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

Surv1v3

Survival Mode - Sneak Peek 01 - Forearm display



Hi guys, survival mode development is going on and we're very satisfied with what we achieved so far! πŸ˜‰

Here you can find the forearm display showing some useful information about the current player's state: hunger and thirst level, xp multiplayer and base xp bonuses.

... and yes, there will be level progression and unlockables :gun_pistol:

Let us know what you think about! More will come in the coming weeks... πŸ‘

New release and Chapter 3 Sneak Peek 02



Hola survivors!

A new sneak peek from Nowhere...
We are proud to present the old, huge, fully explorable, damn scary, school!
Please comment!πŸ‘






For now some other tweaks and fixed bugs. Enjoy!

Release slide button


Controls have been changed to let players release the slide just using a button. To achieve that just:
- move thumbstick up and press (oculus)
- press touchpad up (vive)
- press touchpad right (wmr)

To toggle fire mode (single/burst), just do the same combination but once pressed, hold if for 0.6 secs or until you hear the "click" sound :gun_pistol:

Better AI


Old zeds AI was recognizing players footsteps as human even if they were using zombie stew and moving slowly.
With the new AI model, zeds won't be triggered by your footsteps while faking zed with zombie stew, just pay attention to not say anything on your mic (zeds don't speak).

Performance, performance, performance!


Some users with old, low-end hard disk were reporting some stuttering while moving around in Santa Carla.
We've reworked streaming algorithm in order to reduce CPU spikes, this should greatly help! Let us know! :inflammable_barrel:

Oculus Dashboard and ASW2.0


Game is now exporting geometry depth information enabling oculus dashboard overlay and ASW2.0.
Click here for more.

Bugs!


We're also releasing some reported bugs (thanks all for pointing them out!) :drill_picklock:
Check the full list below!

Cheers!

New features & tweaks:
- oculus: dash overlay support and ASW 2.0
- ai: when using zombie stew, player footsteps and moaning won't trigger zeds anymore
- inventory: moving tablet attachment position back in order to avoid involuntary grips
- performances: game stutters when loading/unloading levels on machines with a slow hdd
- gameplay: when player dies all the dropped ammo won't disappear immediately, all dropped weapons/ammo/aid sprays/zombie stews will despawn after 10 minutes
- controls: thumbstick/touchpad up (right on wmr) and press will release the slide, while thumbstick/touchpad up (right on wmr), press and keep pressed for 0.6 secs will change weapon fire mode

Fixed bugs:
- gameplay: objects can sometimes attach to player feet
- ai: clients can't be damaged by zeds if the host is far from them
- gameplay: shooting the zombie needed for selecting the game mode should start a mission, but sometimes it just does nothing
- sewers: getting on the very edge of the tube bridge, player can press the button on the platform making it move
- santa carla: in a safe house there's a gun in the top middle of the table that spawns but you can’t reach it
- santa carla: player can get into Hotel office through the window
- steam: pipe trap stat is not working
- controls: when playing with sitting position setting, after crouching player legs can sometimes overlap the ground
- zeds: in trials mode, zeds with helmets shouldn't fly when kneecapped

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

Chapter 3 - Sneak Peek 01 - NOWHERE



Hi guys, hope you'll like some insights while we're working on chapter 3 πŸ˜‰
Let us know what you think about it! More will come in the coming weeks... πŸ‘

Pump a shotgun with one hand!



Hola survivors!

We'll post some sneak peeks of chapter 3 in a couple of weeks.
For now some other tweaks and fixed bugs.

Pump a shotgun with one hand


Should we add something else to this title?
Enjoy! :inflammable_barrel:



Bugs!


We're also releasing a couple of annoying bugs affecting player's inventory :drill_picklock:
Check full list below!

Cheers!

