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Bootcamp (0.9.10) - Major Early Access Update #4

Commanders, get ready for Bootcamp, as you will need to train on some new tactics!

Update 0.9.10, codename "Bootcamp", brings something for our new recruits to break into the basics of fighting M.E.G.A. Corp., and for our veterans to refine their strategies and search for new combos to tackle the next stage of challenges.

[hr][/hr]
[h2][color]⚠ SAVEGAME WARNING - a Fresh Start! ⚠[/color][/h2]

This update brings a major revamp of the meta-upgrades and progression. We HIGHLY RECOMMEND you reset your savegame with this update.

You will get a popup message that asks you to reset your savegame. Please, start with a new savegame: [color]your old savegame is automatically backed up![/color]

If you decide to not reset your savegame, your experience is VERY LIKELY WORSE than intended!

IF YOU REGRET RESETTING, YOU CAN ALWAYS RESTORE YOUR OLD SAVEGAME!

To do so, follow these steps:
[expand]
1. In your Steam Library, right-click "Survivor Mercs" and open "Properties...".

2. In the "General" tab, toggle Steam Cloud to "off".
This is required to prevent Steam from interfering with the following manual file copying of the savegame backups.

3. Find your savegames in this folder:
%USERPROFILE%/AppData/LocalLow/Wolpertinger Games\SurvivorMercs

4. Find and open the "unknown_version" folder. Copy these "Savegame" files:
Savegame.save
Savegame.1.save
Savegame.2.save

5. Go back to the "Survivor Mercs" parent folder and paste your copied Savegame files. Overwrite the existing ones.
DO NOT delete the AppData and AppDataLocal files. These store only your settings. If you delete these files, they will be regenerated by the game, but you need to reconfigure your settings.

6. Start the game

7. Turn Steam Cloud back on once you are in the main menu in the game or after quitting the game.[/expand]
[hr][/hr]
Now, Commanders, read on to learn about all the highlights of update 0.9.10 "Bootcamp":

[h3]New Operations[/h3]
The game now has three different operation types: Bootcamp, Standard, and Elite.

Every new Commander has to prove their qualifications to lead a Merc squad in the Proving Grounds, a special map for the Bootcamp operation.



You fight M.E.G.A. Corp. in the outskirts with reduced enemy presence. Survive for 10 minutes to learn about the basics of capturing objectives, upgrading your Mercs & Gear, using Powerups, extracting with your loot, or fighting a Peashooter Prototype miniboss and a prototype boss, Mammoth.

Who of you still recognizes it from the past?

After beating the Proving Grounds, you will unlock the currently available three maps progressively by playing the Standard Operations.

These are a bit easier than the past Standard Operations to refine your squad tactics, looting proficiency, and build your initial bunker rooms to get your initial set of permanent bonuses and unlock more Traits, Gear, and Mercs. Standard Operations hardly yield rare building components, but they are the ideal training ground to analyze the unique profiles of each map and develop your tactical & strategic decision making.

Once you beat all bosses in Standard Operations, you'll advance to the Elite Operations, and things get serious! Your enemies are much tougher and pose a bigger challenge in exchange for more Blood Diamonds, DNA, and rare building components to get the highest grade of bunker rooms.



If you want to survive on Elite Operations, you have to master your Mercs individual skill profiles, equip the right Gear, and find the best synergies between your Commander Traits, your squad, and the new proc effects.


[h3]Major Balancing Adjustments[/h3]
The new operation types and synergy & proc effects come with a huge list of adjustments to the game's balancing.

M.E.G.A. Corp. is not just throwing tougher robot forces at you in the different operations. They also change their tactics and wave patterns to prevent you from taking the precious loot with you.

Overall, this update brings changes to some underlying systems which result in these adjustments:

Enemies have more HP, adjusted Armor values, partially deal more damage, but are also slower and keep more distance from each other. We hope that this improves the "readability" of the action without sacrificing the frantic intensity of the fights.

The miniboss & boss fights received some improvements to make them less tedious and more challenging, especially if your squad build is not a good counter to that boss. On the flip-side, if your squad build is a good match, you should have an easier time dealing with the boss.

