
Don the Ancient Mask. Wield the power of gods. Possess any of your tribespeople, recruit followers, and build a thriving automated civilization. Survive, expand, and forge your own legacy across a vast ancient open world — together with friends.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best DE #74, worst RU #98 · 2 markets collected
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 8.29/day in the week to Sep 1 → 12.43/day in the week after.
About
Soulmask is a massive survival crafting game set in multidimensional ancient civilization open worlds. Carve your path through two unique realms—[Cloud Mist Forest] or [Shifting Sands]. The choice is yours.
You are a survivor whose soul is tied to a mysterious mask. To survive this world, you must recruit the strongest barbarians, using the masks to possess and lead them toward a new era of civilization.
In the world of Soulmask, no two souls are alike. With over 871 unique Talents, Masteries, and Likes, your tribesmen offer infinite possibilities.
From bloodthirsty warriors and lethal hunters to legendary craftsmen and master harvesters—recruit them all. Transfer your consciousness through the mask to possess any tribesman, transforming them into your ultimate avatar.
The 1.0 update allows your barbarians to share their wisdom. Train your tribesmen and pass down skills to forge the ultimate, one-of-a-kind warrior.
Explore two ancient worlds spanning great distances, each with unique climates and ecosystems
Rainforests, deserts, snow-capped mountains, plateaus, and islands that you must adapt to... or perish. Each environment demands different strategies for survival.
Hunt for treasure in ancient ruins, battle mechanical enemies in labyrinths, or take on entire barbarian cities alone. This world is yours to challenge and explore.
Retrace the ascent of civilization: from humble thatch huts to impenetrable blackstone forts. Watch as your small settlement evolves into a majestic city.
From the first seeds of agriculture to the roar of machinery—experience the true evolution of civilization in Soulmask through farming, beekeeping, weaving, leatherworking, smelting, and more.
You do not walk this path alone. With a sophisticated command system, your tribesmen can automate every task. From gathering raw materials to managing logistics and assembly lines, you can design and transform your home into a fully automated industrial powerhouse.
In this world, the Mask is a symbol of the gods. Each Mask grants a unique combat style, while the Mimicry System lets you embody a deity to turn the tide of battle.
With 9 weapon classes, 88 weapon skills, and the infinite traits of your tribesmen, each battle is a thrilling test of skill to be experienced as you fight for survival.
Freedom is at the heart of Soulmask. Play solo at your own pace, team up with friends in co-op, run your own private server with custom rules, or step onto official servers where the stakes are real.
PvE if you want your civilization to grow undisturbed, PvP if you want to test it against rival chieftains. However you choose to play, over 200 customizable settings let you shape the rules, the rhythm, and the world itself.
In v1.0, we introduce three distinct playstyles: Tribe Mode for the builders and leaders; Survival Mode for the purists; and Warrior Mode for those who seek the thrill of brutal combat. Choose your style.
Supports Steam Workshop and everyone can now unleash their creativity with our powerful Soulmask Modkits to craft a Soulmask experience unlike any other.
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Soulmask is currently best experienced with keyboard and mouse. We're actively working toward full controller and Steam Deck support, with a target of completing this in 2026. If you primarily play on a gamepad, we'd encourage you to wishlist the game and check back once that update lands.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 22.4Kreviews | 77% | — | $21.2M |
| $29.99 | — | — | — | $0 |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Engagement
Reviews
Themes across 1095 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The new DLC is hot garbage. The game lacks the stability for the flying ships to work with other players in a multiplayer environment if you do not plan to use the flying ships the rest of the game is okay, The npc base management system is still hands down one of the best. The base game is great, the DLC not so.
