You can now target snake enemies with the Smart Rockets device. The closest segment in the snake is chosen as the target.
Module fill values were not being reset between runs.
Items are now unlocked in the journal when purchased from the shop.
Journal wasn't showing weapons and devices that come auto-equipped on ships that are unlocked.
Sector Map now shows the current equipped device.
Module and Device stack counts in the HUD have a different color when at maximum stack count.
Stage Completed screen now shows damage taken.
Added difficulty text and faction icon to the start level info banner.
Handle rare case of multiple ovedrlapping pod or shot mod pickups. Now a random offset is added so these drops aren't pefrectly stacked and you can choose which one to pickup.
Survive the Rift - Update 0.8
Update Notes for March 22, 2025 - Version 0.8
Content
Replaced rocks with new 3d models in all platform levels.
Replaced player ship exhaust sprites with new particle systems.
New module: Kills Earn Hull Repair (fills up and procs with enemy kills).
New module: Kills Earn Energy (fills up and procs with enemy kills).
New Device: Converter - converts pickups for Hull <-> Shield.
New Device: Scrapper - convert hull/energy/shield pickups in a level to credits.
Changes
Most ships now start with a device.
A device is now always available for purchase at the shop.
The "Device Code" module is used to increase the quantity you can purchase which helps you improve a device that can stack.
A weapon is now always available for purchase at the shop.
The "Advanced Weapons Key" module is used to improve the weapon stats (damage, fire rate) which is randomly rolled when you purchase a weapon at the shop.
Restock shop price lowered from 500 to 250.
The price of modules in the shop is now fixed and no longer changes based on number of stacks that are currently equipped.
You can enter shops as soon as the entrance is on screen instead of having to wait for the shop to scroll to near the center.
Some stages such as hazard and asteroid have been shortened slightly.
The option to display floating credits text for kills is now turned off by default.
Split up platform and hazard stages into separate levels to lower memory and load times.
Added a low intensity light to the player ship to help see and avoid darker geometry such as rock ceilings.
Bugs
Fixed a soft lock when disconnecting a game controller and the Quit Game confirmation dialog was active.
Achievements for completing two hard stages in a sector were not registering. This bug was introduced in 0.7.1 and is now fixed.
Player ship rotation is reset between runs/stages.
Misc
Updated Unity to version 2022.3.55
Survive the Rift - Update 0.7.7
Update Notes for December 31st, 2024 - Version 0.7.7
Added new warp in/out effect for player ships.
Added new music tracks.
Credits earned for kills are now shown as floating text. Use Options -> Game -> Show Credits in the Options menu to enable or disable this feature.
Added an option to display floating text for damage dealt by player projectiles.
Added some new geometry to Pirate platform levels.
Added a warning dialog if there is a previous run save file when you launch a new run.
Collision Damage module was not working correctly. Increased the additional damage the player does when colliding with enemies from 1 to 10 per stack.
Updated Collision Damage module description text to include values.
Missing text for BEAM device pickup notification.
Projectiles passing through the proximity detection circle of mines no longer do damage to the mine. The player must destroy the mine or get within the detection radius to detonate it.
Lowered health of proximity mines.
Fixed a bug where only the first music track was playing in each sector.
Fixed a bug that could make the AI sector show up instead of the Alien if you resumed a game from a save file.
Updated Unity to version 2022.3.55f1.
Survive the Rift - Update 0.7.5
Update Notes for August 22nd, 2024
Version 0.7.5
Controls
Added a new button (Default (Y) button and 'y' key) to drop the shot mod (e.g. quad shot) for the active weapon. Hold down the button for about a second to drop the shot mod.
*Note: This change means we had to reset controller/keyboard bindings back to the defaults the first time your run this version.
Gameplay
Added Store Coupon module. Each stack gives 10% discount at the store. Maximum of 5 stacks (or 50%).
Added Pod Upgrade module. Pods do 20% more damage per stack. Maximum of 10 stacks.
Added new content in the Derelict stage.
Picking up a shot mod will now drop the previous shot mod equipped on the active weapon.
All crates spawn more often and have a higher chance to contain loot.
Damage Field device energy cost reduced from 4 to 2.
Ionized Hull device energy cost reduced from 4 to 2.
Ball Lightning device energy cost reduced from 4 to 2.
Evade Death module can now trigger multiple times in a stage. Previously it was limited to once per stage.
Only enemies in a group (2 or more) will show colored outlines indicating loot drops when the group is killed.
Miner boss now disables the enemy wave from spawning when killed.
Removed the default start chunk from AI Boss level as it just wasted time.
Alien snake chunk now has two snakes.
Updated Art
New warp gate 3d models for each sector.
Improved player ship 3d models.
Space backgrounds now use a separate camera allowing for bigger planets and nebula.
Improved art on enemy and player projectiles where old sprites were still being used.
Improved exhaust FX on all enemy ships.
Miner turrets have new 3d models.
Pirate Frigate has a new 3d model.
Added more texture to many of the flat materials in platform levels.
Toned down the red flashing effect when damaging enemies
New Electricity sprites to replace the old pixelated ones.
Shot mod (e.g. dual fire) art updated.
UI
Sector map now shows what modules are on the players ship.
Journal now shows damage, fire rate, and shot count for weapons and pods.
Icon art has been updated and improved.
Device status ring color on the HUD (top left) changed to yellow indicating the device has enough energy to use.
Boss and Mini Boss sector map node portraits are now hidden if these stages haven't been played before.
