Take part in the summer event! From July 31 to August 10, play in PvP-matches and earn event currency: symbols of herbs, fire and sun. Collect enough symbols and exchange them for unique rewards!
The following items are available for exchange: Vepr "Summer heat 2020" and VSK-94 "Summer heat 2020" assault rifles, "Summer badge II" decal. For the first victory in a PvP-match during the event you will get "Summer badge I" decal for free!
"Summer badge I" provides +5% bonus to experience. "Summer badge II" provides +10% bonus to spare parts. Set of both decals additionally provides +5% to both experience and spare parts.
New Update: 0.64 Released!
Survarium Patch 0.64 with new FAMAS assault rifle, balaclavas for all factions, decal improvements, balance changes and Summer Event is now live!
Please find the complete list of changes of the Patch below.
THE LIST OF CHANGES IN SURVARIUM 0.64
GENERAL CHANGES
As an experiment and due to the community's requests, killcam and hit indicator are disabled in ranked matches (and ranked matches only!).
"Metal Detector" skill now has only 3 levels instead of 5. Values for each level are 3/4/5 m. If you had 4 or 5 points in the skill, you will get the extra skill points back.
Introduced new award "Finishing an enemy's killstreak". When killing an enemy who is on a killstreak, you receive 5 bonus points for each of that player's kills beyond the second one. For instance, if that player had 3 kills, you will receive +5 points. If that player had 4 kills, you'll get +10 points, and so on.
A kill with a trap or a mine now provides +5 points.
When killing your own character (suicide) you will not lose team points in "Team deathmatch" and "Slaughter" game modes.
Introduced new icons for the kill log: kill with a ricochet, kill from a hip, kill through an obstacle, blind kill (under the effect of a flashbang grenade).
WEAPONS AND EQUIPMENT
Introduced new assault rifle Famas (Scavengers faction, tier 5).
Introduced new 20 and 40 cartridge magazines for the following weapons: Famas, M4A1, H&K 416А5, FN FNC, MSBS Radon, L85A2.
PPSh-41: decreased muzzle flash brightness when firing.
C-4 now disappears when the character who placed it dies.
Added four balaclava models: one hole, three holes, buff (neck gaiter) and kufiya. Each faction gets its own balaclava model. Tactical glasses are now available in the game, and each balaclava has two versions: with and without the glasses. Balaclavas can also be equipped into a visual character slot.
Improved visual look of many decals. It's now not possible to stretch decals over the whole character (but you can still change scale of the decals).
GAME MODES
Team deathmatch: kill reward increased from 15 to 20 points.
Slaughter: kill reward decreased from 15 to 10 points, points lost on death decreased from -5 to -2.
Research: reward for killing an attacker increased from 5 to 10 points, kill reward decreased from 10 to 5 points, added a new kill reward inside the capture zone (10 points).
Search and destroy: kill reward increased from 10 to 30 points, kill assist reward increased from 5 to 10 points, added a new reward for killing an enemy with the artifact (10 points).
Battery Retrieval: kill reward decreased from 10 to 5 points, maximum reward for carrying a battery increased from 20 to 40 points, maximum reward for carrying a stolen battery increased from 40 to 60 points, reward for finding a battery increased from 5 to 20 points, reward for delivering a battery to the container increased from 5 to 10 points.
LOCATIONS
Rudnya, Vostok Radar Station, Vector Laboratory: it's no longer possible to reach certain spots allowing to see through objects.
CNPP Cooling Tower: fixed spots allowing you to leave the location boundaries.
SUMMER EVENT IN SURVARIUM
Take part in the summer event! From July 31 to August 10, play in PvP-matches and earn event currency: symbols of herbs, fire and sun. Collect enough symbols and exchange them for unique rewards!
The following items are available for exchange: Vepr "Summer heat 2020" and VSK-94 "Summer heat 2020" assault rifles, "Summer badge II" decal.
For the first victory in a PvP-match during the event you will get "Summer badge I" decal for free!
"Summer badge I" provides +5% bonus to experience. "Summer badge II" provides +10% bonus to spare parts.
Set of both decals additionally provides +5% to both experience and spare parts.
BUG FIXES
Fixed an issue when a character lost too much energy after being hit from a shotgun.
Fixed an issue when a stationary sensor had collision before it was placed.
