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Pathfinder (0.9.13) - Major Early Access Update #7

Commanders, it's time for a new battle plan to fight M.E.G.A. Corp!

Conduit strategized a new attack vector to increase the effectiveness of strikes against the evil conglomerate. You're no longer attacking M.E.G.A. Corp.'s facilities in one location while Conduit is on standby for extraction. Instead, you're striking multiple targets on each operation, retreating to the choppa for tactical re-grouping and planning your next move.

This new strategy has shown to improve the loot yield from each operation at simultaneously increased safety for you and your squad.

Your technicians revamped the clone-control battle stations, testing a novel heads-up display technology to grant you more overview of the frantic action. The choppa was upgraded with a new tactical map module to present potential target locations, and an improved radar array to scan for threats.

M.E.G.A. Corp. started to pivot their defense strategies, too. They installed a new aerial defense system and artillery fortifications. Conduit has already figured out how to circumnavigate the anti-air weapons for safe drop-offs and extractions. You just have to get the job done and meet her at the extraction point before the artillery acquires your position and lays a deadly barrage upon you.

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Good luck out there, Commander!

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[h2][color]⚠ SAVEGAME NOTICE ⚠[/color][/h2]

Savegame Reset: RECOMMENDED - NOT REQUIRED

This update adjusts the structure for maps and operations, changing a few unlock requirements and dialogues. If you continue playing with your existing savegame, you are potentially not experiencing all of the new content.

We offer you to reset your savegame in the Settings menu.

By doing so, you will start fresh and a backup of your last savegame is created in your local game folder.

You can find a guide on how to restore savegames from older game versions here: How to access & restore savegame backups (Steam Forums)
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Now, here's a detailed breakdown of Update 0.9.13 "Pathfinder":

[h2]New Map & Ops Structure[/h2]
Up until now, your operations took you on 20-minute continuous runs, fighting, looting, upgrading, scouting, and managing your extraction.

The "Pathfinder" (0.9.13) update changes this drastically!
First, you regularly pick your "map", i.e. the M.E.G.A. Corp. subsidiary, that you want to attack.

Then, Conduit takes you straight into the battle where you capture your first Beacon to call in your first Merc. From this point on, your operations go very different than before:



A Countdown is indicating how much time you have left in the area before a deadly artillery barrage is striking your position. Your primary goal is to extract before that timer runs out - while capturing any objectives along the way!

Depending on the type of challenge in the current area, you are met with different conditions to reveal the extraction point:
  • Time Attack - just survive long enough until Conduit transmits the extraction point's coordinates
  • Onslaught - clear the area by defeating a certain number of enemies before Conduit can get you out
  • Elite Encounter - defeat a miniboss before Conduit can pick you up




These challenges are just the initial set of map areas you will see in this update. We are already working on additional ones, namely "Hunt", "Heist", and "Sabotage" operations.

After you have cleared enough areas in the operation, you will face the final boss - a life and death encounter.

To prepare for each new challenge, you are now spending your "skill points" from your level-ups immediately after extracting from the last area. You can no longer choose upgrades in the middle of the action! So make sure you prepare yourself for the next challenge.

If you aren't confident in your combat capacity, you can always choose a "tactical retreat" in between challenges. You only need to survive the first few encounters until you're out of reach of M.E.G.A. Corp.'s anti-air defenses.

With each challenge, the Danger Level in the operation increases. The DL determines the strength of enemies and impacts the quality and amount of loot you can grab from Loot Crate objectives. The Danger Level Indicator in the map overview also shows you when the "tactical retreat" becomes available - and when you may encounter "Complications" on your operation.

Complications persist for your whole operation and may have a big impact on your squad-building strategy.

The initial set of Complications includes mostly stat modifications. We are working on more intricate mods that are tying more into the synergies of your squad. With a smart squad-build you may turn these Complications into an advantage.

Since we are working on an improved weapon system to take the synergies and build-depth to the next level, expect these new Complications to come with that system upgrade in one of the next two major updates.


The last notable change with the new Maps & Ops structure is how loot is being secured:
Your Carry Capacity is only limiting the amount of loot you can grab during the fight in an area. If you manage to extract successfully, all your loot is safely stowed in the choppa.

If you are K.I.A., only the loot you are currently carrying on you is lost. With a tactical retreat, you can save all your loot you captured so far. But if you choose to leave too early, i.e. abort the operation, you will lose everything as you abandon your squad.

We will further refine this system by changing Carry Capacity and the systems around loot & inventory management. For the moment, you will have certain traits and stats that affect your Carry Cap without having a relevant impact on your runs. We chose to keep these in place in order to prevent you from resetting your savegames since removing them may have an impact on progression or existing Commander clones.

