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Hello Pioneers, Check out some of the improvements and fixes we made with today's maintenance! We hope this improves your Soulbound experience.
Solo runs are slightly tougher, while 3-player runs are slightly easier, for smoother difficulty scaling across party sizes.
Core combat balance has been updated across Fortify, Bomb, Machine Gun, Drone, Blackhole, Greatsword, Gleam Twins, Staff, Chakram, and Sword; full details are listed below.
Yoku catfish are easier to farm, reducing the grind needed to craft scales.
Pioneer Guild fishing tasks now require fewer catches, making fishing progression less stamina-heavy.
Ring secondary stats have been reduced back to their intended values.
Necklace tooltips now show their effects and stats correctly.
Necklace tooltips now show their actual secondary stats correctly.
Necklace tooltips now show their legendary effects correctly.
The advanced stat view has been cleaned up for readability.
Phantom Resonance on Chakram now grants Void Damage instead of Ethereal Damage.
Staff relics no longer convert Ethereal Damage and now use Explosive Damage instead.
Sword relic bonuses are clearer and more consistent.
Duelist's Reach now grants +25% Range and +10% Cone Breadth.
Sweeping Form now grants +20% Cone Breadth and +20% Range.
Quest fragments in What The Cultists were Erasing have been improved.
Quest fragments in What The Cultists were Erasing are easier to find, including a clearer marker for the fifth fragment.
Quest fragments in What The Cultists were Erasing are now key items and can no longer be lost when bags are full or items are sent to the bank.
Pioneer Guild Contract Board progression now uses a flag instead of a quest requirement, making unlock behavior more reliable.
Solo Arcadia Defence now only has one active wall at a time.
There was an issue affecting users with how relic paths were displayed in the UI; this has been fixed.
There was an issue affecting users where relic paths looked like one connected line; they now display as separate stacked paths.
There was an issue affecting users where standalone relics were visually mixed in with path relics; standalone relics now appear separately beneath the paths.
There was an issue affecting users where dodge was not working correctly in dungeons; it now behaves properly.
There was an issue affecting users where chests after Events could overlap with portals; they now appear in a clearer position below the portals.
There was an issue affecting users where rare relics were missing from relic selections; they now appear correctly again.
There was an issue affecting users where Frozen Bastion was not shielding nearby allies; it now grants its fortify shield as described.
There was an issue affecting users where some legendary items could reach a 100% trigger chance and create runaway effects; those trigger chances have been corrected.
There was an issue affecting users where the wrong boss could appear in the Lunar dungeon; Shooter Bot Hovertrix has been restored.
There was an issue affecting users where Blue Key Drive could fail to appear, blocking Circuit Sleuth progression; it now drops as expected.
There was an issue affecting users with Midnight Hair breaking expected combat behavior; this has been fixed.
There was an issue affecting users where Midnight Hair could break combat when equipped before a round; that combat break has been fixed.
There was an issue affecting users where Midnight Hair could fail to apply its stats, bonuses, and abilities when equipped after a round started; it now applies them correctly.
Always Catch Ring’s radius effect was adjusted to properly implement the intended effect..
There was an issue affecting users where the axe fortify relic could stop activating in later levels; it now continues working through the run.
There was an issue affecting users where T4+ belts were not dropping in Collapsing and higher dungeons; they now drop again.
There was an issue affecting users where Mirelle’s lost pages were unavailable; the drop has been re-enabled.
There was an issue affecting users where the Foundational Error quest could still appear; it has been disabled across all environments.
There was an issue affecting users with Seek and Destroy quest setup and rewards; this has been fixed.
There was an issue affecting users where Seek and Destroy started from the wrong node; the quest now starts correctly.
There was an issue affecting users where Seek and Destroy gave the wrong reward; the reward has been updated.
There was an issue affecting users with incorrect dungeon naming and type labels; this has been fixed.
There was an issue affecting users where “Lunar Plateau - Shattered” was misspelled; the dungeon name has been corrected.
There was an issue affecting users where several dungeons were labeled “Trail” instead of “Trial”; those type names have been corrected.
There was an issue affecting users with Chemistry Lab recipes; this has been fixed.
There was an issue affecting users where the Chemistry Lab showed a duplicate recipe; the duplicate has been removed.
There was an issue affecting users where the Chemistry Lab had an incorrectly configured health flask recipe; it has been corrected.
There was an issue affecting users where Yoku still appeared in task board rewards; it has been removed.
There was an issue affecting users where Piece by Piece required materials were not dropping correctly; progression can now continue.
