Surv1v3 cover
Surv1v3 screenshot
Genre: Shooter, Simulator, Adventure, Indie

Surv1v3

Merry Zmas!

Happy Holidays and stay safe!

[previewyoutube="7g8E7YdQnGA;full"]

December update!

Hi survivors, release 1.0.4 is live!

We are glad to announce the December release opening Nowhere map to survival mode and cross-play between different stores!
We're also fixing a few annoying crashes and all reported bugs, check the full changelog below!

Enjoy!πŸ˜‰

PS: while downloading the new update, please spend 1 minute of your time leaving a review!
This is a 2 guys project... and we need your support! πŸ₯°

Survive in Nowhere!


Grab your tablet, select survival play mode, choose Nowhere map and... survive!πŸ˜‰
Enjoy the hugest map ever made in VR facing Jeremy challenges with or against your friends!

]







Cross-play between stores


We lately released the game in other shops and today we're enabling the opportunity to play all together! 😎

To enable it, we moved from Steam to Epic matchmaking: this action will have pros and cons.
Pros: no more hidden sessions, you will be able to join all sessions, worldwide!
Cons: steam join friends interface isn't any more available



DLSS 2.2


Moving to DLSS 2.2 for best experience with RTX graphics cards😎

For those asking for AMD FSR implementation, we're still waiting for UE4.25 patch from AMD πŸ˜’

Performance enhancements


We heavily optimized Nowhere map and performed a lot of improvements for Santa Carla map too.
This should help both story and survival mode, providing a smoother experience even with less powerful hardware! 😍

Check also the full changelog below!
Enjoy! πŸ˜‹





New features & tweaks:
- survival: opening survival mode to nowhere map
- Nowhere map: performance optimizations
- Santa Carla map: performance optimizations
- multiplayer: cross-play between different stores
- graphics: enabling NVIDIA DLSS 2.2
- inventory: adding weight indication
- Prologue map: increasing zeds speed so first time players won't be too bored
- Hell Street map: increasing zeds speed
- controls: adding steamvr bindings for slide release and fire mode switch
- graphics: new shotgun ammo box texture
- core: speeding up game load on startup

Fixed bugs:
- core: fixing a few random crashes related to physics and inventory management
- melee: dropping a melee just after it sticks to a zed can slow down player
- Santa Carla map: floating no smoking sign in sewers center
- Nowhere map: player can fall in the subway area
- Nowhere map: floating some floating and compenetrating objects
- graphics: big prisoner zed is missing lighted eyes
- Prologue map: helicopters appearing out of nowhere for clients
- minor bugs

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!

Hotfix

Yet another hotfix, addressing a few bugs!
Thanks for reporting them! πŸ‘

Full change list:
- core: fixing some game crashes (in case of crashes please send them with a note describing what happened just beforeπŸ™)
- inventory: client is able to store more arrows than max backpack size
- survival: synchronizer is way too heavy
- survival: "Weapons&Ammo" magazines that were taken out of survival in the last hotfix can still take up an item slot in the inventory box (just a new object in the crate)
- survival: fixing crate drops colors (yellow = legendary, purple = rare, green = common)
- graphics: fixing missing letters when using accented letters (localized content)
- Sewers map: reducing water sound volume
- Nowhere mission: pressing the same switch twice, the mission will register it as another disabled transmitter
- Nowhere mission: player can press the transmitter button without opening the transmitter box
- minor bugs

Hotfix

Sorry guys, just a couple of annoying bugs we wanted to fix ASAP!
Thanks for your patience! πŸ‘

Full change list:
- inventory: fixing stacked items random visualization glitches when opening backpack
- multiplayer: fixing player inventory weight replication (clients moving faster than host)
- survival: fixing inventory chest eating shells from shotguns and bullets from tactical revolvers
- survival: tweaking synchronizer physics so it can't be thrown miles away despite its weight
- locomotion: tweaking speed reduction algorithm (crouching won't reduce speed until a specific threshold)
- smooth turn: fixing smooth turn speed still dependent on the frame rate
- localization: fixing Chinese UI translation errors
- minor bugs

September update!

Hi survivors, release 1.0.3 is live!

The game development keeps going on and we are glad to announce the September release, with tons of new functionalities and enhancements!

