Soulmask

An open-world survival and tribe sim where an ancient mask is your progression, your power, and your way to possess and play as the tribesmen you recruit. No boss ladder, a metal-age tech spine instead.

Tech tiers at a glance

Tier Bonfire / station Theme Key material Where to mine it
0 Campfire The Rise of the Barbarians Wood, Stone, Thatch, Clay Eastern Rainforest (T1)
1 Bonfire Dawn of the New Tribe Bone tools, early survival tech Rainforest (T1 to T2)
2 Bronze Pit Bonfire Advancement of Bronze Bronze (Copper + Tin) Western and Northern Rainforest (T2)
3 Iron Pit Bonfire Glow of Iron Iron Wetland and Forest tiers (T5 to T7)
4 Steel Pit Bonfire Steel Age Steel Wasteland and Volcano tiers (T8 to T10)
5 Fine Steel Pit Bonfire Deep in Ruins Fine Steel Frozen tiers and ruins (T11 to T12)

Shifting Sands DLC shipped with 1.0 on April 10, 2026. Next up: Burning Highlands (announced September 2026).

Top tips

  1. Treat the three progression systems as separate. Awareness Strength unlocks technology, Character Levels give ability points, and Proficiencies grow only from doing that specific task.
  2. Recruit tribesmen as early as you can. Your own proficiency caps at 50, theirs reaches 120, so a solo run hits a hard ceiling that a tribe blows past.
  3. Park a strong fighter at a fast-respawn camp to farm Awareness. You still earn it when your tribesmen make the kills.
  4. Keep your bonfire fueled at all times. It is your respawn point. Use Bark as routine fuel and save Thatch and Hardwood for crafting.
  5. Build near water for Clay, but watch for crocodiles. Stay near the start early and expand outward as your gear improves.
  6. Match tools to ore. A stone pickaxe on a tin node mostly gives stone, so bronze tools are the real gate to bronze-tier returns.
  7. Keep Sunstones on hand for mask energy, especially before flying, and repair mask nodes at Mysterious Ruins and Pyramids with Crystals.
  8. Never deploy a tribesman without food, water, armor, and bandages. An unsupplied follower that dies loses all its built-up specialization.

Guides

builds

  • Civilization Bruiser (Melee) quick

    The durable head-on build. Civilization mask, a melee weapon like the spear, Physique-heavy stats. The safest first run and the strongest frontline for your tribe.

  • Conquest Stealth (Backstab) quick

    The rogue build. Conquest mask, back attacks and executes, pick targets apart before the camp wakes up. High skill, high reward against tribe Elites.

  • Rich Archer (Bow) quick

    The ranged build. Rich mask, bow as your main, pull and kite. Strongest when a tribe frontline holds the line while you delete targets from range.

  • Tribe Automation Setup quick

    The colony build. Recruit, specialize, and automate a self-running base so tribesmen handle gathering and crafting while you explore. The accelerator every run wants.

progression

  • Tech Tier Progression quick

    The whole metal-age ladder on one page. The six bonfire tiers from Stone to Fine Steel, what each unlocks, and the two currencies that gate them.

  • Region Tiers and Climate quick

    Every region by tier: level range, climate band, signature ore, and what is trying to kill you. The map planner you open before a supply run.

regions

  • The Rainforest (T1 to T4) deep

    The starting jungle tiers where the run begins: bone tools to bronze, Copper and Tin, the Flint, Claw and Fang tribes, and heat you can survive in light gear.

  • Wetlands and Forests (T5 to T7) deep

    The Iron tier: wetlands with a poison hazard, plateau and prairie forests, larger mammals like Bear and Elephant, and a swing from cold to heat that forces real climate gear.

  • Wasteland and Volcano (T8 to T10) deep

    The Steel tier: radioactive wasteland, sandstorms, and searing volcanic heat, guarded by Wild Lions, Mutant Rats, Monitor Lizards, and the lost civilization's machines.

  • The Frozen North (T11 to T12) deep

    The Fine Steel endgame tier: snowstorms and deep freeze, Crystal and Meteorite ore, Mammoths and Snow Leopards, and the Central Core waiting in the coldest country on the map.

  • Shifting Sands (DLC Desert) deep

    The Egyptian-themed desert DLC: a separate region too large to cross on foot, traversed by airship and gated by the god-bosses Sobek, Anubis, and Amun-Ra and their masks.

systems

  • The Mask System deep

    The mask is the progression spine: it carries your buffs and active ability, levels from the Awareness you earn, and lets you possess a tribesman directly.

  • Combat deep

    Action combat with parry, dodge, and execute across nine weapon types, where proficiency mastery thresholds and ability points decide how hard you hit.

  • Tribesmen deep

    Recruited NPCs that gather, craft, and fight, blowing past the proficiency ceiling a solo player is stuck behind, which makes building a tribe the biggest single accelerator in the game.

  • Survival and Temperature deep

    Temperature is the headline survival axis, with each region sitting somewhere from Searing Heat to Deep Freeze, layered over food, water, stamina, and a respawn fire you must keep lit.

  • Base and Automation deep

    The base is a production engine, not just shelter, where crafting stations and tribesman-run chains turn raw materials into goods with far less manual input than most survival games.

  • Knowledge and Technology deep

    Tech unlocks pass through two separate gates, Awareness Strength to make a recipe available and Technology Points from tablets to pay for it, sitting alongside two other progression tracks players keep confusing.

  • Airships deep

    The Shifting Sands DLC's core traversal and mobile-base system, unlocked after the Shipbuilding Technique and a Sobek kill, that turns a fueled, armed, tribesman-crewed ship into a moving home.

bosses

  • Shifting Sands God Bosses deep

    The four Egyptian god bosses of the Shifting Sands DLC, each tied to a mask, plus how base-game world bosses fit the mask-power loop rather than a linear ladder.