Soulash 2
Jan 25 @ 8:03am
Soulash 2 Roadmap to v1.0
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Showing 1-15 of 26 comments
Dukep6 Jan 25 @ 8:11am 
So hyped for this roadmap!
This game is a ray of hope in this hopeless darkness of dull, expensive and soulless games.
Give the player gameplay, and he will give money for pictures, pixels and text.
I wish the developer success.
It's looks like your "Magnum opus"
We believe in you and the world you want to build. Good luck Artur!
Sber_mm Jan 25 @ 9:43am 
God i wish this game doesn't die and these updates will happen.
I am stoked for this Artur! Looking forward to seeing the culmination of your hard work! Thank you! Very exciting it is!
Kaaven Jan 25 @ 12:47pm 
"X unannounced additional playable races with civilizations - prioritizing unclaimed biomes"

The Evil Penguins of Doom confirmed !!!!!1!
Ruinous Jan 25 @ 4:46pm 
Looks good :)
Confirmed sex update :stimulation:
I hope the game will really be updated at such a fast pace as it says here!
Anyway, thanks for your work!
Real Jan 27 @ 9:07am 
Originally posted by ( ✧≖ ͜ʖ≖):
Confirmed sex update :stimulation:
:tobdog:
Sparil Jan 27 @ 11:16am 
Some ideas for you concerning Lichdom :

- Have the player create a philactery in the process of becoming a lich.
- Have the player hide this philactery in a chosen settlement.
- Have the player able to respawn their lich upon death, near their philactery.
- As a drawback (and also a potential replacement for having to choose a new hero), have time go by for the world while the lich is respawning.
- Further, each time the lich respawns, any settlement with npcs that are not undead, also age and are at risk of simply vanishing from service (assuming that to be a feature).
- High Fantasy* setting where a hero already respawns after death might remove the world aging process of a respawning lich, or make it less punishing.
- Possible random events, on respawn, where the lich has to defend against intruders seeking to destroy their philactery (something probable in a war scenario).
- Hardcore* setting where permadeath is a staple either retains its intended effect or the respawn has more punishing effects (such as losing skill levels, thieves found your lair and stole stashed items, stronger adventurers found your philactery, etc etc etc).

Edits : Simplified to convey the suggestion in a clearer manner.
Last edited by Sparil; Jan 28 @ 1:30pm
I love the Lich and Vampire idea! However, when I hear Lich, I think magical power, and when I hear Vampire, I think magical and physical power combined. I feel like there is an immortality option missing, that goes for physical power exclusively. Maybe a Wight, a Wraith, a Revenant or a Mummy, something that would work well, thematically, for a warrior who seeks immortality. If we leave the realms of undeath, a Golem, like in your first game, might work here as well, though that would be better if you go for the variant where you just pick the immortal race at the start, as you don't really "become" a Golem. XD

Another thing... I can't help but notice that controller support isn't anywhere on your roadmap. Is that an oversight, or should we really expect this game to remain more or less unplayable with the controller, and as such, on the Steam Deck?
Because, I hate to say it, but the prequel, despite being considered "playable" by Steam, isn't *really* playable on the Deck, and the controls are not serviceable.
Artur Smiarowski  [developer] Jan 28 @ 9:38am 
There are no plans for controller support anytime soon, the priority would be somewhere similar to translations.
Got it. Thanks for the heads-up.
i feel the skill constriction will be a game killer, people don't mind the xp demand going up but people do hate hard locking level progression, the limitation of leveling up should mostly be your characters mortality giving the immortals that are planned the power to acquire endless power where as a mortal you need to plan your path i do wonder how vampire and liches will work!

it is obvious that a long lived elf can do more than a short lived human, however the hard locking negates that feeling of be the Rasimi that maxed out both weapon and armor smithing before 80 years of life i believe that the end point of their lifespan and i would view that an accomplishment, but because of the hard locking of skills i need $2k for a trainer and 10 years probably just to max out armor smithing if i am lucky, I personally think trainers should be an instance XP boost and a way to learn the skill instead of a way to push the hard lock 1 point toward your desired skill, when i first played that was an expectation failed i paid the trainer thinking i would learn the skill but was ripped off because i paid them got 0 XP on the skill and lost 500$ trying to get one point, as a new player i felt the trainers were bugged and useless and still today i consider them useless just by design might as well play it like soulash one go full adventurer and hunt in dangerous places till they get you because maxing out a skill feels convoluted, this forced me to travel like a traveling merchant instead of a cities craftsperson because i became the best in my trade in the village, craftsperson usually would just ask the caravans to import what they need but you cannot import a trainer nor are caravans a thing yet!

Still even with this flaw i'll just be a pyromancer and destroy all that would threaten the world because as an adventure game it can still be fun i'll just act like it is the first game in this since explore and fight!
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