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

Chess Survivors

Hot Fix #2


  • Fixed a bug that caused the game to crash on leveling up. This was caused by my changes to the Snow Day ability last night.
  • Fixed a bug where some of the new achievements were not counting (Enemies Killed, Chests Opened, and Elites Killed)
  • Fixed the artwork for one of the relics

Day 1 Hot Fix

# 1.0 Hotfix 1

A quick little hotfix to address a few bugs and some balance changes

Bugs

  • Addressed a bug where the default controls would sometimes not map
  • Now the Game Over screen the “New Run” and “Main Menu” buttons are now disabled until all the XP is earned
  • Fixed a bug where the map hazards would always be lasers


Marble

  • The 1.0 patch removed the limit for how many marbles you could have a once. I like the change, but it made the marble too good too soon. My goal was to make marble a weaker option to take without supporting relics, and allow it to become a more powerful option with upgrades.
  • Lowered the marble damage from [30, 45, 70, 100] → [20, 40, 70, 100]
  • Increased the marble cool down from [4, 3, 2,1] → [5, 3, 2, 1]


Snow Day

  • Simply pulling back some of the area of effect scale modifiers. There are plenty of relics that make will increase the AOE and this represent a much more balanced approach.
  • Lowered the scale from [1, 1.5, 2, 2.5] → [1, 1.3, 1.7, 2.20]


Amulet of Slap Jack

  • Pure -1 cool down on a common relic is just too good and almost becomes an auto pickup for any build. So to counter this I’m going to add a downside.
  • Added -25% to area of effect multiplier


Chess Survivors - 1.0 Released!

After nearly 10 months of early access, Chess Survivors 1.0 is now fully released!

Thank you to everyone who played my little indie game while I continuously worked on and published over 50 patches. A special thank you to anyone who has given me feedback. This game would be nowhere as good as it is today without your gentle encouragement and support.

Over the next few weeks, I'll be working on bug fixes and balance changes based on your feedback. Then I'll make another update here with any post-release plans for Chess Survivors and what's next for me personally.

Cheers,
Aarimous

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



1.0 Patch Notes


Note from the dev: Please DM me on Discord if any of the below changes make my game unfun. I want my game to be fun and I am more than willing to hear you our and I will likely make changes to address your feedback!

New Content


  • New Map Consumables System

    • Every so often a random consumable will spawn

      • Potion - heals player
      • Magnet - sucks up all current XP
      • Bomb - creates an explosion dealing damage nearby enemies
      • Frost bomb - creates an explosion freezing nearby enemies

  • New Character based on my cat Karl
  • New Character based on my cat Martin
  • 16 new steam achievements
  • New run records system which will show you if you beat your previous stat (for now this is only shown on the game over screen)
  • New button on the settings screen to reset the player progress
  • New button to the settings screen to reset the records

General Changes and Balancing


Health and Damage Numbers


  • Multiplied all the health and damage numbers by 10 since bigger numbers are more fun.

    • Adjusted damage text to fit new scale of numbers
    • Adjust health bar size to fit new scale of numbers

  • Ability Damage

    • Increased ability damage values across the board with a focus on making single target abilities really scale at the top end of the upgrade path (more info below)

Elites


  • Removed Elite Combat Modifiers

    • These include bonus damage (red), reduced damage (blue), and always move (green)
    • These were boring at best and never got the love they deserve. In their current state they don’t feel like they are adding to the game.

  • All elites will now drop extra XP when killed, the amount scales with acts

    • Previously non-chest elites could drop bonus XP or a Potion
    • With the new consumable system player should no longer need potions from elites

  • All elites now have three times the health, and deal 50% more damage than their normal versions

Enemy and Act Difficulty


  • Adjusted the health and damage increases for Act 2 and Act 3
  • Adjusted the enemy spawning for the first 100 turns of Act 1
  • Increased enemy spawn rates in parts of Act 1
  • Added randomness to the Act 2 major spawn event to spawn a wave of either Pawns, Knights, Rook, or Bishops. Previously this was always a wave of pawns.
  • Adjusted the act modifiers for Act 2 and Act 3
  • Enemy health and damage

    • Increased elite health scale from 300% to 400%
    • Decreased king base health from 300 to 200
    • Increased rook base health from 120 to 135
    • Increased bishop base health from 120 to 130
    • Increased queen base health from 150 to 175
    • Reduced bishop attack range from 3 to 2
    • Increased bishop attack damage from 20 to 30
    • Increased Pawn base health 80 -> 90
    • Increased Knight base health 80 -> 85
    • Added randomness to the Act 2 major spawn event to spawn a wave of either Pawns, Knights, Rook, or Bishops. Previously this was always a wave of pawns.

