1. Survivor Mercs
  2. News

Survivor Mercs News

Early Access Roadmap News: Teaming Up!

Commanders, we want YOU!

We are releasing multiple major updates over the next months and are looking forward to getting you involved more & earlier in the development!

[h2]Updated Roadmap[/h2]
We published the newest roadmap, reflecting some adjustments in the upcoming updates.

[expand]{[/expand]

We are currently working on 3 major feature blocks for the game:
  1. Story Missions
  2. Map & Ops Variety
  3. Synergies 2.0


These things will be rolled out over the course of the next 3 updates. As all three of these feature blocks introduce new content with major changes & additions to functionality, we are starting with a smaller update to introduce parts of the UI rework and basics for the story missions.

Next, we aim to prepare a closed community playtest for the Map & Ops overhaul and the improved Synergy System to collect your feedback before officially shipping these in the following update(s).

The updates after that are expanding on these systems and content. So let's explore these things in some more detail:

[h2]Story Missions & Lore[/h2]
It's getting personal! You will finally meet the bosses of M.E.G.A. Corp.'s subsidiaries and uncover their secrets to eternal life. And you'll learn more about the Mercs and why they chose to fight at your side against the evil M.E.G.A. corpos and their robot legions.



The Story Missions around the bosses unlock new maps and operations, and the missions around your Mercs will unlock new weapons, Gear, Mercs, and Rooms.

The introduction of story missions will be integrated into a better, streamlined flow to start a battle:
Instead of picking a clone and map/operation separately, you'll be guided through these steps from a single point-of-entry in the Bunker HQ menu:
  1. clone & equip your next Commander - no specific changes here apart from UI improvements
  2. pick one of M.E.G.A. Corp.'s subsidiaries on a global map to attack a specific boss - instead of a map, you'll choose a corporate target, but we will retain the different biomes, of course
  3. select an area where the corporation operates to choose your Operation Difficulty - you'll unlock more areas progressively
  4. meet the boss if you attack an area for the first time - a short dialogue introduces the boss and starts the next story mission or side mission
  5. hitch a ride on Conduit's helicopter into battle
(current WIP shot)

This new flow is intended to improve accessibility and expose more of the game's lore and characters. It will also allow you to gather additional information about enemies, special objectives, and mini-bosses - something that is even more helpful once you get to play the new map & ops stage structure.

[h2]Map & Ops Stages[/h2]
Right now, each Operation is a 20-minute run where you manage everything all at once. This is sometimes overwhelming, and also limits the gameplay variety.

The new system breaks the Operations up into multiple, branching stages to fight your way to the top where the boss awaits.

Each stage offers a different challenge, focusing on the frantic action of fighting the robot horde and capturing objectives. Your primary goal is to survive, collect XP & loot, and extract.

Instead of ending the Operation, each Extraction takes you back to your Choppa. Now you can focus on building and upgrading your squad by spending your level-ups, and managing your loot. Then pick your next stage from 1 or 2 choices, or extract for good.

Each stage is progressively becoming more difficult and may reveal a persistent modifier like increasing enemies' HP, speed, damage, etc. The conditions for the extraction may also vary, ranging from a countdown to a lethal artillery barrage to capturing specific objectives or defeating a number of specific enemies.

Overall, the new stage system offers more variety, tactical depth, and meaningful choices.

As this is a substantial change to the core of the game, we aim to playtest that with you, Commanders, to catch issues and collect your feedback before putting it live.

We are really excited about this change and believe it will massively improve the overall experience by making every operation truly different from the last one. Rest assured, though, that it is of utmost importance to us to keep the essential core of the game intact!

We are hand-picking community members for the Playtest of Survivor Mercs. Apply now on our Discord server if you want to join!

We aim to start the Playtest small and expand it over time with more Commanders as we learn and improve. The first round will start in the upcoming weeks.


The new Map & Ops Stages will also come with more Operation Difficulties. Harder runs offer more Stages and take longer to complete, offering more challenges and random events, and tying into the Missions with stages specifically build around mission objectives.

