...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.
(Pre-Early Access)
Before Soulash 2 reached Early Access, years of groundwork were laid to make the game's world truly alive.
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
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.
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.
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.
(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.
(2023–2025)
These two years delivered some nice features to Soulash 2.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.