Fixed an issue when a character died at the end of a round in "Search and destroy" mode if that character was receiving a periodical damage (from an anomaly, a sponge, etc) or an explosive damage.
Fixed an issue when incorrect match result was displayed (victory instead of defeat or vice versa).
Fixed incorrect reward for destroying a sensor from a shotgun.
Fixed an issue when reputation and experience were not updated when receiving corresponding rewards in Team Missions.
Download Survarium 0.64 and check it out! Hopefully you'll like the changes.
See you on the battlefield!
What Happened to Freeplay?
Question: Back in 2013 when Survarium was announced and the Alpha version of the game was available, Vostok had plans to create a rather ambitious Freeplay mode to go along with it. Freeplay's description (When reading the previous developer diaries) sounds like it was a Battle Royale style concept, even before the genre was widely known globally. Subsequently there were many changes to the game's vision, gameplay and visual appeal. Yet many players are still unsure as to why the Freeplay mode of the game was set aside and if, in the future, it will ever become a reality, being it a changed concept or not. Can you please give us some insight into exactly what became of the concept? Daily there are players questioning this and Vostok's motives. So, perhaps this feature can set the record straight, once and for all.
VG: Ok, this will be a long read, sorry.
Freeplay has been an ambitious concept indeed, especially at the start of Survarium development, when we had neither the technology in place, nor the experience of operating a free2play game and the possible challenges behind it. So, as the development progressed, we realized that we bit off more than we could chew, and the decision was made to start with PvP as a simpler concept and then move to PvE as the next step. However, despite the seeming simplicity and less innovation required, the implementation of the former didn’t turn out as an easy road for us either – building a technology and the game at the same time considerably slowed down the process of releasing updates and the new features. That made our initial planning and expectations continuously shift.
The launch of Early Access on Steam attracted a lot of attention – we had more than 450 000 players try the game in the first month, however technically the game was not there yet to be called ready and polished, so many players left after the first try, leaving negative reviews behind, and never came back. It was a tough lesson to learn, especially in the context of a free2play game, where the players do not need to pay to be able to play and only a small percentage of them would donate in the game. Therefore, you need to sustain a fairly large and stable playerbase to be able to support the development and succeed with the game.
So retention of the players has become our main goal and the challenge. Normally you get that beaten with quick patches, continuous iterations on game balance and economy, in-game events as well as newbie-friendly content, such as tutorials etc. We did the impossible, but the pace of changes was still too slow while the volume of unresolved issues and the expectations only grew. So that turned out a double-kick for us: the stream of the players online gradually shallowed, while the revenues generated by the game did not allow us to expand the development team to speed things up. On the contrary, we had to start cutting costs and reduce the number of developers on the project to be able to continue with the game. Naturally, that didn’t help building something as big as the Freeplay mode.
In the long run, we kind of got stuck in this vicious circle of chasing the dream while being limited with resources to be able to deliver it. At some point we managed to attract more investment money into the game, which helped pump up the team and deliver a bunch of good features and content, like in-game events, new UI, the first PvE mission, new graphics renderer etc. That wasn’t the Freeplay yet, but just the first step in that direction. That effort brought good results and feedback from the community, but still not enough resources to build a vastly new experience like Freeplay in the quality that we believe would be satisfactory. So for the moment, we stick to the policy of smaller feature and content updates to improve the game step by step in hope the community of the game could grow and make the Freeplay possible.
Read The Preview For Update 0.64!
Hi everyone! While working on Survarium 0.63 we concentrated on balancing, and in the upcoming update we want to address some of the community's concerns and suggestions. We will add new items, change certain game mechanics and update some descriptions so they are more clear and easier to understand by all players, both new and old. In addition, there will be a summer event in Survarium 0.64, which will bring unique decals and weapon camouflages as rewards.
One of our streamers, TheGamersHive, shares his breakdown of this preview, check it out! https://www.youtube.com/watch?v=zDyBSW-H13c BALACLAVAS FOR ALL FACTIONS
For a long time the community asked to add balaclavas into the game, since those were present in early Survarium art even before the alpha version of the game was released. So, we'll do this in Survarium 0.64! To emphasize the visual style of each faction, we created four balaclava models: one hole, three holes, buff (neck gaiter) and kufiya. Guess which design is each faction getting!