There was an issue affecting users where Blades of Trust would not progress after crafting Cloth Boots; quest progression now updates properly.
There was an issue affecting users where Deploy and Destroy would not progress on the fortify objective; it now advances correctly.
There was an issue affecting users where Smooth Operator did not count the required item when it was equipped in the Cosmetic Slot; either valid slot now counts.
There was an issue affecting users where crafted gear pieces with no stats had broken crafting table recipes; those recipes have been fixed.
There was an issue affecting users where the Tritium Matrix could not be crafted; it is now craftable.
There was an issue affecting users where Voltscale gear took too long to craft because of fishing requirements; that requirement has been reduced.
There was an issue affecting users where the minigun could stop spinning after picking up Recoil Brace; that interaction has been fixed.
Fortify
Base value reduced from 10→4
Base duration reduced 5s → 3s
Bomb:
Increased Bomb's base damage
Removed all negative trade-off stats from all bomb relics
Precision Charge - Added +50% critical strike damage
Heavy Payload - 10% damage increase → 40% damage increase
Slightly upped the explosion radius on cluster bombs
Machine Gun
AoE size of explosion reduced from 15 → 10
Heal chance from 10% → 2%
Fixed an issue where the machine gun was mistakenly dealing double damage to initial targets in some cases
Drone
Added explosion on the drone impact, base impact 5 →30
Blackhole
Tick damage base impact from 5 → 3
Caster spawn aoe radius reduced to match the thrown version (80→64)
Greatsword
Cooldown decreased from 2000 → 1600
+20% damage
Gleam twins
Overclock I relic: Reduced fire rate from 40% → 20%
Overclock II relic: Reduced CDR from 30% → 20%
Damage multiplier down 50%
Staff
Impact Alpha reduced from 100 → 80
Base cooldown 1.5s→1.8s
Cascading Power adjusted: Proc on hit → Proc on enemy kill
Void Rift: Reduce Ability Power 20% → 10%
Chakram
Cooldown reduced from 10s → 7s
Long Arc: +50% critical strike damage
Base impact increased 15 → 25
Sword
Fixed a bug where Sword's max cast range was not increasing with range increase
Duelist's Reach +25% Range and 10% Cone Breadth
Sweeping Form: 20% Cone Breadth and 20% Range
First off, thank you. What a launch. We're blown away by the turnout, and even more by how much you're enjoying the game. Here's a rundown of what happened, where we are now, and what's coming.
We came out of the gate severely under capacity. A handful of bugs were capping how far each individual server environment could scale, which meant far fewer of you could get in than we'd planned for. We've been on it around the clock ever since.
If you've been in our Discord, you'll have seen the steady stream of hotfixes going out at all hours. A couple of the issues we've been tackling include players losing their items, which we were able to fix within the hour, as well as players getting stuck in place, which has also been resolved.
There are still bugs, and we're not pretending otherwise, but we're actively fixing them with daily hotfixes and continuous backend work.
We've deployed six new player-facing environments, which directly increases how many of you can be online at once.
On top of that, we're raising the capacity of each individual environment, so every server holds more players than it did at launch.
Thanks to your feedback, we found a serious issue in the achievement system that was causing a lot of problems, so we've temporarily disabled it. We've identified the cause and will be switching it back on very shortly.
Honestly, we're glad this happened the way it did. Every MMO in history has had a stormy launch, and this was definitely our turn. It's forced us to rethink how we run and scale our servers, and we've already made massive improvements off the back of it, and we are definitely more prepared for the future.
We have been completing hotfixes left and right since launch. Here is everything we've worked on so far:
New
Added in-quest guidance on where to find Hemlock and Copper Ore.
New portal icons for resource and drill event rooms.
Improvements
Gear tooltips now show a compare hint when applicable when holding shift.
Dungeon Finder tooltip refreshed to match the latest UI.
More variety for Proton Bots in later tiers.
Heavy Hit Relic for Drone now gives an 8% bonus.
Gecko Backpack gives fewer primary stats.
Voltgrass patches and Neo-Tilus fishing spots had their respawn timing adjusted in affected zones.
Some items clean up within guild task reward caches (seed t1 001 no longer drops).
Experience rates adjusted and improved for many abilities (notably technology should now feel easier to level up).
The skill guide now shows which fish can be found in which fishing nodes.
The relic pool for pyrosphere has been reduced slightly.
Guild tasks objectives and descriptions have been updated for better signposting.
Fixes
Gathering finish effects no longer play twice across mining, foraging, and hacking.
Cactaro Elite’s permanent AoE is avoidable again.
Farpoint now shows Pyrodillos instead of the Sandrammer encounter.
