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

Further Still: Survivors

Hotfix

Monster & Boss HP scaling changes.

Update Notes for 0.5.0

Meta progression changes.

Equipment stats and effects have been shuffled and rebalanced.
- Passive On Hit Effects have been moved to Armour pieces

Weapons are now able to be leveled & upgraded.
- Using a weapon gains it experience which unlocks permanent bonuses to choose from
- Leveling up a weapon at the Mystic gives you a point to choose from said bonuses

Massive number rebalance.
-In order to make some space and help smooth out some bonuses. Approximately all numbers have been boosted by 2x. This includes baseline damage for weapons and enemy health pools.
Weapon level up upgrades have also seen rebalances. This is just a first starting point and there will be tweaks to bring the curve back to where it was with higher numbers.

There have been countless small changes, tweaks and additions that have come directly from player feedback and I can't thank those people enough.

Update Notes for Patch 0.4.4

Player feedback based changes:
- Various UI changes (Save selected Level/Char between runs, hover feedback, glossary terms)
- New weapon selections on level given heigher drop weight
- Added facing arrows & toggle option for it
- Wave modifiers (On Guard) and others toned down, changed - and currently being worked on to be a pick your difficulty style set of options.

- 2 New Achievements
- 3 New Powers - Training, Barter, Regen
- New option to combine damage text popups
- Game saves in settlement when resources are spent
- Bomb morph changed > Jimbo Bomb
- 1 new equipment added. Feeling lucky?
- Assorted balance tweaks and asset shifts

Update Notes for 0.4.3d

- 2 New Weapons: Thorn / Overgrowth & Red Pixel/Dead Pixels
- Ice Morph Changed Back to Ice Shower
- Level Up UI Shows morph weapon stat upgrades
- During pause can see rough look at current weapon upgrades
- Assorted balance tweaks and asset shifts

Update Notes for 0.4.3c

-New Weapon: Arcana (No Morph yet)
-Added additional UI for showing effects in buying phase
-Added Burn debuff
-2 New Items & some items getting new effects
-Dirk/Fan of Dirks & Spear/Jeweled Spear got a much needed target acquisition change
- Assorted balance tweaks and asset shifts

Thanks for the all feedback so far guys. I've been trying to update faster rather than waiting for giant drops with anything that just feels right.

Update Notes for 0.4.3

0.4.3:
- New weapon: Katana
- 3 New powers: Unstable Power, Rage, Flashy Kill
- 2 New Characters: Leo & ...
- New NPC: Gambler (Initial implementation)
- Reworked monster spawns, wave modifiers
- Assorted balance tweaks and asset shifts

Update Notes for 0.4.2

0.4.2
-3 New Powers: Pay To Win, Seasoned Fighter & Unworthy Opponent
-Initial power/buff display implementation
-End of level has bonus gold/experience based on performance
-Characters gain experience and can unlock their starting weapon to be used as a starting weapon for other characters
-Assorted balance tweaks and asset shifts

Update Notes for 0.4.1

0.4.1
-New weapon added: Holy
-New level up options added: Powers
-Altered how level up options are generated
-Changed level UI
-Changed tooltips to show values of items and weapons even if not unlocked
-Assorted tweaks (balance & assets)

Preparing for the Public Early Access

The time for private testing is almost over.

It's been quite an ordeal to go from a game jam title to something that will live on Steam and be updated alongside player feedback.. but I made it!

I want to thank all of the people who tested the build and gave feedback and even a few who ran the game on as many different devices that they could get their hands on to make sure that it was stable enough to release.

I have learned so much from even just getting a seemingly simple game into the state it is now.

In programming there is a bit of a funny saying that goes..

The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of development time.
-Tom Cargill, Bell Labs -Michael Scott

Everything takes so much longer than it seems and in the process of creation you always want to double back and reimplement, refactor and redo so much that you've already spent time doing, for no other reason than you figured out a cooler way to do it.

The game will release in public early access tomorrow, noon PST.

It's been wild.

I am eager to await all the scathing feedback and invite you to come into the Discord channel (Find it in the Steam store page description) and let me have it.