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

Surv1v3

Hotfix

Just a small hotfix to address:

- weapons: fixing a crash related to longbow use
- sewers map: butcher boss shouldn't die if not killed by a player
- graphics: brightness setting is not applied properly
- melee: reducing fire ax weight/inertia
- graphics: fixing body inverse kinematic
- graphics: objects grip poses
- minor bugs

Longbow and two-handed melee!

Hi survivors!
holidays are over and January release has come 😊
We're releasing the new longbow, two-handed melee, many controls enhancements, new zeds 3D sound system and finally fixing a couple of annoying bugs!

Enjoy!😉

The Longbow


C'mon a survival game without a longbow is like a dog without a bone... 🤣
The new longbow is finally here, we tried to deploy something as simulative as possible and we're happy with what we achieved.
Just a couple of notes:
- you can store up to 15 arrows in your backpack
- you can grab them from zeds body
- you can fast-shoot grabbing arrows directly from your backpack without opening it (just press trigger with the hand holding the longbow while opening the backpack with the other hand, you'll grab a new arrow without opening your backpack)
Give us your feedback!






Two-handed melee


We're still struggling to find a perfect melee simulation, but this update is going in the right direction.
First of all, we're adding physic inertia to simulate melee weight, this should enhance overall feeling. On top of that, almost all melee can now be held with two hands, reducing physic inertia and doubling their hit power.
Once again, looking forward to your feedback!






Controls enhancements


Based on community feedback, we're continuing to enhance game controls:
- rifles can now be grabbed from their secondary grip (have you ever used a pump shotgun with just one hand? 😉)
- players won't be able to immediately grab empty magazines when detached from a weapon, this should avoid players grabbing an empty mag just released from their rifle instead of a new one
- we've added a smooth animation when a player grabs an object



We're also fixing a number of bugs: crashes, weapons accuracy, .....
Check the full list below!

Cheers!

New features & tweaks:
- weapons: new longbow
- melee: two-handed melee & physic weight
- core: CPU performance optimizations
- weapons: rifles can be grabbed from their secondary grip (also enabling shotgun action reload)
- weapons: empty magazines won't be immediately pickable when detached from a weapon (to avoid to grab them instead of a new one)
- shotgun: enhancing reload mechanic (should feel more natural and avoid chucking shells out accidentally)
- controls: grabbed objects smoothed movement to hand (instead of previous teleport effect)
- prologue map: MI24 helicopters fly a tad bit too close to each other
- sounds: zeds 3D sound enhancements
- sounds: adding localized crows sound
- last garden map: adding wind sound effects to justify the intense wrestling of leaves and branches in the new tree models
- graphics: new (more realistic) tree wood material
- graphics: limit VR head rotation


Fixed bugs:
- core: a rare crash when grabbing objects
- weapons: some users are reporting random sight accuracy problems
- controls: hand gets stuck in reloading pose if the player drops weapon while reloading
- tablet: floating tablet screen shown randomly when joining a co-op session
- weapons: it's very difficult to operate M416 fire selector (grabbing charging handle instead)
- sounds: missing doors close sound effects

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

Grab logic enhancements, new zed animations and GPU optimizations

Hi survivors!
just a little release to address a couple of things we left behind with the last update😊

Enjoy!😉

Grab logic enhancement


We're drastically reducing max grab distance for attached items. This should avoid any unwanted grabs and boost controls precision.


Zed new running animations


Many users complained about previous running animations, they were somehow fake/ridiculous. The new ones should be more credible!



We're also fixing some problems with Vive wands (e.g. ability to remove attachments).

Cheers!

New features & tweaks:
- controls: reducing max grip distance for attached items
- zeds: new running animations
- prologue: improving GPU performances

Fixed bugs:
- controls: some Vive wands are not properly recognized (as a consequence, players can't detach attachments from weapons)
- prologue: under specific conditions, clients could not be able to grip some objects

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





New prologue mission, voice over redo and dedicated hand poses while reloading



Yo survivors!
Chapter 3 development is going on and we hope to post more sneak peeks in the coming weeks, but now.... Say welcome to the December monthly release!😊

Following community feedback, with this release, we're addressing some aspects which were not as polished as the final game will be. Hope you'll like them!