This is not the ideal solution, but we stick with our update philosophy and improve these systems with your feedback as we continue developing and evolving the game.


[h2]UI Overhaul Pt.1[/h2]
For the longest time, we kept the ingame HUD and UI in a mostly functional state to iterate and develop rather quickly. Update "Pathfinder" now lays the groundwork for the UI we envision for the final game.

The biggest change is currently happening underneath the hood and visually in the HUD during and in between the battles.



The HUD is not only providing more overview of the action. It is also playing a role in the narrative design and storytelling. Since this is only the first step in this direction, you may still encounter various inconsistencies and rough edges. But we're eager to hear your feedback and first impressions to continue improving the UI and prepare for additional accessibility settings to adjust it to your individual liking.

[h2]Tutorial Improvements[/h2]
With the novelties in update "Pathfinder", the tutorial and onboarding have also changed and improved. Conduit is providing more contextual help at various stages and will react to more events during the action with hints and radio messages to help you become the best Commander.

[h2]Community Translations[/h2]
When we introduced the new languages in update 0.9.11 "Arsenal", we considered them a work-in-progess without final proof-reading. The translations in "Pathfinder" are better but still far from perfect.

You, Commanders, know the game better than any translator. So, we want to invite you to support us by directly improving the translations as part of our Community Translations Project.

You will gain exclusive access to that project via our Discord server to adjust translations or even add completely new languages to the game. In turn you will receive exclusive benefits, e.g. access to playtest versions and a direct channel to our dev team.

We're going to share more details on Discord very soon - let us know if you would be interested in participating!

[h2]More Regular Playtests[/h2]
Update "Pathfinder" was the first update that had a Community Playtest prior to its release.

We received lots of great input and insights from you, so we want to continue running these playtests in the future.

To participate in these playtests, please join our Discord server and follow the information there (when it becomes available) to get the Playtester role and access to the exclusive playtester channels.

You need to own the game to participate and the playtests will be time-limited.

[h2]More Additions, Fixes, Adjustments, Improvements & Details[/h2]
  • Commander Weapons in the Armory now show their stats similarly to the popups in the Clone Bay.
  • Adjusted the rate of fire on the SMG Commander Weapon.
  • Added stun to the Quaker Hammer Commander Weapon.
  • Commander Weapons have 5 level-ups instead of 3.
  • Changed Ops descriptions to align with new structure.
  • Adjusted random distribution for level-up choices to allow for more controlled squad-builds.
  • Chemtrail starts a bit stronger with 3 instead of 1 poison puddles.
  • Fixed an instance where the Duplicator trait was breaking Merc behavior.
  • Objectives spawn a bit more randomly and less predictable.
  • Fixed Mercs & Bosses attacking during intro timelines or dialogue skits.
  • Reduced Ops modifiers in favor of new Complication modifiers.
  • Improved the VFX for slow, stun, and various damage types.
  • Improved main menu layout to make all buttons directly reachable and reduce complexity.
  • Reduced the end-of-run screen complexity to condense the information to only show relevant data.
  • Renamed the maps to reflect the game lore more accurately.
  • Added animations to objective indicators to highlight when they spawn.
  • Conduit will radio you when the Extraction Point appears.
  • Replaced various pixel icons with higher-res icons for improved readability.
  • Improved color palette for damage numbers.
  • Adjusted Dogtag Galore unlock conditions to work with the new map & ops structure: collect 750 -> 420 dogtags with one magnet
  • Fixed various Commander Weapons not receiving all upgrade mods correctly.
  • Loot Goblins have a new VFX when dropping their loot to make it more obvious.
  • Fixed the mouse cursor interfering with gamepad input. It should now disable correctly when you're using a controller.
  • Added sound effects to highlight various ingame events, e.g. warnings during the run and choppa intro & extro animations.
  • Fixed various instances of SFX playing simultaneously and creating unpleasant volume spikes.
  • Fixed some instances of colors in the UI not being displayed correctly on HDR displays.
  • Improved UI markers for selected, hovered, and highlighted items.
  • Scrolling in Genome Lab and other submenus feels a bit snappier.
  • Fixed various typos and misleading texts.


[h2]Known Issues[/h2]
  • You cannot quit the current operation and resume from your last stage. Instead your operation will be aborted. We are working on a fix for this with high priority.
  • The game's performance can potentially degrade heavily when playing at very high screen resolutions (UHD+), please lower the resolution to a maximum of 1440p if you encounter this. We are still trying to find the root cause of this problem.
  • Menus may sometimes scroll erratically when the game falsely selects a UI element at the top or bottom, e.g. in the Bunker menu or the Awards room (anywhere you have scrolling lists). We already identified the root cause within the automatic input device detection and fixed some cases of that, but few occasions remain erratic.