Moreover, we are adding tactical glasses, and each balaclava will have two versions: with and without the glasses. Regardless, all balaclavas are tier 3 gear with corresponding stats, and can also be equipped into a visual character slot.
NEW ASSAULT RIFLE
Even though there's a lot of various weapons in Survarium, you always ask us to add something new. Among the most requested were Steyr AUG and FAMAS – both bullpup assault rifles. But since there's an obvious lack of French weapons in the game, our choice was simple. The Famas weapon will be available as tier 5 assault rifle.
VISUAL IMPROVEMENT OF DECALS
Up to the version 0.63, decals in Survarium looked as images slapped over the character's clothes. At last, we decided to fix this and totally rework their appearance. Now decals really look like they have been embroidered and have corresponding structure. The majority of the decals in the game have been reworked, including flags.
You might not like it, but we also reduced the maximum possible size of decals: now you can't stretch them over the whole character body. There are a couple reasons for the change. Firstly, we believe that decals should not replace camouflages. Secondly, decals don't really look that good while being stretched too much.
SUMMER EVENT IN SURVARIUM
Play Survarium during the event, gather event currency (symbols of herbs, fire and sun), and exchange them for a new decal and two weapons with unique camouflages and three random modifiers: Vepr "Summer Heat 2020" and VSK-94 "Summer Heat 2020". You will also receive another decal for the first win in a PvP-match during the event. We plan to launch the event at the very end of July, and it will most likely last for 10 days.
RELEASE DATE AND OTHER CHANGES
We are changing the way points are awarded in all PvP-modes, so the list of actions better corresponds to the goal of each mode. Aside from everything else, we added new actions that award points. For instance, you will now receive them for finishing an enemy's killstreak (eliminating an enemy who is currently on a killstreak). As an experiment, in Survarium 0.64 we will disable killcam and hit indicator in ranked matches. This change is only for the ranked battles, and this is another thing that was requested by the community.
We are also changing some gameplay mechanics. Say, now C-4 disappears when the character who placed it dies. These are only the most noticeable of the upcoming changes and improvements. We will post the full Survarium 0.64 change log before the update is released, which happens in the second half of July. So very soon you will be able to see the new weapon, balaclavas, updated decals, and other changes first hand.
Discuss the upcoming changes on the forums and stay tuned!
Mode rotation logic in Leagues
Hello fellow survivors!
A new ranked season has started and probably many of you are playing it but don't like some of the game modes you're getting. What if we told you that there is a way to play the mode you want? Modes are not random. Instead we have 10-minute long rotations.
Starting at midnight (UTC) matchmaking will create:
Battery mode for 10 min
TDM for 10 min
Research for 10 min
Search and Destroy for 10 min
This loop will repeat the whole day.
Especially for you guys Vimako made an easy to access chart in excel to use. The chart is made in (UTC) so take this into account if you're living in a different time zone.
In update 0.63, the #Survarium League store was replenished with new weapons! Here's a look at the Saiga-12 Legend at the price of 2250 league tokens! Take part in ranking matches to earn currency and purchase this and many more unique items!
В обновлении 0.63 лиговый магазин Survarium пополнился новым оружием! Сайга-12 Легенда! Цена 2250 лиговых жетонов! Примите участие в новом сезоне рейтинговых боев, чтобы заработать валюту для покупки уникальных предметов!
The June League Has Begun!
The Survarium June League has begun! Participate in ranking matches to earn tokens and purchase unique weapons and equipment!The league lasts until July 1, 2020.
Our Devs Respond To Your Suggestions/Feedback
We took some time to gather your most popular suggestions from our Discord (https://discord.gg/survarium) and sit down with the developers to flush out some answers. Below you can read their responses. Thanks to all those who keep submitting ideas, we appreciate it and together we can keep improving the game!
Title : Close Combat Weapons Description : Adding close combat weapons like knifes, hatchets to kill enemies and diminish the close combat without specific weapons, for example you need to press the "fight" key 3 times to kill someone, not only 1 time, 35 damages/hit. And for the weapons, there is a rapidity, a knife will hit 2 or 3 times faster than a hammer or a hatchet but will deal less damages etc etc. Guns can also have new mods like a bayonet to give more damage if used in close combat. For the animations, I suppose something can be made by using the pistol first and third person fight animations for a knife or a hammer.