It can be a very fun game and has a good progression system. Some servers progress too fast, where you have more technology unlocked than you have materials to build with. Additionally, building can be very janky, especially when playing on official servers. You can place a few items and then they suddenly stop snapping and you can't place any building items without relogging.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $21.1M | 16.1K | 80% | $39.99 | |
| $21.1M | 24.9K | 90% | $29.99 | |
| $21.1M | 10.8K | 62% | $39.99 | |
| $21.1M | 12.8K | 51% | $69.99 | |
| $21.3M | 28.7K | 88% | $29.99 | |
| $21.3M | 23.1K | 83% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.5M | 2.3K | 71% | $19.99 | |
| $0 | 0 | — | Free | |
| $1.9M | 2.5K | 85% | $19.99 | |
| $643.6K | 848 | 69% | $19.99 | |
| $530.6K | 1K | 83% | $19.99 | |
| $31.8K | 89 | 52% | $11.99 |
Reviews, worldwide (the counter carries no country): 7/day in the week to Jul 25 → 6.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Spanish - Spain, Russian, Japanese, Traditional Chinese, Korean, French, German, Portuguese - Brazil
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
At the end of the day, the juice is not worth the squeeze. Unless you really like the theme or the setting, there's likely other survival games that will reward your time and money more. This is especially true if you attempt to play solo. Like many survival games, Soulmask was designed for large-group multiplayer and unfortunately its inclusion of AI tribe members into the survival formula more fails than succeeds at alleviating the uphill struggle facing a solo player. In the end I had to lower the difficulty a lot and switch off several of the game's systems to get through the back half. The first major issue is that this game leans into the grind in a way that put even ARK to shame. Tools, weapons and armor do not just have durability that requires basically the full price of the item to repair when broken while also lasting through maybe one boss fight, each time it is repaired its maximum durability is reduced. Which means that things have to be re-crafted constantly because they just wear out way too fast, which of course requires gathering the resources for it over and over. While in theory the grind can be off-loaded to the NPC tribesmen, the gathering and conversion rates are designed with that in mind, so that in practise the game still ends up being a slog of constant resource acquisition of the things the tribesmen use up to gather the other resources needed to keep going. After a lot of grief, I switched off durability as a system entirely because I couldn't stand that endless treadmill any more. The other major issue is the combat system. Like many other games, Soulmask wants to lean into Souls-like combat, which I'm usually a major fan of. Except the multiplayer-first design rears its head. Bosses are not designed to have movesets survivable by a single person and do not leave enough time between their attacks to actually recover unless somebody else manages to draw the boss's attention. And the base aspect that makes Souls-like bosses work, which is that you learn their movesets through trial and error, ends up being undercut by the durability system. Because each time you fight the boss, your weapons and armor lose durabiltity and likely break. Which means you have to repair them, over and over again, spending resources gathered over hours just because the boss randomly decided to do several hard moves in a row (yes, there is a pretty big moveset for each boss, especially in the Shifting Sands DLC and the choice of which it does next is completely random). And combat damage is generally overtuned in general, which means you end up spending a lot of time having to restore health, or frantically trying to find a safe corner where you can use that bandage without getting interrupted by the many, many archers hovering at the edge of every battle. The game will also often throw pretty large groups of enemies at you, which also completely clashes with the Souls-like design. And unfortunately trying to use tribesmen to alleviate these issues does not work sufficiently, since they of course can't actuall smartly play against the bosses and mostly just serve as mild distractions that fall over after the first blow. I had to lower the combat difficulty a lot to get to something where I didn't feel like combat was just there to punish me. The tribesmen system itself is an opaque gacha which is never fully explained. Each tribesman has a rarity (who knows what that does), possibly some traits, different maximum levels in the available skills and different combat abilities that can be unlocked, and none of that can be determined in advance. Without the (thankfully free) Golden Legend DLC which adds a mask that allows you to scan people beforehand, the only way to discover all the non-rarity things is by subduing and recruiting the tribesman, a not-too onerous process that however still takes up time. Which means that growing your tribe is also a grind, in which you have to hope to find good candidates, then subdue them without killing them (or getting them killed by friendly fire from all their friends) and then hope they turn out not to have rolled bad trait combinations. And annoyingly for solo players, the cap for how many NPC tribesman an individual player is allowed to recruit is just low enough that earmarking a few slots for new recruits you might end up having to release again is going to make your resource gathering worse. The masks themselves, the sort of star of the games, are, well, fine but not overwhelming. Each mask has some sort of utility niche it's supposed to be good at, but for the most part it doesn't really end up mattering that much because the combat system isn't giving you the breathing space to really diversify. I am grateful that the difficulty settings are extensive enough that I could tailor the experience to what worked for me, but I think one should evaluate a game by its default difficulty state, and unfortunately, at those settings it's not a pleasant or engaging experience. A large part of my playtime (I only played the Shifting Sands DLC) was spent waiting for my airship to fly over the map, because while airships have an auto-drive move, they still only drive when there's a person at the wheel. So you have to point the ship in the right direction and then just sit there not doing anything while the world slowly moves past you. The reason I kept going was mostly because I'm a sucker for Ancient Egypt as a setting, so the DLC tempted me. But unless you're a freak like me, I don't think that's enough to overcome the downsides.
