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Survival Machine News

Changes to the 1st hour are coming!

Hi Survivors!
[p]
Many of you shared feedback about the game’s beginning, the tutorial, and how Survival Machine introduces you to its world. After reviewing your thoughts, we realized some changes were needed right at the start. Our goal is to make sure that from the very first frame on your screen, you’re having as much fun as possible in Survival Machine!

The content is not yet available in the game, but we plan to add it this month. What changes can you look forward to? [/p][h3]🧭 Tutorial Improvements[/h3]
  • [p]New boss introduction: You’ll now encounter Zombieburg early on, setting the stage for the main villain.[/p][p][/p]
  • [p]First combat reworked: The opening fight now focuses on ranged combat with the bow. For all of you who love getting up close and personal with the zombies: don’t worry, you won’t have to wait long for melee combat.[/p]
  • [p]Healing items: Apples have been added to the tutorial so you can learn how to heal right away. You won’t have to worry as much about your health during your first encounters with zombies.[/p][p] [/p]
  • [p]Weapons matter: We’ve highlighted the differences between weapon types. Weapons are stronger, more effective, and better balanced — for example: the sword’s special attack is now cheaper than the club’s, so no weapon feels outclassed.[/p]
[h3]⚔️ Balance Changes [/h3]
  • [p]Combat is less punishing – more fair, more fun, especially in the early game.[/p]
  • [p]Hearts replaced with stamina & health bars: You’ll start with more stamina and more health to give you a fighting chance and better control over your character [/p][p] [/p]
  • [p]Better Perfect reloads: Reload at the right moment! We’ve tweaked the DMG multiplier—try it out to give your weapon an extra damage boost![/p]
  • [p]Headshots: Aim true! The headshots are more impactful and rewarding.[/p][p] [/p]
[h3]🛠️ Quality of Life Updates[/h3]
  • [p]Crafting info: Hovering over materials now shows where to find them and what they’re used for.[/p]
  • [p]Resource sources: When approaching objects (like rocks, flowers, flint etc), the game now tells you what you’ll get — no more guessing Survivors![/p][p] [/p]
  • [p]Lexicon in progress: A new in-game reference hub for all recipes. Over time, we’ll expand it with things like a zombie type index.[/p]
[h3]✨Wrap up[/h3][p]We want the first hour of gameplay to be as engaging as possible and to make the game even more fun, hence the upcoming changes at the very beginning.

Keep an eye on Steam, as this is where we’ll share information about when the described changes will arrive in Survival Machine. As I mentioned earlier, we want you to have a chance to try them out this month. For now, we’re fine-tuning the final details. [/p][p]
I'm really curious to hear what you think about the direction we're heading, and I’m counting on your feedback, Survivors! You can always find us here in the comments section or on our Discord :)

dzięki!
Berdol [/p][p][dynamiclink][/dynamiclink][/p]

Patch 0.4.0 is now avalible!

