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Genre: Indie

Nomad Survival

Progress of Major Update 5



Hello!

Typically, I try to get Major Updates out within roughly 2 weeks of the latest patch. As of today, it's been more than 2 weeks and the Major Update isn't ready. I wanted to make a post to apologize for how long it's taking, as well as inform people that it's still being worked on and its general progress.

Major Update 5 involves completely overhauling the Weapon Skill system and introducing branching paths. It's an effort to add replayability to Characters and to keep them more interesting, as well as making it so Weapon Skills don't fall off as hard as they currently do. This update ended up being a much bigger overhaul than I originally anticipated, and as such, it's simply not done at this time.

A lot of the time was spent figuring out how the system would even work and the general direction to go with the changes. Thankfully, some people are helping Beta test the update as its being worked on in our Discord (anyone can participate) and it's really helping to speed things along.

So, how much longer will this update take? I'm not sure. I don't want to make another false promise. Currently, 3/9 Characters are complete, but the longest part was creating the foundation, so with that out of the way, I should be able to finish up the other Characters much more quickly.

I'm also having Weapon Skills mostly be affected by all stats. Amount, Duration, Projectile Speed, Size -- these are all things that will work with Weapon Skills immediately, which will allow for more interesting and fun builds.



Thank you for your patience. I don't want anyone to think that I've abandoned the game. I've been very active on the Discord taking in feedback and ideas in regards to the new system.

I will be working on a 4th map once this update is finished.

Patch 1.4.4



Hello!

This finishes up some promised quality of life changes and some more fixes.

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!


  • Changed around various aspects in the stat diplay screen in the Pause Menu to be both more accurate and more clear.

  • When using the Whisperer's Weapon Skill, icons showing the location of map objects (Crystalized Chest, Portal, etc.), chests, and bosses are now displayed around the Spirit instead of the player.

  • Changed the "Pet Damage Up" description to be a little less confusing. "by the Pet" -> "by this Pet" and "attack description" -> "Pet Info".

  • Messages displaying the arrival of map objects (i.e; "A CRYSTALLIZED CHEST HAS APPEARED!") now disappear early if that map object is destroyed.

  • Adjusted the positioning of Magic Ray (Magic Missile Relic upgrade) so that it has a higher aim and will be less likely to miss targets by firing too far down.


From this point forward, work will begin on Major Update 5, which will focus mainly on revamping Weapon Skills and introducing a branching evolution system to them. It's going to be a lot of work and require a lot of testing, so this will likely be the core of what Major Update 5 is. I'd love to start working on a 4th map, but I need to have this done first before I can properly balance new content, so it needs to be in this order where a new map will have to wait for Major Update 6.

I will do my best to maintain having a Major Update released within 2~ weeks of the last patch. So, much like last time (for those familiar), expect some radio silence until this Major Update comes to pass.

It'll be a little bit before the first Beta is posted in our Discord, but if you'd like to come check it out when the time comes and test things, provide feedback, etc., I would greatly appreciate it.

You can join the Discord by clicking the banner above.

As usual, stay awesome!

Patch 1.4.3



Hello!

Ended up being pretty busy today, so I'm going to be approaching the stats menu tomorrow. Expect 1.4.4 then to help clarify on things regarding that.

For today, it seems the patch for yesterday really messed up enemy AI, so this fixes that as well as some more community suggestions.

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!


  • Pet Movement Speed remains tied with the Player's Movement Speed, however it now has a minimum speed in which it can go. No more instances of Pets running in place because you chose to run -100% Player Speed as a map modifier.

  • Map Modifiers are now saved between runs (also when reloading the game).

  • Fixed issue where new Pet AI was also being applied to enemies, resulting in weird behavior.

  • Rewrote Pet AI once again. I could not get the Raccoon stuck no matter how hard I tried, so I'm hoping this fixes it for real.


As usual, thank you everyone for your continued support and patience, especially when it comes to bugs.

Stay awesome!