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[h2]What's Next?[/h2]
"Pathfinder " marks our 7th major Early Access update for Survivor Mercs.

We are already working on the next smaller-but-major update just in time for the holiday season. It is meant to bring more variety and further improvements to everything we introduced in "Pathfinder", primarily:
  • additional challenge types for the ops
  • further refinements for the UI & HUD
  • a mini-boss overhaul to make the fights more interesting and impressive


Furthermore, we are looking at finishing the work on the refined weapons & damage system to enable more emergent synergies and squad-build options between Commander, Weapons, Mercs, and Gear, specifically:

  • additional proc effects, e.g. things that happen when combining different status effects
  • adjustments to dashes, projectiles, or attacks to behave differently based on chosen modifiers


We also do consider offering a demo for the game again, hopefully convincing more Commanders to join the fight against M.E.G.A. Corp.

There is much more to come in early 2025, so "Follow" the game to be notified when the next Early Access Roadmap Update drops Soon™.

Our plans for these upcoming updates include:

⏩ doubling-down on the new Map & Operations structure to provide even more varied runs, new Objectives, and less random tactical squad-building

⏩ further refinements for UI & HUD to improve readability of the action and immersion in the game, including high-fidelity illustrations for more characters and more nicely animated screens

⏩ more Story Missions framing your battle against M.E.G.A. Corp. goons and highlight the Mercs' personalities

⏩ deeper gameplay and improved replayability by refining squad-builds & synergies and expanding the number of challenges and procedural generators for the maps & operations

⏩ better performance while improving enemy & Merc AI behavior

⏩ settings for input mapping and other accessibility options.

And, of course, we're starting to add new maps & bosses, enemies, Mercs, and other content along with these features.
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Commanders, we are truly grateful for every one of you who supports us with feedback and input during Early Access.

[color]Please don't forget that the game is still under development. All your feedback helps us make a better game and iron out some of the remaining rough edges, imbalance, and bugs![/color]

We hope this update gets you as excited as we are for the future. We are dedicated to listening to you and building Survivor Mercs into an outstanding game. Please, help us grow the community with a positive review and get involved in the development by participating in our community projects, and sharing your feedback, insights, and ideas on our Discord server (or the game's Steam forums).




Let's continue making a great game, together ❤

Lock, load, and loot, Commanders!

"Pathfinder" pre-release Playtest now live!

Commanders, the playtest is now live!

Join us this weekend up until Tuesday to test the upcoming "Pathfinder" update (0.9.13) for Survivor Mercs.

Please join our community Discord server to participate - it is the best way for us to engage with you and discuss details and feedback!



Once you have the access code from Discord and have Survivor Mercs in your library, follow this guide to switch to our "playtest" beta branch in Steam:

https://steamcommunity.com/sharedfiles/filedetails/?id=3365937333

⚠️ IMPORTANT NOTE ⚠️
Your savegames are stored with different file names for the playtest version. Your existing savegames are NOT modified, but you will also start with a fresh game!


We are running this playtest to get your feedback on two major changes. Please read on for more details and how you can use the "cheats menu" in the playtest version (F1 key) to make faster progress:



[h2]NEW "STAGED" MAPS & OPS[/h2]
We mentioned with the last updates that we are planning a major structural change for how you play Operations (runs) in the game.

Instead of one full 20-minute-run, your Operations are now separated into multiple stages, each with different challenge configurations. The final stage in each Operation will be the Final Boss Fight.

At the moment, we have 4 different challenge types and a multitude of different enemy configurations for each one:
  • Time Attack - reinforce your squad, get some loot, and collect some XP; but beware, you only have 3 minutes until an artillery barrage is nuking you! Conduit is marking an Extraction Point after ~1 minute to get you out before it's too late.
  • Onslaught - kill a specified amount of enemies before the Extraction Point appears. You technically have all the time in the world for this, but this challenge deserves its name.
  • Elite Encounter - the mini-bosses have their own challenge stage now. Make sure you are prepared to defeat it because Conduit cannot get you out before you are victorious.
  • Boss Fight - the final stage in each Operation is the boss fight you're most likely already familiar with

After each Stage, your Danger Level increases. This will trigger Complications, random modifiers that will influence your run.

Please note that we only have implemented a few "dummy complications" for now. We will introduce more fun and complex complications, and are planning to add "advantages" you can get as a reward from certain challenge stages.

You can extract for good after you beat a certain number of stages. This "tactical retreat" will save you and your squad together with all your loot. This is basically what your Extraction used to be.

