Starship Survivor cover
Starship Survivor screenshot
Genre: Strategy, Indie

Starship Survivor

Starship Survival is Retiring from the Steam Store.

Three years ago, we shared with the community that development on the game was ending:
https://steamcommunity.com/app/560010/discussions/1/1456202492183355927/

We had some hope to return to it later, but that didn't pan out.
It's time to make it official and retire from the steam store.

We appreciate our players, developers, artists, and investors.

Patch Notes 4/13/2017

Hi Survivors,

we just uploaded a new patch:

- begin the game with a 2nd gun in the starting weapon crate
- enemies dissolve death animation instead of exploding
- locked elevator has a Red forcefield, turns Blue when unlocked
- player teleport energy bar moved to the right hand
- tweaks to occlusion culling
- many fixes in level geometry/colliders

We hope you enjoy!

Sincerely,
Alexander De Ridder
CTO Edgylabs.com

Patch Notes 4/13/2017

Hi Survivors,

we just uploaded a new patch:

- begin the game with a 2nd gun in the starting weapon crate
- enemies dissolve death animation instead of exploding
- locked elevator has a Red forcefield, turns Blue when unlocked
- player teleport energy bar moved to the right hand
- tweaks to occlusion culling
- many fixes in level geometry/colliders

We hope you enjoy!

Sincerely,
Alexander De Ridder
CTO Edgylabs.com

Patch Notes 2/15/2017 - CONTENT UPDATE

Hi Survivors,

we are happy to report that in our new patch we have 5 new room designs!

- Starting_Room
- Mess_Hall
- Medic_Bay
- Command_Room
- Big_Cryogenic

Happy hunting!

Sincerely,
Alexander De Ridder
CTO Edgylabs.com

Patch Notes 1/29/2017

Hi Survivors,

we rolled out a patch to address some leading issues with the game:

- FIXED Counting HighScores (We achieved 1690 points, how about you?)
- FIXED Teleporting close to walls (no longer possible to enter wall)
- FIXED Return to the menu after winning.
- FIXED A bug at the tutorial start when a player moves too fast.

New content:

- Several new rooms have been added to the game in the past few weeks. We are still working on more!
- Over 30 new sound effects added to the game in the past few weeks. We are still working on more!

Thank you for your ongoing support!

Sincerely,
Alexander De Ridder
CTO Edgylabs.com

Patch Notes 01/22/17 - Performance Patch - FPS !!

Hi Survivors,

We have a very nice surprise for you in this latest patch! We have completed significant upgrades to the engine code and optimized the game so that we have gained significant FPS improvements.

In our patch tests, we were able to play on hard with 15 room levels for a long time and big waves of monsters while having a very strong framerate and no lag.

We think this is going to make our game a lot more enjoyable for all of you! This is an example of player feedback turned into a major feature. We care about your feedback and give it the highest priority!

This patch we've also addressed a bunch of maintenance issues:

- FIXED: Turret placement spots should not affect Astar (now monsters can not pass through if it spawns in a narrow space)

- FIXED: Health bars on turrets, power generators, and monsters should always face the player (now they rotate with monster movement)

- FIXED: The red hit effect is not properly aligned (sometimes we can see where the effect ends on the edge)

- FIXED: Fix LeaderBoards!

- FIXED: Problems with crystals delivering to towers/ light switch, from time to time crystals just run out of me by themselves also few times when I try to upgrade tower once with 3 crystals tower eat all of my 16 crystals.

- FIXED: Change behavior of event system for Pause menu (due to Event system low performance)

- FIXED: Add Colliders to few of walls prefabs

- FIXED: Sometimes a room spawns without a power switch, which results in levels which cannot be won. We found a bug in our procedural level generator and fixed it.

We also worked on new rooms and designed a Command Bridge. More to come! Let us know how the performance updates improved the game for you in the discussion boards!

Sincerely,
Alexander De Ridder
CTO Edgylabs.com

Patch Notes 01/12/17 - Jump, Dash & Bullet Time!