We increased the variety of the attack patterns, tweaked the timings between attack signal and action, and improved some of the VFX for improved readability and precision. Most bosses and minibosses received adjustments to their HP & Armor values, other notable changes are:
  • Buttload spreads his barrels further.
  • PhenX' minions leave burning ground trails that apply a fire DoT
  • PhenX itself leaves burning ground trails that apply a fire DoT
  • PhenX' rockets & projectiles fire faster after signaling
  • OilRig attacks faster after signaling
  • OilRig shoots barrels in later phases further from himself
  • GriftLift alternates between slower, armored minidrones and faster ones.
We do still have more items on our to-do list for the (mini)boss fights, but we do hope you'll see these changes already as a great improvement.

Nearly all unlock & purchase requirements for Traits, Gear, Mercs & Rooms were overhauled to align with the new Awards (see below) & operation types. We also fixed a couple of bugs related to unlocks, e.g. progress stats that didn't retain their "done" state over multiple runs in certain cases.

The Mercs received a major overhaul, so we dedicate a whole section to only that below. In general, you can unlock new Mercs faster and by fulfilling more interesting missions. Mercs have much more meaningful skill choices now and the individual upgrade levels have a greater impact on their combat effectiveness, specific role in your squad, and their damage output.

In turn, Traits, Gear, and Generic Upgrades from level-ups are a bit more important and impactful. One of the most notable changes is redistribution of crit% and RoF from Merc skill trees towards those.
We did a lot of testing within our small team but still expect some rough edges. Please, leave your feedback in the Steam forums or on our Discord to help us identify the areas that need balancing adjustments and tweaks!

Unlocking Gear items is tied more closely into playing with different Commander Traits and Mercs. The Powergloves changed into Knuckle-Dusters that can apply bleeding on crit hits to all physical melee attacks. This is just one of the new proc effects which are described in more detail below.

We deactivated Ricochet Rounds for now as they were not working as intended. We're improving the code for projectiles and will most likely bring them back in the future alongside with map & enemy adjustments to make them have the utility we intended.

Some pre-built rooms like the Treasury and Storage room now also grant additional bonuses when upgrading them, alongside some stat buffs:
  • Treasury upgrades also increase the amount of Blood Diamonds you loot.
  • Storage increases your Carry Capacity permanently.


THE most notable change during an operation will be the adjusted XP curve and level-up progression: We cut the the level cap down to 100 in order to provide more meaningful upgrade choices spread across fewer level-ups. Which leads us to...


[h3]New Level-up System[/h3]
We improved the level-up system to reduce the impact of randomness on your ability to build an effective squad.

Now, upgrades for Mercs, Gear & Commander Abilities are rolled separately from Generic Upgrades. The latter are rolled on every 3rd to 4th level-up, so your main upgrades aren't blocked by a sequence of unlucky rolls. The generic upgrades still work as fillers for when you don't have enough Merc, Gear or Commander upgrade choices.

Level-ups also use a better, dynamic randomization system to prevent duplicates between rolls more reliably and improve the re-roll feature which now offers a fresh list of choices as long as you have enough potential options.

Additionally, whenever you reach a branching point in a Merc's skill tree, you get a dedicated option with all branches to pick the one you want without praying to the Gods of Randomness.

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Note that this system directly benefits the Survivor Bonus your Mercs get from surviving an operation with a personal level of 10+.


[h3]New Effects & Synergies[/h3]
Each Merc now has at least two specializations that fundamentally change its profile. These specializations lead to different Elite Skills that become available once you fully max out the Merc, i.e. these Elite Skills are the final level-up for the Merc.



Elite Skills enable special abilities or bonuses for you and the whole squad, many of them using the newly added proc & status effects, like:
  • proc effects based on critical hits & critical kills,
  • multi-crits, explosions or DoT on crit kills, spawn slow zones or wormholes, or heal on crit kill,
  • ingnore armor on crit,
  • or add the new decay status effect to reduce the effectiveness of Armor for a while.


Some Mercs can now also influence other Mercs, e.g. Priest can grant the vampiric aura to all other Mercs, and Chemtrail can buff the poison damage for your whole squad.

Some of the QoL improvements in this update include weapon & damage type icons for Gear and Mercs to help you better understand how various things interact with each other, and icons for skill trees plus better descriptions and stats UI.
We aim to further improve on these systems, e.g. including the icons directly in stats or text. We'd love to hear from you how helpful the current implementation already feels to you.