Abilities


Across the board the exact number have been adjusted with the goal of making each ability feel rewarding and fun to select and upgrade. I tried to list them below, but I am sure I missed some changes.

  • Jack Trap

    • Reworked this ability as the original version was unfun
    • Sets a trap to your current tile which will trigger when an enemy collides with it dealing damage to the enemy and launching projectiles in random directions. These projectiles will deal damage to other enemies and trigger other traps.

  • Cribbage

    • Projectiles now shoot in alternating directions
    • I wanted to make this one a bit easier to use since it will be the first ability a player gets, this ability also resembles the starting ability from Vampire survivors. As such, I’m hoping this will act as a good tutorial ability for players.
    • Damage has been reduced since the ability now starts with a base of 2 projectiles and it’s easier to hit enemies

  • Boomerang

    • Reduced the cooldown from [10,8,6] → [8,6,4]
    • Increased the damage from [55, 80, 110, 175] → [75, 100, 150 250]

  • Blizzard

    • Reduced the number of particles from 100 to 50 to improve visual clarity
    • Made the entire effect a bit transparent

  • Tic Tac Toe

    • Increased damage from [55, 75, 100, 160] → [65, 90, 130, 175]
    • Projectiles now always pierce enemies
    • Reduced cooldown from [4, 3, 2] → [3, 2, 1]
    • Increased range from [1, 2, 3, 4, 5] → [2, 3, 4, 5]

  • Yo-Yo

    • Reduced damage form [40, 85, 100, 120] → [40, 65, 100, 150]

  • Marble

    • Increased the base pierce now starts a 2 instead of 1
    • Adjusted max number of projectiles to be at 25 at all levels
    • Can now upgrade number of projectiles to 2 in act 1, previously this was locked to act 2

Character Health



  • All characters will now gain 20 health when leveling up
  • Base health amounts have been reduced by about 50%
  • My goal here is to make the early game feel a lot harder, previously it felt like a bad build could easily get by the early game without getting lucky or having good mechanics. This massive health reduction should mostly felt in Act 1. I balanced this around getting to near the same health by the end of the game.

    • Joker 640 → 350
    • Doll 420 → 200
    • Evil Monkey 690 → 333
    • Smol Wizard 540 → 275
    • Jak 250 → 120
    • Fishbowl 580 → 300
    • Ghost 220 → 185
    • The Real Knight 420 → 230
    • Koala 500 → 270
    • Little Robot 630 → 300
    • Karl 520 → 260
    • Martin 450 → 225

Miscellaneous:


  • The Real Knight

    • Reworked since the original theme of “can’t heal, but has a lot of health”, ended up being a bit confusing since healing related relics would still spawn.
    • Instead this will be a melee focused character

  • Relics

    • Old Smelly Cheese - Removed % max health increase, Added +100 base health increase, Added +20 health gained each level
    • Lucky Crown - Added -5 to Consumable Spawn Rate
    • Magic Carrot - Increased healing amount from 10 to 20
    • Three of Clubs - Increased all damages mods from 30 to 33 (for being on theme)
    • Lost Diadem of the Queen Added +2 to player pierce
    • Ancient Hawacha Rocket Added +2 to range

  • Player Base Stats

    • Increased base XP needed to level for 3 to 5. With the elite dropping more XP the player would get to powerful to quickly so I have adjusted this down a bit.
    • Each level the XP requirement will now increase by 4 (previously 3)

  • Firewall

    • Increased the spawn delay to match the Meteor and Laser map hazards

  • UI

    • Updated the game over screen to show the run stats
    • Update the art of the game over screen
    • Removed XP calculation text as it was just messy
    • Increased the speed the XP bar increased
    • Adjusted other game over UI elements to fit better
    • Update the art on the main menu screen
    • Removed “Early Access” text from main menu screen
    • Removed the early access developer note from main menu screen
    • Disabled stat tracking as it was useless, and as such removed the data tracking opt in message
    • Fixed the run settings screen to now properly show the arrow you are focused on. This was creating some confusion for controller only players
    • Removed the tutorial and controller screens from ever appearing, but you can still access these from the pause menu.
    • On a players first run they will jump right into playing as the Joker, them on their next run they will see the run settings and character select screen. The goal was just to streamline the process and get the player playing sooner.
    • Updated my logo on the main splash screen to be higher resolution
    • Hide the run timer, there is already enough time pressure during the run and this is just extra clutter
    • Run timer is still in the stats screen and game win/lose screen

  • Bugs

    • Fixed a bug where the alien’s teleoperation laser was not dealing melee damage to enemies
    • Fixed an text issue where the wrong text would appear for the laser map hazard
    • Adjusted the level up UI so it moving around the popup would properly work with controllers
    • Attempted to fix a bug where the level up screen would sometimes note work when using a controller or for some steam deck users.