Greetings Survivors,

I am pleased to share this week's patch update with you.

The big news in this patch is the new movement system beta. It has a significant impact on gameplay, so we won't make it default until we confirm that this type of locomotion system is what players prefer. We look forward to your test feedback. We've worked very hard on this locomotion system for the past three weeks, so this patch is a very significant release.

Please read these patch notes carefully.

==> To try the beta movement, use the options screen. <==

There are no in-game instructions yet; please read the patch notes for instructions:

=== MOVEMENT BETA INSTRUCTIONS ===

1. Two basic teleportation types: Dash and Jump

2. Dashing translates Player straight to chosen destination

3. Jumping translates Player along teleportation arc

4. Player chooses teleportation destination using arc, visually extending from the hand performing the movement. The curve tilt can be controlled by rotating hand along its roll axis.

5. Teleportation requires Energy which fills up automatically. Energy is needed to perform Dash/Jump and is lost continuously when the player starts to use the teleporter. Also, Dashing/Jumping instantaneously depletes some of the Energy

6. You can activate Bullet time in Dashing/Jumping, which after some period slows everything for a brief moment.

7. Teleporter destination is snapped to the ground when it collides with an obstacle at a height not higher than headset height. While Dashing/Jumping, no collision detection is performed.

8. Teleporter is enabled by pressing forward on thumbpad, releasing forward button starts Dashing/Jumping or cancels it if the destination is invalid or energy is too low. By pressing the grip button when teleporter is enabled, a Player can perform Bullet Dash/Jump.


===========================

Bug Fixes:

- Returning from Steam menu no longer freezes hands in the game.
- Towers no longer stop shooting after some time
- Monsters no longer get stuck in a doorway occasionally and are correctly removed after dying
- Further fixes to volume levels in Tutorial level 2

General:

- Removed middle finger from main menu

Coming to Starship Survivor:

- Blood impact effects for monsters!
- We've made steady progress on other long-term objectives for new content, which we'll share with you in the coming weeks.


We hope you enjoy this week's patch. Please share your experience with us!

Sincerely,
Alexander De Ridder
CTO Edgylabs.com

Patch Notes 01/06/16 - League of Scary!

Greetings Survivors,

We are happy to let you know that we’ve uploaded our new patch!

This patch is Scary because we've added more suspense to the game this week, the game got quite a bit darker, slower paced and less predictable.

We also took a few cues from League Of Legends because power stations are like inhibitors - they cause more monsters to spawn, and towers and monsters now have health bars.

It’s an exciting update with tons of new stuff. You may notice that a lot of the updates are directly related to player feedback we’ve received. That’s because we value your opinion more than anything. We make this game for you, so keep sharing your experience with us: you are making a real impact!

Patch Notes:



TUTORIAL:

- We fixed the volume in stage 2
- We balanced the monster spawning speed in stage 2
- Balanced weapon cooldown
- Visual Aids linger on four extra seconds before disappearing

MONSTERS:

- New SCARY MONSTER spawn method!

A Scary Monster will sneak up on you every few minutes. A Scary Monster is a monster that spawns apart from the regular spawn systems, has increased movement speed, and most importantly: no movement sounds so you don't hear it coming.

- Monsters now have hostile health bars. You will be able to plan your attacks better.

- Monster attack logic updated

Monsters prioritize attacking the closest target between players and towers, if there is no player in the room, it will prioritize attacking towers over power switches. Monsters sometimes attack power switches, but never when there is a player in the room or towers. When the power switch dies, a room will go dark again.

- Ranged Crawler steals crystals

It’s now actively on the hunt for crystals and will continue while it’s not under attack. To protect a room while you’re not there, you’ll need a tower!

- Principal monster spawn timer adjusted (slowed down)
- Monsters spawn from different rooms to make them less predictable

WEAPONS:

- Added shotgun to normal levels
- Each weapon from the weapon manager should be spawned once in the level
- Weapon cooldowns are now more forgiving, especially in the tutorial.

