on this, is the change from multiplicative to additive. I will speak about that in the next paragraph, but we wanted to move away from percentages, because even though those are nice when looking in isolation, they are not nice when you have to increase them. If you have 200% extra critical damage, and you get a power-up that says "Increase extra critical damage by 50%", are you left with 250%, or 300%? This was a very common question and issue as players start getting more into the game, and we thought of moving into a "rate" system, where this logic is clearer. We heard you that this was not well received, so we reverted the naming, and for the power-ups to maintain the correctness, we changed texts such as: "Increase extra critical damage by 50%" -> "Increase extra critical damage by an additional 50%" One of the exceptions of attribute names is attack speed -> cast frequency modifier. This change was kept since attack speed was confusing for a lot of players, which thought that attack speed may only apply to their basic attacks or weapon-related skills. We hope that with these changes now we will be able to keep the messaging clear and attributes easy to understand but also communicate the inner working of the game more clearly. 2) About the multiplicative vs additive: Up until the last update, if you had 200% extra critical damage, and got a power-up for an extra 50%, you would go to 300% extra critical damage. This was the case for all attributes in the game, and while it can be fun to over stack a single attribute and get to crazy high values, it also makes any other strategy that is NOT accumulating a single attribute feel much much worse. In addition to that, the multiplicative scaling causes direct problems with future features, such as the Affixes system in which matches will last longer due to the increased difficulty, and other game modes such as the Endless mode. The issue is, with multiplicative scaling, your power increases exponentially, and to compensate for that, everything else would need to scale exponentially, enemy health, damage, etc, which would lead to a balancing problem where unless you stacked just ONE attribute, you would not be effective. This change was necessary for the health of the game in general. We are keeping an eye on the current values and how they feel, on the power levels and how the game plays, after all in the end what matters is that it is fun to play. We can always boost numbers back up and come up with different strategies for faster scaling, so bear with us for now, though from our testing and early feedback, it does not seem like values are too small. Also important to note, the current game can be seen as easy by a lot of the players, especially after you have some Skill Tree progression, but remember, this is not the final challenge of the game, rather the opposite, this is the "easiest" setting in the game. And once again, with multiplicative stats, we would need to scale everything based on multiplicative scaling, which would mean that unless you focused heavily on one attribute only, you would be at a disadvantage. Our main goal with Soulstone Survivors is to make sure that as many builds as possible are viable and fun to play with, and Multiplicative scaling goes directly against that since it benefits focusing on a single skill, on a single attribute, much more than variety. And of course, you still CAN focus on a single attribute and skill, it is still a VERY good strategy, it is just more on line with playing more varied builds. 3) About the Skill Tags name changes: we are aware of your concerns for these changes as well. The issue here comes exactly from attaching Tags, to skill descriptions. With hundreds of skills coming to the game, having over a hundred sharing the "projectile" or "ranged" or "melee" tag, makes it so focusing your build on THOSE tags is optimal. If we changed the tags to describe the actions of the skills, for example, Swing, Slam, Thrust, Blast, Projectile, Bomb... we run into another issue. If we create a skill that we think would be an amazing synergy with "Bomb" type skills, but the skill itself is not "a bomb", say it is a buff, or a summon, or firing a net, or a melee strike... suddenly this skill will suffer in the synergy because it cannot share tags and make sense at the same time. We can always return to the previous format and think of ways to change them in different directions, but we truly believe his will come at the cost of build variety and differentiation between play styles. The tags serve the purpose of grouping skills together, but also of the purpose of separating skills. One thing, for example, we were not happy with, and still need more work to address, is that most of the time having "mixed element" builds is not ideal, you are incentivised to focus on a certain tag. With skills-sharing tags like they did before, this was exacerbated, and we are taking steps (not only the renaming but new power-ups, runes and effects) to make sure that mixed-element builds are as good as single-element builds. We will keep an eye on how these changes continue to develop and might revert this change, or at least change the names into more logical groupings. To finish this way too long message, I just wanted to say that we are listening, and I hope that by now you know we are doing our best to create the best game we can. We are bound to make mistakes, and we are not afraid of going back and fixing them. We want what is best for the game and we always count on your help, feedback and support to move forward. Thank you all for your attention, Best wishes, - The dev team