New Beta Build for the 1.0 Release #5

tl;dr; Balance changes

Here are the patch notes for the newest 1.0 beta build. You can play it over on the beta branch.

Changes based on player feedback.

Thanks,
-Aarimous

1.0 Beta Patch Notes #5



  • Increased enemy spawn rates in parts of Act 1
  • Added randomness to the Act 2 major spawn event to spawn a wave of either Pawns, Knights, Rook, or Bishops. Previously this was always a wave of pawns.
  • Pawn base health 80 -> 90
  • Knight base health 80 -> 85
  • Bishop base health 125 -> 130
  • Rook base health 120 -> 135
  • Cribbage ability base damage [65, 110, 180, 300] -> [65, 90, 120, 200]






New Beta Build for the 1.0 Release #4

tl;dr; Polish and a few random changes

Here are the patch notes for the newest 1.0 beta build. You can play it over on the beta branch.

Changes based on player feedback.

Thanks,
-Aarimous

1.0 Beta Patch Notes #4



  • New Records system which will show you if you beat your previous stat. For now this is only shown on the game over screen
  • Fixed the run settings screen to now properly show the arrow you are focused on. This was creating some confusion for controller only players
  • Added a button the settings screen to reset the player progress
  • Added a button to the settings screen to reset the records






New Beta Build for the 1.0 Release

tl;dr; Polish and a few random changes

Here are the patch notes for the newest 1.0 beta build. You can play it over on the beta branch.

A random assortment of polish and a few changes.

Thanks,
-Aarimous

1.0 Beta Patch Notes #3



  • Attempted to fix a bug where the level up screen would sometimes note work when using a controller or for some steam deck users.
  • Updated the game over screen to show the run stats
  • Update the art of the game over screen
  • Removed XP calculation text as it was just messy
  • Increased the speed the XP bar increased
  • Adjusted other game over UI elements to fit better
  • Lost Diadem of the Queen Added +2 to player pierce
  • Ancient Hawacha Rocket Added +2 to range
  • Updated my logo on the main splash screen to be higher resolution
  • Update the art on the main menu screen
  • Removed “Early Access” text from main menu screen
  • Removed the early access developer note from main menu screen
  • Disabled stat tracking as it was useless, and as such removed the data tracking opt in message
  • Removed the tutorial and controller screens from ever appearing, but you can still access these from the pause menu.
  • On a players first run they will jump right into playing as the Joker, them on their next run they will see the run settings and character select screen. The goal was just to streamline the process and get the player playing sooner.






New Beta Build for the 1.0 Release

tl;dr; Balance Changes, Balance Changes, and More Balance Changes

Here are the patch notes for the newest 1.0 beta build. You can play it over on the beta branch.

I played a bunch of runs and after each round made some balance changes. These are the results of those changes. Some of these are buff, some are nerfs, and some are simply just changes. Feel free to call me our if some of these make the game horrible, I don't want my game to be horrible, so I will gladly make and changes or buffs based on your feedback.

Thanks,
-Aarimous

Patch Notes #2


Character Health



  • All characters will now gain 20 health when leveling up
  • Base health amounts have been reduced by about 50%
  • My goal here is to make the early game feel a lot harder, previously it felt like a bad build could easily get by the early game without getting lucky or having good mechanics. This massive health reduction should mostly felt in Act 1. I balanced this around getting to near the same health by the end of the game.
  • Joker 640 → 350
  • Doll 420 → 200
  • Evil Monkey 690 → 333
  • Smol Wizard 540 → 275
  • Jak 250 → 120
  • Fishbowl 580 → 300
  • Ghost 220 → 185
  • The Real Knight 420 → 230
  • Koala 500 → 270
  • Little Robot 630 → 300
  • Karl 520 → 260
  • Martin 450 → 225

Boomerang



  • Reduced the cooldown from [10,8,6] → [8,6,4]
  • Increased the damage from [55, 80, 110, 175] → [75, 100, 150 250]

