The 4th map has been a topic of controversy. Many people have been able to complete it. Overall, the reception of it has been mostly positive. However, that's not to say that I should just completely ignore the people who've been struggling with it. In order to promote build diversity, I've decided to reduce the HP of ALL enemies/bosses in this map by a percentage. Will this make the map a little easier? Yes!
If you think this is a bad thing, you can partake in Level Modifiers to make the run harder. If you think this change isn't enough, then I apologize but I don't want to reduce the challenge of this new map by too much. I want there to be a degree of difficulty with it.
So, other than that, there's not much to this patch. What I want to start working on next is a way to spend Gemstones on some Upgrades.
Anyway, here's the list:
HP of enemies and bosses in the 4th map have been reduced by 30%.
Increased the danger indication for Summer Lightning and Winter Frost in the 4th map by 20%. They should now be a little bit bigger than the hitbox of the attack, which will likely feel more fair than the indicator being smaller than the hitbox.
Lowered hit SFX volume for Curious Wisp.
As usual, thank you for your continued support. I appreciate the feedback, whether it's positive or negative, as it helps me better shape the game into something more accessible and enjoyable for a wider range of players.
Patch 1.6.3 - Gamepad Compatibility Update
Hello!
Finally, Nomad Survival is now Gamepad compatible in a way that isn't too questionable. Hopefully this will make the game more playable in the Steam Deck in particular. You can finally adjust sliders and more on a Gamepad! Wow, what a concept!
This is mostly just polishing up the game as it moves towards 1.0.
Anyway, here's the list:
Gamepad / Keyboard compatibility has been greatly expanded. They now work on everything except the skill trees of the Pets menu.
When loading up Nomad Survival, it now detects the language of your Operating System and automatically sets your language in-game to that, if available. Language can still be changed in-game.
You no longer need to restart the game client to change Language.
Various language fixes.
Fixed issue where Spectral Sword and Spectral Bow wouldn't roam around the player.
Fixed issue where if a Boss enemy is targeting the Whisper Spirit, it would still face the player. This was strictly a visual bug.
Thanks again, everyone! Stay awesome.
Patch 1.6.2
Hello!
Another little patch. Based on player feedback, I've made the final boss in the 4th map even less tanky.
Anyway, here's the list:
The final boss for the 4th map has had its HP reduced again. This will not be reduced any further. The decision was made because of the amount of people running builds that made the final fight drag on for way too long. It wasn't difficult at that point, just tedious. Hopefully this helps alleviate that.
Fixed issue where various particles would ignore the Skill Opacity slider. This was particularly bad with Fireball.
Fixed issue where Whisperer's Spirits would horizontally shrink when using mouse movement.
Thanks again for taking the time to submit your feedback, everyone. I read everything and take what's said into account for the game.
Patch 1.6.1
Hello!
New little patch. I did most of the explaining for what this patch does in the notes.
Anyway, here's the list:
The Royal Garden - Challenge II has been drastically changed. Let's be honest, this sucked. It was not fun, it was tedious, and it could've used some more thought put into it. So, that's what I've done. You'll notice a variety of changes in this Challenge. They won't be reflected in the description at this time, but I completed this Challenge myself. It took me 7 attempts and was not very frustrating with the new changes. Please let me know how you feel about it!
Tons and tons of bug fixes. I'm so sorry about these. I updated the game engine for Nomad Survival (AFTER Beta testing, which was incredibly stupid on my part) and it broke the way I coded some things. I've been playing wack-a-mole on fixing the crash bugs as they're reported. Thank you everyone for your patience. As it stands right at this exact moment, there are no crash issues remaining. Should any new ones pop up, let me know and I'll fix them ASAP.
Not a very big list! None-the-less, I felt like the change to Challenge II needed to be done soon. I personally really enjoyed Challenge II with the way it is now. Try it out for yourself. It's still difficult, it's still intense, but it's much shorter in length now so dying and having to start over doesn't feel nearly as frustrating.
Thank you everyone!
Major Update 6
Hello! Hope everyone is doing well.