A dungeon crash after the Noxley Drill event no longer resets runs or leaves players stuck reconnecting.
Rowan now reliably appears for quest interactions, including City of Light and Shadow.
Items using Ethereal damage no longer rely on an unused impact type.
Power cores for abilities and weapons added to more drop tables for more frequent acquisition (guild tasks and dungeon chests).
Fixes to munitions manufacture and blades of trust tasks to track the correct items.
A number of incompletable guild tasks have been either fixed or removed from various task boards.
A number of cloak recipes added to the gearforge station from level 2 onwards.
Leader boards now correctly showing for all dungeon finder dungeons.
Raspberry cake can now be consumed.
Ability tracking for guild tasks improved.
Piece by piece quest items now drop more consistently from fractured dungeons.
Relic: Miningun - Recoil Brace now correctly reduces rotation speed by a percentage as opposed to stopping its rotation all together.
Players can no longer enter apartments before unlocking apartment access.
Projectile bonus behavior for the Voltscale Healer’s Pendant and Pyrosphere Ring was corrected in dungeons.
Crafting cost changes in rented apartments no longer blocks the UI.
Boss arched projectiles only damage players at the impact zone, not along their flight path.
Don't be afraid to reach out to support in-game with any issue you face. Our response time is running at around one minute right now, so you'll hear back fast. There's nothing we can't fix.
Our Roadmap is the guide forward from Early Access. It encompasses everything we are aiming to achieve. Check out the Roadmap here - Roadmap - Soulbound: Online - Pixel Art MMORPG
This Roadmap will be adjusted based on community feedback and what we learn during Early Access. However, the core of the Roadmap will always remain the same: more content, opportunities, and fun for our players.
As an indie gaming studio, it's impossible to bring out every feature at once. It’s going to take time to achieve everything we've set our minds on. That being said, the following features are at the top of our list:
We are super excited to announce our plan for the first raid going live next week. We're seeing players already reaching the point where they can take it on, which is a brilliant sign and has come much sooner than we expected.
Many players have reached out to ask for Launguage Localisation. So far, this will include Japanese, Spanish, French, and Brazilian Portuguese, with more to come.
We are currently gathering voice actors to help us achieve our goal of giving a voice to as many NPCs as possible. At the moment, over 45% of the game has voiceover, and more is being added every day!
We are running tests that will likely result in 10-player co-op coming to Soulbound: Online. This means party sizes can be bigger, and larger groups can tackle dungeons together.
Server capacity is up, and more regions are online, so you'll be able to get in and play. Thank you all for the support. We couldn't have asked for a better launch, and we're just getting started.
Greetings Pioneers! Thank you all for your support as we approach the Early Access launch on July 21st! As the excitement grows, we wanted to provide a quick FAQ to answer your most pressing questions.
During the demo, we sent a survey to all our players asking how much they would feel comfortable paying for Soulbound: Online. Hundreds of people responded. We took all that feedback and identified a median that makes our game as accessible as possible while still supporting our small team.
We do not believe in pay-to-win monetisation. Instead, Soulbound: Online will feature an incredible cosmetic store where players may use a premium currency to purchase unique in-game cosmetics, pets, and furniture! This store will be launching in the coming weeks.
Additionally, we will be exploring the idea of introducing a premium subscription, along with a handful of other monetisation options, none of which will be pay-to-win. Feel free to reach out with your thoughts and suggestions.
The countdown is on… Soulbound: Online will be entering Early Access in just 6 days! No more demos, just you immersed in an epic pixel-adventure.
Hours of work will be coming together, including the results of incredible community feedback from Bullet and Next Fest. As you can imagine, we are beyond excited. For a small gaming studio, releasing our game on Steam with over 100,000 Wishlists is a dream come true. So thank you for making all this possible, we couldn’t have done it without every one of you.Getting here didn’t happen overnight. Over the last year, Soulbound has been growing and changing. A more streamlined combat system, new abilities, dungeons, epic quests, and a balanced play style. The refinements have been constant.
Over a million players have delved into the world, getting to know each other and becoming a truly beautiful community. That has easily been our favourite part of this journey, watching all of you connect through our game. Hundreds of events have taken place in the world, including goofy challenges where you cram as many players in your house as possible, leaderboard competitions, in-world club nights, and much more.The demos may be coming to an end on the 14th of July, but there are still plenty of community events happening in the lead-up to Early Access. As the time ticks closer and closer to launch, don’t forget to join us for Twilight Watch. In the final hours before Easy Access, every voice channel in our Discord will be thrown open. Chat with our devs and your fellow Pioneers, while you enjoy our favourite screenshots from the demo, and wait for the gates to be unlocked.