[h3]New Awards & Achievements[/h3]
We added a new Awards Room to your Bunker HQ, showing you the currently 120+ Awards and battle decorations you can earn.

Awards not only provide hints at interesting stuff to do in the game but also serve as unlock requirements for new things. Of course, all of these Awards are hooked up to Steam Achievements, too.
These Awards are built on an improved system for trackers & missions which we'll use for even more interesting features and awards in the future. Share your ideas with us on our Discord server!





[h3]Conduit & the Future of Narrative[/h3]
Meet your heli pilot and assistant, Conduit!

She's out there to help you via radio messages and simple dialogues, explaining some things that may not be immediately obvious. But primarily, she's the first step towards missions and background story.



We aim to show you more about the Mercs' personalities and frame your fight against M.E.G.A. Corp. with story missions revolving around the boss characters. For now, we are using this system to explain some of the basics of the game to our new recruits.


[h3]New Room: Armor Workshop[/h3]
You can now build the Armor Workshop to permanently buff the Armor of any Commander clone.



This comes as an addition to the revamped Armor system:
Whereas the original system was balanced around a maximum Armor value of ~200, Commanders (and enemies) can now have a theoretically infinite Armor value.

Armor can completely negate part of the incoming damage and then further mitigate some damage and negative status effects. This is countered by increasing the Piercing value of an attack which offsets the Armor value and reduces its overall effect.

Additionally, the new decay status effect reduces Armor significantly and can stack with other negative status effects like DoT.


[h3]Performance Improvements[/h3]
As always, we're working on improving the game performance with every update.

Pickups, incl. Dogtags, have less impact on game performance when there are many scattered around the map. Some UI & HUD elements render much faster, specifically the enemy HP bars that use a new system. And the Mercs' targeting is a bit less performance-heavy but can still cause some spikes sometimes.

To further improve performance at runtime, we are loading more things at game start. We massively improved loading times, but to make the remaining loading time more bearable, you can now marvel at our new intro splash screen and loading screen, before entering the new main menu with our updated key visual.

The biggest performance impact still comes from our enemies and physics which is choking the CPU. So even if the game renders at 100+ fps, it can still feel sluggish at times because the simulation is choking. We are already working on an improved system but cannot release it before it is done-done, so please have some more patience with us.