Patch 1.4.2 (Cloud Saves)



Hello!

More bug fixing. More pet tweaking. And, as promised, Cloud Saving!

Finally!

Tomorrow I'm going to try and focus on making the stat menu (in the Pause screen) more consistent and provide more meaningful info. For example, I'm sure the game saying that you have a Duration of 102 doesn't really make much sense.

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!


  • Enabled Cloud Saving.

  • The Raccoon Pet's "Hoarder" trait (magnetization effect) is now less effective and items magnetize to you much slower. This is the INTENDED speed - the previous speed was way too high, so high that you'd invest 1 point into it and ask yourself why you'd ever want to level it up any more than that, even though you had to to unlock further tiers.

  • Changed Pet pathing AI. Hopefully, this will fix the issue of the Raccoon pet sometimes getting stuck and just running in circles.

  • Some changes to the "Medium's Bane" challenge (map 3), tweaking it so abilities you wouldn't expect to hurt you to no longer hurt you.

  • The SP Regen Booster item no longer drops in the "Medium's Bane" challenge (map 3).

  • In the event that you open a chest while being dead, the chest process is now cancelled.

  • Fixed issue where the game would not be properly paused upon victory/defeat.

  • Fixed crash issues related to the Raccoon Pet.


As usual, thank you everyone for your continued support and patience, especially when it comes to bugs.

Stay awesome!

Patch 1.4.1



Hello!

More fixin' up, more quality of life stuff. There'll probably be another patch like this tomorrow as well as I begin working on Cloud Saves.

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!


  • The "Medium's Bane" Challenge (3rd map) has been adjusted, so that skills such as Purifying Circle and Curious Wisp don't inflict multiple counts of damage upon the Player when they shouldn't.

  • Fixed issue where the Goblin King's special ability (3rd map) would hit more than once, resulting in you being obliterated if you're hit.

  • The Raccoon Pet no longer has reduced move speed when carrying chests.

  • The Raccoon Pet now moves map event objects, such as Crystalized Chests and Portals, to the player.

  • Fixed issue where Steam integration was not properly updating mid-run (this is also why taking screenshots was behaving strangely).

  • Fixed issue where Entangle was incorrectly giving the player an invisible aura which destroyed projectiles.

  • Fixed crash related to Pets when no enemies were present on the screen.


As usual, thank you everyone for your continued support and patience, especially when it comes to bugs.

Stay awesome!

Major Update 4

Hello!

Here's the latest major update for Nomad Survival. I don't really have a lot to say this time around, but I did want to say that there's limited keyboard/gamepad support with the new menus for the time being. You'll still be able to use the right joystick to navigate through them, of course.

I've had a lot of requests for Cloud Saving and I keep saying I'll look into it but then never set aside time to do it. You can expect me to start ACTUALLY looking into that now. It's been way too long.

Thanks to the amazing people who helped Beta Test this content in our Discord, Some bugs may have still made it through. Please just let me know of them and I will fix them.

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




  • Added new currency: Gemstones! They are currently only used for Pets, but they will likely see further use in the future.

  • Added Pets (new button in the Title Screen).

  • Added Map Modifiers.

  • Added Challenges.

  • Added 3 Achievements (this is why 3 were showing as Hidden in Steam as of yesterday. They were being tested).

  • The Statue Heritage cannot participate in Map Modifiers or Challenges and its description has been updated to reflect that.

  • The size of the void pools with the Voidwalker Heritage have been increased.

  • Voidwalker void pool damage now scales in a similar fashion as other skills, with a Base Damage of 1.

  • Knight no longer has a Movement Speed penalty when the Weapon Skill is active.

  • Knight's Weapon Skill now lasts for 5 seconds instead of 2 seconds.

  • When the Knight's Weapon Skill ends, the damaging effect now also inflicts a forced knockback upon enemies.

  • Whisperer's Spirit (only the one you're controlling) now picks up EXP and Coins. Items such as Hearts, Magnets, etc. are attracted to the Spirit but not picked up.

