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Genre: Strategy, Indie

Survivor Squad: Gauntlets

Update #27 - Cursor Events and Visual Pathing!


Howdy folks!

This week's update adds some visual feedback to Survivor movement indicating the path they will take and where they will aim when they get there. You can also change how long the pathing is visible in the options.


Added Events for Left/Right Mouse Button Down/Up, along with a way to store current Cursor position in a Variable. Using these new Actions you can make some very complex Gadgets or pick up items at the cursor position rather than with a Survivor or kill an Infected by clicking on him.

Replaced old Enable Disable Event_Actions for various Objects with a generic one. Also added a generic Object.Move.

Next week's update will feature some interesting new Gauntlets and some Community Gauntlets so stay tuned!

Enjoy!

Patch Notes: http://steamcommunity.com/app/331720/discussions/0/617319461073283566/

Update #26 - Featured Community Gauntlets and more options for Actions!

Howdy folks,

Added 2 Featured Community Gauntlets, Desert Survival and Weapon Achievement Gauntlet.
Desert Survival, your friends have gone ahead, fight your way to the extraction. Built by Urko
Weapon Achievement Gauntlet, kill hundreds of Infected with any weapon. Built by Leech

Many changes to several Event Actions like Infected.Spawn can now be stored in a Variable and spawn Deaf.

Cheers!

Patch Notes: http://steamcommunity.com/app/331720/discussions/0/617319461073283566/

Update #25 - Various tweaks and fixes

Howdy folks!

This is a small update, mostly some fixes and tweaks. I'll probably do several smaller updates this week and next week before going back to a regular once a week schedule.

Doors and walls should now be more visible!
Made some tweaks and fixes to Mike and Kenny, Brock and Dave and Material Gathering.
On Brock and Dave some people mentioned no Infected after finding the Flamethrower, I believe this is fixed now.

Keep your feedback coming! Enjoy!

Patch Notes: http://steamcommunity.com/app/331720/discussions/0/617319461073283566/

Gauntlets 1.00 is Released!

Howdy folks!
After 5 months in Early Access, Survivor Squad: Gauntlets is fully released!
I'd like to say a very big Thank you to everyone who gave their feedback during Early Access, the game is better because of you!

Now that V1.00 is out, will the updates continue?
Absolutely! I will continue updating the game just as I have for these past few months, so please keep posting your feedback/suggestions on the forums or as a review, I'm listening!


Lots of changes and additions in this update:
- New Gauntlet, Flappy Survivor, it's a bit silly but it's perfect to demonstrate just how powerful the editor can be. Go try it out and set your highscore!
- Updated Tutorial
- Interfaces visible on HUD or World so you can build fully functioning custom HUDs for your Gauntlets. Like you could for example set up an event that would call a nuke and explode every enemy on the map then link that Event to a button in the HUD
- Sprites now have parents so they can easily be moved, check out the intro to Material Gathering to see this in action
- Campaign is now full voice acted!
- New much better looking random portraits!
- Massive performance increase!
- Rebalanced difficulty and score calculation for several gauntlets

Check out the full patch notes here: http://steamcommunity.com/app/331720/discussions/0/617319461073283566/


Thank you and enjoy!

Update #23 - Mac and Linux builds, Editor Challenges and Gauntlet Comments!


Howdy folks!

Yet another big update, Editor Challenges have been added.
These are 20 Challenges of increasing complexity that you must use the Editor Event Actions to overcome. It should be a fun way of learning just how powerful the Editor can be.


Survivor Squad: Gauntlets is now available on Mac and Linux! So far I have kept only Windows builds due to the fact that it makes it faster to update every week but since V1.00 is around the corner this is the time to get Mac and Linux users involved!

You can now post comments on the Featured Gauntlets, those comments will show in-game in the end screen, let everyone know what you thought.

New Main Menu that guides new Players through all the Gauntlets ensuring a nice difficulty curve. Options Menu was also revamped and now all key bindings have the correct functions.


Keep the feedback coming and enjoy the update!

Patch Notes: http://steamcommunity.com/app/331720/discussions/0/617319461073283566/

Update #22 - More awesome Gauntlets! Gather materials, defend the Power Plant and build your base!


Howdy folks!

Another massive update!
Two more Developer Gauntlets added, these Gauntlets conclude the mini-campaign that starts with Mike and Kenny and ends with Routine Scavenging.

Material Gathering, the Jeep is about to break down, search through this town and gather materials to build a base


Base Building, there's a machine that can turn your materials into Bricks, repair and keep it powered while you build your base


Also plenty of new Event_Actions/Sprites/Items that made these Gauntlets possible.

Remember that everything you see was made using the Editor. All the cool events like defending the Power Plant and repairing it or the Bomb or the Infected Death Counter were made exclusively using the Editor, there's no custom code behind it. What that means is with imagination you too can build something as complex and awesome as the new Gauntlets.

Cheers and enjoy!