Bug Fixes
Shield pod now blocks enemy missiles.
Ionized Hull device was not using stack count. Now it does 20% more damage per stack.
Destroying secret doors/walls in the miner hazard level was not disabling child colliders.
Electricity sound FX was too loud in some places in the AI Hazard level.
Ball Lightning should not be affected by double-damage module.
AI Boss door opening/closing now plays a sound.
Miner miniboss had an invalid lock-on point when using Smart Rockets.
Saved run data now includes the seed used to generate the level so quitting mid level and reloading should give the same layout.
Single-shot pod was loading as a Laser Pod from saved run data.
Updated to Unity 2022.3.40f1.
Update Notes for May 31, 2024 - Version 0.7.1
Update Notes for May 31, 2024 - Version 0.7.1
Continue Last Run
Added Continue Last Run to the Hangar screen. Run progress is now saved if you quit during gameplay so you can continue later on.
Balance and Bug Fixes
Anvil starting shields increased to 4.
Alien laser ships no longer shoot additional cheap shots as they reach the edge of the screen.
Destroy projectiles was not testing every frame so enemy shots could get through the circle.
Survive the Rift - Update 0.7
Update Notes for March 29th, 2024 - Version 0.7
New Sector Map
New node layout reduces or eliminates repeat stages within a sector.
New UI and art.
The player can now inspect all nodes on the map, not just ones that are playable.
Note: There will be new stage types in the future that will appear as new types of nodes on the sector map.
Gameplay & Balance Changes
You now get credits for destroying mines and destructible hazards such as mines and beam generators.
Battery pickup now gives 6 energy (was 3).
Difficulty on many of the miner and pirate spawners was not set correctly making easy and medium stages too hard.
Miner probe and turret shot speed lowered.
Reroll Modules Device no longer consumes energy when you have no modules equipped.
Enemy shots now hit asteroids.
Expert, Master, and Elite Pilot achievements are now unlocked by completing two hard stages as well as the boss in each sector.
HUD top and bottom elements now fade separately when the player is at the top or bottom of the screen.
Other Updates and Bug Fixes
Most UI screens have updated art.
Added detail to Miner Platform geometry that looked incomplete.
Kllls stat was not counting the AI Core or other enemies not from spawners.
Ship selection screen health and energy stats bars were not updating correctly.
Controller button icons are now shown or hidden based on the last used input device (game controller or mouse/keyboard).
You can now use L1/R1 buttons for menu navigation in the ship selection strip.
Enemy ships now render over asteroids instead of passing through the geometry.
Pirate asteroid turrets were respawning with the turret missing.
Updated asteroid collision boxes to match the geometry better.
Stars were showing through the 3rd layer of background sprites in asteroid and derelict stages.
Fixed a case where homing shots would track dead enemies.
Miner trail enemies no longer shoot as they exit the screen.
Enemy beam turrets now have sound.
Miner laser ships now play beam sounds.
AI block crusher platforms now have a sound.
Unity updated to version 2022.3.21
Update Notes for Jan 31, 2024 - Version 0.6.7
Update Notes for Jan 31, 2024 - Version 0.6.7
Post process settings for bloom and chromatic aberration were not always saving and loading correctly.
Turned off AntiAliasing on UI camera to fix grainy fonts.
Could not buy a different device at the shop if the equipped device was at max stack count (or not stackable).
Beam device could get stuck on if the player took damage as the beam was shutting off.
Sector map lines sorting fixed.
Some more shot VFX updated from old sprite versions.
Pirate destroyer collision on the top-back turret was too low.
Unity updated to version 2022.3.17
Survive the Rift - Update 0.6.6
Update Notes for December 5th, 2023 - Version 0.6.6
Mining mini-boss cave rocks are now more visible and collision is more accurate.
AI Core boss beam could turn on after the core was destroyed if the 1 second warning beam was on.
Destroying the AI Core will now remove any remaining shield pieces.
Fixed a bug with multiple controllers where only the first connected was being used.
Slightly reduced post process bloom effect.
Survive the Rift - Update 0.6.5
Update Notes for November 30 2023 - Version 0.6.5
New VFX for all enemy ships, asteroids, and object exposions.
Picking up a pod will now drop the previous pod in the level so it can be picked up again.
Pickup notifications now have short descriptions for modules and devices.
New 3d model for the miner drone enemy.
Increased rim lighting on asteroids so they are more visible.
Updated some alien sound FX.
Lowered the sound volume on the spinning flame hazards.
Inertia setting now defaults to off.
Pickup notifications are no longer displayed when you buy modules or devices in the shop.
Survive the Rift - Update 0.6
Update Notes for October 12 2023 - Version 0.6
- Updated the project to Unity version 2022.3. We were on version 2019 which is no longer updated by Unity.
- Added Reroll Modules device so you can spend 4 energy to randomly replace all equipped modules. Modules with multiple stacks are replaced with multiple random modules.
- Added Device Code module that lets you buy devices at the shop. Stack count sets the quantity you can buy, so now you have more opportunities to stack a device and improve its power.
- Weapons Locker Key module now stacks. The stack count is used to increase the weapon damage (random rolled stat on purchase).
- Stack count is now maintained when a device is dropped and picked up again within a stage.
- Added Inertia toggle so player ship movement will stop dead instead of drifting when there is no input.
- Added Shot Volume slider for controlling the player shot sound volume (as a percentage of the SFX master volume).
- Added an early access info note to the main menu screen.