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
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.
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
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