Answer: It might be possible to add these, besides, we already have experience with introducing the icicle in the winter event mode. But how would these melee weapons be better than current melee attack? Unless we nerf it, introducing melee weapons makes no sense. And does it really need a nerf?
Title: Ammo Crate Changes Description: ammo crate is barely used by people, huge 4% slowdown penalty on it makes it a very rare choice. I suggest to reduce slowdown to 1 or 2% or increase slowdown on other consumables (totem has for example 0% slowdown).
Answer: We believe ammo crate provides a strong bonus, and this is the reason it has a substantial slowdown. You have to choose between taking your own ammo box or using the ones placed on the locations.
Title : PPSH Muzzle Flash Description: let us add some barrel attachments to the PPSH. It is an amazing weapon to use. But the muzzle flash is like flash-banging yourself especially while being indoors.
Answer: That makes total sense. We will see what we can do to reduce the muzzle fire effect.
Title: Delete Minimap for Ranked Description: In ranked do not allow minimap use at all.
Answer: That's a good suggestion to make ranked battles more tactical, but we think we need to have a poll before introducing this change. It's also possible to make other changes to ranked: for instance, remove killcam. Gonna have polls for that.
Title: C4 You Place Should Be Removed Upon Death
Answer: Will do.
Title: Weapon Toggle With Q Description: add the option to bind Q for easier weapon switch between primary - secondary. Many other games have this and some people like myself are used to it, so i sometimes end up tapping Q when trying to change weapon and die as a result.
Answer: We might introduce this as a new action, but with a different default binding since Q button is already used by default.
Title: Reduce Team Damage by 50% Description: 20-50% reduction in friendly fire damage would be welcome, this would cause less accidents and intentional teamkills will stand out more from the accidents. I dislike that this is a skill instead of applied to all by default, imo the skill should be changed to something else or removed entirely.
Answer: We had a discussion internally about that, but simply reducing the damage might cause more problems than it solves. For instance, it could allow for more aggressive usage of explosives (you know, like in those shooters without friendly fire where people attach C4 to their teammates or vehicles). Moreover, we are not sure the skill needs to be removed.
Title: Fix The Spawn Safe Zone Description: prevent players from camping and sniping from inside the zone, it should be a safe place to spawn, not to stay and camp for the whole match. And please make the zone disappear when enemies reach sudden death, its so annoying having to wait 2 mins doing nothing while enemies just camp.
edit: maybe end the match when a certain number of players is not leaving the safe zone. Answer: We already thought about that, and the possible solution is to disable the protection zone in the end of a match.
Title: Vote to Surrender Command Description: Sometimes the matches are very unbalanced and frustrating. The 50 difference to cut the match short is not enough. This would allow the losing team to enter a command /surrender and a vote would pop up. The team must vote at least 6/8 for. If the majority of the team votes in favor the match ends and the rewards are given proportionally.
Answer: We are thinking about this functionality. In fact, we thought about adding voting before introducing current mechanics for premature match ending. But what happens, for instance, when there's a 4 v 8 match, but only 2 players on the first team choose to surrender? And this is only one of examples where it can go wrong.
Title: More Killfeed Icons Description: add killfeed icons for: - wallbangs (to know that you died behind the wall because of material penetration, not because of bad netcode) - kills through smoke. (to know that there was smoke on the killcam). - no-scope kills. (because it's cool) - killing someone while flashed (because killcam doesn't show the guy blinded the moment he was flashed, and because it's cool)
Answer: That's a good idea, we will keep that in mind for the future updates.
Survarium system update 0.63c1
System update 0.63c1 was released for Survarium If for some reason your Steam client cannot download an update for the game, please restart the Steam client!
New Survarium Patch: V0.63c
Survarium Patch 0.63c with balance improvements and various bug fixes is now live.
Please find the complete list of changes of the Patch below. Have a good time playing the game!
THE LIST OF CHANGES IN SURVARIUM 0.63c
WEAPONS AND EQUIPMENT
Since Scavengers won in the V-Day in Europe faction challenge event, prices for weapons and equipment of the faction are temporarily decreased by 50%. Prices of the other three factions decreased by 25%.
Head coefficient damage decreased from 3 to 2.5.