Hey everyone! It's been a little while since our last update, but we've been working super hard on content for the full release! This brings us to the first topic in this announcement: on September 22, we will be bringing the Demo back online, and this time around with a total of 6 characters to try! The demo will be available for A LIMITED TIME ONLY, and you can check more details in the following video: [previewyoutube=AYI5pbEmQMg;full][/previewyoutube] Today we have also made a huge update to the Prologue, this time around introducing some considerable systematic changes to the game to prepare it for the full version and all the content that is coming with it, as well as some improvements to the quality of life and a whole lot of balance improvements! We expect a few of the changes in this version to be controversial at first =P, but still, overall, we expect the game experience to be smoother, the power progression to be from one side more controlled, but still very rewarding, and we expect that some under-used skills will now be able to shine through with the balance changes. Without further ado:
Hey everyone! We just released update v0.6.021e! This time around we wanted to address the elephant in the room... the controller support, which was quite frankly terrible until now! With this update, the menu navigation and overall usability of the controller should be a million times better, and we apologise for taking so long to get those changes out! There are likely still improvements to be made but we are happy with the changes and hope that they will make your experience smoother =) Without further ado, here are the full list of changes for this update:
Hello everyone! These last few days since the Prologue release have been mind-blowingly amazing, with so many new people getting to try the game and sharing super valuable feedback with us! I'd like to first of all thank you all very much for the amazing support, we are working 24/7 trying to make this game as good as it can be for the full release, and having you all by our side has been absolutely critical for that goal! =) Update v0.6.021d is now the 4th official patch in a little over 4 days of the Prologue, not counting the small hotfixes here and there, and you can be sure that many more are still coming! In the background we are also heavy at work on new content, new skills, new bosses... and who knows, maybe some of that will make its way into the prologue in the future? =) But, without further ado, here are the latest changes:
Hello everyone! Today I am glad to bring you a small patch with BIG improvements! Version v0.6.021c finally fixes the issue of enemies disappearing, but also brings Vsync and other much-awaited graphic options, such as being able to make spell effects more transparent for better gameplay clarity! Here is the full (and tiny) list of changes:
Hello everyone! I'd like to begin by thanking all of you for your amazing support and feedback! The response to the Prologue has been amazing so far, and that only fills us with energy and excitement to make even cooler stuff! This has been a crazy journey so far, and I would just like to say how much we appreciate all the help we are getting! This is the first-ever update to Soulstone Survivors: Prologue, which if you've been around for the Demo, you know will not be the last! This day 1 patch seeks to bring more balance to the force... of all skills, that is. It also brings some much needed fixes a lot of you have been waiting for, so without further ado:
Hello everyone! We are extremely happy to share that Soulstone Survivors: Prologue is now released! This is your chance to have a first look at what the game is all about: Unlocking characters, crafting weapons, decimating hordes of enemies and discovering game-breaking synergies! While the prologue offers an early experience of the game, there is so much more that is coming to the full version! If you like what you see in the prologue, you should leave the full game a wishlist! https://store.steampowered.com/app/2066020/Soulstone_Survivors/ Now, some of you probably know that up until this point, there was a Demo for the game that is no longer available. If you are one of the players that had a chance to experience it first hand, you might be wondering... but, what is new with the Prologue? We made an announcement all about that that you can find here: https://store.steampowered.com/news/app/2066020/view/3344505862352513151 But! In this announcement we also wanted to share the full list of changes from the last version of the Demo, to the first version of the Prologue! It's quite a lot, but here is a list of the key changes you can experience in the prologue right now:
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