In the final moments, as we count down to the launch, you can get involved in the Pre-EA Pilgrimage! Gather in a single Discord room (the location and time will be announced on the day) to share your stories and tell us why you’re excited for Early Access. It’s an opportunity for us to honor you, our OG’s, as we ramp up towards Soulbound’s future. We hope you’ll join us for the festivities!Launch day is going to be as crazy for us as it is for you, so what can you expect? The free-to-play demo ended on the 14th of July in preparation for the launch.
Soulbound: Online will enter Early Access on the 21st of July. All characters will be reset, so everyone will start fresh and be on equal footing. If you were a part of the demos, thank you, and prepare for your rewards! For those of you who battled through Next Fest, your exclusive outfit, the Duskbound Pioneer, will appear in your inventory. But don’t worry, every player who took part in the demo, including everyone from Next Fest, will also receive the incredibly cute Red Panda Plushie Backpack!Entering this phase of development isn’t just an incredible achievement. It absolutely is, but to us it means more than that. Soulbound: Online launching in Early Access is a chance at a stable future.
It’s extremely expensive to keep servers running, and on top of that are the salaries of the amazing people all over the world working night and day to bring Soulbound: Online to life. Early Access provides a sense of security and allows us to fund the people and the servers behind the game. Additionally, we have many plans in the works, and Early Access is the first step toward making them a reality. We will dive deeper into the Soulbound: Online Roadmap in the next few days, but everything from language localisation to world expansions is on the horizon.Community feedback is one of our most important assets. Every time you reported a bug in the demo or suggested an improvement in our Discord server, you helped make Soulbound better.
Our devs are working really hard to implement improvements and any necessary hotfixes, but it all takes time. As we’re a fairly small team, we sometimes don’t spot small errors or glitches, and that’s where player feedback becomes so valuable. We will still be listening in Early Access, and we want to hear your thoughts.
When we set out on this journey just seven weeks ago, we never imagined in our wildest dreams that the audience for our MMO would be this big. 104,441 Wishlists on Steam is a major accomplishment for us. You, the community, made this possible; your passion and feedback drives us every day to improve Soulbound and shape it's future. Thank you! Soulbound: Online is coming to Early Access on Steam on July 21st, and since then, we have launched two demos to over 50,000 players, across Bullet Fest and Next Fest. With your help, we've fixed an untold number of bugs, added new content and quality-of-life features (like Dungeon Finder region selector). As always, keep your feedback coming into the discord.
Across the demos, many of you asked for a smoother experience when forming parties and entering dungeons, so we rebuild the dungeon finder from the ground up. We also added a new 'minimize' feature which hides the window, and shows a timer under the map, allowing you to carry on playing while you wait for a party.
One of the features we're most excited about is the upcoming Achievements system revamp: you not only get bragging rights, but you can also unlock some of the coolest cosmetics and mounts in the game. We've expanded this system to include categories, and achievement points to unlock tiers of rewards as you hunt your way through the easter eggs. We're excited to link this to Steam Achievements in the weeks that follow early access.
For now, the Next Fest demo is still live; come join us in Virelda! wWe can’t wait to see you in two weeks when the gates to Early Access open! If you want to know more about Soulbound: Online, get regular updates or participate in our community events you can find us on Discord here! Make sure to join our Discord ahead of launch to take part in the countdown events.
It's been two weeks since the Soulbound: Online demo, and one request was shouted louder than all the others! When diving into the dungeons, you want more control when the room turns into chaos. You want upgrades that change the way you play, not just increase your damage. But most of all, you want a build to feel like yours. We've had players creating youtube videos, talking in depth about the need for more support relics, and others asking for more connection between the abilities and relic choices. We're looking to expand gear, allowing you to lean into a specific damage type, more on that another day. For now, we've been hard at work creating new relics that link up abilities in new ways, providing role based gameplay for tanks, dps and supports, or any hybrid you choose. That's the point, you build your role as you progress.
The old Relics were a ladder, just nudging up a stat one step at a time in a Phase I–VIII system. So we scrapped that.
Instead, we’ve introduced 150+ brand-new Relics across every dungeon ability. Each new Relic is distinct, giving you more control and freedom over your build. Will you utilise crown-control, crit attacks, glass-cannon, tank, elemental power, or maybe full support? Whatever Relics you choose will stack into builds, reach across both abilities and allies, and become something completely unique to you and your play style.
