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[img src="https://clan.cloudflare.steamstatic.com/images/45135207/6783fb0c3b1fee8d97e508b9e84e2b6000607b0a.gif"][/img] Lets address the Gigantic Spoon in the room. The early difficulty curve wasnt working for a lot of players; thats on me. Where the fun at? Well we're still working on it. Early Access.
Were on a journey to build something interesting and fun. I enjoy high-skill games, and we built Soulcooms intro with that mindset. But for many, especially in this genre, it came across as confusing or punishing; especially with sparse guidance. That mismatch led to frustration, early exits, and some truly horrific reviews.
So, heres whats changed:
All rez minigames have been simplified
Controls are now explained with in-game signage
Fewer targets, reduced stamina penalty
New support mechanics like a spring wall for recoveries
The automation is ON by default in SS to help with onboarding.
Physics and gravity of QWOP has been adjusted to be more responsive and chaotic (funner?)
Soulcoom is still about learning how to move in a new kind of space; but now theres room to breathe, and a real chance to reach the heart of the game. For many, the rez intro became a barrier that kept them from seeing what we actually poured most of our time into.
To those who gave feedback: thank you. To those who bounced off: I hope youll give it another shot; Ill be reaching out in the reviews to see if I can win you back. And to those still exploring: youre exactly who we made this for.
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