  • When opening a chest and collecting a relic, the coins gained are now also properly included in the "New Coins" number and not just Total Coins.

  • Enemy kills have been replaced with Souls. Your kills have automatically been translated to this new currency.

  • When slaying the final boss of a level, you are now given bonus Coins as well as some Gemstones (new currency). Map Modifiers are the best way to get Gemstones, but this will help in accruing them.

  • The Sacrificial Circle (3rd map) no longer accepts boss kills when in Double EXP Mode. This was NOT intentional to begin with, so it's somewhat a bug fix.

  • Rewrote magnetization effects to prioritize the strongest magnet effect. Previously, the Lv.5 Immaterial Cloak effect of having items slowly move to you took precedence over the Magnet item or Statue Heritage effects which had items move to you much faster.

  • Steam Achievements now synchronize with in-game achievements. This means that if you have in-game achievements and, for some reason, don't have the Steam Achievement for that, you will automatically receive it on the Title Screen.

  • "Entangle" now destroys enemy projectiles which come into contact with it.

  • The Level 5 effect of "Immaterial Cloak" now scales with your Item Pickup Range.

  • The Base Damage increases for "Fireball" have been increased from +2 to +3.

  • The Base Damage increases for "Energy Wave" have been increased from +2 to +3.

  • The Base Damage increases for "Purifying Circle" have been increased from +1 to +2.

  • Rotation Speed bonuses for "Infernal Ray" have been increased from +25% to +40%.

  • "Infernal Ray" now hits enemies 30% faster.

  • "Infernal Ray" now gives +2 Base Damage per level that grants it instead of +3. The +30% faster attack rate offsets this more than enough.

  • More levels in "Magic Missile" now provide +1 Base Damage instead of just +1 Magic Missile amount.

  • Passive Skills now have a big bonus at Level 10. The following changes have been made:
    Enchantment Lv.10: +10% Damage -> +50% Damage
    Buckler Lv.10: +1 Defense, +1 Retaliation -> +5 Defense, +3 Retaliation
    Wings Lv.10: +10% Movement Speed -> +50% Movement Speed
    Expansion Lv.10: +10% Size -> +30% Size
    Stamina Potion Lv.10: +0.4 SP/s -> +1.5 SP/s
    Vitality Lv.10: +15% Max HP -> +60% Max HP
    Spirit of Life Lv.10: +3 HP Regen/s -> +10 HP Regen/s
    Hourglass Lv.10: +10% Duration -> +50% Duration
    Curse Lv.10: +5% Chance -> +20% Chance
    Death Sting Lv.10: +1% Chance -> +6% Chance
    Miniaturize Lv.10: +6% Evasion -> +16% Evasion
    Primal Might Lv.10: +20% Crit. Dmg. -> +70% Crit. Dmg.
    Bullseye Lv.10: +5% Crit. Chance -> +15% Crit. Chance
    Psychokinesis Lv.10: +25% Pickup Range -> +100% Pickup Range
    Archery Lv.10: +15% Proj. Speed -> +60% Proj. Speed
    Bravery Lv.10: +30% Knockback Power -> +80% Knockback Power

  • Significantly reduced the damage potential of Retaliation. It was easy to readily do over 1 million damage with this stat and it was way overtuned.

  • Damage potential of Knight's Weapon Skill has been reduced by 75%. It was astonishing how insanely overpowered this ability actually was, and it's still very strong even now.

  • When clicking the "Reset Upgrades" button in the Upgrades menu, you must now confirm that you want to do it.

  • Whenever a confirmation window is created, the background is now darkened to give more emphasis on it.

  • Adjusted chest spawning offset from slain Boss enemies. If a Boss is on top of you when it dies, the chest that spawns should now be on top of you and not somewhere above you.

  • Instant Kill now works appropriately, instead of inflicting 99,999 damage to the enemy (which in some cases wouldn't result in a kill).


BUG FIXES




  • Fixed issue where you could sometimes still take damage even though you're already dead.