DEVICES:

- Towers and Power Switches now have more HP to defend against monsters
- Towers and Power Switches now have friendly health bars.
- Tower upgrades increase max HP
- Towers and Power Switches now Regenerate HP
- Towers rotate faster to target
- Towers deal less damage

We will continue to balance these stats in future patches. It’s entirely possible that some stats in the game will be OP this week.


SCARY UPDATE SUMMARY:

Our goal was to make the game more suspenseful. Ultimately we want to find the perfect balance between a Space Thriller and Tower Defense game, which will be our unique niche of gameplay to set us apart from all other shooters in the store.

- Rooms are even darker now before lights are turned on … scary!
- Monsters are coming from different rooms … scarier!
- New Scary Monster Update, Silent, and Faster … scariest!


GENERAL:

- The middle finger is gone inside the game and tutorial. Early Access players will fondly remember this trivia one day. We didn’t have enough time to get it out of the menu.
- We added Achievements
- Improved: “Sometimes players spawn on the cryogenic capsule and can't teleport until making a few steps out of it.”
- Improved: “Boxes are too low on the floor, it would be nice to have them on some table or something so I would not have to crouch to get them.” – We added tables.

BUG FIXES:

- Fixed: “I wasn't able to finish tutorial because next to one light switch (that was previous on) appeared some flashy purple point, the switch turn off, and I can’t turn it on again.”
- Fixed: “On few monitor screens on walls I saw a weird pink box.”

- NOT FIXED: Hands still stop tracking after returning from Steam menu. I know this bug affected some of you and I’ve promised a fix, so we will issue a hotfix early in the workweek. Thanks for your patience.


MOVEMENT:

We have decided how we’re going to roll this out. It’s a tremendous update to the game, so we want to roll this out only after going through the right stages.

- In today’s patch, you’ll find an options menu where you can choose to try a movement system by pointing your controller instead of your head. This is a TEMPORARY release until we get you the full-blown movement system we’ve worked on all week. We don’t like this movement by hand too much ourselves, but giving you options is a good thing. The new movement system we’re working on is entirely better and different, so today's addition is temporary.

- Next week we’ll finish merging our full-blown new movement code into the game, and just like in this patch, we will make it available as an option in the menu. We’ll then let you try it and give feedback until we are completely satisfied. We are a little sad because Daniel had PC issues and we couldn’t finish merging his code in time today, but we’ll add it early next week, so you won’t have to wait so long.

- After we are completely satisfied that everyone loves the new movement system, we’ll make it the default and update our tutorials. The new movement system will be available in the options menu for those who care about it, but we will take all the time needed to ensure it’s perfect before making it the new default.

NEXT WEEK:

Next week we’ll continue to work on the movement system and update all our monsters with new sounds (over 30). We’ll also keep working on our new room designs. You’ll also get a hotfix patch early in the week with some of the stuff we couldn’t get out today.


We hope you enjoy the new content and gameplay options we've added to the game this week. We don't expect it all to be perfectly balanced, so make sure to raise your voice in the discussion forum. We'll look forward to hearing your experiences!

It's extremely exciting to create a unique game for VR. Starship Survivor represents a dream and a vision. We are making the game we wanted to play but couldn't buy. For the first time in human history, a game like this is possible. Thanks from the entire development team for your support, we really appreciate it.

Sincerely,
Alexander De Ridder
CTO Edgylabs.com

Patch Notes 12/30/16 - Core

Greetings Survivors,

we have just uploaded our Friday patch!

We wanted to make the game more accessible for new players this week, with a brand new tutorial experience. We also wanted to make the game more satisfying, with dozens of smaller tweaks and additions that add up to a whole lot of fun.

Next week we will tackle a massive update to our movement system, one of the most requested updates so far. We already started this work. On Monday we will post our roadmap for next week.

Please try our tutorial and let us know what you think.


Patch Notes:

BRAND NEW TUTORIAL:
- A fully guided experience for new players!