It's been a long time since a new map was added to Nomad Survival, none-the-less some genuinely difficult content. The update today covers both. The new map is very difficult and, well, why not check it out yourself?
Just be prepared for a challenge.
Thanks to all of the beta testers over on our Discord (you can find our Discord here: https://discord.com/invite/779FCkeeWT ) for their help, and of course the Community Translators. Speaking of which, if you'd like to help with translating Nomad Survival (which I would greatly appreciate), I use a website called Localizor for that. You can check it out here: https://www.localizor.com/nomad-survival
Anyway, here's the patch notes!
Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!
CHANGELOG
New Map: The Royal Garden
Added 2 new Heritages. What could they be?
Added 15 new Achievements.
"Psychokinesis" Passive has been changed. Every 2 levels, it now grants +1 Item Pickup Range and +5% Item Magnet. At Lv.10, this effect is +3 Item Pickup Range and +30% Item Magnet.
Enemies now unstuck themselves towards the player if they are unable to determine which direction they should be unstucking in.
Enemies no longer unstuck while the game is paused.
Enemies stopped spawning whenever you go below 30 FPS. Its intention was to prevent you from lagging too much in rare situations where this could occur. This number has now been changed from 30 to 2. Enemies will now always spawn unless you're at a crawl on 2 FPS (this should never happen).
The "Gamepad Aiming" option now defaults to being disabled. (If you've played Nomad Survival before, this won't do anything, as your settings are saved to your Save File)
Enemy skills now draw over everything else so that they're more consistently visible.
Code handling for magnetizing items has been rewritten. Effects now stack additively instead of the highest speed taking precedent. This should fix issues regarding items being magnetized to you more slowly than they should. You might not notice this effect much as a player, it's more of an elaborate bug fix.
When clicking the Play button to start a run, you will no longer automatically start moving via mouse movement. This should fix issues regarding people not getting the "Like A Stone" achievement (you technically moved at the very beginning of the run before this change, which is why you would fail the achievement).
The Whisperer now gets some invincibility frames after their Spirit despawns, to prevent issues where your Spirit despawns in the middle of your Character being hit with projectiles, resulting in instant-death.
BUG FIXES
Fixed issue where you would incorrectly gain additional iframes with higher Game Speeds. This means that the duration of being invincible lasted longer than it should've on higher Game Speeds.
Fixed issue where long projectiles (arrows, spears, etc.) shot from enemies would not have their hitbox rotated properly, meaning that they would have a wide, short hitbox regardless of the direction they're facing.
Fixed issue where if "Gamepad Aiming" is Enabled and you have a Gamepad plugged in, but never use it, you'll always fire an arrow in the direction you're moving instead of towards the cursor as it should be.
Fixed issue where enemies would move unusually slow when playing on +50% Game Speed.
Fixed issue where items (EXP, Coins, etc.) would be moved towards the bottom of the player sprite, which resulted in rare situations where items would move to you and stop just before being picked up.
Fixed issue where when playing as the Quickling and going for the Weapon Skill Evolution where your Weapon Skill has permanent uptime, if playing in the first Challenge of The Dry Marsh, your Speed Wakes would be unusually massive.
Fixed issue where pets would not roam properly when playing on higher Game Speeds.
Fixed issue where some Knight skills would incorrectly count as Spectral Sword damage.
WHAT'S NEXT
Nomad Survival is pretty content rich, and as I've worked on it I've slowly but surely began to lose the passion for it that I once had. Next to be worked on will be moving the game into a 1.0 state after polishing it up and introducing more ways to spend Gemstones.
I apologize to anyone that may be disappointed by this decision. For a $3 game, Nomad Survival still has a lot going on for it and I can't keep it going forever. I made a couple promises that I can't keep and for that I am truly sorry to anyone that was looking forward to some of the features I had said would be implemented into Nomad Survival.
It wouldn't make any sense to force myself to keep working on the game because content would not be made with the care and love that it deserves and it would end up being rushed. As it stands right now, this map will be the last map for Nomad Survival.
As a one-man dev, I've spent a great many hours working on this game and at this point I'm ready to move on. Thank you to the community and all of those that gave their support. When I say you're all awesome, I mean it.