[h2]More Additions, Fixes, Adjustments, Improvements & Details[/h2]
  • Improved the targeting for multiple Mercs to prioritize enemies very close or ahead of the Commander.
  • Mercs are no longer locked out of the boss arena, specifically around PhenX.
  • Fixed a rare issue where minibosses and enemies no longer spawned or got destroyed off-screen.
  • Selling items in the Storage should always update the stack sizes in all inventory windows correctly.
  • If for any reason the Extraction Point does not spawn after defeating a boss, you will be automatically extracted and take all remaining loot with you.
  • Exclude shows the correct number of available exclude rolls.
  • Commander & Mercs correctly update their damage type and get influenced by effects & damage modifiers correctly, even when spawning after the effect was becoming active.
  • Fixed an issue where your Commander could fall through the ground and get killed.
  • Mercs should target and shoot at bosses, even when not in range.
  • Any remaining projectiles and enemies are killed once the boss dies to prevent deaths after finishing the boss clutch.
  • Fixed a case where the "Abort Operation" button may have stopped working after playing multiple runs.
  • PhenX detachables have their own HP bars now to show they can be destroyed.
  • Carry Capacity is correctly updating in HUD and rounds correctly when moving lightweight items like Screws.
  • Fixed various instances of UI navigation behaving irrationally and it's easier to jump in and out of skill trees.
  • Stat changes can show a neutral state alongside the positive and negative color highlights.
  • End of Run Inventory screen is more self-explanatory and shows icons with your items in Storage.
  • Game now saves more reliably when exiting rooms like the Genome Lab to save research progress without playing a new run.
  • Lots of fixes and adjustments to UI element sorting to fix layering problems in HUD and various menus.
  • Fixed timings in multiple animations to make them look better and fix visual glitches.
  • Boss HP bars no longer show negative values after defeating it.
  • Fixed potential issues where the game could lock up if multiple popups were opened at exactly the same time.
  • Adjusted Main Menu layout and integrated the new main artwork.
  • Commander HP bar now scales to show intuitively if you have a lot or very little max HP.
  • Improved the aiming indicator for some weapons and powerups.
  • Prepared game for more translations for additional languages.
  • Fixed issues with gamepad & keyboard input not registering correctly after menu transitions.
  • Improved the presentation of the list of unlocks you achieved after a run (will be improved much more in the future).
  • Speedies have a trail effect to make them easier to spot in the horde.
  • Fixed "close call" when receiving a hit that may kill you to keep you alive with minimum HP.
  • Increased stack size for storing Screws which was too low compared to other building components.
  • Reworked multiple enemy spawn patterns to reduce lag spikes from spawning a lot of enemies at the same time.
  • Average, Basic & Commander traits now show "no effect" correctly while configuring your Commander clones.
  • Fixed an issue where the fog was applied twice in the Arctic map.
  • Armor icons on enemy HP bars indicate the approximate Armor value.
  • Added VFX for "slow" status effect.
  • Reduced visual "popping" of various VFX like poison puddles by playing a "fade out" transition.
  • Increased the distance of map chunks that are active to prevent characters from falling off the map.
  • Improved the system for resolving stuck characters.
  • Fixed an issue with enemies spawning too close to the Commander and "popping in" at the corners of the screen.
  • Fixed an issue where the extraction after minute 20 was still possible and could get you stuck in the map.
  • Fixed numerous typos and translation errors in DE, EN, and ZH.
  • Added various bits of background info for the Mercs in their details view in the Barracks.
  • Damage numbers now scale based on the damage dealt.
  • Fixed an issue where the Commander could get stuck outside of PhenX boss arena.
  • Buying building components now indicates how many you can buy before going over the stack limit in your Storage.
  • Fixed various issues with sounds not playing correctly, stacking, or ending abruptly. Also increased performance of sound playback a bit.
  • Mercs get unstuck more reliably and should no longer fall out of the map without resetting to your Commander's position.
  • Fixed an issue that may cause a corrupted savegame, triggering a tiny loss of progress due to the automatic reload of a fallback savegame kicking in.
  • Fixed an issue where newly unlocked Traits may not save immediately.
  • Improved layouts in Armory and Barracks menu, incl. various QoL features.
  • Improved enemy spawning to reduce lag spikes caused by instantiating a large number of enemies simultaneously.
  • Fixed an issue where Scorch could get stuck and not move after firing.
  • Improved Silverback's behavior to get stuck less often and attack more reliably.
  • Fixed an issue where Peashooter enemies would stop shooting after a bit.


[h3]Known Issues[/h3]
  • 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 currently trying to find the root cause of this problem.
  • Silverback's new cone attack may sometimes behave erratically, leaving him turned away from the enemies he's trying to hit. We are already working on a fix for this.
  • 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.
  • Some proc effects may cause unforeseen issues, please let us know if you encounter any problems.

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[h2]Requesting Support![/h2]

[color]Commanders, we need your feedback![/color]

Although we test and adjust the game balancing constantly, you have proven more than once that you are the GOAT when it comes to finding OP squad builds and exploits.

Please share your findings with us. Help us spot where something is hopelessly underpowered or breaks the game is the not-fun way.

[hr][/hr]
[h2]Moving Forward[/h2]

This is our fourth major Early Access update for Survivor Mercs.

This wasn't the last one, so "Follow" the game to be notified when the next Early Access Roadmap Update drops Soon™.

Our plans for the next updates include:

⏩ Improving the synergies and squad-build options between Commander, Mercs, and Gear, specifically:

  • additional proc effects, e.g. things that happen when combining different status effects
  • adjustments to projectiles of certain damage types to behave differently


⏩ New Commander classes & weapons, specifically with new status effects to "mark" targets or set up special procs in order to have more fine-grained control over your squad.

⏩ A new Airlift room will allow you to save some loot instead of extracting.
We want to give you more choices around the Extraction mechanic because we're considering new, epic loot which in turn allows you to...

⏩ ...adjust Commander weapon load-outs to create more nuanced squad builds.

⏩ Play even more Operation Types like Endless or Apocalypse with different ways to enjoy existing and new maps and get rare items and achievements.

⏩ A more refined looting & bunker construction experience.

⏩ Story missions framing your operations and fight against the M.E.G.A. Corp. goons, and other narrative elements to highlight the Mercs' personalities.