Weapons:
- Stage 1 Balancing Weapons
- Added Many new Sound Effects
- Improve Impact of Gun on Monsters
- Fix vibration for weapons so it triggers in final position only

Towers:
- Added particle effects when towers take damage
- Towers can be destroyed by monsters
- Add Tower Energy Bar

Crystals:
- Add Sounds to Collecting Crystals, Spending Crystals
- Increase crystal trigger area 100%
- Give more time to pick up crystals

Balance
- Improve monster spawning timer

Movement:
- Update Movement Cylinder
- Preliminary work toward a new movement system for next patch

General:
- Improve Colliders - Doors & Corridors
- Add Black Hole + Skybox look
- Add Pause to the game

User Interface:
- Improve the menu pointer by making line thinner
- Update exit size in menu to be bigger
- Display text on crate is 2x bigger

Bug Fixes:
- Fix Transparent Walls in Diagnostic Room
- Explosion parts disappear outside camera
- Fix pointer in high scores
- Stars disappear after some time - Fixed
- Crystal sound objects not being destroyed.


As a reminder, we also released these changes on Tuesday:


Towers:
- We fixed a bug with Towers not correctly unlocking
- Fixed Tower Upgrade Visuals (different turret models and attack particles per upgrade)

Crates:
- No more empty weapon crates!
- No more missing tower upgrade crates
- Updated with new color-coded light strips - shines in the darkness so you can't miss it!

Crystal Resource System:
- No longer showing Crystal upgrade slots on Tower Slots which have not been unlocked yet.

Weapon:
- Fix Weapon Power Level Indicator.
- We fixed an issue where weapons would not correctly downgrade
- Update Repeater Gun (basic gun) particles, shoots faster
- Added sounds for Machine Gun, Shotgun, Repeater (starter gun) using a temporary implementation method.

We really hope you like it. Have a happy weekend!

Sincerely,
Alexander De Ridder
CTO Edgylabs.com

Patch Notes 12/27/16 - Hotfixes

Greetings Survivors,

It’s been a total of 3 days since our game launched and we are delighted with the fantastic steam community. Your feedback is brutal, and WE LOVE IT because it gives us the precise ammo we need to shoot back with updates to the things you care about most.

The dev team got back to the office today. The first thing we’ve done is to plan out development for this week. Check it out here: http://steamcommunity.com/app/560010/discussions/1/152392786911701666/

Our main patch is scheduled for Friday, but we didn’t want to make you wait so long, so we worked hard to get you a new build today with some of the more pressing fixes you've requested.

Patch Notes:

Towers:
- We fixed a bug with Towers not correctly unlocking
- Fixed Tower Upgrade Visuals (different turret models and attack particles per upgrade)

Crates:
- No more empty weapon crates!
- No more missing tower upgrade crates
- Updated with new color-coded light strips - shines in the darkness so you can't miss it!

Crystal Resource System:
- No longer showing Crystal upgrade slots on Tower Slots which have not been unlocked yet.

Weapon:
- Fix Weapon Power Level Indicator.
- We fixed an issue where weapons would not correctly downgrade
- Update Repeater Gun (basic gun) particles, shoots faster
- Added sounds for Machine Gun, Shotgun, Repeater (starter gun) using a temporary implementation method.


We also discovered two new bugs:
- Towers appear to shoot but sometimes deal no damage after being attacked by monsters. We'll issue a hotfix for this overnight, this is a very important bug. It will be fixed in less than 12 hours.

Here is what we suspect: Monsters are supposed to attack turrets and destroy them. Right now they attack turrets, but we haven't implemented the visualization of a turret being destroyed. If a turret is supposed to die, but the model is not removed visually, it appears as if it's still there, but deals no damage.

- Sometimes our level generator can create rooms where one or more walls appear see-through from one or more sides.


We look forward to your continued feedback in the discussion forum.

Sincerely,
Alexander De Ridder
CTO Edgylabs.com