If you want to abort the operation earlier, you can always do so, but you will lose everything apart from a handful of Blood Diamonds and DNA.

Everything about the Extraction is still WIP, e.g. you will see the old menus and may also get some stats and numbers that are off. We are currently still re-working these menus into the new HUD/UI-style.


Every time you finish a stage, you will return to the map stages overview. Now you can spend your "skill points" (level-ups) to upgrade your squad. You can no longer pick upgrades during your run!

We are planning to replace the random rolls with a system where you can directly spend your "skill points" on your Mercs, Weapons, Gear, and generic upgrades. We want to reduce randomness in upgrades to let you make better squad-build decisions, In turn, we aim to bring more variety in challenges & operations, especially with more challenge types.


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⚠️ IMPORTANT NOTE ⚠️
The current maps are not 100% reflecting the progression and balancing we want to achieve.

Instead, we tried to provide different configurations with each map, so you can test different run configurations and lengths.

If you want to progress quicker and unlock the maps & ops fast, use the cheats menu (F1) in your run, go to "commander", and make yourself invincible, heal yourself, or extract for the current stage immediately (not the whole run).

You can also use the cheats menu in the bunker, go to "meta", and treat yourself to some resources to build rooms, buy new stuff, or research traits.

⚠️ Don't mess up your Steam Achievements!⚠️
Read about the cheats menu below and use it with CAUTION!
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[h2]NEW HUD & UI[/h2]
The second big thing we want to test with you is the new HUD.

You will notice that most of the UI & HUD during your runs has changed drastically. The goal is to not only make the UI more beautiful - it should also become more readable, easy to understand, and provide better focus on the action and support fast, tactical decisions.

This new UI style is also in parts coming to the bunker. But the bunker and all its sub-menus are still using the "old" UI. And you will see that some screens, particularly popups and the end-of-run screens, are also still using the old style.

Please let us know how you like the new style direction and how you rate it in regards to usability and clarity.

The new HUD & UI elements will receive further polishing and are still pretty much WIP. We want to understand how well it works for you before we rework everything and only then learn that we overlooked something important.

For additional context: the bunker menus will stay somewhat solid and skeumorphic, meaning they try to mimic actual displays, physical controls, or displays. The in-game UI is meant to look more like a holographic overlay. Since you and your Mercs are remote-controlling clones in battle, imagine you're jacking into a retro-VR-arcade-machine to steer your clone from a satellite view.


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⚠️ CHEAT MENU DANGER ZONE ⚠️

If you don't want to unlock everything regularly, open the "cheats menu" (F1 key) in the bunker menu, go to the "missions" tab, and unlock the individual maps & operations, or Mercs, Gear, and Traits.

[color]⚠️ WARNING ⚠️ - DO NOT "UNLOCK EVERYTHING"[/color]

If you do this, you MAY OVERWRITE YOUR STEAM ACHIEVEMENTS!!
We currently DO NOT have a reliable safeguard in place and you may end up unlocking all Steam Achievements by accident.

USE THE CHEATS AT YOUR OWN RISK!

We cannot stress this enough!

The playtest is meant for feedback on the new HUD & Operations. Many of the other things are still pretty much the same as in the current live version.
If you mess up your achievements with the cheats, we likely cannot fix this!
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[h2]YOUR FEEDBACK MATTERS[/h2]
This is the first public playtest we're running like this. Please let us know anything you like and dislike, and report any bugs or issues you encounter.

We have dedicated channels on our Discord server to discuss with you and really understand your feedback to make better design decisions.

There will be more playtests like this, ideally before every major update. So hopefully you will enjoy it and we can not only run even better playtests in the future, but also improve our updates even more!

Lock, load, and playtest, Commanders!

Upcoming Playtest for "Pathfinder" Update (0.9.13)

Commanders, you're invited to join our first (extended) Playtest Weekend!

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The upcoming Major Early Access Update #7 "Pathfinder" is bringing a big change to the game - the new Maps & Ops system!

Work-in-progress Screenshot

We're breaking the current 20-minute-runs down into multiple stages to bring more variety to the maps and improve the overall experience by separating the frantic action and the more tactical squad-building.

Alongside this major systems rework, we also introduce the first part of our UI overhaul with a facelift for the in-game HUD and some menus.


[color]We want to hear your feedback on these changes![/color]


[h3]WHEN[/h3]
The Playtest will be running this weekend from Nov 15 (Friday) until Nov 19 (Tuesday).

[h3]HOW TO JOIN[/h3]
Please join our community Discord server and grab the "Playtester" role to get access to the beta branch on Steam.