⏩ Enjoy a more polished UI, better performance, and configure your input mappings alongside other improved settings and options.

And, of course, we're always looking into adding new maps & bosses, enemies, Mercs, and other content as they fit in with future updates.
[hr][/hr]
Commanders, we are really grateful for every one of you who is supporting us with input and feedback during Early Access.

[color]Please don't forget that the game is still under development. All your feedback helps us make a better game![/color]

Even with this update you'll still see some rough edges and bugs here and there. The balancing is a constantly ongoing process, and will change more over time.

We hope this update proves once more our dedication to listening to you and building Survivor Mercs into an outstanding game. Please, help us grow the community with a positive review and participate in the development by leaving your feedback, insights, and ideas on our Discord server.




Let's make a great game, together ❤

Lock, load, and loot, Commanders!

Update 0.9.10 "Bootcamp" is coming soon!

Commanders, our 4th major Early Access update, codename "Bootcamp", is about to drop!

We spent the past weeks working on various systems to improve the gameplay for new and veteran Commanders alike.

Learn the ropes in the new Bootcamp operation to train in capturing objectives, squad building, looting, extracting, and bot destroying, incl. a new boss to test your skills as a Commander before you take on the main M.E.G.A. Corp. goons!


Your new assistant and heli pilot, Conduit, will help you master the Standard Operations and start building your bunker. Once you're decked out and familiar with the new skill trees and specials of your individual Mercs and Gear, go on Elite Operations for a real challenge - and get the rare loot you need for the final bunker upgrades.


We recommend you start from scratch after this update to learn about your Mercs' unique strengths & weaknesses as they received a massive overhaul.

Unlock new things gradually as you complete the 120+ achievements that are displayed as battle decorations in your new Awards room. Mercs and Gear have some new tricks up their sleeves, specifically new proc effects and other synergies with your squad and Commanders.


Apart from these highlights, the update comes with even more new content, a big list of bugfixes, QoL & UI improvements, better performance, and balancing adjustments.

[color]Update 0.9.10 "Bootcamp" is scheduled for Tuesday, Jun 4, 2024.[/color]

We initially wanted to ship this update in May. As we implemented all these new things and fixed various bugs, we went through more balancing iterations than expected.
Example: we "lost" enemies on the map over time. Turns out one system ended up resetting only 100 enemies - in total - instead of queuing up to 100 that got somehow lost or stuck.
After we fixed it, the maps became unbeatable with a ridiculous number of enemies on screen. Now some of you may actually like that challenge, but we always wondered why it felt like enemies were missing.

And with so many systems interlocking now, every nudge in one area propagates throughout the whole game.

Why tell all this?

We believe that the update is good to go. BUT it has some rough edges because we can only test so much with our small dev team while also developing the game.
That's where you come in, Commanders. We need your input & feedback: tell us what you love and what you like less about the new update. How's the challenge? Does the progression feel rewarding? Do you notice any bugs or issues? What needs buffs & nerfs?

That's why with this update 0.9.10 we recommend you reset your savegame!

FEAR NOT! We DON'T nuke your savegame.
Some of you spent dozens of hours in the game already, and we won't take that away from you.

Once you start the game with a savegame from prior versions, we automatically create a local backup of your savegame. THEN you'll be asked to reset your savegame, optionally.

You will keep your Steam Achievements and settings. You can opt for it, or don't. Whatever you choose, you can always restore your savegame from prior to this update.

We hope this will be a convenient way to handle further Early Access updates.

With the update, we'll post a detailed patch note as usual with many more details!

Thanks a lot, Commanders, for all your support and patience while we try to make the game better with every update.
We're super excited for June 4, and hope you are, too!

MAYDAY Community Event Winner Announced



Close Call Commanders


We were able to hold off the evil M.E.G.A. Corps for now, but we're going to need to rally more forces in the future. Congratulations to our Community Event Winner! With your killer catchphrase and intimidating force, the M.E.G.A Corps has been sent packing!

[h2]Mayday Community Event Winner[/h2]

[h3] vanguardreviwer "I love the smell of hellfire in the morning!"[/h3]


[h3]Rewards:[/h3]
  • 3 Survivor Merc Keys to give away to your friends and family


Reminder that you have 30 days to respond to the ww_cm account on Steam to receive your keys!