Hi Survivors!
[p]Patch 4 is here! We’ve reworked health, stamina, and armor into sleek new bars, rebalanced early-game zombies to be less punishing, and added long-requested features like a continue button, day counter, and crafting got a serious upgrade with categories and resource descriptions. And! Artillery now makes its grand entrance early in the game.[/p][p] On top of that, we tackled a huge list of bugs: fixed infinite loadings, improved collisions, polished UI, rebalanced weapons, cleaned up co-op desyncs, and patched countless PoI softlocks. Oh, and we killed off that big FPS drop when loading new parts of the world — your frames can finally breathe.
[/p][h3]More balance, more customization, smoother performance — welcome to Patch 4![/h3][p][/p][h3]🛡️ Health, Stamina & Armor Bars[/h3]
  • [p]The old icons retired and bars moved in. This gives us way more control over balancing — especially in the early game — and makes your survival stats easier to read at a glance.[/p]
[h3]🧟 Zombie Balancing[/h3]
  • [p]Early-game zombies are now less “oops, you’re dead” and more “heck yeah, I got this!” Still dangerous, but way more fun to take down.[/p]
[h3]▶️ Continue Button in Main Menu[/h3]
  • [p]One button. One click. Back in the game. Simple, clean, finally here.[/p]
[h3]🛠️ Custom Mode Upgrades[/h3][p]More knobs and sliders to twist! You can now adjust:[/p]
  • [p]Zombie health[/p]
  • [p]Zombie damage[/p]
  • [p]Player damage [/p]
  • [p]Resource gathering amount [/p]
  • [p]Day/night cycle length [/p]
  • [p]Increased zombie amount in the world[/p]
  • [p]No roadblocks [/p]
  • [p]No night attacks (now a checkbox, no more hiding in settings)[/p]
  • [p]All blueprints unlocked [/p]
  • [p]Free building mode [/p]
[h3]💣 Artillery in Early Game[/h3]
  • [p] We smoothed out the early-game flow so you get a taste of big booms right away. [/p]
[h3]🔔 Interaction Notifications[/h3]
  • [p]Small star effects now pop up when you interact with things — a little sparkle never hurts [/p]
[h3]⏳ Day Counter[/h3]
  • [p] You can now see what day you’re on, right next to the clock. Survival journaling just got easier.[/p]
[h3]🧰 Crafting Menu Overhaul[/h3]
  • [p]Materials now have descriptions[/p]
  • [p]Each description includes where to find them[/p]
  • [p]Recipes are organized into categories (no more endless scrolling!)[/p]
[h3]⚙️ Machine Collision Fixes[/h3]
  • [p]We improved collision so it’s much harder to trap yourself inside machines. Freedom restored.[/p]
[h3]🚀 Optimization[/h3]
  • [p]Removed a nasty FPS drop when loading new parts of the world. Your frames are safe again! [/p]
[h3]📈 Fixes & Improvements[/h3]
  • [p]Fixed trees and grids not loading correctly.[/p]
  • [p]Squashed several infinite loading bugs (syntax input, joining games, Hong Kong region, etc.).[/p]
  • [p]Cleaned up multiple null reference errors clogging logs.[/p]
  • [p]Optimized particle effects and smoke rendering for smoother visuals.[/p]
[h3]⚖️ Balancing & Gameplay[/h3]
  • [p]Adjusted zombie base HP from 50 → 40 on Easy/Hard for fairer combat.[/p]
  • [p]Rebalanced early fights so they’re less insta-death and more action-packed.[/p]
  • [p]Weapon rebalance across the board for better feel.[/p]
  • [p]Artillery and ballista properly introduced in early game flow.[/p]
  • [p]Zombies do not attack destroyed core components anymore.[/p]
  • [p]Fixed boosted ranged attacks (orange glow) not applying proper damage multipliers.[/p]
[h3]🕹️ UI & Controls[/h3]
  • [p]Continue button finally added to Main Menu.[/p]
  • [p]New day counter next to the clock (with “Day” label).[/p]
  • [p]Small stars now appear for interactions (and can be toggled off in options).[/p]
  • [p]Fixed stretched icons on blueprint popups.[/p]
  • [p]Corrected reversed/untranslated UI strings (tooltips, sonar tab, blueprint unlocks, etc.).[/p]
  • [p]Public/Private replaced with clearer Multiplayer labeling.[/p]
  • [p]Stamina/Armor/Health now shown as bars (with correct stamina warning icons).[/p]
[h3]🪓 Crafting & Resources[/h3]
  • [p]Crafting menu now has categories for easier browsing.[/p]
  • [p]Materials now include descriptions + where to gather them.[/p]
  • [p]Fixed icons not displaying correctly on first open.[/p]
  • [p]Added missing sound for birch tree falling.[/p]
  • [p]Apple colliders fixed + proper placement in world.[/p]
[h3]🏗️ Machines & Building[/h3]
  • [p]Improved machine collision (no more trapping yourself inside).[/p]
  • [p]Fixed collision issues on cockpits, chimneys, lights, mannequins, banners, and armor upgrades.[/p]
  • [p]Fixed storage desync between host/client.[/p]
  • [p]Fixed items disappearing when assigned to quickslots or storage menus.[/p]
  • [p]Machines now update correctly after core component upgrades.[/p]
  • [p]Various build mode fixes:[/p]
    • [p]Cannot place column-on-column exploits.[/p]
    • [p]Fixed floating stairs/platform issues.[/p]
    • [p]Fixed indestructible floor/roof pieces.[/p]
    • [p]Fixed removal of walls with lamps/decorations attached.[/p]
    • [p]Fixed building on higher floors being clunky.[/p]
[h3]📜 POIs & Quests[/h3]
  • [p]Fixed quest markers (e.g., sawmill blueprint flying outside rampart).[/p]
  • [p]Fixed BP missing on farm/workbench.[/p]
  • [p]Fixed softlocks and interaction issues on Oil Rig (medium & hard).[/p]
  • [p]Fixed Tesla Easy invisible rail.[/p]
  • [p]Fixed Villa Renovation quest lock.[/p]
  • [p]Fixed “Find blueprint” quest marker location.[/p]
  • [p]Fixed cannons launching players into the air.[/p]
  • [p]Zombies no longer get stuck under the machine or attack destroyed cores.[/p]
  • [p]Fixed issues with zombie AI teleporting, flying, or falling through map.[/p]
[h3]🌐 Co-op & Networking[/h3]
  • [p]Fixed clients not loading properly after joining/kick.[/p]
  • [p]Fixed desyncs with health and storage.[/p]
  • [p]Fixed crashes when joining from lobby or after invite.[/p]
  • [p]Fixed turret/ballista behavior when a client is kicked mid-use.[/p]
  • [p]Fixed region lock/connection issues (Hong Kong).[/p]
[h3]✨ Miscellaneous[/h3]
  • [p]Improved smoke & grass rendering.[/p]
  • [p]Fixed shaky camera when sprinting diagonally or standing on machines.[/p]
  • [p]Fixed jerky movement after toggling build menu quickly.[/p]
  • [p]Fixed loss of items at end of storage list.[/p]
  • [p]Fixed tailoring menu appearing empty after switching tabs.[/p]
  • [p]Fixed “/n” debug symbol showing in interaction text.[/p]
  • [p]Fixed overlapping materials (banner rods, windows).[/p]
  • [p]Improved fan animations and decorative collisions.[/p]
[h2]Wrap Up![/h2][p]A huge thank you to all Survivors for your feedback on Steam and in reviews. Thanks also to everyone who used our Bug Reporter, which helped us quickly track down and squash the bugs that were hurting your gameplay experience! [/p][p]We haven’t said our last word yet, but these fixes should significantly improve your time with Survival Machine! Once again, thank you for being with us![/p][p]Come join us on our Discord, where you can always meet someone from the dev team and chat about the game![/p][p]See you next time!