Blizzard



  • Reduced the number of particles from 100 to 50 to improve visual clarity
  • Made the entire effect a bit transparent

Tic Tac Toe



  • Increased damage from [55, 75, 100, 160] → [65, 90, 130, 175]
  • Projectiles now always pierce enemies
  • Reduced cooldown from [4, 3, 2] → [3, 2, 1]
  • Increased range from [1, 2, 3, 4, 5] → [2, 3, 4, 5]

Yo-Yo



  • Reduced damage form [40, 85, 100, 120] → [40, 65, 100, 150]

Marble



  • Increased the base pierce now starts a 2 instead of 1
  • Adjusted max number of projectiles to be at 25 at all levels
  • Can now upgrade number of projectiles to 2 in act 1, previously this was locked to act 2

Old Smelly Cheese



  • Removed % max health increase
  • Added +100 base health increase
  • Added +20 health gained each level

Firewall



  • Increased the spawn delay to match the Meteor and Laser map hazards
  • Chests are no longer part of the consumable loot pool
  • Each level the XP requirement will now increase by 4 (previously 3)

Enemy and Act Difficulty



  • Adjusted the health and damage increases for Act 2 and Act 3
  • Adjusted the enemy spawning for the first 100 turns of Act 1
  • Reduced bonus XP from elites by 50%
  • Increased elite health scale from 300% to 400%
  • Decreased king base health from 300 to 200
  • Increased rook base health from 120 to 150
  • Increased bishop base health from 120 to 130
  • Increased queen base health from 150 to 175
  • Reduced bishop attack range from 3 to 2
  • Increased bishop attack damage from 20 to 30

Bugs:



  • Fixed an text issue where the wrong text would appear for the laser map hazard
  • Adjusted the level up UI so it moving around the popup would properly work with controllers






Chess Survivors 1.0 BETA

Hi All,

I need your help testing my game! In case you missed this post here, I am fully releasing Chess Survivors on August 31st!

As a solo developer (with a full time job) I can only test so much. So I need you help testing the 1.0 release which I just published on the steam beta branch.

I go into a bit more detail about why I am fully releasing the game now.
https://www.youtube.com/watch?v=hAEHFaOysgg

This patch contains a ton of balance changes and adjustments to the game which ended up being about 2 major patches worth of changes. I will likely make some additional changes in the coming days as I fine tune the balance. Please sent me a message over on my official discord, the steam discussion board, or even on this post.

Thank you,
Aarimous

1.0 BETA Patch Notes


Note: these are subject to change for full 1.0 release

New



  • New Map Consumables System

    • Every so often a random consumable will spawn

      • Potion - heals player
      • Magnet - sucks up all current XP
      • Bomb - creates an explosion dealing damage nearby enemies
      • Frost bomb - creates an explosion freezing nearby enemies
      • Chest - grants a choice of random relics (this can only spawn once per act)

  • New Character based on my cat Karl
  • New Character based on my cat Martin

Changes


Health and Damage:



  • Multiplied all the health and damage numbers by 10 since bigger numbers are more fun.

    • Adjusted damage text to fit new scale of numbers
    • Adjust health bar size to fit new scale of numbers

  • Ability Damage

    • Increased ability damage values across the board with a focus on making single target abilities really scale at the top end of the upgrade path

Elites:


  • Removed Elite Combat Modifiers

    • These include bonus damage (red), reduced damage (blue), and always move (green)
    • These were boring at best and never got the love they deserve. In their current state they don’t feel like they are adding to the game.

  • All elites will now drop extra XP

    • Previously non-chest elites could drop bonus XP or a Potion
    • With the new consumable system player should no longer need potions from elites

  • All elites now have three times the health, and deal 50% more damage than their normal versions
  • Elites drop a twice as much XP

Abilities



  • Jack Trap

    • Reworked this ability as the original version was unfun
    • Sets a trap to your current tile which will trigger when an enemy collides with it dealing damage to the enemy and launching projectiles in random directions. These projectiles will deal damage to other enemies and trigger other traps.

