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Striving for Light: Survival News

Hotfix 0.9.9.2d

[h3]Bugfixes:[/h3]
  • Fixed a crash that could randomly occur when leaving the skill tree


In case you are still encountering this crash please submit the crash log via the crash report button on the main menu!

Update 0.9.9.2b-c

[h3]New Features:[/h3]
  • New player hit visual and sound effects. This new effects will make player hit feedback much more responsive and visual.


[h3]Improvements[/h3]
  • Performance improvements for all constructs.


[h3]Bugfixes:[/h3]
  • Fixed potential crashes due to new improved scene loading.
  • Fixed a crash on player death (v.0.9.9.2c)
  • Fixed a crash due to new improved scene loading (v.0.9.9.2.c)

Update 0.9.9.2

[h3]Improved Controller Support[/h3]

Controller usage on the skill tree and the pathfinder has been improved. You can now as well use the thumb stick to jump between nodes. Fast movements make the cursor jump to the next node in the targeted direction. Slow thumb stick movements unlock the cursor for fine adjustments. This should hopefully make navigating the trees more fun using the controller.

[h3]Improvements:[/h3]
  • Highlighted nodes in the skill tree and the pathfinder now have an animated highlight for improved visibility when using a controller.
  • Fissure skill is now fully affected by the player effect transparency setting
  • Improved distort shader effect for the fissure skill effect.
  • Reduced loading times when switching scenes.
  • Player character is now remaining facing in the latest walking direction instead of always facing in the downwards direction.
  • Improved trembling ground visuals (v.0.9.9.2a)


[h3]Bugfixes:[/h3]
  • Fixed flail melee weapon not having knockback
  • Fixed wrong number of assigned enemy on death effects (v.0.9.9.2a)

Update 0.9.9.1

Update 0.9.9.1 is all centered around to make Striving for Light: Survival as enjoyable as possible, featuring massive performance improvements, private league improvements, memory leak fixes and balancing changes.

[h2]New Features: [/h2]
[h3]Improved Weapon Effect Triggers[/h3]
Previously the weapon own trigger effects have not carried over to constructs. So for example if you had a bear caller equiped only your attack would have spawned a bear. This was a bit inconsitent as range constructs with emerald staff (spawning spiders) did work. Equiping a hammer also did not grant melee constructs the slam AoE of the hammer. To increase build diversity and to make those weapon/ construct interactions consitent the whole weapon effect trigger system got reworked.

Now all melee/range weapon effects are triggered from constructs. However, if you have the construct attack replacer on performing an attack no more weapon effects will be triggered from your own attack (which previously was the case). Now the constructs solely trigger the weapon effects as well as all the other skill triggers. We felt that this was the most immersive and logical way on how constructs should interact with your weapon attacks. This should open up a big variety of new playstyles.

[h2]Improvements[/h2]
  • Massive performance improvements for all enemy hit flash effects that have multiple body parts like worms/centipedes. Previously long worm enemies like worm map boss or the bleak worm gatekeeper endboss could lead to massive frame drops when attacking with a huge amount of frequent hits. The enemy flash effect was rewritten for maximum performance at exact same functionality.
  • Massive performance improvements for all companion enemy hit effects. Previously all companions triggered additional enem hit visual effects that where not intended. This could lead to massive frame drops when a big bunch of companions attacked an enemy with much HP like bosses.
  • Enemy hit visual effects are now no longer played when they are spawned off screen and you move to the area later
  • Improved player camera smoothness
  • Companions spawn now with slight offset to not make them perfectly overlap on spawn
  • Improved Private Leagues, added youtube and twitch integration for private leagues


[h2]Balancing[/h2]
  • Reduced Darkness Staff projectile damage to 5 (was 10)
  • Increased Throwing Spear projectile damage to 8 (was 6)
  • Increased Hammer melee weapon attack speed and reduced melee damage to 12 (was 16)


[h2]Bugfixes[/h2]
  • Fixed potential crash on flail weapon with boomerang attack replacer due to wrong animation paths.
  • Fixed steam achievements not being unlocked on steam
  • Fixed plenty of memory leaks
  • Fixed floating number display in player stats
  • Fixed crash when spawning eternal sands map endboss (v.0.9.9.1a)


Would you like to see seasonal unlock resets in Survival? Our would you simply like seasonal leaderboard resets but without having to unlock characters, weapons, skills again? Please let us know as we are currently planing how seasons in survival will look like. Let us know you thoughts in the comments or discuss survival seasons on our official discord!

Update 0.9.9.0

[h3]New Features[/h3]
  • Re-designed tooltips for skills, characters and consumable items. Here is how the new tooltip design looks like.



  • Re-designed damage numbers. We completely redesigned the damage number animation to make damage numbers feel as responsive as possible and more satisfying to look at. So the new animation is designed to reflect the damage inpact. Also the damage numbers have got a complete new color code with gradual tint shift from pure white - yellow - golden depending on the damage amount. The previous color code was just to diverse with a more rainbow disco feel.

  • New multi threaded physics model for improved performance.


[h3]Improvements[/h3]
  • Loading screen now has translations
  • Software cursor is now active by default but can be turned off in the options menu if windows refuses to display the cursor in fullscreen mode


[h3]Balancing[/h3]
  • Shard of Change is now only gained after each second completed wave (was after each wave previously)


[h3]Bugfixes[/h3]
  • Fixed memory leaks on scene switch which lead to degraded performance over time. In case you had noticed degrading performance the longer you play, this should be fixed now.
  • Fixed the cursor hotspot offset for the software cursor