Dzięki![/p][p]Berdol

[dynamiclink][/dynamiclink][/p]

Pavel's story- part 1

Hello Survivors!
[p]With this post, I’d like to kick off a short series about the lore of Survival Machine. You’ve been asking us here on Steam and over on our Discord – how did it all begin? Where did the giant machines come from, and what led to the great apocalypse that turned most of humanity into zombies? [/p][p]Well, you're about to find out! Let me tell you a story… Pavel's story.[/p][hr][/hr][p]….[/p][p]Since childhood, Piotr and I believed that one day we would change the fate of humanity. That dream kept us alive through hunger and poverty. Together, we swore we would create something greater than ourselves – a work that would outlive the ages.[/p][p]We shared the same dream: to ease the lives of ordinary people. That was our goal, our life’s calling. We supported each other deeply, and our brotherly rivalry drove us forward – even though we chose different paths.[/p][p][/p][p]I was always fascinated by gears, transmissions, engines – the hidden rhythm that could bring lifeless metal into motion. Mechanics was the obvious choice for me. The louder and more complex something was, the more it drew me in. Piotr, always standing slightly apart, found his passion in alchemy – a young and not yet fully understood science, brimming with potential.[/p][p]For a long time, we were inseparable – brothers and co-creators, two halves of the same dream. We were going to change the world together. And it was to become reality, though not in a way I could ever have imagined. But I am getting ahead of myself… [/p][p][/p][p]After years of study, I was finally ready to fulfill the promise I had made to my brother and to myself – I would create something that could change humanity. Piotr still stood by my side, though for some time we had not been as close as in our childhood.[/p][p]The Moving Factory Machine – it was beautiful! Vast and thunderous! Because I equipped it with its own drive, it could cross entire continents and reach people left behind by the relentless march of civilization. Soon, it was given the name Survival Machine, but it was far more than just a tool to make survival easier. It gave people hope for a better tomorrow.[/p][p]I won’t deny it – the name flattered my vanity. It was pleasant to hear songs at local fairs, praising the Machine and its inventor. Yet I had only one problem: Piotr was drifting farther and farther away from me. He came to me less often for advice, we discussed our ideas more rarely, and his voice grew quieter whenever the songs about the Machine were sung. In his eyes I saw a shadow I could not name. Pride, but also anger. Joy, but also resentment. I fear that envy had taken hold of him.[/p][p]And then, one day, Piotr simply disappeared. I have no contact with him, and I don’t know what happened. I only hope he hasn’t gone off chasing one of his “creative” ideas. We always managed to find common ground, and my rational arguments usually reached him. But now he is out there, completely alone. And I fear for him.[/p][hr][/hr][p]Thus begins the tale of a world where technology intertwines with desperation. The world of Survival Machine – a land of colossal, wandering machines and fraternal rivalry. I hope you enjoyed Pavel's story, I already have a plan for its continuation! You can help me shape it—join us on our Discord, where I’ll be happy to chat about how the brothers’ story could continue. [/p][p]Have a great weekend![/p][p]Dzięki![/p][p]Berdol[/p][p]
[dynamiclink][/dynamiclink][/p]

Content Preview - Meet the Zombieburg!