  • Fixed issue where Summons (Summoner Heritage) would not destroy Ghost entities or Mindflayer summons.

  • Fixed issue where "Great Divider" was improperly giving +1 Base Damage per level instead of +2 as described.

  • Fixed issue where the timer on victory/game over screen would sometimes display :010 seconds.

  • Fixed issue where Crystalized Chests (map 1) would despawn if too many enemies were present.

  • Fixed issue where enemy projectiles would ignore Evasion.

  • Fixed issue where "Ascension" would not properly give increased SP Regen on levels that provide such a bonus.

  • Fixed issue where Max HP bonuses from the Vitality passive would carry over between runs.

  • Attempted fix for situations where the players HP bar would temporarily extend beyond its max capacity.

  • Fixed issue where level 20 and beyond as the Knight Heritage would not display a full circle ticking down when their Weapon Skill was active.

  • Fixed offset of Purifying Circle. It no longer spawns just below you but instead in the center of you.

  • Fixed issue where Ascension was incorrectly giving +3 SP Regen and not +0.3 SP Regen.

  • The SP Regen bonus from Spectral Sword level ups now properly display in the stats screen within the Pause Menu.

  • Fixed issue where any time an enemy took damage while the Knight's Weapon Skill was active would result in them being unable to move.

  • Fixed issue where playing on Double EXP Mode and then selecting "Play Again" at the end screen would change the game into Normal Mode.

  • Fixed issue where the Knight and Whisperer's Weapon Skill damage display (shown at the end of the run) would not be reset, so this number would keep increasing each run instead of being reset to 0.

  • Fixed issue where "Stamina Potion" would not correctly grant +1 SP Regen in its first level (it was instead giving +0.4).




WHAT'S NEXT



As always, some stuff might not work 100% the way that it should. Thorough testing was done between myself and people volunteering to Beta Test, but if anything seems wrong, please let me know!

For what's next, there's been a lot of confusion surrounding Weapon Skills and what works with them. Does Duration work with Necromancer's Skeletons? Does Size work with Adventurer's Angle Slash? I've had a lot of great suggestions to make this more clear, but I'm actually not going to do any of them! Muahahaha!

But seriously, that's because the next Major Update is going to focus on revamping Weapon Skills entirely. Right now, Weapon Skills quickly become irrelevant (depending on the Character, of course) and they're overall just not very interesting. With the next Major Update, I want to introduce a branching evolution system, where instead of the Weapon Skill just getting a bonus effect at certain levels, you will instead choose in what way it should change.

It won't be just stats. The effect of the Weapon Skill will change and offer different effects and bonuses. There's a lot to it, so it's going to need to be a Major Update in and of itself, but that's why I'm currently NOT looking to clarify on what all works with Weapon Skills. It's about to be completely overhauled!

Thank you for your patience. I'm very active over on our Discord, so please do check that out if you haven't. You can also be a part of the next Beta Test (the next time that happens, of course) if you so choose (anyone can join).

Patch 1.3.3



Hello!

This is most likely the last minor patch before I begin working on the next Major Update. Just a few things I know needed to be fixed and some more quality-of-life improvements. A lot of stuff I've been putting off for too long.

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!


  • The Pause Menu has been redesigned and now includes info on your general stats.

  • Coin display when in a run has been updated to include displaying coins gained within that run. The format is now like this: New Coins (Total Coins)

  • Fixed issue where if you had "Ascension" and it was active, if it expired in the middle of you using the Knight's Weapon Skill, you'd lose your Double Defense bonus (Knight's Weapon Skill effect), resulting in you taking way more damage then you should've as a Knight.

  • Relics which only work on Level 10 skills now say (Requires Level 10) instead of just (Level 10).

  • The level of the skill displayed in the victory/game over screen is now included. The new layout looks like this, for example: [10] Fireball, where the [10] was the level of the skill. This means you had Level 10 Fireball in your Top 5 Skills.

