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SOULCOOM 0.8.1


Let’s address the Gigantic Spoon in the room.
The early difficulty curve wasn’t working for a lot of players; that’s on me.
Where the fun at? Well we're still working on it. Early Access.

We’re on a journey to build something interesting and fun. I enjoy high-skill games, and we built Soulcoom’s intro with that mindset. But for many, especially in this genre, it came across as confusing or punishing; especially with sparse guidance. That mismatch led to frustration, early exits, and some truly horrific reviews.

So, here’s what’s changed:

  • All rez minigames have been simplified

  • Controls are now explained with in-game signage

  • Fewer targets, reduced stamina penalty

  • New support mechanics like a spring wall for recoveries

  • The automation is ON by default in SS to help with onboarding.

  • Physics and gravity of QWOP has been adjusted to be more responsive and chaotic (funner?)

Soulcoom is still about learning how to move in a new kind of space; but now there’s room to breathe, and a real chance to reach the heart of the game. For many, the rez intro became a barrier that kept them from seeing what we actually poured most of our time into.

To those who gave feedback: thank you.
To those who bounced off: I hope you’ll give it another shot; I’ll be reaching out in the reviews to see if I can win you back.
And to those still exploring: you’re exactly who we made this for.