Keep an eye out for a brand new update Coming Soon Commanders! We have very very exciting things ahead. Looking forward to letting you in on the plan when the time is right, can't let the M.E.G.A. Corps catch on to our schemes.

- The Survivor Mercs Community Team

Community Event: Operation Mayday



MAYDAY COMMANDERS!


We’ve received an incoming transmission to the helicopter. The corrupt M.E.G.A.Corps have overrun The Steam Forums! Now it’s your job to kick them out.

Share a screenshot of your Commander launching into a mission from the helicopter in Survivor Mercs with a signature caption that screams “GTFO!”, and our 3 favorite submissions will win 2 Survivor Mercs Keys to keep or give away to their friends/family. One special Community Voted Winner will also receive an extra key for being the realest MVP in the resistance.

Intimidation backed by action is the best strategy Commanders, by showing our numbers, this will be a surefire way to blow the M.E.G.A. Corps off our turf.

[h3]Submission Rules:[/h3]
  • Share a screenshot of your Commander launching into a mission from the Helicopter to the Screenshots Section of the Steam Forum with a funny unique caption
  • Thumbs up your favorite submission to vote for the community winner. You can find everyone's submissions in the Screenshots Section of the Community Hub. Be sure to filter for Most Recent!
  • One entry per user
  • Once winners have been announced, you have 30 days to respond to the ww_cm account to receive your keys


[h3]Submission Details: [/h3]
  • You can upload screenshots using the screenshot uploader tool. By default this button is bound to "F12", and can be edited within the Steam settings.
  • Open the Steam client and click on "View" and then "Screenshots" at the top to access the screenshot uploader.

If you need more assistance with how to upload a screenshot to Steam Community, please check here https://steamcommunity.com/sharedfiles/filedetails/?id=181142704

[h3]Rewards:[/h3]
  • 3 of our favorite submissions will win 2 Survivor Mercs Keys to keep or give away to friends/family
  • 1 Community Voted winner will win 3 Survivor Mercs Keys


You have until May 8th Commanders. Hopefully we can stave off the evil M.E.G.A. Corps in the meantime.

We salute you Commanders.
- The Survivor Mercs Community Team

Early Access Roadmap: Our Plans for Update 0.9.10 "Boot Camp" and beyond

Commanders, are you geared up for Boot Camp?

We are excited to share our latest Early Access Roadmap News with you, giving a preview of what's to come in the next weeks for Survivor Mercs!

In the last update, "Evolution" (0.9.9), we laid the groundwork for more interesting squad builds and meta progression, introducing many new Traits and ways to configure your Commanders, alongside many improvements and new features like the Armor system.

This last update was inspired by your feedback and input, and we were able to patch multiple annoying and hard-to-reproduce bugs based on your reports. THANK YOU very much for caring about the game and helping us make it better ❤

If you aren't already part of the community, join our Discord to get in touch with us and help with improving the game:




So, Commanders, report in for the briefing on updates 0.9.10 and beyond!

Our primary focus with the next update(s) is making the game deeper and more fun for both our veteran Commanders as well as our new recruits.


[h3]More Synergy & OP Squad Build Potential [/h3]
Since you're now able to configure your Commanders to your liking, it's time to give you more choice over the rest of your squad and how it works together in your build.

This is happening in two major steps, with the first one going into the next major update 0.9.10 "Boot Camp" - a skill tree overhaul for all Mercs - followed by another huge change, Commander Weapons. Additional adjustments for Gear and Traits will leverage that to give you many more creative ways to synergize and combine everything into your OP killer squad.

The primary goal of the skill tree rework is to provide you with meaningful choice between at least two, mostly 3-4, very distinct profiles for each Merc. We will provide a full list of these changes with the respective update notes. Overall, we're working on this:
  • Many more Mercs can specialize in different damage types.
  • Some Mercs will receive completely new, additional attack options.
  • Others receive additional Utility skills that may affect your Commander or whole squad.
  • Most skill trees will have more notable impact on attack, targeting, and movement patterns.
  • More special skills with new status and proc effects will await you in or at the end of these new skill trees.

