The long awaited Survival mode is finally here! This is a huge step towards the final release of Surv1v3, we have spent a great many hours trying to make this a very enjoyable experience and we hope you'll have lots of fun with it! 😊
Considering the complexity and all the new functionalities we've implemented, survival mode should be considered as an early beta, If any issues are encountered please let us know through our official Discord server or the Steam forums so we can roll out the fixes as soon as possible.
Enjoy!😉
Survival mode
Full day & night cycle, new magazines to collect, new weapons, helmets, crafting system, hunger & thirst system, new bosses to overcome, special drops, weapons and players skin, storage system.
All of that and much more in the new survival mode!
Performance boost
We are deploying a huge enhancement on the zeds' logics that should boost CPU performance. Please note that the minimum game requirements are still the same: CPU: Intel i5-4590K equivalent or greater GPU: NVIDIA GTX 980 / AMD equivalent or greater with 4 GB of VRAM
Chinese localization for subtitles and interface
Chinese subtitles and menu localization is here! Special thanks to chengxiaoyang for supporting us!
As usual, we are releasing many bug fixes 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 a review of SURV1V3, please take 5 minutes of your time to leave a review on Steam it really does help us! Thanks in advance!🙏
Cheers!
New features & tweaks: - survival mode (beta) - core: major CPU performance boost - localization: Chinese subtitles and interface - santa carla: rendering performance enhancements - AI: zeds will hear players' voice twice as far (also depending on game difficulty level) - options: zombies' voice volume setting - sounds: turning up walkie-talkie and players voice volume - graphics: enhancing grip pose for some objects and tactical tablet - graphics: reduced foliage pop-in/out in santa carla map - weapons: brain slicer center of mass tweaks
Fixed bugs: - inventory: a new collectible (eg. skin action figure) still holds a backpack slot when it's consumed - melee: hats shouldn’t stop melee and bullets hit - santa carla: player can see through the motel's office walls - gameplay: chinook (big bird) inconsistent collisions profile - gameplay: zombie puker's helmet collision profile is too big - weapons: M416 fire mode selector is upside down - teleport: when using teleport movement, you can't sometimes go upstairs - graphics: fixing (rare) black screen after mission restart - localization: fixing some typos for Italian translation
To get in touch with us, just drop a line on discussions forum or join our discord channel. As always, feedback is always welcome!
Survival Mode - Sneak Peek 03 - Crafting
Hi survivors, survival mode development is almost completed and we’re starting internal testing phase in a couple of days! 😉
Today we’d like to introduce the brand new craft machine!
Following its “very-technical-read-carefully user manual” 😂
[H1]Craft-o-Machine™ User Manual[/H1]
It’s a kind of magic, but this is real? All of you can easily use a Craft-o-Machine™!
Just get closer, Craft-o-Machine™ will see you and it will start up automatically!
From now on, you can make your dreams true! Using its easy and super-intuitive touch screen, just choose the object you want to craft from the huge library. The Craft-o-Machine™ tray will open allowing you to insert all requested components.
Is it really that easy? Of course! Put all requested components in the Craft-o-Machine™ tray and push CRAFT button on the touch screen.
Your object will be just a couple of seconds away...
This is unbelievable! It just works! That’s all! Enjoy your brand new crafted object.
You can make your dream true whenever you want! Just find the Craft-o-Machine™ nearest to you!
Legal notice - Use Craft-o-Machine™ at your own risk
- Depending on your experience level, Craft-o-Machine™ library won’t be totally browsable
- Once creafted, user is responsible for the object. Candymakers company shall not be liable for it (e.g. in case of theft, loss or damage)
Full video: https://youtu.be/zgQsEsEbB4w
Multiple grip positions and orientations
Hi Survivors,
this release is addressing some complaints we get with new flashlight grip, allowing users to grab it with different angles.
Melee will benefit from this enhancement too, providing a range of potential future scenarios. 🧐
Melee durability has been buffed at sissy (+100%) and survivor level (+20%), at nightmare level they will last a little less (-10%).
Last but not least, story mode checkpoints will also save objects state: aid spray remaining uses, weapon's armed bullet, etc...
We're also fixing a couple of bugs affecting shotgun and steam cloud saves :drill_picklock:
To all of you owning the game, if you already haven’t appraised SURV1V3, please take 5 minutes of your time to leave a review! Thanks in advance! 🙏
Cheers!