New features & tweaks:
- weapons: removing primary grip on a rifle while holding it also with non-dominant hand won't attach it to the player's body
- weapons: pump a shotgun with one hand
- menus: shooting the story mode zombie in main menu map, will resume the last played mission, restoring the previous checkpoint if existing
- gameplay: when a player is camping in an unlocked safe house and someone dies and respawns in that safe house, safe house will lock. Then, if all players will be inside a locked safe house, mission will restart
- prologue: swapping MI24 with UH60 helicopters

Fixed bugs:
- inventory: client occasionally spawns with floating attachments
- inventory: client joining during a session where a checkpoint has already been hit won't load checkpoint loadout
- weapons: players can inadvertently take each other’s gun attachments detaching them from weapons

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

CPU performance boost, zeds animations enhancements, weapons tweaks!



Hi survivors!

April release is here!
We're actually focused on chapter 3 implementation, but we're still working on enhancing what released so far.

Enjoy a number of bugs fixes and some very important enhancements!

CPU performance boost


We've ported some routines to c++ and implemented a number of smart tweaks to reduce overall CPU load. Measured results are very encouraging, with a 15% performance gain :inflammable_barrel:

Zombies animations enhancements


Zombie hit reaction animations have been totally reworked. Varied knockback animations are now played randomly and zeds will also react to lateral and back hits :gas_jerrycan:



Weapons tweaks


Bullet penetration: most powerfull weapons (e.g. SVD, Desert Eagle) are now able to shoot right through helmets or thin surfaces.
Player can hold a weapon using only non-dominant hand, freeing dominant hand to do something else... :gun_pistol:



Last but not least, all game lights and reflections have been reworked, greatly improving weapon's metal reflections (check gif below).



Bugs!


We're also releasing a number of bug fixes that should solve the majority of reported problems. :drill_picklock:
Check full list below!

Cheers!

New features & tweaks:
- core: cpu performance enhancements
- zombies: animations enhancements (knockback animation random change, left/right/backward hit reactions)
- weapons: player can hold a weapon using only secondary (non-dominant) hand
- weapons: SVD and Desert Eagle are able to shoot right through helmets or thin surfaces
- graphics: lights and reflection enhancements
- zombies: footstep sound should be louder when running
- inventory: better grip position for some objects
- graphics: menu map new game logo



Fixed bugs:
- drill: client trying to pick an already picked door will incorrectly see drill bit sparks
- graphics: semi-transparent body is not transparent at all
- first boot: arrow buttons in shooting range's touch screen are changing their dimensions on hover
- inventory: player can't grab some objects within houses
- inventory: when going up on the lift in sewers, if you put anything on the floor, it floats in mid-air
- graphics: skin is compenetrating clothes for some zed models
- weapons: supernova is causing frame drop
- steam: stats are not increasing for some weapons
- multiplayer: electronic appliances (eg. TVs) status is not replicated to clients on join

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

Zeds skins enhancements, mute player option & increased teleport distance



Hey there!

Another quality release, we're delivering some highly requested features and tweaks and (sorry for the long wait!) we're fixing many old bugs!

Enjoy!

New zeds skins


Zombies models have been reworked to add translucency and tweak some meshes.
On top of that, zombies' eyes will start to glow when chasing or attacking a player :inflammable_barrel:



Mute player option


Players in a session can be individually muted using your tablet.
Just access "session" section and click on the toggle button with speaker icon :gas_jerrycan:

Teleport distance


Teleport distance has been increased by 40% according to increased locomotion speed :gun_pistol:
Please note that teleport radius depends on many parameters: crouching, aiming or carrying many/heavy items can reduce it.



Bugs!


We're also releasing a number of bug fixes that should solve the majority of reported problems. :drill_picklock:
Check full list below!

Cheers!