  • Cribbage

    • Projectiles now shoot in alternating directions
    • I wanted to make this one a bit easier to use since it will be the first ability a player gets, this ability also resembles the starting ability from Vampire survivors. As such, I’m hoping this will act as a good tutorial ability for players.
    • Damage has been reduced since the ability now starts with a base of 2 projectiles and it’s easier to hit enemies


Miscellaneous:



  • The Real Knight

    • Reworked since the original theme of “can’t heal, but has a lot of health”, ended up being a bit confusing since healing related relics would still spawn.
    • Instead this will be a melee focused character

  • Relics:

    • Lucky Crown - Added -5 to Consumable Spawn Rate
    • Magic Carrot - Increased healing amount from 10 to 20
    • Three of Clubs - Increased all damages mods from 30 to 33 (for being on theme)

  • Player Base Stats

    • Increased base XP needed to level for 3 to 5. With the elite dropping more XP the player would get
    • to powerful to quickly so I have adjusted this down a bit.

  • UI

    • Hide the run timer, there is already enough time pressure during the run and this is just extra clutter
    • Run timer is still in the stats screen and game win/lose screen

  • Bugs

    • Fixed a bug where the alien’s teleoperation laser was not dealing melee damage to enemies



Chess Survivors 1.0 Release Plans

Hi All,

Mark your calendars! Chess Survivors is going to be fully released on August 31st! The 1.0 release will bring a bunch of new relics, new achievements, two new characters themed off my cats, and a massive re-balance across all the relics, characters, and abilities.

I go into a bit more detail in this video:
https://www.youtube.com/watch?v=hAEHFaOysgg

I am excited, nervous, and sad to be wrapping up development on Chess Survivors.

I’m sad because this game is my first real game and even more, it's been part of my life for over a year now. I’ve spent a lot of time developing Chess Survivors, but I’d bet I’ve spent even more time simply thinking about the game. Needless to say, it will be strange to start a new project, but this game will always have a special place in my heart.

I’m nervous because I decided to cut many of the features or systems I wanted to add (boss fight, endless more, record system, etc..). This makes me nervous because some of these features are things that would take this game to the next level of polish, but I know it’s time for me to move onto my next project. I’m proud of the depth and content I’ve added to Chess Survivors and I think it has more than enough to match the value you would expect from a small indie game like this.

I’m excited, because I have so many ideas for my next project. I’ve become a much better developer and designer over the course of Chess Survivor’s development and I can’t wait to make my next game.

Thank you to all of you who have played my little indie game. A special thank you to everyone who has given me feedback or reported bug.

Cheers,
Aarimous



4 New Abilities 0.11.1 Live Now

tl;dr; 4 New Abilities, Balance Change, Bug Fixes

Hi All,

The preview build for the 0.11.1 patch is now live. I've still got a bit more planned for the 0.11 patches naming a bunch more relics and 2 characters based on my cats. I'm hoping to get this complete by the end of July.

As always, you can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea!

Thanks for playing my little game. :)
Aarimous

0.11.1 Patch Notes



  • Fixed a text bug for The Wise Elder and Tim the Enchanter where the descriptions were not accurate
  • Added a Reset button to the keyboard and controller control mapping screens
  • Bouncy Ball : pierce increased from [2, 3, 4, 5, 6] to [3, 4, 5, 6]
  • Fixed a bug where the enemies would no longer attack a player when the player was sharing a tile with a minion
  • Adjusted the portal animation for the Alien Minion so it's a bit clearer that you can reuse the portal
  • Adjusted the speed an acceleration of the bouncy ball in an attempt to fix an edge case where the ball sometimes gets stuck on enemies and players.



0.11.0 Patch Notes



New Abilities:



  • Snow Day: Create a blizzard over a nearby enemy for a short duration. Each turn the blizzard freezes and deals damage to all enemies inside the blizzard. Dealing damage that would freeze an already frozen enemy will double the damage.
  • Scarecrow Minion: Spawn a scarecrow minion in a nearby tile. When enemies enter its range they will target the scarecrow instead of the player. When dealt damage the scarecrow will deal the same amount of damage back to the attacker. Will despawn if killed or after a some duration.
  • Ping-Pong Paddle: Smash a ping-pong paddle onto a nearby enemy dealing damage to all enemies beneath it. Damage dealt is increased based on the player's melee damage.
  • Bubbles: Blow bubbles at a nearby enemy dealing damage to any enemies they collide with

Balance Changes:



  • Koala: Increased the base movement to have range 2
  • Nightmare : Increased damage tiers from [12, 16, 25] to [16, 20, 30]
  • Nightmare: Reduced cooldown from [3, 2, 1] to [2, 1]

Miscellaneous:



  • Adjusted minions ability descriptions to reflect they now spawn nearby the player instead of in an adjacent tile.
  • Fixed the text for Lucky Crown so it now properly shows the increase to rare relic spawn chance