Requested by the community, we're introducing a new badass tactical revolver and tweaking some weapons (especially melee) to enhance the gaming experience.
We also completed the first phase of Nowhere map optimizations, aiming to open it to survival mode in the coming releases. Last but not least we've addressed your most important feedbacks, fixing more than 20 bugs! Check the full changelog below!

Enjoy!πŸ˜‰

PS: while downloading the new update, please spend 1 minute of your time leaving a review!
This is a 2 guys project... and we need your support! πŸ₯°

Tactical revolver and weapons tweaks


Weapons are like knickers, you can never have enough! πŸ˜‰

So here is the new tactical revolver! We implemented essentially everything the community asked for and more: it can be reloaded one bullet at a time or you can use 5 rounds speedloaders, it supports sights and underbarrel attachments, you can rotate the cylinder, users with realistic options will need to open it using both hands (same button used to unlock attachments), ejector rod can be used to unload the cylinder or you can just use gravity!
Having other requests... just ask! Your feedback is always welcome! πŸ˜‰

]





We're also buffing archery, increasing base arrows damage by 20% (players will be able to headshot zeds playing at nightmare level!) and introducing a new logic to set the draw length based on the player's height. The new stacking logic will also let you carry more arrows in your backpack!





For those crafting double mags, you will be able to store empty mags back in your pouches or backpack!

Last but not least we finally fixed a melee issue, not triggering hits when swinging too fast. This should make melee much more reliable! 😍



Survival mode


Many players asked for difficulty level in Survival mode to face a harder challenge! 😎
From this release difficulty level will be applied to all games modes!
The higher the level the higher the chance to drop rare or legendary objects from bosses or survival events and the higher the xp points gained while playing.

We're also removing the xp points cap currently set at 99,999 points (one player reached the cap playing legit! GG!) and restoring the leaderboard hack check: players who have tried to hack it won't be shown in the public leaderboard.
If you are one of the 2 steam players actually banned, just drop us a message to restore your accountπŸ˜‰

Play comfortably!


A lot of improvements on playability... 😎

To prevent motion sickness we're adding an option to enable VR tunnel effect while moving/using smooth turn. On the side of controls, a new option to enable/disable the crouch button and, needing a break, just call oculus/steam dashboard to be invulnerable (after a 10 seconds cooldown period)!



We're also increasing the size of on-screen damage indicators.



Last but not least, we're fixing a couple of annoying bugs affecting movement (e.g. players not been able to move at game start) and implementing full compatibility with cosmos controllers.

Performance enhancements


We've completed the first part of Nowhere optimization. The new Nowhere should perform way smoother than before, even in multiplayer! 😍
This is just the first step, in the next release, we'll deliver the second part of optimizations, allowing us to start survival mode implementation in Nowhere map.


And... Oh! The most important news!!! JFJ got his tombstone (thanks to Swanie)! 🀣



Enjoy! πŸ˜‹

New features & tweaks:
- weapons: new tactical revolver
- weapons: increasing base arrows damage by 20% so players will be able to headshot zeds playing at nightmare level
- weapons: bow draw length is now dependent on the players height
- weapons: desert eagle slide can move back 1.5 cm further
- inventory: players can store empty mags back in their pouches
- inventory: new stacking logic
- inventory: increasing arrows inventory capacity
- nowhere: performance optimizations (phase 1)
- survival: difficulty levels
- survival: xp points and chances to drop rare objects depending on difficulty level
- survival: raising XP points cap to 999.999 (was 99.999)
- survival: restoring leaderboard hack check
- graphics: adding an option to enable VR tunnel effect in order to reduce motion sickness
- options: new option to disable crouch button
- gameplay: player won't take damage when the headset is not tracked / isn't worn / steamvr/oculus dashboard overlay is shown (10 seconds cooldown)
- graphics: new idle player animation when the headset is not tracked / isn't worn / steamvr/oculus dashboard overlay is shown
- graphics: increasing size of on-screen damage indicators
- tablet: enhancing sessions' navigation
- tablet: removing white circle marks from the map for "backpack expanders" to not confuse players
- tablet: adding a 2.5 seconds delay before quitting the game or going back to the main menu map, so players can get their weapon back in survival
- options: adding more options to the first boot wizard (eg. multiplayer session enabled, smooth turn speed/snap turn angle, ...)
- Santa Carla map: JFJ tombstone (thanks to Swanie)