Hello Survivors!
[p]You already know quite a lot about the upcoming Alpine Biome, but so far I haven’t mentioned a single word about the gameplay novelties we’re preparing for you. With this post I’d like to change that. Let me introduce you to Doctor Zombiestein and his flying fortress Zombieburg.[/p][p] [/p][p]I’d like to tell you the story of Zombiestein a little later – we’ll still have some time for that – but for now I want to show you the results of the last few weeks of work. Let’s go![/p][h2]1.Introduction to Zombieburg[/h2][p]The powerful mobile fortress of Zombiestein not only flies, but also shoots! Be careful, because although at first glance Zombieburg may look slow and clumsy, don’t be fooled by appearances! Zombiestein, a brilliant though slightly mad scientist, has prepared well for a possible encounter with Survivors![/p][p][/p][p]His machine is equipped with the latest technological marvels. It even has a rocket engine that gives it unprecedented speed, and it is armed with powerful cannons capable of easily sweeping away everything you’ve been so carefully building on the Machine.[/p][p][/p][p]Zombieburg hunts both during the day and at night, and it’s very hard to hide from it. Nothing is able to conceal you from its sight, and when a shadow suddenly covers the sun or the moon, look up at the sky and get ready to fight![/p][p]And how to fight it? Defensive turrets will definitely come in handy – they will be your main weapon against Zombieburg, although you can also damage it using ranged handheld weapons. It’s certainly not as effective as cannons, but every reasonable Survivor will fire at the incoming monster with whatever they’ve got![/p][p][/p][p]Fortunately, Zombieburg is not indestructible, but even when damaged it still has a few tricks up its sleeve. For now, I won’t reveal anything more 🙂[/p][p]One last thing: we plan to adjust Zombieburg and the difficulty of the fight to the number of players in the session. Solo players will face a slightly easier challenge than a team of four Survivors. But I’ll tell you more about that in detail in my next post![/p][p][/p][h2]2. Wrap up![/h2][p]Zombieburg is not available in the game yet, but we can’t wait for you to encounter Zombiestein and his airborne vehicle for the first time. We’ve already run some short tests and it looks very promising, but you’ll unfortunately have to wait a bit longer for more details.[/p][p]But even now I can ask you – what else should such a massive zombie airship be able to do? I’d love to hear your ideas here in the comments or on our Discord, to which I warmly invite you![/p][p]Thanks for being with us, Survivors![/p][p]See you soon!
Berdol[/p][p]
[dynamiclink][/dynamiclink][/p]

Content Preview - meet the Mines!

Hey Survivors!


What's up, everyone? It's Dawid here! Time for another blog post, and this time we're diving deeper into the Alpine Biome to explore the Mines! Get ready for some gritty, industrial vibes packed with mysteries and challenges. In this post I’m focusing on the world, while news about the gameplay itself we’re saving for another time.

One important note: we’re still working on the Mines as part of the larger Alpine Biome. Our plan is for you to be able to step into the Alpine Biome for the first time this winter. Here’s what’s coming your way:
[h2]1. The Mines: what to exect?[/h2]

The Mines are a place where hard work meets a raw, industrial atmosphere. Unlike the sprawling hills of the Valley, here we descend deep into the dark, vast mine shafts. This area was once a bustling hub of extraction, primarily focused on mining metal ore.


An entire industry sprang up around the mines, with its heart being an old sorting facility responsible for separating ore from waste. As a result, you'll encounter plenty of now-defunct conveyor belts and transport systems, which you can use to reach less obvious spots (and trust me, it's worth exploring them, as that's where the most exciting rewards await you).


[h2]2. Challenges for Players[/h2]
And of course, what would the Alpine Biome and Mines be without some serious challenges! I won’t spill all the secrets we have planned just yet—this time, I’m focusing solely on the challenges awaiting you in the Mines. But rest assured, we’ve got plenty more gameplay surprises up our sleeves for later!

In the Mines, we want to get those brain gears turning. Expect a hefty dose of puzzles to solve, including tinkering with broken mechanisms left behind from the once-thriving industrial operations. Restoring these to working order will make navigating the mines a whole lot easier.


And what about underground? Multi-level mine shafts await—each level brings a fresh challenge and a unique puzzle. Reaching the next floor will demand cunning, precision, and thorough exploration, as I’ve hidden plenty of secrets throughout the mines. Here’s a little hint: keep an eye out for concealed detonators—things are going to get explosive! 💥

One final teaser—I’m really excited to see your reactions when you reach the very bottom of the mines. I’ll hold off on revealing more for now, but let’s just say the team internally calls this part of the map “our Moria”. 😏
[h2]3. Wrap up![/h2]
I can’t wait for you to plunge into the darkness of the Mines and uncover their secrets! Drop your thoughts in the comments—what are your guesses, and what excites you most about this segment or Alpine biome as a whole?

It’s going to be a hot winter Survivors! Keep an eye on our Discord and Steam, as that’s where we’ll let you know when the new content becomes available! See you underground! ⛏️

Dzięki!
Dawid
https://store.steampowered.com/app/1601330/Survival_Machine/