更新计划和屎一样,对玩家有帮助的是延后的,更改ui排序位置是领先的,修改手柄适配是不做的,玩家建议是不听的,bug是不修的,消息是不看的,求夸奖是必须的
面甲某次更新能快速切換是好評,但能耗消耗很快,玩起來綁手綁腳。 地圖、迷宮雖大,卻是複製貼上空洞無聊。 找、抓族人是樂趣但也極為痛苦,得一位一位掃描搜尋,耗費心力。 敵我人物數值用腳塡的,不是刮痧就是互秒,等級難度越高的敵人越是如此。
I love this game (500+ hours) -- played 3 major multiplayer campaigns, but recent code changes for building logics broke the ability to complete an 7-bonfire star fort build in Rainforest tribe mode survival that I have dedicated 100+ hours into (only 40% complete). Now I'm devastated (literally crying at the reality of not being able to complete my major project), and going to step away from the game indefinitely. The mechanic that broke was the ability to hang a stone door frame from a floor or half wall. Also, half height stair cases seem to have a less stability range / from hanging from floor tiles. :'(....
Overall, recommended, but I have some issues with how things are handled and things that need to be fixed. I am primarily a PvE builder so take what I have to say from there. 1) With the recent breaking of the roofs and stairs developer communication didn't exist. Stop updating on a Friday forever! No better way to piss off your player base than to break something on a Friday and not respond AT ALL until a patch to fix it on Tuesday. Not well done at all. 2) If I can use all the masks from the Forest on the Egypt map then the Egypt masks should fully work in the Forest. They don't. Horus mask flight does not work in the Forest. You can glide, but we already have a glider don't we? 3) There is no reason why we shouldn't be able to have a reed boat in the forest. Keep the airship in Egypt it's the lore, I get it, but the reed boat should be available just like it is in the Egypt map. 4) Whole lotta bling for the Egypt DLC how about some Mayan stuff for the Forest? Really should have been there to begin with. Give us some curved walls for Mayan longhouses! Which brings me to... 5) All the Forest build stuff is available on the Egypt map, but none of the build stuff from Egypt map is available in the Forest. Forest build pieces also don't respond the same way the Egypt pieces do. Egypt has diagonals. 6) FIX ZOOM. You can zoom out in Egypt until you can barely see your character. Cannot zoom out with any noticable difference in Forest. Trying to build when you cannot zoom our or in enough is. 7) Fix the being stuck in mid air if you log out in creative mode bug. When I bug reported this the response was "Yeah, we know. Don't do that". Seriously? I've crashed while in creative mode with a tribesman and they were killed. Backups, I know, not the point. It shouldn't be happening in the first place and the response was subpar at best. Your customer service needs help, but if zero response when the game is broken after an update ON A FRIDAY then why would the CSR's be any different in their attitude? 8) Fix columns. They are not weight bearing which is absurd because they don't function well as decoration either so what's the point? They have to be placed first because they CANNOT be placed after (place a wall first and columns cannot be attached) and cannot be extended to the ground from a wall or foundation. So even aesthetically they fail. Oh, these fail on both maps! They don't work in Egypt either. Lotta complaining from someone who overall recommends the game right? These are issues I personally have as (again) a PvE builder. This game does tick the "open world survival craft" box itch for me. Plain survival as well. Oh, I absolutely love the advanced options that let you play the game as hard or as easy as you like, the graphics (game is gorgeous), and the wildlife. The ocean is completely empty though. Make someone swim for a mask there should be sharks!
SCAM Half of the game is hidden in DLC but it's presented as main part of the game. not recommended for purchase
I love this game — it's honestly a better Conan Exiles with awesome building, survival, and overall feel. The content and gameplay are really solid. However, the big downside is that there are no active GMs or devs addressing meshers and glitchers. In PvP, mesh raids are extremely common. You report them, and the tickets go straight into oblivion — no response, no action. The meshers know this, so they keep doing it without fear. Please, devs, take care of the cheating problem. The game has huge potential, but this is driving a lot of honest players away.
A really deep game with so much to do and boss battles that will kick your ass if you're not geared up with the right things. A huge world , sure there are a few little ♥♥♥♥♥♥♥ but nothing you would leave a negative review for , not tried mp yet but sp is a 9 1/2 - 10 for me
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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