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Winter Survival News

Game Updates for the Next Two Weeks

There will not be an update for the weekend today as we are working on larger updates for the end of next week and the following week. And we’d like to take a moment to give you a preview of the things that you can expect in terms of game updates over the next few weeks:

Combat Rework
We have reworked the combat system quite significantly. The aim was to make combat smoother and slightly more dynamic. A good example is impaling with the spear. While it made some sense for your character to fall on his butt when impaling a wolf, the recovery time and looking sideways while falling turned out to be rather disorienting.
We have thus reworked combat starting with the spear as it is currently the primary weapon. It is much smoother now, we added block, made tweaks to throwing and also stats.
Axe will be next. We never intended for the axe to be a weapon as such, but will now lean more in that direction.

Trolley
Trolley is intended to take on a more important part of the game in the future, to become the basis of a mobile base. Apart of more fixes and tweaks, we are adding new functionality and mechanics to the trolley. Storage is one such thing so you can have mobile storage. We are even adding a holder for a torch to the trolley so you don’t have to relay on batteries when it gets dark (that’s why we increased torch duration in update #5).
There is also a mechanics coming where your trolley might suffer damage or break, along with new items to loot in order to perform the necessary repairs.

Side Quests
Side quests are coming to the game and will either lead you to explore some special places or add new smaller locations. The idea is also for side quests to provide some unique rewards.
Side Quests will be available both in Story and Endless Mode.

Survival Adventure
Speaking of Endless mode, we will rename it to Survival Adventure since the name Endless was a really bad choice. We also make it the first selection and Story the second one. In the future (after Story Act II) we will be adding more scenarios to this mode to have more interesting choices than Sickness and House scenarios. The idea here is to add scenarios that introduce players to different ways to survive and play the game.

New Animals
We know we need a better variety when it comes to animals and we will be adding new ones, starting with foxes and mountain goats. While some will not have any special behaviours, some others will be more complex. Case in point the fox. It will react to wolves in the vicinity and the fox will be different when hunting it. You can’t trap it by placing a trap and put some bait in it. It’s a cunning animal and it will steal the bait. You will however be able to attract it with a special bait in your hand and for example place a trap in front of you.

Those are the highlights of what’s coming next week and the week after. Some smaller things not explicitly mentioned above build upon the changes to combat, so we can't release them before releasing the combat changes first. Hence the decision to roll them out later and in one update.

Hotfix for load issue

This hotfix should fix the issue of some players being unable to load certain saved games caused by an item that got corrupted with game update #9.

Should you still encounter the problem of not being able to load your saved game or crashing upon loading it, please send us your saved games to [email protected]
You saved games are located in the %LOCALAPPDATA%\WSS\Saved\SaveGames\Survivor\ folder.

Update #9 ready for the weekend.

[h2]New & Improvements[/h2]
  • You can now mark your Favorite Schematic in the Crafting Tab.
  • Added Leather Patch recipe at adaptation level 31 allowing you to repair the 4th tier of clothes.
  • Added detailed description for ‘RRI’ in the Journal.
  • Improved UI hints for repairing damaged clothing with repair patches.
  • Chicken of the Forest Tea recipe is now added to the booklet when you pick up the mushroom for the first time. This change does not work retroactively, yet.
  • Added ‘Other’ tag to the list of displayed death causes.
  • Added a loot table to "road kill" wolves, meaning wolves killed by the trolley.
  • Added new checkpoint and clear reset point to the “Footsteps of a Friend” quest.
  • The path to the Overgrown Village has been reworked to make it more visible.


[h2]Balance[/h2]
  • Stone throw damage has been reduced [from 5 to 1.33].
  • Changed rabbit HP, so it’s still killable with single stone throw [HP from 5 to 1], but the stone not being overpowered for unintended purposes.
  • Added the correct weight for the foundation item for the endless home scenario [0 to 8].
  • Adjusted weight of various items:
    • rabbit skin [0.5 to 1]
    • dried rabbit skin [0.3 to 0.6]
    • rabbit foot [1 to 0.3]
    • boar skin [0.5 to 2.5]
    • dried boar skin [0.25 to 1.5]
    • broken boar tusk [1 to 0.8]
    • deer skin [1.5 to 4]
    • dried deer skin [1 to 2.5]
    • deer antlers [1 to 3]
    • broken antlers [1 to 2]
    • wolf skin [1 to 3]
    • dried wolf skin [0.5 to 2]
    • animal bone [0.7 to 0.9]
    • small animal bone [0.5 to 0.4]
    • fur pieces [0.5 to 0.8]


[h2]Bugfixes[/h2]
  • Blocked possibility of starting Cold Wave with the use of keyboard shortcuts.
  • You don’t need to click twice to close the end screen at the end of Story.
  • Fixed a bug that could cause you get under the game world when sliding down the rope near the first hot springs.
  • Fixed secondary interaction problem with character picking up the snow.
  • Fixed issue with exploration music after Mike jumped off the cliff.


Update #8 arrived!

[h2]New & Improvements[/h2]
  • You should now be able to track clothes durability in the Status screen.
  • Drinking "Hot Water" will now remove "Core Coldness".
  • You will now receive a message when trying to place a campfire on a foundation that is not supported.
  • Added option in the menu to disable screen prompts (eg. "Not enough resources") - by default it is disabled, so screen prompts show.
  • Mushrooms and Salt Crystals now are consistent with other gathered resources and have an interaction time rather than being instant pickup. Note: there might be some cases where old crystals / mushrooms will still appear in the same place once you had them respawned in the save game. After you pick them up again they should no longer respawn and only the new ones should exist from there on.
  • We did a bit of work on the Trolley in Endless mode, overhauled a few systems in order to prepare the Trolley for future updates as there is quite a bit to come for our Trolley both in Endless and later in Story Act II. While you can’t see most of it in the game in this update, while reworking the states for the rail switches, these are now handled differently so their state should now save and load correctly.