We are also fixing some bugs reported by you, check the full list below ːdrill_picklockː

To all of you owning the game, please take 5 minutes of your time to leave a review! It really does help us! Thanks in advance!🙏

Enjoy!😉

New prologue mission




When we started SURV1V3 design we had in mind big maps fully explorable allowing players to free roam. So we spent a lot of time designing Santa Carla and optimizing the game core to support it.
Unfortunately, we immediately understood that without a tutorial the challenge would have been too big. So we designed a single-player railed tutorial. Definitely the worst part of the game but the first played by new joiners...
The new prologue is a totally different mission:
- new totally redesigned map, with many free explorable areas
- the whole mission is playable in coop!!
- Jeremy will guide you since the first step of the mission
Did you already play the old tutorial? You should play again the new one!





Voice over redo & localization


We re-recorded all Jeremy speech with a new US native voice actor (let us know if you like it!), we proofread all subtitles and totally redid Chinese translation.


Dedicated hand poses while reloading


This is something many players asked since first early access release...
As you can see from the gif below, each weapon has now a dedicated hand pose while you reload your weapon, This should add much immersion!





Cheers!


New features & tweaks:
- graphics: prologue/tutorial mission redo
- sounds: voiceover redo
- weapons: player's hand snap and dedicated pose when reloading a weapon
- localization: Chinese translation redo
- graphics: smoother weapons attachment animation
- options: game brightness can be set beyond the default setting, to make the game less light
- core: updating VR controllers type when they get online
- graphics: arterial blood spurt on zed beheading
- core: porting to lastest Unreal Engine 4.23.1 build
- sounds: smoother ambient music transition
- sounds: music volume setting will affect ambient music too

Fixed bugs:
- weapons: fixing shotgun missing rounds when reloading very fast
- graphics: Chloe have her primary gun on the chest so the stock and the scope are kinda invading on the screen
- graphics: fixing a bug causing a wrong offset when starting to pan map tablet with a finger
- graphics: fixing subtitles wrong center alignment

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







Chapter 3 Sneak Peek 04 - The Prison



Hi survivors,
Chapter 3 development is going on... many of you are asking for an estimated time of arrival but, at the moment, we can just say we're trying to do our best to give you the best chapter so far.

Today, we're glad to present the prison! A desperate mission through one of the most dangerous, infested and scary places in Nowhere... Will you get out of that hell alive? ːgun_pistolː





Last but not least hotfix!

Hi guys, another little hotfix to address a few reported problems!

For those experiencing grip problems with Index Controllers, just update the game, run it and if you're still experiencing problems just restart the game: this should reset all previous local configurations and restore grip operation.

Fixed bugs & enhancements:
- index controllers: automating input configuration refresh
- teleport: player is sometimes teleported to a wrong location
- core: random jumps when hmd lose tracking
- graphics: main lobby lights tweaks
- teleport: teleport line is showed when pressing trigger on Vive Controllers
- minor bugs

Just another hotfix!

Hi guys, another little hotfix to address some reported problems!

IMPORTANT NOTE for Index users: if you are experiencing grip problems, just delete this file %USERPROFILE%\\AppData\\Local\\Survive\\Saved\\Config\\WindowsNoEditor\\Input.ini

Fixed bugs & enhancements:
- teleport: clunky teleport for clients when playing coop sessions
- core: fixing a crash related to physics objects
- controls: separating grab and drop commands on Index Controller to avoid unwanted drops (no more need to keep applying force)
- gameplay: toxic and explosives canisters randomly not blowing up
- minor bugs

Hotfix!

Hi guys, thanks for your patience! We're releasing a hotfix that should solve all main problems reported with the last release.

We mainly split hmd, controllers and VR plugin detection: it should solve all issues for users using a mixed hardware configuration (e.g. WMR hmd + Index controllers).

We also addressed a problem with the main window becoming huge/fullscreen for some users and affecting overall performances (press M to change window resolution and drag windows borders to resize it).

As a side note, players using Steam VR (not available atm for Oculus users) are able to fully customize the game's controls.
From SteamVR status window's main menu > devices > controller settings > select SURV1V3 under "edit controller bindings" > edit under "current binding". From here you can change or bind any game command or customize squeeze forces (e.g. grab action for Index controllers).