Patch Notes: http://steamcommunity.com/app/331720/discussions/0/617319461073283566/

Update #21 - More Developer Gauntlets, Sprite Children and new Actions!


Howdy folks!

More Developer Gauntlets in this weeks update! They are introductions to the characters and meant to function as a sort of Tutorial.
Before release the Main Menu will be reworked to make it more obvious the order that you should play each Gauntlet.

Mike and Kenny, introducing the two first characters in a simple tutorial-like Gauntlet


Brock and Dave, the second pair of characters in another simple Gauntlet teaching various game mechanics


Also various changes to Event Actions, the main one being you can now use Variables on Infected Events, this along with the ability to store Infected At and get a Random Infected from a list allows for infinite possibilities.

Sprite Child Object has also been added, it has a Sprite parent and stores local position in a variable. It is used in both Gauntlets to get Survivors stuck to their seats while the Jeep moves.

Enjoy!

Patch Notes: http://steamcommunity.com/app/331720/discussions/0/617319461073283566/#p2

Update #20 - Epic new Gauntlet featuring crafting, survivor leveling and lots of action!


Howdy folks!

This weeks update is a pretty important one, it adds the first of several epic Developer Gauntlets that I'm working on.

Routine Scavenging, you got 5 days to craft your equipment to prepare for extraction. Things get quite hectic at night so make sure you get back to base before it gets too dark!
It is a very large Gauntlet with lots of content and as always I'm looking for feedback so let me know what you think of it including the difficulty.
Also make sure you use the Active Pause and Show Objects buttons for maximum efficiency.


Another awesome addition is custom Interfaces! You can now setup interactable menus to do anything you want, in the case of Routine Scavenging these Interfaces are used for leveling up your Survivors and crafting your Weapons.

I'm really excited to hear what you all think of the new Gauntlet, so far the biggest criticism of the game has been the lack of content so I hope the Gauntlets I'm building will help solve that.

And remember this was fully built using the Editor, so everything built in Routine Scavenging could be done by you! Just use your imagination and build something awesome!

Cheers and go play the new Gauntlet! Enjoy!

Patch Notes: http://steamcommunity.com/app/331720/discussions/0/617319461073283566/#p2

Hotfix v0.21 - 26/03/15

Howdy folks,

The last update that implemented using Vars on Objects broke most levels built before v0.20. This issue is now fixed, many thanks to pjcarpediemst for the bug report!

Cheers

Update #19 - New Weapons! More Event Actions and Vars usable on Objects!


Howdy folks!

This weeks update is a very visual one! New weapons, explosions and muzzle visuals!

Valerie, Grenade Launcher effective for area of effect damage at a distance


Protheros, Dual Pistols with a high rate of fire


Fawkes, Flamethrower light em up! Great for close quarters


Dascomb, Shotgun very effective at close range, fires multiple pellets that can kill multiple Infected


Delia, Tesla Gun electrocutes Infected in close range and causes damage to other nearby Infected


Etheridge, Sniper rifle kills all Infected in a line from a long distance, takes a while to aim




New Event Action, Environment.Explosion let's you create explosions on the map, using an Event and a bunch of variables you can make a sort of Artillery attack for a defense Gauntlet.

The new Enter Exit Area Object allows for a lot of new possibilities using all the triggers it provides.

And also, Variables can now be used as Input on most of the Object Event Actions, so you could make a button that moves a wall to the side every time you press it or perhaps a create a complex puzzle maze with moveable Lasers.

Have fun!

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v0.20 - 24/03/15

* New Weapon: Protheros, Dual Pistols with a high rate of fire
* New Weapon: Dascomb, Shotgun very effective at close range, fires multiple pellets that can kill multiple Infected
* New Weapon: Valerie, Grenade Launcher effective for area of effect damage at a distance
* New Weapon: Etheridge, Sniper rifle kills all Infected in a line from a long distance, takes a while to aim
* New Weapon: Fawkes, Flamethrower light em up! Great for close quarters
* New Weapon: Delia, Tesla Gun electrocutes Infected in close range and causes damage to other nearby Infected

* New Event_Action: Survivor.Holster Weapon, Survivor holsters his weapon, use when in a cutscene to make your Survivors not point guns at each other
* New Event_Action: Survivor.Rotate Speed, change Survivor Rotation speed
* New Event_Action: Environment.Explosion, cause explosion on map that deals damage to units
* New Object: Enter Exit Area, triggers various Events

* Changed Event_Action: Survivor.Move, can now set to attack move
* Changed Event_Action: Var.Random, Position can now take Var as input
* Changed Event_Action: Var.Random, Now functions with Floats
* Changed Event_Action: Var.Change, Position can now change as a whole or split x,z

* Variables can now be used with most Object Event Actions
* Small performance improvement
* Game UI now has a slight sway
* Camera now shakes when explosions happen
* Better looking explosions
* Better looking muzzle fire
* Weapons have a new tracer visual
* Deprecated old Pathfinding Refresh options
* Fixed issue with dropping a Weapon while attacking caused it to be duplicated