    In Endless mode all levers have been set to always work and be unlocked from the start - for the time being. Upon release of Story Act II is released, the functionality of levers will change.

    Also, the pieces of destructible objects smashed up by the Trolley (like the tunnel entrance barricades) should now disappear after a while and no longer block the trolley movement if unfortunately positioned.


[h2]Balance[/h2]
  • Cargo drop event duration has been adjusted and now lasts 50% longer, so you have more time to head out and search for the cargo drop.
  • Adjusted weight of various items:
    • Cave Moss [1.0 to 0.4]
    • Animal Bone [1.0 to 0.7]
    • Small Animal Bone [1.0 to 0.5]
    • Fur Pieces [1.0 to 0.5]
    • Bone Needle [1.0 to 0.2]
    • Fabric [0.7 to 0.35]
    • Metal Wire [2.5 to 2.0]

[h2]Bugfixes[/h2]
  • Blocked the Unstuck feature while driving a trolley, climbing a rope, pulling a box or climbing a ladder to prevent unexpected issues and unwanted behaviour.
  • Fixed wrong mesh and name for cargo chest.
  • Cloth Path description changed - describing that it can be used for specific subset of clothes.
  • Pieces of destructible objects smashed up by the Trolley (like the tunnel entrance barricades) should now disappear after a while and no longer block the trolley movement if unfortunately positioned.


[h2]Visuals[/h2]
  • Minor visual fixes along the riverbanks.
  • Fixed a hole in Act I cave.
  • New icons for bandage and wolf meat.

Game Update #7 is here!

[h2]New & Improvements[/h2]
  • A new cave added in Story Act I area in both Story and Endless game mode.
  • Fabric Bedroll has a new mesh so it actually represents an unrolled bedroll.
  • If you have a schematic / recipe in quickslot you can now hold the quickslot button to show the materials needed by the specific recipe (for a quick lookup).
  • There will now be a message on screen when trying to use flashlight, but have no battery.
  • New schematics will have a golden outline to show them as new when seeing them for the first time.


[h2]Balance[/h2]
  • Rebalanced gains for Leather Straps recipes so that bigger skins give more straps (Wolf: 8x, Boar: x10, Deer: x12).
  • Changed the amount of planks required for the "Wooden Halfwall" (from 10 to 6), "Wooden Quarterwall" (from 10 to 3) and "Wooden Ceiling" (from 10 to 8).


[h2]Bugfixes[/h2]
  • Fixed an issue where you could throw a spear through the 'Red Tree'.
  • Fixed an issue where Coimetrophobia - Fear of the Graves sound was not playing properly.
  • Fixed some of the reported floating grass/foliage issues.
  • Fixed an issue with a few stew recipes where they had wrong names in them.
  • Fixed an issue where you could put an item into the chest and still have that item equipped after.
  • Collisions changed on some drawers for them to be less likely to push the player around when opened often resulting in jittery camera movements.
  • Fixed an issue where the Fur Patch did not repair clothes in all cases.
  • Removed Trauma removal from Sugar. It not only didn’t work correctly, but we are looking at alternative ways to allow limited reduction of Trauma in a more meaningful way.
  • Removed "PROLOGUE" wording from the Load Game Interface and show Difficulty setting in its place instead.
  • Fixed an issue where averaging freshness would not take the amount of items in the stack into account.
  • Fixed an issue where on older save games the trolley would have a detached or misaligned cowcatcher which would make it impossible to break through the barricade at the end of the tunnel in Endless mode.
  • Fixed an issue where Fire Cover would not save properly.
  • Added better icons for Spoiled Mushroom, Spoiled Tea and Garlic, Sap Torch and Leather Scrap.
  • Fixed an issue where you could walk under the foundations if placed on uneven ground.
  • Battery widget should now disappear from the UI when the battery runs out.
  • Fixed issue where preplaced furniture would not count for completion of quests in Home Scenario.
  • Fixed an issue where "Craft the Wall" was not completable in Tutorial after changing the recipe for Wooden objects.
  • Fixed issue where "Thatch Door" was called "Wooden Door".
  • Prevented extinguishing the fire in the Introduction section of the story.
  • Fire Cover and furniture now properly display tooltip when being destructed by hammer.
  • Moss will no longer rotate when respawning (Might still be rotated in old save games).
  • Liberty Cap will now spoil to the correct spoiled item.
  • Fixed a broken interaction tooltip for killed animals.
  • Food containers are now given back properly even when being added and removed from the campfire multiple times.
  • Fixed a visual issue where a higher amount of water would be shown that is actually available when a Container (like the Canteen) is in a quickslot.


[h2]Stability[/h2]
  • Fixed an issue that caused loading of saved games to take longer and eventually lead to a crash. Fire Covers and movable Interactable Plants were duplicating in some cases. (If any more cases such as these happen please F7 it to us - it is very appreciated).


[h2]Visuals[/h2]
  • Visually adjusted grass to make it look a little better.
  • Fixed the size of Spoiled Sugar Beet and Leather Pieces.
  • Minor fixes to water near the Trolley Area.
  • Minor adjustments in Hunting Grounds Trolley Area (Endless).
  • Sap Torch now has a new visual.