[h2]Weapons & Synergies 2.0[/h2]
With the introduction of the Commander Weapons in the last update "Arsenal" (0.9.11) and with the new Map & Ops Stages, you get more tactical choice and squad-build depth than ever before. The only thing that's missing, is a more versatile system to modify and combine Traits, Mercs, Gear, and Weapons.

This is the focus of the Weapons & Synergies 2.0 feature!

Currently, our underlying engine is limited to modifying & scaling stats and enabling certain special features like procs via skill trees. The new system enables more complex configurations of weapons and abilities. We want you to modify and change the behavior or type of weapons, attacks, and abilities to discover completely new synergies between the different elements of your squad build.

We aim to add more interesting modifiers, e.g. "all bullets deal fire damage" or "rifles shoot bolts instead of bullets", and create more creative procs, e.g. "poisoned enemies explode when set on fire".

These changes will roll out gradually with these upcoming updates, likely alongside new Gear, Weapons, Mercs, and Traits. We'll drop more details as we make progress. Some of these changes will also be available in the upcoming Playtest.

[h2]Polishing UI & VFX[/h2]
As we are nearing completion of the fundamental game systems, we are dedicating more time and resources to improving the audiovisual fidelity of the game.

You will start seeing these changes gradually appear over the upcoming updates, supporting both the lore and storytelling, and improving accessibility and clarity of various menus and UI.

Aside from the high-res illustrations for the various characters, we are improving the rendering tech & shaders for visual FX and re-creating various menus in our "pixelpunk" style. Maps and enemies receive additional polishing and all of these changes are made alongside performance improvements.



[h2]Settings, Community Translations, Input Remapping[/h2]
We strive to make the game enjoyable by any Commander.

Please post your wishes for settings and features you would like us to implement in this forum thread:
https://steamcommunity.com/app/2141520/discussions/0/4299321616496946128/


Once the new Map System is available, we aim to dedicate more time to settings and options like input remapping, and many more.

With the last update we also introduced many new languages, offering the game in 14 languages now. But we know the translations are not the best.

Therefore we want to invite you and the community to improving the translations with us by offering direct access to the language files. If you would be interested in getting involved - maybe even with a language we don't have yet - we'd be happy to hear from you on our Discord server.

We are currently evaluating two different ways to handle the Community Translation Project. Stay tuned for news about that soon.


[h2]Other Improvements & Closing Thoughts[/h2]
The "Battle Plan" shows many more improvements and features. In this news post, we wanted to highlight the immediate features and content coming in the near future with the major updates "Storytime" & "Pathfinder". We'll share more detail about the other roadmap items as we continue our Early Access, we're already excited to talk about some of the other things we're working on.

Join the discussion on our Discord server and let us know what you are most excited about. We hope to find some of you to participate in our community events and contribution projects:



Lock, load, and loot, Commanders!

Patch 0.9.11f2 - Patch & Update

Commanders, we appreciate your detailed reports on various issues you encountered after our latest major Early Access update 0.9.11 "Arsenal".

Thanks to these reports, we were able to fix multiple problems and improve some aspects of the game, including:
  • Fixed irregular cases of GriftLift not reacting to the lasers. It should now be taken down correctly, but the lasers don't deal additional damage to it. In turn GriftLift has slightly less HP. We are working on a better solution, but for now the bossfight should no longer break completely.
  • Enemies should no longer spawn and appear in the boss arenas (apart from the intended enemy waves).
  • You can no longer dash out of OilRig's arena.
  • OilRig is no longer invincible between phases 1 and 2.
  • PhenX' minions deal damage in a slightly smaller radius.
  • Mammoth uses an improved collider setup to push other characters.
  • The "bloodthirsty" Trait is applying the Bleed DoT correctly again.
  • Mercs no longer collide with each other, reducing the instances where Mercs may get stuck in tight spaces.
  • Priest shows the correct aura VFX based on her specialization.
  • Commanders no longer show the healing VFX when Priest is specialized into Crusader.
  • Airstrike cooldown is now correctly decreasing with improved Objective Reveal Range.
  • Shrapnel should correctly work with Airstrike weapon.
  • Fixed an issue with incorrect skill tree requirements on Operator.
  • Improved blocker radius for objectives during map generation to prevent sentries from spawning inside of obstacles.
  • MVP Awards are granted correctly now when fully leveling up a Merc during an Operation (not one level-up too early).
  • VFX for the "slow zones" should now be less distracting.
  • Improved behavior of gamepad controls with better deadzones to prevent some input glitches.
  • The "Switch Operation" button no longer shows for the Bootcamp map.
  • Fixed an issue with the VFX & animation for the "Sonic Boom" pickup.
  • Fixed an issue where clicking on an empty area in the Operations menu could block your input for a few seconds.
  • All "on/off" stats should now show checkmark symbols consistently.
  • Gear items show with an icon if they affect the Commander or the Mercs/Squad.