New features & tweaks: - inventory: weapons and objects state is saved when a checkpoint is fired
- grips: multiples grip orientation/position for melee and flashlight
- melee: melee durability based on difficulty level (eg. x2 at sissy level)
Fixed bugs: - shotgun: shotgun can't be reloaded successfully
- savegame: inventory save is not properly saved in steam cloud synched dir (%USERPROFILE%/AppData/Local/Survive/Saved/SaveGames/{64BitSteamID} folder)
- weapons: attachments (sights, laser) random accuracy issue
- rare crashes
To get in touch with us, just drop a line on discussions forum or join our discord channel.
As always, feedbacks are welcome!
Survival Mode - Sneak Peek 02 - Inventory case
Hi guys, survival mode development is going on and we hope to open beta soon! 😉
In the gif above the player inventory case where players will be able to store their supplies!
Each player will have his own case in his base house.
Base house should be kept closed/secured, 'cause once in, other players will be allowed to steal supplies from other players' cases! 🤦♂️
Players will be able to unlock case's slots by progressing and acquiring XP points.
As usual, let us know what you think about!
More will come in the coming weeks... 👍
Hotfix - Weapons accuracy, walkie talkie and other fixes
Hi survivors,
fixing some bugs introduced with recent releases:
- weapons: accuracy of the target does not work anymore
- multiplayer: floating weapon attachments when clients join an online session
- melee: broken melee are not replicated/visible for all clients
- graphics: hands are lagging behind held objects during fast movements
- inventory: unable to touch walkie-talkie while items in the backpack
- multiplayer: dead players don't drop held weapons
- AI: missing zeds footsteps sounds
- core: fixed some rare crashes
we also slightly reduced hands grip area to avoid unvoluntary grips (eg. magazine / tablet)
Enjoy!
Loadout saving and melee tweaks!
Hi survivors!
we're developing many nice features during survival mode implementation and some of then can be ported to the original story mode: today we're releasing another highly requested feature... loadout save 👍
Loadout saving
Many users asked for it: from now on, when a checkpoint is triggered player loadout is saved to disk and steam cloud so it can be restored when the checkpoint is reloaded :gun_pistol:
ps: please note that checkpoints won't be triggered when playing at nightmare difficulty level (as-is).
Melee tweaks
With last update some users reported that melees were less effective than the previous version and kill zeds with most of them was too difficult.
With this release, we're buffing all of them doubling their power :inflammable_barrel:
Cheers!
New features & tweaks: - story mode: player loadout is saved during checkpoints
- melees: all melees have been buffed (x2 power)
Fixed bugs: - physics: objects can sometimes play hit effect (sound and particles) even if they are not moving
- physics: when picking up an objects player should never hear hit sounds
- physics: hit effects are not replicated
- santa carla: some motel's walls have collisions disabled
To get in touch with us, just drop a line on discussions forum or join our discord channel.
As always, feedbacks are welcome!
Hotfix - New physics tweaks
Hi survivors,
we got some complaints about new physics.
We apologize and ask you to be patient: we're breaking new ground, the last release was huge and it definitely needs some refinements.
We're totally focused on getting feedback (from steam/our discord channel) and refining game physics.
This hotfix should address main complaints:
- physics: teleport grabbed objects when they are stuck by physics
- physics: reducing force feedback strength by 80% and play it only on hit
- physics: reducing hit sound volume by 50%
- physics: increasing speed threshold to consider a collision as a hit and play effects (ffbs, sounds, particles)
- melees: +25% damage on hit
Those points are a little technical, to summarise the overall effect should be a smoother gameplay 🙂
cheers!
Let's get physical!
(...)
I want to get physical
Let's get into physical
Let me hear your body talk, your body talk
(...)
This release is focused on physics, we improved most of the physical aspects of the game: melee, glasses, objects, controller force feedbacks, impact sounds..... we're also deploying a totally reworked teleport algorithm that should fix main reported problems! Enjoy! 👍
Melee physics
Melees have been completely reworked.
Now they have a physical profile and zeds hits will block them (as well as any other surface).
The new physical profile helped us implementing controller feedbacks and hit effects offering to players a new and very satisfying experience. :gun_pistol:
Last but not least, some melee weapons can penetrate zeds 😉
Weapons and objects can push zeds
All objects (weapons, sprays, drill, etc..) have now a physical state and won't overlap anymore with the world. All objects can be used to push zeds and cause them a (little) damage. :inflammable_barrel:
... and what about the drill? ... 😂👍
Glass resistance
Previous glass models was very simple, totally ignoring impact strengh.
Now to break glass you are supposed to impress some force adding realism to your experience!