I don't know when 1.0 will come, but it's not going to contain too many exciting new things. As I said, just polishing the game up and adding in more stuff to spend Gemstones on. That's really about it. Other than that, I want to move onto a new project. I don't want to disappoint anyone (you have no idea how much announcing this was bothering me) but at the same time, I have to be realistic. I hope everyone understands.
Thank you for reading. You have all my love.
Stay awesome!
Patch 1.5.3
Hello!
As mentioned before, this patch mostly focuses on a solution for people who have issues with their Cloud Saves moving forward. Unfortunately, if you were already having problems, then this would not apply to you.
When moving to a new device, there is a chance that something can go wrong with your Steam Cloud Save. This new feature allows you to explore the save files in your Steam Cloud so that you can re-load your data and not lose anything in the event that this occurs.
Anyway, here's the list:
Added "Sync Cloud Save" button to the Title screen. For instances where you play Nomad Survival on a new device and run into issues with your Cloud Save not loading properly, this now gives you options to force Cloud Saves.
Fixed issue where when choosing The White path as The Divine would result in infinite invincibility when moving with the mouse.
Fixed issue where additional Ravens from the Unkindness path as the Necromancer would not actually curse enemies, meaning only your initial Raven would spawn skeletons, but no other Ravens ever would.
Fixed issue where Backup 1 was not properly being saved to the Steam Cloud. Backup 2 was and is being properly saved.
Fixed issue where Lv.0 Expansion displayed as "Size" and not "Skill Size".
This will likely be the last small update before Major Update 6. These new features added in the smaller patches don't fully have translates yet, so you may see Nomad Survival get quiet updates here and there where I implement those as I receive them.
If you'd like to help beta test Major Update 6 (when a beta build becomes available), head on over to our Discord. Anyone is allowed to join and participate. At the time of this posting, there isn't yet a beta build to be tested. Patience!
As usual, please expect 3~ weeks of not-much-going-on while this update is created, tested, and finalized.
Thanks!
Patch 1.5.2
Hello!
Expect a Patch 1.5.3 in the next few days, where I'll primarily be looking into the Cloud Save sync issues people are having. Other than that, outside of fixing up more bugs, I think 1.5.3 will be the last minor patch before work begins on Major Update 6.
Patch 1.5.2 focuses on fixing the numerous bugs that have been reported and adds in a couple more quality-of-life changes. As usual, let me know of any bugs you find.
Anyway, here's the list:
Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!
When using Gamepad Aiming, if you are not aiming with the right joystick, arrows will default to being aimed in the direction you're moving.
Enemies now unstuck themselves from walls faster depending on your Game Speed and the Enemy Speed Level Modifier.
Quickling now has a bonus Movement Speed cap. This only applies to the extra Movement Speed granted the longer you are using its Weapon Skill. Any other bonus remains uncapped. There was an issue where you could go so obscenely fast that you could phase into walls, crashing the game. I had no idea this was possible, but when you're going THAT fast, I suppose it's bound to break some things!
Added "Restart" option to the Pause Menu. This will only display as English for the time being. I will be pushing new text to be translated soon.
Added "Racoon Chest" option to the Options Menu. This will only display as English for the time being. I will be pushing new text to be translated soon.
Other than the aforementioned, a fully translated French version has been implemented. Thanks again to NoBansstp on Discord!
A "View Relics" button has been added to the Relic selection screen.
Fixed issue where Blade Echos from Adventurer's "Focus Edge" path were not calculating Amount properly.
Fixed issue where some skills would not create additional copies based on Amount specifically when playing on +200% Game Speed.
Fixed issue where Necromancer's Skeleton Archer would only fire additional arrows from Amount once and would then only shoot 1 Arrow for the rest of their lifespan.
Fixed issue where Spectral Swords would incorrectly use evolved Weapon Skills despite not having the appropriate Relic as an Adventurer.
Fixed issue where, if you increase the Enemy Speed Level Modifier, they would get knocked back much further as a result. This was particular with skills with forced knockbacks.
Fixed issue where Ratfolk Archer's aiming indicator would sometimes still display when not aiming with the right joystick.
