Further Still: Survivors cover
Further Still: Survivors screenshot
Genre: Indie

Further Still: Survivors

0.6.1 - Gambler Tweaks & Bug Fixes

The last patch introduced a few bugs that showed their head pretty regularly if you had an older save. I've tackled quite a few of these bugs as well as others - and that will be given a lot of focus moving forward, I've had a bunch of people give me copies of their older saves which has proven to be a great help.

I am trying hard to make sure I don't need to wipe save data.

PATCH 0.6.1 - Gambler Refresh & Bug Fixes
- Changes to Gambler

- Healthbar flash on hit
- Wave info moved into pause menu (In future you'll be able to pull pause info as a sliding overlay without pausing)

- Fixed a handful of bugs that caused older saves to crash
- Fixed dirk evolve colour mismatch
- Fixed issue with crashes in Nether & Underwater
- Fixed issue with Bolt evolve crashing game
- Fixed issue with missing input icons
- Fixed issue with a few powers crashing the game when offered on level up
- Fixed ChaosOrb sprite scaling
- Fixed Rewind Power so it works properly

* * *
If you are experiencing any crashes at weird times the best thing you could do is send me a DM on Discord (ArcaneInput#5871) - and you can join the server via the link in game and on this steam page if you just want to right-click > message, and give me ANY details about the crash.

I'm working on a "report bug" button/feature for the next larger patch to make this much easier.

Thanks.

Patch 0.6 - The Fatespinner

It's been a while, but we're still trucking along after a bit of a health scare. Today's patch brings many changes and additions to the game, including the namesake of the patch, The Fatespinner.

New Features:

Fatespinner:
A new NPC that allows you to unlock more powers that can be unlocked during runs as well as being able to toggle certain powers on and off to have a bit more control during runs.

Mage Boss Fight:
A first pass at an "end goal" for each levels- it's a bit more than the minibosses found throughout and gives a clean exit point to the level... if you wish to take it.

Level Empowers:
Added into the game are ways to slightly augment the stats of you, the enemies or the rewards of a run - once unlocked.

Notable Changes:
- A few new weapons/minibosses/items/characters
- Puncture & Recovery are removed
- ARM turned into DEF (Armour > Defense)
- bDAM (Boss against boss enemy types) added
- Weapons level up differently during runs
- Actives have first pass of leveling up
- Mage spells, level pacing, scaling changed
- Weapon masteries are changed (Removing the give:take in favour of small bonuses)

+ An unspeakable amount of small changes and UI reworks.

I apologize for the GUI looking much different but there was a UI bug that I still can't figure out so I had to simplify everything for now to make things functional.

Hotfix 0.5.3.5

- Fixing the "fix" to the level pause changes

Hotfix 0.5.3.4

- Fixed way to unpause game while still in pause menu
- Fixed bosses being killed if spawned outside map (now just repositioned back into map)

Hotfix 0.5.3.3

- Fixed stacking -damage making damaging attacks heal enemies
- Fixed Mirrowbows attacks sometimes not dealing full damage
- Fixed Vsync option sometimes showing the opposite status on checkbox option

Update 0.5.3.2

- Added target frame rate & vsync options to option menu
- MTR removed from weapon upgrades until actives get next progression feature
- Some projectiles no longer pierce world objects
- Added some controller functionality to choose level up options
- Fixed Firebeam targetting
- Fixed some stats incorrectly being displayed

- Rather noticable GUI changes
Healthbar will come back as a character centered UI option in the future as well as some hide options (for input prompts)

Patch 0.5.3 Released

- 2 Items added (Emerald / Flesh Renders)
- 3 New Achievements Added (Crankd/Mega Crank/Blood Thirsty)
- 1 New Fuse Weapon (Ice Spike - Turret/Ice)

- 3 New Mage Spells (Fire x1, Earthx2)
The way spells are going to work as the numbers grow is that each level will have 2 "schools" of magic attached to them - which limits the type of magic found in a level as well as another... feature... being worked on. For instance Grasslands will eventually be Spark + Earth and Desert will be Fire and Earth. This will hopefully make things like PUNC matter more in specific levels where passive enemy ARM gain is more common - giving some slight level & build variation. Currently all spells happen everywhere and this will stop when we reach 10 spells per spell school.