We are testing new status effects for Mercs and Commander Weapons, potentially also for enemies, to give you more control over the action and add more variety:
  • Decay - temporarily reduce target's Armor
  • Marked - target is prioritized by your Mercs

We will also use status effects for our new proc effects system. We will start with "on crit" procs that are enabled by Gear, Merc skills, or Traits, and offer new ways to cause mayhem, especially together with the status effect procs that can trigger if certain status effects are combined in the correct order. But they come at a trade-off: some status effect procs may cancel each other out.

Update 0.9.10 brings some of these procs, others are following with the Commander Weapons that are less focused on damage but on status effects to give you more control over your squad and its combat effectiveness.


[h3]Improved Level-up System[/h3]
The next update will bring some improvements to the level-ups and reduce the randomness, specifically supporting you to choose the Merc skill tree options.

Upgrades for Mercs, Commander Abilities, and Gear are separated from the Generic Upgrades, and we want to ensure you can pick from all exclusive skill tree options when you reach a branching point. The Generic Upgrades appear frequently in your upgrade rotation as a similar special case. Overall you are going to be less dependent on randomness, your Commander's Luck attribute becomes more meaningful, and Re-rolls & Excludes are more useful.

We're also trying to reduce the sheer number of level-ups to make each upgrade choice more impactful.


[h3]Battle Decorations & Awards[/h3]
We are about to introduce a new "Trophy Room" for your bunker, with a huge amount of new Awards for completing different challenges and Steam Achievements to complement them.



The Awards are divided into ribbons, badges, and medals based on their challenge difficulty, neatly sorted into the Trophy Room. But they are not just for the completionists among you! They also serve our new recruits to learn more about the ways to play the game, and will inspire some of our veteran Commanders to experiment with new squad builds and Commander configurations.


[h3]Elite Operations[/h3]
Starting with the upcoming update, we are going to introduce a new Elite Operation Type for the existing maps.

Elite Operations are harder variants of each map's Standard Operation.
We see a lot of players struggling in the first runs since our difficulty is currently balanced to provide an interesting challenge for both new recruits and veteran Commanders.

The new Standard Operation will be a bit easier compared to the current one, allowing you to learn more about the basics of the game and experiment with different squad builds. But you will only find common loot!

So to upgrade your bunker rooms to higher levels, you have to play the new Elite Operations. These will be tougher than the current Standard Operations, so you need some Bunker upgrades and advanced Traits to get the rare loot required for improving the Bunker rooms further. We're trying to find an interesting balance and different enemy setups for each Operation Type to add more variety and fun surprises. Expect these changes to come in multiple steps! As usual, we'll lay the groundwork in the next major update and will refine it based on our insights and your input and feedback.

The new Elite Operation will be interwoven with the new Awards, and much of the other content and features, particularly late-game progression. As always, we'll try to make it compatible with your existing savegames, but we cannot promise that we won't reset at least part of your progress to make everything work.


[h3]Meet "Conduit"[/h3]
We're about to introduce "Conduit", your heli pilot. She's your helpful assistant and will appear on multiple occasions to provide little hints or bits of background information to help you understand some of the inner workings of the game.



Her appearance also marks another step in adding more lore and flavor to the game. We aim to show more of the personality of the individual Mercs and M.E.G.A. Corp.'s big bosses. We hope you'll welcome Conduit to your bunker with open arms!


[h3]General Improvements[/h3]
In addition to these highlights, the upcoming update(s) will bring many more additional improvements, like various UI changes and additions, e.g. damage type icons to identify quickly how Mercs, Gear, and Traits work together. We also continue working on performance improvements, better Merc behavior, and juicier boss fights.


[h3]The Road Ahead...[/h3]
We are working on many other things at the moment, too. The following list of items is neither complete nor final!

But we want to provide an outlook as to what's coming, and are always happy to hear your thoughts:

⏩ A new Airlift room allows you to save some loot instead of extracting.

⏩ Choose between different Commander Weapons to gain additional firepower and control over your squad, utilizing many of the new status effects and synergies.

⏩ Enjoy a better, more polished UI and configure your input mappings alongside other improved settings and options, specifically to support accessibility.

Apart from these, we're always looking to add new maps & bosses, enemies, Mercs, and other content as they fit these updates.

We continue in Early Access and plan to release these updates over the course of the next weeks and months.

Please join the discussion on our Discord server and let us know which of these new features or improvements you are most excited about.