[h3]FAQ[/h3]
Q: I am a Playtester on Discord, how can I play the game now?
A: We will share a guide that explains how to switch the game to the "playtest" beta branch in your Steam Library (and back to normal).

Q: What happens to my savegame when I join the playtest?
A: We are storing the playtest savegame in a different folder. The playtest starts with a fresh savegame, your existing savegame will NOT be modified! You can manually copy over your existing savegame to the playtest (and vice-versa), but beware that this can potentially corrupt them, so do it only AT YOUR OWN RISK!

Q: Is there a way to speed up my progress during the playtest?
A: We are enabling the cheat menu for the playtest version. It allows you to try different things without having to play through the game at regular speed.

Please, be mindful that using the cheat menu can cause issues and bugs. We want to primarily get your feedback on the regular game and balancing, so please DO NOT use the cheat menu initially.

Q: What happens after the playtest?
A: We are going to deactivate the playtest beta branch after the event is over on Tuesday, Nov 15. Your game will automatically switch to the current live version.

Q: Will there be more playtests in the future?
A: Yes. We want to do these more regularly over the rest of the Early Access period. You will hear of upcoming playtests here and on our Discord server.

Q: Will there be bugs?
A: Yes. And some areas will be work-in-progress, we're trying to mark these.

Q: Can I play in my language?
A: If it's EN or DE, totally. The other languages will only contain translations for the existing text, any new features may only show up in EN as "fallback language".

But we're happy to take your feedback for existing translations and, in general, for texts you find misleading or ambiguous. We're already preparing the Community Translations Project which will allow you to directly suggest translation improvements.

Q: I have feedback and want to share it with you, but how?
A: That's awesome, we're happy to hear from you. Please leave the feedback in the Playtest channels on our Discord server. We chose Discord specifically because we can have a conversation with you and other playtesters directly, ask questions, and easily share files like savegames or screenshots if we encounter bugs.

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We are looking forward to having many of you join the playtest and share your feedback with us!

Patch 0.9.12f1 - Hotfix

Commanders, we're truly grateful for your detailed bug reports on a troubling issue in our latest major Early Access update 0.9.12 "Storytime".

You weren't able to unlock Commander Weapons because the room building was broken if you tried to build a room that in turn would unlock a new weapon. Although the rooms appeared under certain conditions like building a new empty room slot, the unlocks weren't correctly registered.

This was a tricky thing to fix but thanks to your detailed reports, we found the issue much quicker than otherwise. Thanks you, Commanders!

Apart from getting the weapon unlocks & room building to work again, we also fixed a layouting issue with Mammoth who was covering part of the dialogue text.

Currently known issues we are investigating and working on:
  • You can still equip "no weapon" by canceling out of the weapon selection window/list. This will be fixed in a future patch with a dedicated "unarmed" option for your Commander.
  • Trying to capture the Extraction Point at just the right "wrong" time can get you stuck in the current run with only an option to abort the operation or restart the game. We're work on a fix for this with high priority.
  • There may be a new way to get PhenX to glitch out of his arena (after we fixed others before).
  • The game's performance can potentially degrade heavily when playing at very high screen resolutions (UHD+), please lower the resolution to a maximum of 1440p if you encounter this. We are still trying to find the root cause of this problem.
  • Menus may sometimes scroll erratically when the game falsely selects a UI element at the top or bottom, e.g. in the Bunker menu or the Awards room (anywhere you have scrolling lists). We already identified the root cause within the automatic input device detection and fixed some cases of that, but few occasions remain erratic.
  • The distortion effect from black holes can erase various markers around explosive barrels and mines, making it hard to spot them in certain circumstances.
  • In certain situations, you can already substantially damage a boss between its spawn cutscene and the dialogue popup.


As always, join our Discord or post to the Steam forums if you encounter any issues or want to leave some feedback!



Lock, load, and loot, Commanders!

Commander Comeback



New Boss Dialogue Unlocked!


In honor of our first story quests being implemented into Survivor Mercs, we want to hear your best Commander Comebacks in a good ol fashioned Smacktalk Smackdown! What would YOU say as winning dialogue to our salty post apocalyptic bosses? There’s nothing quite like vicious mockery, so join us Commanders and let’s tell that M.E.G.A corps to choke on our dust.

Post your Commander’s Comeback to the Survivor Mercs Community Events Forum in the Wandering Wizard Discord and use the tag “Commander Comeback” to participate!

Submission Rules:
  • Post your Commander Comeback to the Survivor Mercs Community Events Forum in the Wandering Wizard Discord
  • Be sure to tag the post “Commander Comeback”
  • React to other submissions to support your fellow Commanders
  • One submission per user