  • Fixed issue where the damage displayed over your head was not respecting faster Game Speed. This meant that, for example when playing around Retaliation, it would take longer for Retaliation to pop if you were playing faster Game Speeds. Note that this was actually fixed in the last patch, but I forgot to include it into the notes.

  • Fixed visual discrepency where Boss enemies in the 3rd map had white outlines instead of yellow (when Enemy Outlines is Enabled in Options).

  • Fixed positioning of Boss health bars in the 3rd map.

  • Fixed visual bug where the Goblin Mech Boss on the 3rd map (and subsequently the final Boss) would telegraph its horizontal projectiles with a slight downward slant.


As usual, thank you everyone for your continued support and patience, especially when it comes to bugs. I'm going to be doing more Beta testing here in the next few days in preparation for the next Major Update. Anyone can participate, so when that time comes, if you'd be interested in checking it out, you can find more info in our Discord (you can click the banner at the top of this post to join).

You'll probably see some radio silence in terms of updates for 1-2 weeks while this update is worked on.

Stay awesome!

Patch 1.3.2



Hello!

Here with a few more quality of life changes, a way to increase your power (while also being a gold sink) by increasing Upgrade levels, and various fixes. I'd like to start working on the next Major Update soon, but we may be due to another little patch tomorrow depending on what comes to my attention.

Also, the whole thing with "Minor Update 7" etc. was quickly getting out of hand, so I've changed the naming convention to be more appropriate. This is patch 1.3.2 (Early Access, of course).

There's also a bit of a gold imbalance between the 2nd map and the 3rd map, hopefully this addresses it a little bit.

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!


  • The following Upgrades have had their level cap increased:
    - Max HP
    - Defense
    - Damage
    - EXP Bonus
    - Pickup Range
    - Crit. Rate
    - Crit. Dmg.
    - Proj. Speed
    - Skill Size
    - Coin Bonus
    - Wpn. Skill Dmg.

  • All enemies within The Ruined Dungeon now have a chance at dropping a higher tier Coin.

  • The amount of gold offered through Chests within The Ruined Dungeon has been doubled.

  • Updated the Chinese translation. Thanks to Mikuru#5245 on Discord for offering their assistance! Hopefully, it's much more readable for our Chinese friends now. Still, if there's more issues, let me know on Discord.

  • Fixed issue where obtaining the Boss Skill for the 2nd or 3rd boss within The Ruined Dungeon would not properly grant you the Boss Skill.

  • Fixed issue where new unlocks wouldn't display the NEW> image next to the Unlocks button in the Title Screen.

  • Unlocks now show the related achievement towards the bottom of the screen. You no longer need to search for the achievement in the Achievements list.

  • Fixed issue where smaller text, such as "SP Regen Boosted!" would not display special characters in translations.

  • The "Reroll Relics" button now includes how many Rerolls you have left. This information was in the description box, but it was too easily overlooked.

  • Fixed issue where map event objects such as the Portal in the 2nd map or Evil Crystal in the 3rd map were being destroyed to make room for more enemies when the enemy cap was reached. I feel pretty dumb that this was the issue all along, but it's good to have it finally fixed!

Minor Update 7



Hello!

There's more stuff than what's here that I want to do, however I wanted to get these changes out quickly so I can more sooner get feedback on the changes, particularly that of the changes with the third map. Because so many people were able to give me such surprisingly detailed and in-depth feedback, it became very clear what adjustments I needed to do, so thank you everyone for that.

Let's see what these changes bring.

Changes tagged with were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!


  • Changes for the 3rd map:
    - Enemies that spawn before the 7 minute mark have had their HP reduced (it gradually picks that up so that enemies beyond this point don't feel like a huge jump)
    - Enemies that spawned at 7 minutes and beyond had a chance of dropping higher tier EXP Orbs. This now starts as early as 3 minutes.
    - The map event ghosts/genies/whatever-you-prefer-to-call-them have had their movement speed reduced by 25%.
    - The ghosts now can hit you once every 3 frames (instead of every 1.5 frames). This effectively halves their DPS potential.
    - The Orc Shaman's rotating orb can now only hit you once every 30 frames (instead of every 1.5 frames). This should resolve the issue of them doing way, way more damage than they should on impact.