Fixed bugs & enhancements:
- controls: separating hmd type from controllers type to manage mixed hardware combinations
- controls: larger joystick's trigger area for smoother forward, back and lateral movements
- core: the game window enters full screen for some users and can't be resized
- localization: broken Chinese characters
- weapons: M416 fire mode selector keeps switching while firing
- minor bugs

Valve Index support, performance boost, teleport enhancements and much more!



October monthly release is here!😊
The main course is the Valve Index support but we also spent many efforts on updating the game core to the latest Unreal Engine, taking advantage of the latest enhancements and bug fixes.

As usual, we are releasing many bug fixes (more than 20!!) and enhancements with this release, check the full list below ːdrill_picklockː

Last but not least, to all of you that own the game, if you haven't already left an appraisal of SURV1V3, please take 5 minutes of your time to leave a review on Steam it really does help us! Thanks in advance!🙏

Enjoy!😉

Valve Index support


Valve Index is now officially supported:
- fingers are tracked and replicated to other players and
- users can now customize controls using SteamVR Input.
We suggest old users to switch to "realistic grip" option for the best experience.
Feel free to also use Steam VR control settings to customize all your controller's settings.

PS: Index support refresh rates up to 144Hz but if you are experiencing stuttering, we suggest to set it at 120Hz or less.



Performance boost


We stay focused on performance enhancements, deploying some important tweaks that will hugely improve overall game performance.
GPU performance:
- we updated the game to support the latest Unreal Engine version (4.23), taking advantage of the new static mesh rendering pipeline;
- we're also deploying a new logic to manage magazines' bullets that should reduce GPU draw calls.
CPU performance:
- santa carla map has been tweaked to drastically reduce CPU workload

Teleport fix and customization


For those using teleport, we're proud to announce that all issues have been fixed. We're also deploying a new option (check movement > teleport mode in the options menu) to disable fade in/out effect when teleporting.



Survival mode matchmaking


Following community feedback, we disabled mandatory random matchmaking, enabling private lobbies.
Shooting the survival sign, player will start a solo session, while to join a survival session, player should use his tactical tablet.

Cheers!


New features & tweaks:
- valve index: hmd and controllers full support (we suggest to set hmd refresh rate @120Hz or less)
- weapons: magazine rounds meshes optimization (less GPU consumption)
- graphics: new (and better) explosion effect for explosive bullets, cans and barrels
- core: porting to Unreal Engine 4.23
- core: santa carla map tweaks to reduce CPU workload
- survival mode: enabling private lobbies and disabling automatic matchmaking (to join a survival session use the tactical tablet)
- survival mode: food and water degradation is now 25% slower
- gameplay: difficulty levels tweaks (nerfing no future and nightmare levels and reducing zeds speed in all modes)
- teleport: option to disable fade in/out effect when teleporting (main menu options sign > movement > teleport mode)

Fixed bugs:
- graphics: restoring 16:9 game window
- graphics: restoring santa carla lights (clearer night)
- teleport: player can get stuck after teleporting
- graphics: players can see through walls
- core: fixed some rare crashes
- survival mode: boss special drops can fall through the floor
- controls: avoid unwanted accessories detach with oculus touch controllers
- controls: avoid unwanted magazine release with wmr controllers
- santa carla: cemetery safe house is missing a gun
- santa carla: yellow parking blocks shouldn't block players
- weapons: fixed a bug in save game logics adding a round to magazines for armed weapons
- steam: killed player stat is not updated correctly in survival mode
- sounds: survival mode is missing ambient music
- hell street: players can enter the right side of the road going out of map's bounds
- survival mode: boss special drops can fall through the floor
- survival mode: stuck doors while playing survival mode in a multiplayer session
- survival mode: fixing a bug causing backpack/trunk slots to not unlock while progressing more than 1 level at a time
- audio: random voice duplication when a player gets closer to another one
- audio: audio thread memory leak
- graphics: ethan left holster is not positioned correctly
- graphics: fixing a regression causing random black screen when spawning

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

Valve Index official support coming soon!

Thanks Valve for the hardware! Index official support is on the way, stay tuned guys! ;)