Fixed bugs:
- core: the game process doesn't close on game shutdown when using oculus sdk
- melee: when hitting at a higher speed no hit is tracked
- melee: zombies helmets freezing for a moment when hit by a melee
- melee: machete causes no damage when hitting with its blade
- weapons: L86 and bow don't cause zeds hit reaction
- weapons: special stunning shotgun doesn't stun at all
- input: fixing a bug causing player not being able to move
- input: cosmos controllers movement input fixes
- input: removing tick dependency for locomotion and smooth turn
- input: opening car doors or drawers may not be 100% reliable
- teleport: players can reach the second floor/rooftop of buildings
- inventory: can't grab some items accurately
- inventory: using realistic assisted mag grip setting, shotgun shells are placed in the wrong slot
- dialogues: fixing a bug causing the dialogue engine to freeze, not playing any dialogue until the mission is restarted
- graphics: flickering green "safe house" writings
- graphics: should always show pc skin once died, even with semi-transparent/transparent option
- multiplayer: players shouldn't able to join sessions in the main menu map from their tactical tablet
- survival: Jeremy shouldn't explain survival mode once the player has reached level 5
- menu: changing language setting shouldn't require a game restart
- Nowhere mission: it's possible to enter the school without triggering the dialogue about reaching the school, bricking the mission
- Nowhere map: the bathroom sign on the ground floor of the police station is not attached to the wall
- steam: "life saver" achievement shouldn't be triggered outside survival mode
- steam: fixing a typo in the "Cowabunga" achievement description
- gameplay: collectibles can be grabbed even if they're invisible (e.g. in survival mode)
- minor bugs

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!

July update!

Hi survivors, release 1.0.2 is here!

Less than one month has passed since the 1.0 release and, as promised, we're proud to announce a new release!

While working on nowhere performance enhancements to open it to survival mode, we've tried to address your most important feedbacks, releasing more than 14 new features and tweaks and fixing more than 10 bugs! Check the full changelog below! 😎

Enjoy!πŸ˜‰

PS: while downloading the new update, please spend 1 minute of your time leaving a review!
This is a 2 guys project... and we need your help! πŸ‘

Graphics


The eye wants its part... and yes... we should have addressed a couple of those items a few releases ago. So thanks again for your patience! πŸ™
- changing pistol two-handed grip pose! the new pose should be much more credible πŸ˜‰
- armed bullet will move while cocking, checking if your gun is cocked will be much easier
- DLSS quality setting, this is still in beta, but it should allow some tweaks - any feedback is more than welcome!
- changing backpack slots color
- reducing the blending time of animations so that zeds can react promptly when hit... not sure 100% of you noticed this, but it should feel smoother now









Controls


We are still tweaking some controls following users feedback... 😍
- increasing max smooth turn speed by 35%, this will affect your current configuration, so if you feel the new speed is too high, just reconfigure it in the main menu board
- reducing default squeeze force to grip/ungrip with index controllers, this won't affect any custom setup you may have choosen from Steam input dashboard
- reducing backpack trigger area, in order to reduce errors while interacting with close objects

Say hi to Chad!


Some users missed the tutorial, starting survival or trial mode on their first playthrough and feeling lost with game controls and logic.
We'll hope Chad will help all the new joiners starting this adventure in the right way! 😎





Enjoy! πŸ˜‹

New features & tweaks:
- weapons: armed bullet will move while cocking
- weapons: changing pistol two-handed grip pose
- weapons: tweaking AK47 fire mode selector trigger area
- graphics: DLSS quality setting
- graphics: changing backpack slots color
- controls: reducing backpack trigger area
- controls: reducing default squeeze force to grip/ungrip with index controllers
- zeds: reducing the blending time of animations so that zeds can react promptly when hit
- main menu: adding a new zed with "tutorial" sign so that users can start game tutorial right away
- main menu: changing buttons color to blue to avoid confusion
- movement: increasing max smooth turn speed by 35% (may need user reconfiguration)
- sounds: tweaking headshot sound (being too liquid)
- sounds: adding collisions sounds to common objects
- prologue: players can access the tablet from their back since the beginning of the first mission