  • Fixed issue where the "Let Evil Reign" Achievement would not fire correctly.

  • The visual scheme of Unlocks is now similar to Upgrades. Stuff that's Unlocked vs. stuff that's Unlockable now look sufficiently different.

  • Fixed crash when using the Chinese language.

  • Reduced the SFX volume of "Purifying Circle".

  • Updated translation of Immaterial Cloak's Level 5 description in the Chinese language.

  • Fixed issue where the achievement icon for clearing the 2nd map as Adventurer would be greyed out.

  • Whisperer's Spirits no longer scale with Size. This was unfortunately causing some crashes with the game which would require significant internal changes.

Major Update 2

Hello!

It's been a long time coming, but the game is now completely translatable. In fact, thanks to the amazing contributors over on our Discord, a few languages have already been translated! I'm currently in the works of having the Chinese translation done, however it is being done by a professional translator and as such you won't see the Chinese translation for a week or so. As soon as it's done, I'll implement it, now that the framework for such things is implemented into the game.

The currently available languages are:

English (of course)
German
French
Portuguese
Spanish
Russian


As more people volunteer to translate other languages, they will become available as well. Let me repeat that the Chinese translation is currently being worked on, so it will be included later.

So, why is this a Major Update? Well, if you're a native English speaker, it probably isn't very exciting. The good news, though, is that I'm going to be focusing on new content from this point forward now that all of this stuff is finally out of the way.

We've also started a Beta Branch on our Discord. I'm always looking for people to help test things and as I'm adding in new content, that'll especially be true.

Here's the changelog:

CHANGELOG




  • You can now change the language of the game in the Title Screen.
    - NOTE: Translated languages use a different font. This must be the case until the games resolution is increased (I plan to do this sometime in the future), due to how many translations are significantly more wordy and would absolutely not fit with the default font of the game.

  • Cleaned up the initial loading process of the game. It now loads way faster.

  • The Spectral Bow's arrow sprite has been updated to be of higher resolution so that if the player has a lot of scaling bonuses, it doesn't look quite as terrible.

  • The Level Selection screen has been rearranged in preparation of more levels.

  • The Main Menu, Character Selection, Heritage Selection, and Level Selection screens can now all be navigated with a keyboard/controller. More menus will be done in the future. I apologize for how inconsistent this is so far.


BUG FIXES




  • Attempted fix for the rare situation where Portals don't spawn in The Crossroads. This is very hard for me to track down, so all I can do is keep reworking how it spawns in and seeing if it happens again because it seems to occur so rarely that it's very difficult for me to test. So, as always, please just let me know if this happens again.


WHAT'S NEXT



Localization was really surprisingly big, and not at all possible without the people in the community who volunteered to translate. Having that out of the way is huge and is exactly what's been worked on these past few days.

So, can the game finally start getting new content now? Oh yes. That's exactly what's next on the docket. Currently, I want to start working on a 3rd map. After that's done, I'd like to start looking into map modifiers and challenges. You can expect new achievements, as well. Maybe even some new characters and/or heritages? Only time will tell.

I want to keep working on keyboard/controller support. I want to improve the visual clarity of the game (some skills can get so big that it becomes very difficult to see anything, even if they are being drawn under the enemies). I want to do a great many of things. Keep giving me time and I'll keep giving you results.

As for the translations, they may not be PERFECT right this moment, but if you find some translated text that doesn't make sense or is inconsistent, let us know over on the Discord.

In regards to Cloud Saves, I did some testing with them and am going to need to do some extra coding to get them to work in a manner that's safe. I am looking into it, but I don't want to slap together something haphazard that ends up deleting your save file.

Thank you all for your continued support and patience.