The Wormhole Singularity Relic is a recipe for mass destruction! When used, a black hole opens nearby, pulling enemies into a gravitational vortex. Instead of collapsing after the first attack, the black hole reopens on another target before chaining again. One bomb, three singularities, bye-bye mobs.
Freezing one enemy is just not enough; you need to freeze them ALL! Eternal Winter becomes a frozen domain that locks every enemy within it in place. If that's not enough, when combined with the Frozen Bastion Relic, every freeze shields your allies, so you can dominate the battlefield while protecting your teammates.
Control the hordes with the rapid-fire machine gun. With incendiary round upgrades, this Relic clears clustered monsters fast. It's satisfying, brutal, and efficient. The best choice for crowd-control.
With the new system, every Relic has the ability to change how your run plays out. Relics provide different types of support within a dungeon. It’s your job to stack them into a build that has the best results. Focus on one archetype, like being the greatest support for your teammates, or combine different strategies to create a build that can cope with any scenario.
If you're looking for a tank Relic, try Frostguard. Freeze the room, turn that freeze into stacking shields for your squad.
To increase DPS consider Crit Snowball. This Relic increases the likelihood of a crit, buying cooldowns, which lead to even more crits.
For a more support-focused Relic, experiment with Field Commander. It allows you to heal and shield your allies whilst making suppressed enemies take higher damage from attacks.
These are just a taste of the 150+ new Relics that are waiting for you in the dungeons of Soulbound: Online once we launch Early Access.
We care about making this game feel great, and leaning into what makes it special. That's often different for every player, so make sure to let us know what you want to see more of in the Discord feedback section so that you can help us shape what Soulbound looks like at launch.
More coming soon.
Hello everyone,
Your personal Next Fest Wrapped is here! https://wrapped.soulbound.game/
Enter your player name to view your wrapped.
Thank you to the entire community, we had the best weekend ever! Soulbound: Online took off and exceeded every goal we had set for ourselves all thanks to you. We hit ATH concurrency and have been working around the clock to increase server capacity. Thank you for all of the support tickets and feedback.
We are now over 75,000wishlists!
+ Thousands of you completed the main quest line and unlocked the Next Fest cosmetic set. Congratulations!
If you want to know more about what the community got up to in Soulbound; check out the Community Wrapped HERE! https://wrapped.soulbound.game/wrapped
With this level of momentum, we couldn’t just shut the gates, especially with so many new players enjoying what we've built, so we've decided to extend the demo. We are extending the demo to Monday, the 29th of June. Keep in mind that we are still working on implementing all of the feedback from Next Fest and will be pushing another hotfix tomorrow, so please bear with us; it might be a little rough around the edges from time to time.
Soulbound: Online is a handcrafted pixel art, Bullet Heaven, MMO with fast-paced 3-player co-op dungeons, a rich player-driven economy, and deep-ever-expanding lore.
We are excited to welcome back our ever-growing community, which took us to 55K wishlists on Steam during our Next Fest and Bullet Fest demos. Thank you all for testing, trying, breaking and helping us improve the game. We can’t wait to see you in Early Access.
We believe that community feedback should always shape content. Regular updates will introduce balance changes, new content, new raids, life skills, quality-of-life improvements, new quest lines and features, and more.
This is Early Access, and some features you will find in the final game might be missing at launch, but will be added as we get closer to releas
Once the dust settles from Next Fest, we are looking forward to showing you our Roadmap for the next 12 months, including content, and features that we want the communities feedback on.
You, the Pioneers, diving into the world of Soulbound: Online have been at the core of the game's development since the beginning. Your enthusiasm and feedback have been at the heart of development from the start, and we can’t wait to see you all on the 21st of July for Early Access.
Join our Discord:
https://discord.gg/soulboundmmo
And don’t forget to wishlist the game on Steam here:
We're also incredibly excited to share that: Soulbound: Online has reached 50,000+ wishlists in just under 4 weeks.
Thank you to everyone who’s gotten involved, shared their experience, and supported this project. It's been incredible to see so much excitement and love for Soulbound: Online!
But don't worry, this is only the beginning ❤️
Pioneers,
Our team has been working hard to respond to all your feedback, and we're happy to report that the vast majority of issues reported during the demo have been addressed, including:
✅ Quest Progression Fixes
Errors within "Welcome to Virelda" and "Sow Much Trouble" quests
Resolved quest deployment errors and other progression blockers
✅ Stability & Crash Fixes
Fixed generator-related crashes
Stopped crashes related to Debuff Stun activation
Resolved runtime errors affecting abilities, inventory actions, audio, and other edge-case interactions.
