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Major Update 0.5 – Automatic Turrets, Zombie Flying Fortress, Trap Buffs!

Hi Survivors!
[p]This update packs a ton of new stuff and improvements for Survival Machine! I hope you’ll enjoy the new content and the changes we’ve made to Survival Machine! We’ve put a lot of work into this patch, and the game has evolved in a big way. Our focus was on improving the first hour of gameplay to make sure your first experience with the game is as positive as possible![/p][p]Another highly requested addition was the automated turrets, and of course — our very first boss fight: Zombiestein and his airborne fortress, Zombieburg! We had an absolute blast creating this patch, and we hope it’ll pleasantly surprise you![/p][h3]Gear up and jump into the biggest update we’ve ever released![/h3][h2]
Highlights of Update 0.5.0 [/h2][p][/p][h3] Face the Main Antagonist: Zombiestein![/h3][h3][/h3][p]The main game antagonist Zombiestein and his flying fortress, Zombieburg, has been fully introduced! Prepare to face Zombieburg in three separate encounters.[/p]
  • [p]Questline Progression: Zombieburg's introduction is woven into the adjusted main questline progression.[/p]
[p]More information about Zombieburg can be found here: [dynamiclink][/dynamiclink][/p][h3] Instant Weapon Swapping is Here![/h3][p]We've overhauled the weapon switching system! You can now change weapons instantly, immediately ending any active weapon events (like firing or charging) to allow for much faster and more fluid combat and defensive reactions.[/p][h3] Automated Defenses: Automatic Turrets[/h3][p][/p][p]Automate your base defense! The Automatic Turret has been added as a new buildable structure. The turret is available for construction after finding the blueprint.[/p][h3] Dynamic Trap & Turret Scaling[/h3][p]Traps and turrets now dynamically scale their damage based on the number of players![/p]
  • [p]More Damage in Solo/Small Co-op: Traps and turrets deal increased damage when there are fewer players, providing essential support for solo players and small teams.[/p]
  • [p]Custom Mode: Scaling options for turret and trap damage have been added to the Custom Mode settings.[/p]
[p]More information about automatic turrets can be found here: [/p][h3][dynamiclink][/dynamiclink] New Achievements to Unlock[/h3][p]Embark on the new questline to unlock two brand-new achievements! These new achievements are tied to the progression of the adjusted questline.[/p][h3] Engine Updated - Vulnerability Removed![/h3][p]We have migrated the game to a newer version of the Unity engine, which eliminates a known vulnerability and ensures greater security and stability for the game. [/p][hr][/hr]
Want to dive even deeper? Here we go!
[h3] Full List of Changes[/h3][h3]Balancing & Quality of Life[/h3]
  • [p]Deck Guns: All deck-mounted weapons now share the higher maximum upward view range.[/p]
  • [p]Turrets: Added a notification to explain the turret reload mechanic.[/p]
  • [p]Building: The rotation of a built object is now remembered for subsequent placements.[/p]
[h3]Fixes & Improvements[/h3][p]Bug Fix (Zombie Behavior):[/p]
  • [p]Fixed an issue where zombies could focus on only one player.[/p]
  • [p]Fixed an issue where zombies would ignore Ballista colliders if a player was mounted on it.[/p]
  • [p]Fixed an issue where zombies would change target too slowly after being hit.[/p]
  • [p]Fixed a bug where high-level night zombies could "fly" on top of each other.[/p]
  • [p]Fixed issues with zombies easily walking onto various objects.[/p]
[p]Bug Fix (Loading & Connectivity):[/p]
  • [p]Fixed infinite loading for the host in the tutorial while the client loaded into an unloaded world.[/p]
  • [p]Fixed clients loading into the game while the host was on a black screen (Infinite Loading).[/p]
  • [p]Fixed the Pause Menu not opening during a reconnect attempt.[/p]
  • [p]Allowed the Pause Menu to open during reconnects and other actions.[/p]
  • [p]The correct text now appears for an invalid lobby code instead of #SR8.[/p]
[p]Bug Fix (UI/UX):[/p]
  • [p]Fixed language issues with the "Manage" tooltip on a gamepad.[/p]
  • [p]Fixed equip/deequip actions not visually unmarking the item when using the D-pad.[/p]
  • [p]Fixed inventory slots being grayed out when loading into the game.[/p]
  • [p]Fixed an unaesthetic damage indicator split into two lines.[/p]
  • [p]Fixed the lack of a button representation for changing quests on the gamepad.[/p]
  • [p]Clearer marking of completed Points of Interest (POI).[/p]
[p]Bug Fix (Combat/Player Actions):[/p]
  • [p]Fixed ranged weapons blocking when entering the pause menu in single-player.[/p]
  • [p]Fixed heavy attacks consuming stamina but not being performed when the pause menu is open.[/p]
  • [p]Kick responsiveness in combat is now comparable to the dodge.[/p]
  • [p]Kicking a player during reviving no longer blocks them.[/p]
[p]Bug Fix (Structures & Environment):[/p]
  • [p]Fixed the Smelter not having collision.[/p]
  • [p]Fixed visual inconsistency in repaired stairs between client and host.[/p]
  • [p]Fixed a flickering plank on the Tesla
  • * structure.[/p]
  • [p]Fixed players being unable to get onto cannons.[/p]
  • [p]Fixed the "High Noon" achievement not unlocking for clients.[/p]
  • [p]Fixed a very loud humming sound coming from behind the machine when starting a new game.[/p]
[p]Terrain/Collision Fixes:[/p]
  • [p]Numerous specific fixes addressing player/zombie getting stuck, falling through the map, incorrect collisions, holes in terrain/rocks, missing textures/grass, visual glitches, and softlocks across all map areas.[/p]
Wrap up
[p]As always, we’d love to hear your feedback — as you can see, we’re doing our best to respond to it and keep developing the game in line with what our community (that’s you, Survivors!) wants. You can always reach us on Discord or right here on Steam.[/p][p]See you again with the next batch of fixes and improvements![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Content Sneak Peak - Automatic Turrets!