New features & tweaks:
- tablet: mute players option in the lobby menu
- teleport: teleport distance increased by 40%
- graphics: translucent zombie materials
- graphics: zombie's eyes will start to glow when chasing or attacking a player
- weapons: is now possible to check if a weapon is armed moving weapon's bolt



Fixed bugs:
- inventory: backpack objects can't be grabbed sometime
- gameplay: unreliable grips, attachment when playing coop in high lag/packet loss sessions
- weapons: the laser pointer on the svd sniper and supernova shotgun isn't working (it hits the barrel)
- gameplay: client tablet map is not updated on main objective changes (missing green circle)
- gameplay: reducing weapon cases depth so the anti-cheat system won't prevent players to grab their content
- sounds: zombies are groaning and moaning like multiple zeds all at once
- gameplay: sewers side tunnels have incorrect collisions profile (invisible walls)
- graphics: a z-fighting is going on for some Santa Carla's houses (flickering floor)
- graphics: some cars with wrong materials causing wrong particles
- graphics: black walls in the first menu map
- sounds: gripping weapon magazines is not producing any sound
- gameplay: no feedback when the player's hand is close to an interactive component (es. door)
- core: some random crashes joining a server when the host is reloading a supernova
- sewers: desert eagle infinite respawn point close to brain slicer room
- gameplay: while the tablet is out, players can grab guns while holding the tablet, but they can't pick up clips

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

Hotfix - Fixing weapons not firing when running

Hi survivors,

fixing a couple of bugs introduced with last release:
- weapons were not firing when running or strafing
- for best performance, carried magazines are destroyed when player dies
- fixed one rare memory leak

thanks to Steelbluelibra for reporting!

cheers!

Hotfix - Fixing microuzi and adjusting supernova pumping

Hi survivors,

fixing a couple of bugs introduced with last release:
- microuzi muzzle is colliding with fired projectiles
- reducing hand movement required to pump the supernova shotgun

thanks to Zero G for reporting!

cheers!

Scrollable tablet map, new glass physic and render optimizations



Hey there!

Many of you asked for a scrollable map, it's finally here!
We've also totally reworked glass physics and we're delivering a massive optimization for Sewers map.

Enjoy!

ps: we started chapter 3 production :drill_picklock:

Scrollable map


Fill free to scroll map to investigate objectives or search survivors exact position!
In order to scroll the map, just touch it, press and hold trigger button and move your hand.
ENJOY! :gas_jerrycan:



New glass physics


Both cars and houses glass can now be broken with a melee or a gun :gun_pistol: and breaking a glass will sound like it is supposed to sound!



Render optimizations


Huge Sewers map rework in order to reduce engine draw calls, this should boost performances on low-end GPUs.

Bugs!


We're also releasing a number of bug fixes that should solve all reported problems (scar and xm8 bolt and fire selector animations, pick things up out of the water, ...). :drill_picklock:
Check full list below!

Cheers!

New features & tweaks:
- tablet: scrollable map
- melee: players will be able to break any glass with a melee
- physics: fixing glass destruction physics
- supernova: pumping a supernova should require a wider movement to avoid involuntary pumping
- tablet: joining a match with a different game version from the tablet shouldn't be permitted
- gameplay: adding decals explaining safe house logic
- Sewers: level rendering optimization (hisma)
- graphics: switching to temporal anti-aliasing
- Santa Carla: adding some dead bodies
- Prologue: adding a sign indicating that you should actually duck to go through first roadblock (and which button you're supposed to press when playing in sitting position)
- Sewers: adding some rats

Fixed bugs:
- options: adjusting height via options menu should change character's height realtime
- gameplay: unintentionally trials mode start when launching game
- weapons: fixing scar and xm8 bolt and fire selector animations
- inventory: unable to pick things up out of the water
- tablet: collectible skin textures in extra menu are stretched
- sounds: radio broadcast message should say "becomes available" instead of "become available"
- Sewers: magazine Weapons&Ammo for the M416 red magazines could not be picked up at all
- oculus rift: using the reset view option from the oculus dash puts you below the floor

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

Hotfix - Big Bird trial is back!



Hi guys,
latest update bricked Big Bird trial... we apologize for the inconvenience. :gun_pistol:

But now, our best trial is back!
Wanna play it? Just grab your tablet, select Trial mode and start it!

Thanks to taeralis for reporting!