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SOULASH 2 — Two years of building a living world

Before Soulash 2 existed...

...the journey began with Soulash 1 — and with very humble foundations. The first game was built entirely in ASCII, not as an artistic choice, but because there were no resources for custom art. For years, Soulash 1 grew on itch.io, shaped by experimentation, community feedback, and countless late nights spent turning a rough prototype into a real world.

A failed Kickstarter meant we couldn’t fund the pixel art we hoped for — but instead of stopping, it pushed us to improve. In time, we gained the means to commission proper artwork and deliver Soulash 1 as the game it deserved to be.

Those five years of building, failing, improving, and refining the vision laid the foundation for everything that would follow.

Two years ago, Soulash 2 began as a solo project — an ambitious rebuild of the ideas introduced in the first game, but aiming for something far bigger: a fully simulated, reactive sandbox world where you can live, build, trade, explore, or conquer entire civilizations.

Today, that solo project has grown into a five-person team. The world is richer than ever, the systems deeper, and the simulation far beyond what we imagined at the beginning.

As we reach the two-year anniversary of development, it feels like the right moment to look back on everything that has taken shape since day one.

This is our story.


FOUNDATIONS OF A NEW WORLD

(Pre-Early Access)

Before Soulash 2 reached Early Access, years of groundwork were laid to make the game's world truly alive.


A deep simulation at its core

1 / 1 · 100%

We've built a world generator capable of creating unique continents every time:

  • simulated geography: rivers, lakes, coastlines, elevation

  • procedural settlements, ruins, dungeons, and other POIs

  • dynamic civilizations shaped by migrations and conflicts

  • persistent timelines tracking world events and NPC lives


A new sandbox philosophy

1 / 1 · 100%

From the beginning, the goal was freedom:

  • harvest any tree or mineral vein

  • craft gear, food, supplies, and components

  • build structures and settlements

  • hire NPCs, trade, and influence local economies

The world would be something you interact with and leave a mark on.


Early civilizations and character concepts

1 / 1 · 100%

During early development, core character diversity was established:

  • playable races present at EA launch: Human, Dwarf, Elf, Rasimi

  • skills at EA launch: Adventuring, Athletics, Carpentry, Construction, Leatherworking, Mace Fighting, Protection, Pyromancy, Sword Fighting, Tailoring, Thievery, Weaponsmithing

These early foundations later expanded into more complex progression paths.


Fully integrated modding support

1 / 1 · 100%

One of the largest pre-EA efforts was rebuilding the modding architecture from Soulash 1 so modders could create entire civilizations and worlds of their own.

The new tools allow modders to:

  • define new races, items, POIs

  • add new production chains and buildings

  • implement custom abilities and effects

  • integrate seamlessly with Steam Workshop

This groundwork made Soulash 2’s modding scene far more powerful and accessible than the first game.


THE EARLY ACCESS LAUNCH

(2023)

Entering Early Access marked the beginning of rapid growth and continuous evolution. For the first time, players could explore, experiment, and shape a world built from tons of pre-EA work. The launch established the foundation for all major systems that would grow over the next two years.


THE MAJOR DEVELOPMENT MILESTONES

(2023–2025)

These two years delivered some nice features to Soulash 2.


Larger, richer procedural worlds

1 / 1 · 100%

We introduced:

  • new large world sizes

  • expanded POI variety

  • more distinct biomes with unique resource profiles

The world became more diverse, more dangerous, and more alive.


A deep crafting system

1 / 1 · 100%

Crafting evolved into one of the game’s deepest systems:

  • gear customization through materials and recipes

  • integration with settlements and local economies

Now you could craft your way in to the world.


Party system

1 / 1 · 100%

A complete transformation of the RPG foundation:

  • recruit companions

  • shared inventories

  • Improved combat AI

  • follower equipment

For the first time, players could build true adventuring teams.


Settlements and Building

1 / 1 · 100%

One of the most ambitious systems we have ever created:

  • construct settlements from scratch

  • place buildings tile-by-tile

  • establish production chains

  • automate gathering & crafting

  • manage jobs and workers

  • build farms, workshops, defenses, and more

This added an entirely new layer of strategy and creativity.


Conquest & Warfare

1 / 1 · 100%

A massive update bringing large-scale conflict into the game:

  • command squads and armies

  • conquer cities

  • rule territories

  • manage conquered populations

  • reshape the entire world through force

The sandbox expanded from personal survival to world domination.


World and exploration improvements

1 / 1 · 100%

Over the two years, we continually added:

  • more unique POIs (156 unique locations, with hundreds more wilderness encounters)

  • improved biome variety

  • better resource distribution

  • new rare locations and secrets

Exploration rewarded curiosity more than ever.


Combat, magic and skills

1 / 1 · 100%

We expanded combat depth significantly:

  • new skills to use: Alchemy, Cryomancy, Divine Fists, Floromancy, Hunting, Imbuing, Necromancy, Stormthrowing

  • smarter enemy AI

  • better balance across builds

Magic especially grew in complexity and playstyle variety.


UI & QoL evolution

1 / 1 · 100%

Across updates we added:

  • better inventory management

  • improved tooltips & filters

  • reworked windows for crafting, settlements, and jobs

  • cleaner layouts

Every part of the game became easier to navigate and understand.


Performance and engine improvements

1 / 1 · 100%

Two years of continuous optimizations brought:

  • faster world generation

  • smoother AI processing

  • improved settlement simulation

  • better memory use

  • faster loading

  • more responsive UI

  • reduced stutters and lag

The game now runs better than at any other point in development.


LOOKING BACK AT TWO YEARS OF CREATION

1 / 1 · 100%

In two years, Soulash 2 has grown into:

  • a deep, simulated world with real history

  • full settlement-building

  • empire conquest and warfare

  • character progression

  • tactical combat

  • a living economy

  • hundreds of POIs

  • rich crafting and survival systems

  • total modding freedom

Looking back at these two years, it’s incredible to see how far the project has come. What started as a small continuation of the ideas behind the first Soulash — a hobby born from ASCII prototypes, community feedback, and long nights of experimentation — has grown into a fully simulated world shaped by a passionate five-person team and an even more passionate community.

And even after all this time, the vision keeps expanding. New systems, new ideas, entire features waiting to be explored — the future of Soulash feels wide open. What will the world look like in a few more years? We’re excited to find out together.

None of this would have been possible without you — your feedback, your bug reports, your ideas, your mods, your patience, and your excitement. You’ve helped shape Soulash 2 into the world it is today, and we’re deeply grateful to everyone who has supported us.


⭐ A small request — and a big thank you

If Soulash 2 has earned a place in your heart, if you’ve enjoyed watching it grow and evolve, or if you simply want to support the work of a small team building a big world, we would be honored to have your vote in this year’s Steam Awards: Labour of Love.

This category means a lot to us — because that’s exactly what Soulash 2 is: a long-term, continuously growing project fueled by passion and shaped by a dedicated community.

If you feel we’ve earned it, please consider voting for Soulash 2 in the “Labour of Love” category. Your support helps more than you know.

And truly — thank you for being part of this journey.

Читать в Steam ↗

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