Hello Survivors!
[p]Automatic Turrets! We know you’ve been waiting — and you’ve mentioned it many times in your comments and reviews. So… they’re coming! Later this month, we’re rolling out a major update that introduces not only the long-awaited Zombieburg, but also fully automated defense turrets! Here’s a sneak peek at how they’ll work and how you’ll be able to use them in Survival Machine.[/p][hr][/hr][p]Pavel’s been talking about humanity's last Bastion again. Unfortunately, your radio got busted, and communication has been rough. At one point, Pavel mentions how great it would be to reestablish contact with the Bastion… so let’s do just that.[/p][p]One of your new missions will be to find the blueprint for a special radio — a crucial piece of technology that could reconnect you and your survivor friends with the last Bastion. I won’t spoil the full quest, but if you succeed, you’ll unlock the ability to bulid a unique radio receiver on your Machine.[/p][p][/p][p]With Pavel’s engineering genius, you’ll be able to use radio waves to guide your turrets toward any nearby targets. But, of course, it won’t be that simple…[/p][h2] ⚙️ Building the Network[/h2][p][/p][p]To power your turrets, you’ll need to create a full connection network linking them to your radio receiver. We’re adding special floors and walls that distribute signal across your Machine. Turrets must be connected through this network to function properly.[/p][p]You’ve got electricity and a radio connection. Now it’s time to build what you’ve all been waiting for: turrets! Remember — turrets must be placed on dedicated floors; without them, they become useless![/p][p][/p][p]The finished system should look something like that:[/p][p][/p][p]Unconnected walls and floors glow red, and targeting doesn’t work on the turret placed on the structure. When you connect the network the walls’ color will change and the turret will move into a ready-to-fire position. Like this:[/p][p][/p][p]Everything set up? Power’s on, radio’s connected, turrets are ready. Time to show what they can do![/p][p][/p][p][/p][p][/p][p]I might’ve gone a bit overboard, but it’s great fun![/p][h3]💥 Turrets, Traps & Power System[/h3][p]We’ve also reworked the trap systems to make them more dynamic and scalable:[/p]
  • [p]Traps and turrets scale with the number of players — fewer players means higher damage.[/p]
  • [p]Base damage of the traps has been increased, but a team of 4 players won’t notice any difference.[/p]
  • [p]Turrets require energy and must be part of the communication network.[/p]
  • [p]To create a communication network, place a radio receiver and connect it to turrets — and, in the future, other elements — using the appropriate floors and walls.[/p]
  • [p]For target tracking, only one radio receiver is needed per network.[/p]
[h3]Wrap up![/h3][p]That’s it for today’s preview, Survivors — the radio is buzzing, the Bastion is waiting, and the Machine’s defenses are about to evolve. Stay tuned for the update and more information later this month![/p][p]dzięki
Berdol[/p][p][dynamiclink][/dynamiclink][/p]

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]