✅ Dungeon & Combat Improvements
Insured stat updates apply correctly
Fixed invulnerability issues
Balanced health reduction when transitioning between dungeon rooms
✅ Multiplayer & Connectivity Fixes
Improved reconnection reliability after lost connections
Prevented NPCs from disappearing
✅ Quality-Of-Life Improvements
Fixed generator placement issues
Improved Steam demo title screen flow and character creation experience
And much more!
Demos are a crucial part of a game's development, so reach out with any issues you experience; support is available 24/7. - Just click the headphone icon on your HUD
If your game crashes, restarting the game should fix the issue, but please let us know so we can look into the cause.
You can play the demo for free right now! Join our Discord server now to participate in all our community events, join your faction, meet other players and work together to win prizes.
With the progress reset between the two demos, you might be asking yourself, what is new in Soulbound: Online? Well, the answer is, A LOT!
There are two new dungeons to take on, Operational Continuity, and Everdune Arena. We've also updated the leaderboard to make the scoring more competitive.
To celebrate, players that complete the main story quest and reach the end of the demo will recieve the exclusive Steam Next Fest cosmetic, which will carry over into your Early Access account. You may recognise it from our store capsule image.
Here's what's coming and what's new
A brand new Cosmetic Station where you can craft and build cosmetics.
Overhauled and improved abilities
Dungeon and Leaderboard changes
Balance changes across the board
A mountain of bug fixes and stability improvements
Fixed a bunch of bugs, including the Magnus Lev in the Graffiti Train/Skater quest, an issue with the Generator that could cause the game to freeze, the NPC Jet, and a whole lot more.
A BIG thanks to you and the community for reporting these issues to us. Please continue to drop your feedback into the feedback channel as we actively implement feedback.
We’ll also be hosting a heap of community events next week on our Discord https://discord.gg/soulboundmmo, where you can meet the community, win prizes and make new friends to explore the world of Soulbound: Online.
And make sure to add it to your Wishlist! Thanks and have fun.
Soulbound: Online is NOW live. Our first playable demo is available during Bullet Fest from June 9th to June 15th. The Server Smash is an open stress test, and we want you to break the servers if you can. Go try it out!
This is an early build. There will be bugs, server outages, balance issues, and generally dumb stuff will happen while you play. That’s the point.
We want to get this in your hands, hear your feedback in the official Discord, and use it to shape Soulbound into the MMO you have been waiting for. Come break things with us. The demo is built around dungeon combat and the party finder. Queue up solo or with friends, fight through dungeons, earn loot, and push for the leaderboard. We are holding back a few surprises for later.
All progress will be wiped after demo #1 ends on June 15th. Go hard, as nothing carries over.
Try the demo NOW and Wishlist us on Steam: 👉 \
Want to give us some feedback? Join our Discord:
https://discord.gg/soulboundmmo
Every Pioneer needs a place to come home to.
We may have that retro-pixel feel we all remember, know, and love, but Soulbound is, in many ways, a modern homage. It used to be that in many MMOs, characters existed in a strange kind of homelessness. Great heroes without a place to call their own!
You’d wander from zone to zone, dump loot in a bank when visiting your favourite city, and log off wherever you happened to be standing, or at an inn to get some rest. There was rarely an anchor, or a place that was yours, even if modern games now offer housing.
We set out to give players a way to build their own part of Soulbound: Online.
Every player in Soulbound gets their own house. A real, physical space in the world that you build, customise, upgrade, and share with the people you choose. It's where you craft your gear, grow your power, and hang out with friends. You can even open your house up in a local city for all players to enter and access, and run your very own shop.
We were heavily inspired by games like Stardew Valley, Factorio, and Valheim. We love the idea of building something, owning it, and nurturing it over time. So, this is our chance to extend that feeling to players inside an MMO. This space can be a place for you to invite your friends (and maybe one day guild members too) to come help or just to hang out. We think we've landed on something genuinely special, and want to give you a first look at what player housing looks like in Soulbound: Online.
Shortly after you finish the tutorial, you'll get to check out your very own home. Everyone will start in the same zone, but one day you'll be able to unlock a specific location somewhere in the world so that other players can come and find you. Your home starts off as a small workshop, but gives you room to grow it through automations (on the roadmap), factories, and a shop front. Want a compact one-room workshop where everything is within arm's reach? Do that. Want to expand into a sprawling multi-room lair with dedicated wings for different activities? You can do that too.
Here's where housing stops being cosmetic and starts being the backbone of the entire game.