- 10+ Powers added
- Level Up Powers > Power Ups!
Many powers added that are centered around stat growth. (+2 MAG & -2 PWR // +25PCK & -15 SPD) The idea is that these will end up replacing the basic small number stat growths overtime. These options need to feel appealing when you see the ones you want so you don't miss them and also be more build defining/empowering than blanket stat increases.

- Level Power Ups! UI Split
With additional powers the icons in the top right of the screen will continue to grow. For now Stats & Effects are broken into different toggleable lists. Categories and iteration is required here .. especially as the number of Powers will grow.

- Bolt Totem functionality slightly tweaked.
3 projectiles are always fired but your AMT dictates how many totems can be on the map at a time. I swear it's better than you think it is.

- Gambler NPC can now give the equivalent payout ( 1:10 ) in shards and might even have additional items if luck is on your side.

- Levels now will have the same amount of health breakables (and different types) as the Grasslands.
- A couple of map objects are interactable - ie: Health Shrine

- After being frozen enemies cannot be frozen again for 3 seconds (debuff icon added to show this)
- Added unlocked/total counters for weapons and equipment
- Attempt number 12312312 to fix the character experience visual bug
- Attempt number 45 to fix the remaining controller bugs
- Assorted balance tweaks, asset shifts and changes I forgot to document












Bug Fixes 0.5.2.1

- Fixed certain effects having their damage overrode by Mage Spellpower
- Fixed situations that caused passive when hit effect to not fully recharge
- Fixed slowdown that occurred when a special fish enemy spawned

- Changed a few text boxes to allow for larger named items without distortion (Not all... yet)

Patch 0.5.2 Released


  • New Weapon: Hatchets / Blessed Hatchet
  • Fused Weapons Added: Bolt Blade / Clash.
  • You can now lock your faced direction separately from the direction you're moving in. Hold R2/Shift to do so, it will help to turn on the facing arrow indicators in the options menu.
  • Controller Support is moving along. I am hoping the change I'm putting in now will make most controllers work 90% of the time. It's missing some QoL that allows quicker navigating through menus and visual indicators. If you cannot use a controller I would love that feedback - please let me know in the properties under Further Still: Survivors > Properties > Controller that you aren't overriding and aren't using "Steam Input".
  • Countless small tweaks and bug fixes


********************

A few days ago we hit 1 month in Early Access. I might not have kept up the updates on the Steam page showing the updates because it has been rapid fire. During this time I've added:


  • The Fuse weapon system
  • The Weapon trait upgrade system
  • Added enemy debuffs & weapon traits
  • The Gambler NPC
  • The Nether level
  • The Power system - 20+ Powers
  • 8 Weapons + 7 Morphs
  • Countless UI changes and additions
  • 10 Items
  • 10 Mage Spells
  • Rebalances/reworked difficulty curve


And I'm probably forgetting a lot. The point being that there has been a decent clip at which new stuff is being added, fixed and iterated on.

Even looking at the screenshots in the Steam screenshot carousel shows off a ton of visual changes and overhauls. It's quite interesting how much the core game has changed over this short period.

What's been exciting is that this level of workload seems to be easily sustainable and I see it continuing. I already have a couple half done systems that I feel will really round out the whole game loop and get the game closer to looking like a complete experience... and not just a web game.

I am incredibly thankful for everyone who has played the game, left a review or feedback or reached out in some way to offer advice, ideas or some kind words.

Next month I hope I have something a little bit more inciteful to share alongside a huge list of improvement and additions to the game!

Quick Hotfix

Fixed a bug that caused a regular crash at wave 20-24 in the Desert.