AKM: decreased initial recoil.
AKS-74U: decreased initial recoil.
AK-74N: decreased initial recoil.
AK-74M: decreased initial recoil.
Vz. 58 P: decreased initial recoil.
AKMSU: decreased initial recoil.
AK-12: decreased initial recoil.
ASH-12: decreased initial recoil.
VHS-2: changed recoil, increased dispersion. Aim time increased from 0.25 s to 0.3 sec.
A-545: reload time increased from 2.4/3.2 to 2.6/3.6 sec.
VSS: rate of fire decreased from 650 to 600. Aim time decreased from 0.35 to 0.3 sec.
VSK-94: rate of fire decreased from 650 to 600. Reload time increased from 2.4/3.2 to 2.6/3.5 sec.
Ots-02: armor piercing decreased from 14 to 12. Aim time increased from 0.15 to 0.2 sec.
AEK-919K: armor penetration decreased from 14 to 12. Magazine capacity increased from 20 to 30.
PP-91 "Kedr": armor penetration decreased from 14 to 12. Slowdown decreased from 2% to 1%. Slowdown when aiming decreased from 7% to 5%.
PP-19-01: decreased initial recoil.
H&K MP-7: decreased initial recoil.
Saiga-12S: slowdown decreased from 4% to 3%.
"Keeper" / "Keeper of the sun" set: bonus for 6 items "Slowdown -3%" is replaced by "Delay before the medkit effect kicks in -10%."
UM-2 set: bonus for 3 items "Slowdown -2%" changed for "Protection against bleeding -30%". Bonus for 6 items: “Protection against bleeding -30%” changed for “Slowdown -3%". Bonus for 6 items: “Delay decrease before health regeneration starts” changed from 20% to 35%. Molot UM-2 pants: Slowdown decreased from 3% to 2.5%, energy costs decreased from 11% to 9%.
UM-2A set: bonus for 6 items: “Delay decrease before health regeneration starts” changed from 20% to 35%. Molot UM-2A pants: slowdown decreased from 3% to 2.5%, energy costs decreased from 11% to 9%.
Zubr UM-4 set: bonus for 6 items “Delay decrease before health regeneration starts” changed from 25% to 35%. Zubr UM-4 bulletproof vest: slowdown decreased from 11% to 10%. Energy costs decreased from 38% to 34%. "Zubr UM-4" pants: slowdown decreased from 3% to 2.5%. Energy costs decreased from 11% to 9%.
"Bison" set: bonus for 6 items, "Delay decrease before health regeneration starts" changed from 25% to 35%. Bison body armor: Slowdown decreased from 11% to 10%. Energy costs decreased from 38% to 34%. Bison Pants: Slowdown decreased from 3% to 2.5%. Energy costs decreased from 11% to 9%.
"Nomad" set. "Nomad" bulletproof vest: slowdown increased from 4% to 5.5%, energy costs increased from 14 to 19%. "Nomad" pants: slowdown increased from 1% to 1.5%, energy costs increased from 4% to 6%.
Fugitive set. Fugitive bulletproof vest: slowdown increased from 4% to 5.5%, energy costs increased from 14 to 19%. Fugitive pants: slowdown increased from 1% to 1.5%, energy costs increased from 4% to 6%.
Pathfinder bulletproof vest: slowdown increased from 7% to 8.5%, energy costs increased from 24% to 29%.
"Seeker" bulletproof vest: slowdown increased from 7% to 8.5%, energy costs increased from 24% to 29%.
"Shturm" bulletproof vest: slowdown increased from 9% to 10%, energy costs increased from 31% to 34%.
"Defender" bulletproof vest: slowdown increased from 9% to 10%, energy costs increased from 31% to 34%.
"Zombie" mask: changed the design so the mask looks better with various hats and helmets.
BUG FIXES
Fixed an issue when some weapons (Saiga-12, Kriss Vector) had different characteristics across various camouflages.
Fixed an issue when there was no echo from shotgun shots at the Duga radar location.
Fixed an issue when points were incorrectly calculated in "Slaughter" mode. Now rules of the mode are similar to those of "Team Deathmatch". The difference between the modes is in the size of the locations.
Download Survarium 0.63c and check it out! Hopefully you'll like the changes.
You can also check the full list of changes of Update 0.63 here.