Everything you craft in Soulbound, weapons, armour, potions, food, materials, components, is built at crafting stations inside your home. When you craft something at a station, both you and the station gain EXP making this a key component of progression.
At launch, your home can house up to twenty-eight types of specialised crafting stations, but here's a quick taste of what you'll be working with:
The Generator powers everything, so you'll need to keep it fueled to run your stations while you’re offline.
The Furnace smelts raw ore into the metals that everything downstream depends on.
The Manufacturing Table turns ingots and materials into the components for your weapons and armour.
The Chemistry Lab lets you brew potions and elixirs, and refine rare Yoku.
The Kitchen cooks farmed crops into food that provides various buffs. Serious dungeon runners and gathers will rely on these buffs for extra combat power and stamina.
The Weapon & Armour Stations are your final assembly points for the gear you take into battle.
Specialist stations like the Power Core Fusion Station, will allow you to upgrade your weapons and abilities to unlock new relic pathways.
Each one has its own upgrade path and recipe library to grow into.
Every station in your house has a multi-level progression system.
Each level you upgrade a station, you unlock:
New recipes open up with every level, giving you access to higher-tier materials, more powerful gear, and new consumables, so a Level 1 Manufacturing Table only crafts crude components while a Level 7 one is producing epic weapon cores and ability cores.
More crafting slots become available as you upgrade, so where a Level 1 station runs just two simultaneous crafts, a fully upgraded one lets you run three or four queues in parallel for far more output per session.
\ Add-on module slots let you install complementary furniture that enhances your stations. For example a Basic Refinery could add two extra crafting slots to your Furnace and halves its crafting time, a Transmutation Matrix can unlock four exclusive stim potion recipes on your Chemistry Lab, or a Dutch Oven could unlock Pizza and Coq Au Vin recipes for your Kitchen Right now we have over 25 unique modules planned across all stations, each carrying its own crafting requirements and upgrade chains.
The more you use a station, the closer it gets to being eligible for its next upgrade. Every upgrade you make is a permanent improvement to your production capability.
Your Generator is the heart of the operation. It burns fuel, coal, wood, oil, or power items and produces a power output that's shared across every station in your home. Production stations draw from that pool so, if your total power draw exceeds your generator's output, something has to be switched off.
This creates real decisions early on, you might need to choose between running your Furnace or your Chemistry Lab as both draw 20 power at Level 1, but your Level 1 Generator only outputs 10. You'll need to upgrade your generator before you can run everything simultaneously.
This is one of the things we're most excited about.
When you set your stations to work on smelting ore, crafting components, refining Yoku, cooking food, or upgrading a station that work continues even after you log off. Your home doesn't sleep when you do, and one of our roadmap items is to allow you to let other players pay you to use your stations, generating additional in-game gold income for you even while offline.
The vision is straightforward: you come home from a dungeon run, dump your gathered materials into your stations, queue up your crafts, and log off. Go play another game. Go to sleep. Watch some TV. Go to work. But when you come back, your crafts are done and your stations have been working the entire time.
We studied how games like Clash of Clans, AFK Arena, and Valheim handle progression timers, and we found a consistent pattern: the best retention loops happen when players naturally settle into a rhythm of "queue, leave, return." At Tier 3, you're queuing crafts before a dungeon run and coming back to finished products. At Tier 4, you're queuing armour pieces before bed and waking up to completed gear.
And in the future, we want to extend this further. Imagine checking in on your house from your phone, or your Steam Deck, or a mobile device, seeing what's finished, queuing the next batch, and getting on with your day. We also plan to allow for delegation of your home management duties as part of our roadmap, so you could send a DM to a friend to check in on your home and help you keep stations running at optimum levels.
Your house isn't a solo experience. It's designed to be shared with friends. We had a dream of collaborative base building, so multiple players could work together to upgrade their base, working as a team to make the task easier. We won’t get the balance just right first time, but that’s the dream. Logging on and working with 5 friends to get your weapon station to Tier 3 so you can start running Tier 3 dungeons.
You control who gets access with granular access controls, and can invite your friends. Open the door to your party members and when guilds launch (coming soon after the initial release), you'll be able to gate access to guild members too. Your homestead is a private space by default, and you decide who's welcome. We’ll continue to improve access controls over time so you can curate the best experience possible within your home.
When friends visit your house, they can see what you've built, how you've decorated, what stations you've upgraded, and what you're working on. But it goes deeper than just looking around.
This creates natural social dynamics. The friend with the best kitchen becomes the group's cook. The player who invested early in the Chemistry Lab becomes the potion supplier. High-level stations become gathering points. People visit each other's houses not just to hang out, but because there's a functional reason to be there.