Fixed bugs:
- weapons: the player cannot pick up magazines in specific situations
- safehouse: under specific circumstances, an unlocked safehouse will count a player as being locked in, causing mission restart
- graphics: fixing double fade-out and fade-in during player respawn
- inventory: item can get stuck in the player's hand and the player can no longer grab (we're still not able to replicate it, but we're trying to release a fix, let us know!)
- survival: synchronizer won't attract zeds when dropped
- nowhere mission: completing the last mission on higher difficulty levels may not unlock the correct achievement when playing as a client
- prologue map: reducing radio scale in the first tent
- santa carla map: fixing safehouse doors' rotation pivot
- nowhere map: shop area floor is not properly illuminated
- nowhere map: the TVs in the shop are not properly fixed to the walls
- nowhere map: the torn awning can obscure player sight
- nowhere map: fixing street lighting around the hospital building
- minor bugs

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!

Hotfix

Sorry guys, with the 1.0 release we added a couple of regressions affecting gameplay.
In particular, we're going to fix melee hit detection not been reliable at all and fixing rifles recoil being way too strong. Both recoil and melee are still in the works, so keep feedback going!

Full change list:
- melee: fixing collision box detection
- weapons: fixing exaggerated recoil (if you have any feedback, post it here)
- weapons: fixing a crash when holding a bow and pressing thumbstick/trackpad
- inventory: item can get stuck in the player's hand and the player can no longer grab objects
- inventory: backpack slot get bugged when dealing with different arrows type
- survival: crafting machine refuses to craft some items
- options: removing MSAAx8 (causing freeze for some users)
- menu: fixing text misalignment for Russian localization in first boot touchscreen
- minor bugs

Last but not least, some users report problems with the game process still running after quitting the game from the tablet.
We're still investigating this issue, but at this moment it seems something related to the GeForce Experience In-Game Overlay. If you are experiencing this issue try to enable In-Game Overlay (geforce experience > settings > general tab > in-game overlay toggle).
In our tests, enabling this setting seems to fix the issue.
Let us know!

SURV1V3 Now Out Of Early Access

We are thrilled to announce SURV1V3 is finally out of the Steam Early Access program, officially launching v1.0 of the game!

SURV1V3 has been entirely developed in "agile" mode, following an iterative process of improvement and comparison with the players community. During its three years of development, more than 600 feedbacks were collected and more than 40 releases were issued, with the game progressing so much in all of this time and growing bigger than we ever expected! 😎

Thank You!!
This game was made possible thanks to invaluable support and feedback provided by the player community throughout the Early Access!

What's next?
It's been a crazy ride since SURV1V3 debuted in Early Access on Steam, back in January 2018.
Now, our small team (me and Rukarulez πŸ˜…) will be taking a short break to recharge, ready to plan the SURV1V3 v.1.1 release...

We already started optimizing Nowhere to open it in Survival mode... but as usual, our plan will be based on community feedback, so keep it going!!!

[previewyoutube="XNGl5Ct3r4g;full"]https://youtu.be/XNGl5Ct3r4g[/previewyoutube]

Be sure to join us here on Steam and on Discord to find co-op partners or to keep up with the latest stuff!

There is no 1.0 without 1.0.1

Hi Survivor,

just a small update to address some recoil logic tweaks and fix a few bugs!
Thanks for supporting us! 😍

Tweaks:
- weapons: tweaking weapons recoil logic to give a smoother effect and better handle secondary grip release

Fixed bugs:
- nowhere map: graphics glitches (mostly lighting poles) when moving around the city
- weapons: supporting weapon with other hand doesn't work correctly, giving heavier recoil
- core: fixing some rare crashes
- minor bugs

1.0 release!

Hi survivors, release 1.0 is finally here!

Preparing for the game's official launch, another release aimed to improve and refining existing mechanics and fixing reported issues 😎

This time we focused on performance improvements and bug fixingπŸ˜‡

One special note for users reporting crashes: when you submit a crash report please add some notes that can help us understand what you were doing right before the game crashed, this can help us a lot in pinpointing any new bug!

Enjoy!πŸ˜‰

PS: while downloading the new update, please spend 1 minute of your time leaving a review!
This is a 2 guys project... and we need your help! πŸ‘

Performance improvements


We dedicated a lot of effort to enhance many game logics, rewriting many routines and optimizing all maps. The overall result will depend on user hardware but both CPU and GPU performance should increase by a 10-20% πŸ˜‹
Nowhere map will be further optimized in the coming release (this is mandatory to open survival mode in Portmain city), so stay tuned!

