Chess Survivors cover
Chess Survivors screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Chess Survivors

1.3 Hotfix #1

Small little update to adjust Endless Mode difficulty. If it still sucks, please let me know and I will change it. :)


  • Dramatically increased the enemy modifiers your can get for endless acts. In general the values are doubled.
  • Updated the Portuguese translations. Huge thank you to Joel Gomes from Muriki Studio who provided me with better Portuguese translations.
  • Please reach out if you would like to translate chess Survivors into your own language.

Endless Mode - Patch 1.3 Live Now!

Happy Holidays! Endless Mode is finally here!! This was a fun feature to add and was been one of the most requested features. I'm happy with where the game is at and I would love to hear your thoughts.

I'm making Endless Mode a BETA for now, so please let me know if you think the balance needs to change or if there needs to be structural changes (or if you find any bugs). I read all of your feedback, and basically always make the change.

This is as much your game as it is mine, and my goal is for it to be a fun game that you enjoy playing that respects your time and the money you spent. If that is not the case, please let me know. I will change it to make it better. If you do have feedback, please leave it over on the Steam discussions or over in my discord.

Here's a devlog showing how I added Endless Mode:
https://www.youtube.com/watch?v=l7lGc23x_mc

Thanks for playing my little game,
Aarimous

1.3 Patch Notes


tl;dr; New Endless Mode, Quality of Life, Balance Changes, and Bug Fixes

Endless Mode:



  • New Game mod you can optional stat once you win a run.
  • After winning a run (beating act 3), you will now have the option to start “Endless Mode”. In this mode you will complete an endless amount of acts. Each act will be 100 turns.
  • You will get a normal act reward for completing the act (rare relic and a heal)
  • Each act will have a semi random amount of additional difficulty modifiers to enemy health, damage, and what not
  • Most abilities will have some properties with Endless Upgrades. You can see these and the ability stats and info panel. Generally these are increases to damage or the number of projectiles.
  • In Endless Mode, you will no longer receive the new abilities as level up rewards. My goal with Endless Mode is to give you a way to lean into your current build and take it as far as you can. To do this, I disabled new abilities as a loot option because then endless mode would jus turn into collecting and upgrading as many options as you can. This is just a theory, so if it’s dumb please let me know.
  • The difficulty curve of each endless act will be generally the same, but with different spawning events, map layouts, and as the act continue more enemies will spawn in the given wave.


Balance Changes:



  • Lowered the base Reroll Relic health cost from 100 to 80
  • Lowered the base Reroll level up rewards damage from 80 to 65
  • Two of Diamonds relic: now instead increases the reroll cost now +15 to Level Reroll cost and +20 to Relic Reroll costs. I think this makes more sense as a trade off since the relics also disabled the “doubling” effect when you reroll.
  • Ace of Hearts Relic: Increased the reduction amounts. Level Up Reroll Cost -20 to -30, Relic Reroll Cost -30 to -40. This is to reflect the changes the two of diamonds relic. Now the player will want to get both relics to make rerolling really strong.
  • Added another Cooldown upgrade for to the Alien Minion. Previously [15, 13, 10] now [15, 13, 10, 8]
  • Added another Cooldown upgrade for to the Spitball Minion. Previously [8, 7, 6, 5] now [8, 7, 6, 5, 4]
  • Added another Cooldown upgrade for to the Boomerang. Previously [7, 6, 4] now [7, 6, 4, 3]
  • Adjusted upgrade values for Card Shield. Cooldown from [8, 6, 5, 4, 3] to [10, 8, 6]. Max number of [1, 2 , 3, 4] to [1, 2, 3]. This is a nerf as I personally found I would always take this option as it would block a lot of damage. Let me know if this makes the game trash, but I’m hoping this won’t be too big of a nerf.


Misc



  • Lowered the max size of floating text values
  • Adding a bit of horizontal randomness to damage texts so if damage comes in quickly it won’t all stack up.
  • Changed the ability Stats and Info page to now show the upgrades as the amount changed. Previously, this showed the new value and I thought it was just worse. Let me know if you want something different.
  • Change the color of the inactive upgrade values, I just like the new color better since it’s easier to see


Bugs



  • Fixed a bug where the procedural map would generate the same as Act 1 if it was randomly chosen for Act 2 or Act 3
  • Fixed a bug where the XP granted for normal speed runs was dramatically too low
  • Fixed a bug where sometimes the “amount of” achievements would get stuck.
  • Fix a bug where the animation for the Ping Pong ability was ending early
  • Fixed a bug where the ability tool tips would not update properly.
  • Fixed a bug where the animation for the Ping Pong paddle would not function correctly
  • Fixed a bug where the ping pong paddle was dealing damage more than once, I guess this fix is a nerf, but it is still a very powerful ability
  • Fixed a bug where the current health could sometimes show the decimals


1.2 Hotfix #1


  • Fixed a bug where the tooltip for certain relics would appear off screen or the tooltip would be too wide
  • The total damage dealt will now be rounded to the nearest integer on the game over screen

1.2 Patch Live Now!

Hi all,

In celebration of the Bullet Heaven festival I have created 6 new relics. Specifically, I think the new rare relics will add some interesting new builds.