We also improved some aim markers and damage zone indicators. The extent of AoE attacks shows up more clearly and various markers no longer scale into a pixelated mess. This is a first part of various upcoming improvements for VFX, HUD, and UI, in our pursuit of taking the visual fidelity and readability of the action to the next level.



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.
  • 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.


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!

Dev AMA - TIME ANNOUNCED



A Time Has Been Chosen Commanders


IT'S ALMOST TIME FOR CAKE DAY! In honor of our Early Access 1 year anniversary, the Devs will be answering YOUR QUESTIONS on Friday the 13th at 9:00pm CET/1:00pm PST in the Wandering Wizard Discord Server.

Don't forget to submit your questions in the official Dev AMA Form - See you there, Commander.

[h2]Arsenal Update[/h2]
If you have any questions about the most recent jam packed update, check out the YT Video below or read the developers patch notes on Steam!

https://youtu.be/a8aGqza7k00?si=U95_FuL0OD3FMAs8
https://store.steampowered.com/news/app/2141520/view/4616839976795845957?l=english

Early Access Anniversary Dev AMA



We’re having an Early Access Anniversary Celebration Commanders!


As a part of the celebration will be hosting a DEV AMA on the Wandering Wizard Discord on September 13th! We will be collecting questions until 10am PST September 12th! SO make sure to submit your comments in this Dev AMA Google Form for the Wolpertinger Devs to answer live!

But before we set a time on September 13th, we want to make sure our community can be there! So in the Official Announcement Poll, on the Wandering Wizard Discord, please select the times for which you are available.

We’re so excited to chat with you and answer all of your burning questions. This Early Access time has been a journey and it would not be the same without your feedback. You have directly shaped which direction this game has gone and we look forward to seeing what’s next in store for us!

- The Survivor Mercs Team

Patch 0.9.11f1 - Hotfix

Commanders, thanks for providing mission reports to help us fix some issues from the latest major Early Access update 0.9.11 "Arsenal":

Full list of changes, improvements, and fixes:
  • Removed the "no weapon" choice until it has the proper bonus that should go with it.
  • Set SMG as default weapon, you no longer start with "no weapon".
  • SMG now applies "marked" status effect as intended.
  • Fixed Airstrike not firing multiple bombs, now clearing a path ahead of you as intended.
  • Fixed an issue with Hogshead's barrels all landing in one spot when using the Duplicator trait.
  • Fixed drop rates for Rare Building Components on Standard Operations. They should now drop as intended with a low probability during later stages in the run from Loot Crates. The main source for Rare Components is still any operation played in Elite difficulty.
  • Marked effect is now showing up more consistently on Objective Defense Sentries. The status was applied correctly but didn't show the visual effect.
  • Moved the Operation Difficulty selection to the center of the Operations menu to make it more prominent that you can change Operation Types. The visual UI representation will be improved with a future patch.



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 the next patch.
  • Objective Sentries may sometimes still not show the visual effect for the marked effect consistently. We're investigating this further.
  • The "Crunchtime" achievement may not trigger correctly when defeating a boss in under 30 seconds.
  • OilRig may potentially become immune to damage from barrels in rare instances.
  • 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.
  • Automatic input recognition is still causing some nuisance with the mouse cursor sometimes interfering with controller input and vice-versa.
  • Gear items sometimes show the same "utility" icon twice. They also don't show any damage type icon that may be affected negatively, e.g. Napalm buffing fire but nerfing other damage types.


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!