Note for Quest 2 users: please stop using SteamVR SDK and play the game with native Oculus SDK. Unfortunately, many users playing with VD tend to launch the game through SteamVR and not from VD games tab. This will cause poor performances. To double-check which SDK you're currently using just read the debug string placed in the left lower angle of the main menu options sign: you should read "plugin: eoculus")

Anti-aliasing options and DLSS support


Anti-aliasing can really impact graphics and game performance, so we decided to let users choose the best option fitting their personal taste. You will be able to choose between Temporal AA, Multi-Sample AA, Fast Approximate AA and, ...for RTX GPU users, Deep Learning Super Sampling (DLSS)! Just select it and then raise in-game supersampling! This is still in beta, so please report any issues!



New recoil


Although many users were already satisfied with the actual recoil, we'd like to optimize it and add some more realism. We completely rewrote the logic porting it to C++ and adding more configurability.
Recoil will now impact all 3 axes with translation and rotation effect (check one-handed Deaglein the gif below) and can be 100% customized per weapon. We're releasing it as a baseline, give us feedback so we can fine-tune it!



Melee tweaks


ok ok... but what about melee?
We're slightly changing grip logic letting users grip them in different positions, giving a more natural feeling, especially when swinging two-handed. We're also adjusting grip stiffness and tweaking damage function following community feedback.



Join via Steam


Finally, you can join your Steam friends' session directly via Steam client or accept an invite.
Please note: your friends will skip session password check and will be able to join your session even if it's locked with a password.



New survival inventory case


We're polishing survival crate graphics enhancing graphics and usability as we already did for the backpack. Hope you'll like it!



Following the release full changelog, enjoy! πŸ˜‰

New features & tweaks:
- core: CPU and GPU performances upgrades
- graphics: anti-aliasing setting + DLSS support
- weapons: new recoil logics (the new logic will enable more fine-tune in next releases)
- weapons: adding haptics for secondary hand when firing two handed
- multiplayer: users can join a friend session via steam interface
- melee: adding more grip points to all melee and tweaking grip stiffness and damage function
- melee: stronger haptic feedback on hit and secondary hand haptics
- inventory: reducing backpack insert and auto-insert distance
- shotgun: to pump shotgun player is now supposed to unlock the pump pressing trigger button
- zombies: reducing zeds penetration through doors
- graphics: stacked items counter text is now emissive
- gameplay: removing "seated position" setting (crouch button is always enabled)
- movement: new enhanced speed reduction logic based on aiming and grabbed objects' position
- multiplayer: increasing size of the session list from 50 to 100 entries
- multiplayer: adding a button to hide player position on the tablet map
- weapons: increasing drill damage
- Santa Carla map: removing infinite weapons and ammo respawn in the military base
- Santa Carla map: adding a decal on the church door to remember safe house logics
- Sewers map: brighter elevator and butcher rooms
- Nowhere map: increasing fadeout distance for gate number writings
- survival: inventory case graphics enhancements
- controllers: reducing default deadzone

Fixed bugs:
- multiplayer: inventory is not restored client-side when loading a mission checkpoint
- multiplayer: doors can rarely desync between host and clients
- weapons: gunshot sound stops when firing in bursts
- tablet: green and white circles may disappear in specific situations
- objects: modular bomb scale when reloading a checkpoint can be messed up
- graphics: buttons turning black when pressed
- graphics: some objects may have a wrong scale
- graphics: houses floor becoming white/gray during the day
- main menu map: killing all hanging zeds simultaneously (eg. with a pipe bomb) can brick the game
- zeds: rope is glitching on spawn for hanging zeds
- teleport: fixing teleport collisions and rotation management
- shotgun: shotgun shouldn't fire when action is open
- Prologue map: falling fences have weird physics
- Prologue map: shimmering metal fences
- Prologue map: players can see zeds spawning
- Prologue map: players can climb street guardrails
- Santa Carla map: floating electrical box in map's safe house
- Santa Carla map: floating generator at monster joe
- Santa Carla map: fixing light poles and motel sign reflections
- Nowhere map: players can climb over the furniture and get out of the safe house window
- survival mode: event reset isn't working, resulting in a bricked Kill&Collect event
- core: (trying to) fix black screen/game process hangs when using the tablet to exit
- tons of minor bugs

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!