Fixed issue where Gamepad Aiming was backwards - you had to turn it OFF to use a Gamepad. Oops.
Fixed issue where Ratfolk Archer's arrows would aim in unexpected directions when using Gamepad Aiming.
Slowly but surely I'm tackling items on the "Accepted Suggestions" list on the Discord. Please keep your great suggestions coming. I don't mind adding onto this list whenever something great comes along! Please feel free to do this on the Discord (you can join by clicking on the Discord banner above).
As usual, stay awesome!
Patch 1.5.1
Hello!
Looks like that mouse movement was pretty buggy! Hopefully this addressed all of its problems. Thank you everyone for your bug reports!
I'll be doing another patch tomorrow for some quality-of-life features, fixing the bugs that will inevitably show up, and implementing a new, polished French translation thanks to NoBansstp in our Discord!
Speaking of Discord. Feel free to join by clicking on the banner above!
Anyway, here's the list:
Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!
2 new Options in the Options Menu: Mouse Movement and Gamepad Aiming. Note that these will always display as English for now. Translations will be handled in later patches. Sorry for the inconvenience!
Initial scaling for Fireball Explosions are no longer tripled but instead increased by 50%.
Cooldown of Fireball has been reduced by 50%.
When leveling up, there is a short delay between when your skill options are displayed and when you can actually click on them, in an effort to prevent accidentally clicking on skills as soon as the level up screen is brought up. This delay has been increased.
When leveling up, pausing the game, or opening a chest, mouse-based movement is reset and will require the mouse to be re-clicked to begin moving again. This should issues such as choosing an option when leveling up and immediately moving afterward because it detects that your mouse button is held down, even if just for a moment.
Fixed issue where the Ratfolk Archer would always shoot one of its arrows directly to the right if a Gamepad was detected.
Fixed issue where some enemy skills would damage you even when the game is paused.
Fixed issue where the Boss skill of the 3rd Boss in The Crossroads would fire its beams at an angle.
Fixed issue where the Knight would use its Weapon Skill twice in some instances.
Fixed issue where The Divine couldn't move with mouse despite being allowed to move elsewise.
Fixed issue where you could not aim with mouse movement as a Statue.
Fixed issue where moving with a mouse as a Quickling would, with some Weapon Skill Evolutions, give improper movement speed.
Fixed issue where you could still move with -100% Player Speed using mouse movement as certain Characters.
Fixed issues regarding mouse movement and Voidwalker.
Changes to how Curious Wisp handles rotation speed. This shouldn't be very noticeable as a player but should hopefully fix the issue of the orbs visually sitting still in some cases.
Fixed issue where inner rings of Curious Wisps would have fewer orbs than intended.
I'm going to be tackling some more of the accepted suggestions (see the Discord for info) and looking out for more suggestions to add to that list with the next couple of patches before work will begin on Major Update 6. Thank you all once again for your support and for your patience!
As usual, stay awesome!
Major Update 5
Hello! Hope everyone is doing well.
Today's finally the day. Major Update 5 is here and it's easily the biggest update Nomad Survival has ever had. Thank you everyone for your patience. I originally planned for this update to take 2 weeks, but it ended up taking closer to 2 months!
This update does a lot of quality-of-life changes alongside the introduction of a massive Weapon Skill overhaul. Major Update 6 will be focused on a 4th map, so for those of you looking for more content in that direction, it's coming, and working on a map is way easier than doing a massive overhaul, so expect it to be much sooner than 2 months.
This update has some buffs to Characters and some nerfs. I get that a lot of people have a philosophy that nothing should ever be nerfed, but this is such a massive change to the Weapon Skill system that there were cases where it simply had to happen.
Thanks to all of the beta testers over on our Discord (you can find our Discord here: https://discord.com/invite/779FCkeeWT ) for their help, and of course the Community Translators. Speaking of which, if you'd like to help with translating Nomad Survival (which I would greatly appreciate), I use a website called Localizor for that. You can check it out here: https://www.localizor.com/nomad-survival
Big special shout out to Mikuru in Discord for their work with Chinese translations. They are single-handedly keeping the Chinese translation updated with each patch and for that I am tremendously grateful. Big special shout out to Dravic in Discord for translating the entire game into Polish by themselves (and pretty quickly, too!). Incredible work. Nomad Survival has over 8,000(!) words in it, so this is quite the feat!