We're building toward a world where your homes station library and recipe collection make you genuinely valuable to your social circle. Not in a transactional, cold way. In the same way your friend who's a good cook makes dinner better. Your home becomes a place people want to visit because good things happen there.
Beyond the functional stations, the power grid, and the crafting queues, your house is also just... yours. A place you can make look however you want.
Placing furniture in Soulbound is unique because you can drop furniture anywhere. There's no snapping to a grid. And you can also place furniture items on top of tables or on walls. You can choose your floor tiles and wall tiles and even put rare cosmetic items on display. Our roadmap includes adding cosmetic reward like trophies from dungeon completions, achievement rewards, limited-time events or being the top ranked player. Your house tells the story of what you've done and what you care about.
We'll be introducing rare cosmetics and unique achievement-linked items that can only be displayed in your home so that if you’ve cleared the hardest raid in the game, there's something to show for it on your wall. Or, been playing since day one, there’s a trophy for that, or maybe a comfy sofa. Basically, your home is a living museum of your time in Soulbound.
And because friends can visit, decoration isn't vanity for vanity's sake. It's showing off, flexing, inviting a new player over over and having them notice the thing on your shelf that they haven't earned yet. It's the MMO equivalent of having a nice flat and actually having people round to see it.
The core gameplay loop in Soulbound is: Home → Craft → Dungeon → Gather → Home.
The tutorial to introduce your home gives you the instructions and material to craft some basic gear. From here, you’ll head to the dungeon gather more materials as you defeat enemies and open treasure chests.
Or maybe you’re hitting a wall in the dungeon, and just can’t progress further? Don’t worry, there are also materials available to gather outside of dungeons through things like farming, mining, foraging, and hacking.
Combining the loot from dungeons with the materials from gathering outside of dungeons, you’ll be able to craft even better gear and consumables which you can use to make it that much further than before.
No matter what, you’ll always return home. That’s where you drop off and use your hard earned and gathered materials to craft the next thing you need to improve your home, your combat power, or even your appearance.
We’ve already talked about your home being a social space, a workshop, and an expression of yourself. Even more broadly though, your home is a snapshot of what you’ve accomplished in Soulbound, and what you can work towards next.
As much as we know people love chasing numbers and positions on a leaderboard, we want houses to be an organic and even aesthetic way to showcase your time in Soulbound. From the cosmetics and furniture you use as decorations to the quantity and quality of your stations, your progress (and the progress of anyone you visit) is immediately visible.
Letting people showcase the cool stuff they’ve done and see what others have accomplished in a natural, immersive way is an important goal of ours in combining game-like progression with the comfort and beauty of a home away from home.
Player housing at launch is the foundation. Here's what we're excited to bring to Soulbound Online’s Housing System in the future:
Cosmetics for stations and furniture are on the way, with different styles you can collect and use to decorate your whole home around a specific aesthetic, or mix and match if that is what you want to do.
Expanded complementary furniture; ever dreamed of running your own trade empire? We are working on a system that will let you really mod your stations out and build a full factory of your own.
Automation is something we are keen to bring to the world, with the idea that you'll be able to have robots running in your home to carry out tasks for you while you're offline or out adventuring.
Guild functions will let you build shared guild bases where members can collaborate on resource collection and production together.
Your home is the center of your world in Soulbound. Instead of a game where customization and gameplay are two distinct loops, we’re combining them into a seamless experience that makes the world both social and engaging.
Stations are both functional and aesthetic. Inviting people into your home lets you hang out with them, but also help them (or have them help you). Dungeon progression rewards you with practical loot to get further and cosmetics to commemorate your progress. Your home exists even when you’re not online, adding to the backdrop of the world while giving you practical benefits. This fusion of aesthetic and progression is what makes Soulbound unique, and what gives you the power to shape the world of Soulbound.
We can't wait to see what you build.
Wishlist Soulbound on Steam.
Ever wonder what goes into making a town feel like home? Our latest dev blog pulls back the curtain on the music of Virelda Town.
A desert community where survival is hard but people still make space for comfort, stories and rest, we wanted the music to capture that. Jamie breaks down the full process, the instrument choices (Armenian duduk, harp, solo cello, string ensemble), why each one was picked, and the surprisingly difficult art of writing a melody that's memorable on first listen but still holds up after hours of play.
Read the full post and check out some of the original music: https://soulbound.game/news/the-sound-of-soulbound-creating-the-music-of-virelda/
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This page aggregates Steam news feeds, patch notes, and developer announcements for Soulbound: Online, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Soulbound: Online statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.