I have begun working on my next game as my work on Chess Survivors is largely completed, but if you have ideas I'd love to hear them either in the Steam discussions or over on discord. I always love hearing from player's (I sincerely mean this, your feedback has helped me make this game way better than it otherwise would be, so thank you).

From time to time, I will likely keep doing small updates like this to add relics, abilities, or new characters. I hope you enjoy my little game and thank you for playing.

Cheers,
Aarimous

P.S. Please consider subscribing to My YouTube Channel where I share my game development as an solo indie dev.

1.2 Patch Notes


tl;dr; 6 New Relics and a few bug fixes

New Relics:



  • Bullet Heaven: (Rare) After taking damage shoot a volley of lasers dealing damage equal to the damage dealt to you. The number of projectiles is equal to half your level rounded up (works once per turn and ability damage modifiers increase damage.)
  • The Game Developer: (Rare) Spawn Aarimous, this game’s developer, who will attach to a random nearby enemies. When you kill the enemy it will now explode dealing damage to nearby enemies equal to 50% of the enemy’s max health. Will find a new enemy at the start of your next turn.
  • Immunity Idol: (Rare) When you would die, heal to 50% of your Max HP instead (works once).
  • Mega Magic Mushrooms: (Rare) Level up this many times : 4
  • Mini Magic Mushroom: (Common) Level up this many times : 2
  • A Shield: (Common) 20% Reduce Damage Multiplier and +50 Max Health


Bug Fixes:



  • Fixed the Sneezy Ghost's starting relic to reduce incoming damage by 10% instead of a flat 10. This was missed when I made changes to remove flat damage in a previous patch.
  • Fixes the text for Gambit Level 20
  • Fixed a bug where when you win a run, if you immediately start another run as another character and lose you still see a +1 to that second character's win stats



New Beta Build for 1.2 Patch

tl;dr; 6 New Relics and Bug Fixes

You can play it over on the beta branch. This will be moved to the live branch tomorrow for the bullet heaven fest.

Please let me know if you find any bugs or if you want me to add any other quality of life changes.

Thanks,
-Aarimous

New Relics:



  • Bullet Heaven: (Rare) After taking damage shoot a volley of lasers dealing damage equal to the damage dealt to you. The number of projectiles is equal to half your level rounded up (works once per turn and ability damage modifiers increase damage.)
  • The Game Developer: (Rare) Spawn Aarimous, this game’s developer, who will attach to a random nearby enemies. When you kill the enemy it will now explode dealing damage to nearby enemies equal to 50% of the enemy’s max health. Will find a new enemy at the start of your next turn.
  • Immunity Idol: (Rare) When you would die, heal to 50% of your Max HP instead (works once).
  • Mega Magic Mushrooms: (Rare) Level up this many times : 4
  • Mini Magic Mushroom: (Common) Level up this many times : 2
  • A Shield: (Common) 20% Reduce Damage Multiplier and +50 Max Health


Bug Fixes:



  • Fixed the Sneezy Ghost's starting relic to reduce incoming damage by 10% instead of a flat 10. This was missed when I made changes to remove flat damage in a previous patch.
  • Fixes the text for Gambit Level 20
  • Fixed a bug where when you win a run, if you immediately start another run as another character and lose you still see a +1 to that second character's win stats






1.1.1 Bug Fix


  • Fixed a bug where you could still progress Gambit levels when the gambit levels are disabled

1.1 Hotfix Patch #5


  • Fixed a bug where the progression XP was incorrectly calculated on high gambit and high game speeds

1.1 Hotfix Patch #4


  • Add a new FPS Limit option of 240 to settings screen
  • Fixed a rare bug where the Minion Instability relics could be offered twice. This was caused by the relic being a reward for both progression level 4 & 5. As such level 4 now instead grants the Spawning Ritual Relic
  • Empty Heart relic: changed -50 damage taken to -20% damage taken. I missed this relic when adjusting how damage reduction should work in a previous patch.

1.1 Hotfix Patch #3

Found two other quick fixed right after I published hotfix #2.


  • Fixed a bug where healing when you died could leave the game in a "stuck" state and the player would need to force quit to fix it.
  • Fixed the speed scaling for chests so it no longer scales with game speed, this was unintended.


Notes from #2

  • Fixed a bug where the control mapping for the controller would not properly save
  • Add logic to prevent the game from sending useless data to steam after certain amount based achievements are unlocked
  • Adjusted debug print statements so the information is more relevant (this is mostly for me when I am debugging things).
  • Fixed the enemy on death particles so the fade out effect would properly scale with game speed

1.1 Hotfix Patch #2


  • Fixed a bug where the control mapping for the controller would not properly save
  • Add logic to prevent the game from sending useless data to steam after certain amount based achievements are unlocked
  • Adjusted debug print statements so the information is more relevant (this is mostly for me when I am debugging things).
  • Fixed the enemy on death particles so the fade out effect would properly scale with game speed