To get in touch with us, just drop a line on discussions forum or join our discord channel.
As always, feedbacks are welcome!
Cheers!
New features & tweaks: - melee: melee physics and hit effects
- melee: zed penetration on hit
- gameplay: all objects and weapons can be used to push zeds
- objects: all objects (weapons, sprays, melee, etc..) have now a physic state and can't overlap with any other structure
- glass: glass impact resistance
- objects: drill can now damage zeds
- core: tweaking lifespan time when an object is dropped
- graphics: grip hand pose enhancements for some objects
- gameplay: empty magazines can't be stored in player's backpack/pouches
Fixed bugs: - core: fixing some rare crashes
- sounds: zeds footstep sound on some surface can't be heard
- AI: NPCs turn 180 degrees after been hit
- AI: zed stuck in loop turn
- melee: client sees floating melee on late joins
- teleport: totally rewritten teleport code to avoid wrong teleports / stuck situations
- gameplay: fixed a bug allowing to watch through closed houses' doors
- backpack: objects random spawn/duplication
Harries flashlight technique and Zs attack enhancements
Hi survivors!
Yes, we know... it has been just a day since the last release, but yeah! we have some cool new features to release today. Enjoy! 👍
Harries flashlight technique
Many users asked for it: allow aim stabilization and recoil reduction when the flashlight is held in an ice pick grip with the reflector, or lens, on the side opposite the thumb. All guns can now be stabilized in such a way. :gun_pistol:
ps: please note: to use Harries technique and control movement easily you are supposed to use pad/stick+hmd movement setting (options menu).
Enhanced zombies attack logic
Zeds won't cause damage anymore while not attacking. To cause damage they are supposed to attack players with their hands or mouth.
Using zombie stew, the player won't be damaged even when touching zeds :inflammable_barrel:
Cheers!
New features & tweaks: - weapons: reduce weapon recoil when the non-dominant hand is enough close to weapon grip (users will be allowed to use the flashlight while aiming with guns)
- zombies: zeds will cause damage to players only when attacking or chasing a player
- weapons: desert eagle, micro uzi, mp7a1 double grip hand poses tweaks
- gameplay: add Jeremy voice to explain "weapons & ammo" collectible logic when the player tries to attach a locked attachment
- graphics: grip hand pose enhancements for some objects
- controls: on first boot set movement type to pad/stick+hmd
To get in touch with us, just drop a line on discussions forum or join our discord channel.
As always, feedbacks are welcome!
Hand Poses and Chapter 3 Sneak Peek 03
Hi survivors!
Another sneak peek from Nowhere: an abandoned train yard, explorable deserted train cars, rails overgrown by vegetation... a huge fully explorable area, just a fraction of nowhere map, but comparable in scale to Santa Carla city and full of zeds! Will you survive?
Any comment is welcome!👍
For now some other tweaks and fixed bugs. Enjoy!
Customized hand poses
This is something we left behind since game early access launch.
Grab poses are now customized to best fit specific weapons, magazines and objects. The overall effect is much more polished!
We have tons of objects in Sewers and Santa Carla maps, we've tweaked all weapons and main objects grips. More poses will follow in coming releases :gun_pistol:
Manual fire mode toggling
Fire mode (single/burst) can finally be toggled with your hand like you will do in real life: just point at your gun's toggle and pull the trigger.
Tactical flashlight
Flashlight can be held without bending wrist while aiming.
This should help when using it in combination with a gun or rifle
In next release, we'll also reduce weapon recoil when the non-dominant hand is close to weapon grip :inflammable_barrel:
Bugs!
We're also releasing some bugs (thanks all for pointing them out!) and a crash randomly affecting some users :drill_picklock:
Check the full list below!
Cheers!
New features & tweaks: - weapons: manual fire mode toggling (point at your gun's toggle and pull the trigger)
- graphics: player hand poses for weapons & ammo
- flashlight: tactical flashlight can be held without bending wrist while aiming
- controls: grab system anti-cheat algorithm enhancement (no more problems grabbing things from car trunks)
- graphics: bullet holes should be 3D, having some depth
Fixed bugs: - weapons: fixed brain slicer collisions profile
- graphics: in main menu map, middle hanging zed's sign correctly reports "survival" mode
- core: a race condition with render thread can rarely crash the game
- gameplay: the right most ammo in the "Brains Slicer" room cannot be picked up
- weapons: can't open and attach shotgun shell box
To get in touch with us, just drop a line on discussions forum or join our discord channel.
As always, feedbacks are welcome!