Anyway, here's the patch notes!
Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!
CHANGELOG
Weapon Skills now have branching evolutions where you are offered 2 choices at Lv.30 and then 2 more choices based on your previous choice at Lv.60. In total, this amounts to over 50 skills between the 9 Characters.
Many Base Weapon Skills have been changed.
Most stats now affect Weapon Skills. The notable exceptions are logical. For example, Projectile Speed and Duration isn't going to do anything for a quick sword slash attack. It makes sense that it wouldn't.
Adjusted or replaced Weapon Skills which were redundant due to the aforementioned change.
Reduced SP Regen increases across the board, typically anywhere from 30% to 50%. The old SP Regen values are not balanced for the new Weapon Skill system.
"SP Regen Booster" item has been removed. With the new Weapon Skill system, this item was often too crazy and would result in significant lag.
Merchant Heritage has been reworked. The old system of doubling Weapon Skill Amount would've DEFINITELY not worked with the new system now that Amount works with most Weapon Skills!
You can now move with your mouse. Hold down the left mouse button and your Character will attempt to run to it. This means you can officially play Nomad Survival with one hand!
When adjusting Game Speed, the FPS of the game is no longer modified. The game might feel a little weird now, but that's because everything is now being sped up properly (and things which don't need sped up, aren't) instead of just increasing the FPS of the game.
Added +200% Game Speed option. Just in case you're feeling particularly adventurous.
Redesigned Ratfolk Archer's arrows so that they scale up better. They are also now longer.
Ratfolk Archer now properly supports Gamepads, making the cursor invisible when use of the right joystick is detected and bringing up an aiming path for the player to aim based on the direction their joystick is tilted. An option to disable this and revert to the old system will be added at a later date.
Increased damage number popup cap from 80 to 180.
Changed skill icons away from public asset packs into icons commissioned for Nomad Survival.
The "Colorless Glyph" Relic which Doubles Size now increases Size by 50% instead.
Fox, Owl, and Cat pets now move 50% faster.
Cat pets maximum allowed target range has been increased by 60%.
Fox, Owl, and Cat pets have had their attack rate doubled.
Fox and Cat pets now inflict 50% more damage.
Summoner Heritage now has a Summon cap of 12 instead of 5.
Summons from the Summoner Heritage are now influenced by Duration and Size.
Void Rifts from the Voidwalker Heritage no longer despawn when hitting an enemy.
Void Rifts from the Voidwalker Heritage are now influenced by Duration (they were already influenced by Size).
The descriptions of the Summoner and Voidwalker Heritages have been updated to reflect this new information
Added "Rerolls" Stat to the Stats display in the Pause Menu.
Added "Max SP" Stat to the Stats display in the Pause Menu.
Spectral Sword has had its wording updated to help better describe what it does.
Spectral Sword has had its ability slightly changed. It only mimics your Base Weapon Skill, not any of your chosen Weapon Skill Evolutions.
Spectral Sword Relics have been changed. Instead of them attacking on their own, they now mimic your Weapon Skill Evolutions (1st and 2nd respectively) if applicable.
Spectral Sword description now clearly states that Amount doesn't increase the number of Weapon Skills used. This is a balancing measure and it must be this way to prevent this skill from being too strong.
Cleaned up Stats menu, removing unnecessary decimal places in various skills and bringing more consistency to the information being displayed.
Re-aligned various pieces of text which were slightly offcenter.
Added "Amount unmodifiable" to all skills where Amount doesn't do anything, even if it's pretty obvious. This is more for consistency than anything.
Necromancer's summoning SFX have been changed to be less annoying.
All particle effects are now affected by the Skill Opacity slider.
Player HP bar always draws above everything else. Please let me know of instances where this is still not the case.
Numbers regarding damage taken have been moved so that they're drawn on top of the HP bar.
Knight's Weapon Skill "Provoke" now fires even if you took no damage. It'll just inflict 1 damage.
Entangle's Poisonous Pool Relic is now influenced by Size and has its initial Size doubled.
Entangle's Poisonous Pool Relic is now influenced by Duration.
Fireball Explosions are now influenced by Size.
Initial Fireball Explosion scaling has been tripled.
Fireball Shrapnel is now influenced by Duration.
Curious Wisp no longer has an Amount limit.
The Raccoon pet now always defaults to returning to the player if it can't find any viable targets. This should ideally fix issues with the Raccoon getting stuck in particular.
Player X/Y coordinates have been added to the "Display FPS" option in the Options Menu.
When summoning a Spirit as Whisperer, your HP bar and damage taken numbers are now also displayed with the Spirit. This should help with risk management when playing as this Character.
Spirit enemies in The Crossroads no longer have a blue outline (which is typically reserved for friendly units). Their outline is now orange.
BUG FIXES
Fixed issue where Ascension Relics were incorrectly providing Amount bonuses when they shouldn't (this of course applies to the Relics that don't state they increase Amount).
Fixed issue where some skills were completing their animation while the game is paused. Please let me know if you find any other instances of this happening.
Fixed issue where Amount could not go above 9. Don't ask.
Rewrote code regarding Knight bonus defense handling. This should fix all issues related to their Defense bonus being abruptly removed in the middle of their Weapon Skill.
Fixed issue where Chain Lightshock's Spark effect would hit enemies more rapidly than intended.
Fixed issue where the Homunculus Summon from the Summoner Heritage did not have double attack speed as it should.
Fixed issue where if enemies are right next to you, Fireballs would not properly create Explosions.
Fixed issue where if no enemies were present, the timer would pause.
WHAT'S NEXT
With an update this big, there's bound to be some stuff that's not quite working 100% the way that it should. Please let me know over on the Steam Discussion Boards or on the Discord about issues you've experienced. Please note that I'm much more active on the Discord (Discord link is at the top of this post).
Many great suggestions have been made on the Discord and I'm now starting to go down the list of accepted suggestions and working on getting them implemented. If you have a suggestion, the Discord is the best place for it.
I know that there's been a lot of questions about when the next map is being implemented, as I know a lot of you have pretty much "completed" Nomad Survival in its current state. No worries, a 4th map is next to be worked on, and once that's completed, I want to dive straight into Map 5, so expect more challenging content to come your way soon!
I've also been working with the creators of the music used in Nomad Survival and have arranged for selling the soundtrack! For those of you who really enjoy the music in Nomad Survival, it'll be on sale in Steam soon. I'll make an announcement when that's the case.
Thanks again for all of your continued support. Stay awesome!
Quick Progress Report
Hello!
I wanted to make this post to say thanks to everyone who have been so patient! It definitely made me feel a lot better about just how long this update is taking when I saw all of the support in the comments with the last announcement. Truth be told, I expected this update to take no longer than a month, but here we are anyway, eh?
Major Update 5 is still being worked on. For those that don't know, it's an update that involves a very significant change to Weapon Skills for Characters. As of today, this update only has 2 more Characters to go and then it's done. I can see the light at the end of the tunnel, and I'll be glad to move on to working on other things, because this update has been pretty exhausting!
I'm mostly making this post to let people know that work continues on the update. If you're a part of our Discord ( https://discord.com/invite/779FCkeeWT ) you most certainly already know this, but I know many of you don't want to deal with that sort of thing, so this post is for you.
I was going to share some images or .gif's of progress that's been made so far, but I decided not to. It's more fun if I don't spoil anything, so that when the update is finally here, you have a lot of stuff to dive into and check out and it's all a total mystery (outside of the one image I posted last time, that is).
Also, I've no doubt that for many of you, Nomad Survival is not very challenging. When this update is finished, it'll probably be even easier. That's why once this update is finished, I want to go straight into working on new maps. That's the current plan, but I digress. This was supposed to be a "quick" post!
Once again, thank you everyone for your support and your patience. Your kind words and reassurance have been great for my state of mind moving forward on this long update.