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Striving for Light: Survival News

Update 1.0.6.1

[h2]🌟New Features:[/h2]

New Weapon Slash Effects
All melee weapon slash effects have been completely reworked and a new slash system has been added that allows spawning weapon slashes on the global coordinate system for more precise slash trailes. We have crafted complete new shaders, which feature a new blending technique that not leads to color blow out on bright backgrounds. The new shaders now deliver great contrast and blend well with all different sorts of blackground brightness levels. We also have majorly upgraded our weapon slash system that allows us to have much more control over what slash is spawned for which duration to give melee combat more feel of impact. These new shaders are also applied to all sort of skills where weapon slashes were used like Double Hit, Clash of Steel, Melee Constructs...




New Highlight for recent unlocks:
Recently unlocked weapons, skills and characters now have a small purple highlight on the top left edge in the prepare your run screen. This should make it easier to find your recent unlocks. The highlight vanishes once you selected the new weapon, skill or character.



[h2]🐛Bugfixes:[/h2]
  • Fixed a bug that caused to much fragmentation stacks be applied as on enemy death effect


[h3]Join the community![/h3]
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.

Content Update 1.0.6.0

WIth update 1.0.6.0 we are introducing a new lighting system, icons for all weapon, skills, character tooltips to display cross interactions and scaling possibilities, we are extending our localisation support for Polish, Russian and Turkish language, improved design of the "prepare run screen", adding support for 240 Hz setting in the options menu and much more!

[h2]🌟New Features:[/h2]
  • New Range Weapon: Buzzkeeper

    Projectile damage scales with companion damage. Projectiles hits have a 40% chance to spawn a bumblebee companion on enemy death.


  • New supported languages: Russian, Turkish, Polish

  • New Lighting System: We have created normal maps for all ground and player model textures which now allows us to use this height information on the textures to render more realistic 3D lighting on our textures. This results in much more plastic looking textures. (Note the new character lighting was rolled in with version 1.0.6.0b and was not yet present on the comparison screens, this showcase is only for the ground textures, so expect even better looking character models with this patch).



  • Interaction icons for skills, weapons and character tooltips:
    Given the complexity and deepness of interaction the SfL skill system offers there has been urgent wishes by the community to streamline and improve the tooltips for a simplified and better way of understanding those skill/weapon/character/trinket interactions.
    As many tooltips are already rivaling the length of a one-page essay we decided to add a tag based cross reference system to all tooltips. Since the tooltips are already mainly text based we decided to add icons for all the differend damage scaling sources as well as for the AoE size modifier. This will allow you to directly grasp on how to scaling and interactions work. The icons have been designed to match with the corresponding skill node design that grants this damage source, i.e. the scaling with melee damage icon is looking equal to the one you find on the Increased Melee Damage skill node.





  • Improved design of the "Prepare your Run" screen

  • Added level up indicator that displays how much additional skill point by leveling up you have accumulated during a wave. This should make it much easier to understand how gaining skill points works.
  • New Voice Acting for Arda, the Fallen: Arda the Fallen has received new professional voice acting


[h2]⚙️Major Changes and Improvements:[/h2]
  • Added support for 240Hz setting in the options menu
  • Improved tooltip description for elite enemy spawn pool
  • Improved responsiveness of skill and weapon tooltips


[h2]⚖️Balancing:[/h2]
  • Ravaging Companions now have a maximum life duration of 10 seconds (was unlimited before)


[h3]Join the community![/h3]
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.

Update 1.0.5.0

With Update 1.0.5.0 we are reworking our story cinematic as well as adding map decorations, a trap highlighting option, balancing changes for the endless mode and further improvements to the game.

[h3]New Features:[/h3]
  • Reworked story cinematic
  • Map decorations: All maps now have unique map decorations



  • Trap highlighting: There is now an option to highlight traps in the options menu at the gameplay section. This option is active by default.



  • Skilltree shard items are now as well affected by your collect range. The shards now also have a faster attraction speed to make it easier to pick up those shards.
  • 📜Historic Iconic Weapon Redesign:
    The historic and iconic Light Staff weapon finally got a rework. We must say that the Light Staff was the very first weapon we designed for the Striving for Light Base Game, back in the Early Access Launch/ Next Fest Demo days over 2.5 years ago when we started our journey not knowing where it will head. It has been a blast working on the Striving for Light Games and we are looking forward to all what the future brings!


[h3]Improvements:[/h3]
  • Improved stats tooltips with information on stat caps
  • Improved translations
  • More dynamic emerald staff attack SFX


[h3]Balancing: [/h3]
  • AoE size is now capped at 3.0 (was uncapped before- we somehow forgot to implement the cap from SfL - which could not only lead to performance issues but also trivialise gameplay in the endless mode)
  • Lifeleech is now capped at 1/60 kills (was uncapped before). Lifeleech scaling got reduced but therefore starts at 1/150 kills (was 1/160 kills before)
  • Increased AoE size now grants +25% size increase (was +30% before)
  • Slightly increased enemy/boss hp scaling in endless mode
  • Reduced hitbox size for the magma snail explosion attack
  • Reduced hitbox size for tidal crab enemy explosion attack


[h3]Fixes:[/h3]
  • Fixed a bug that caused plenty of skills to have the wrong rotation on spawn. Now only sanguine strike/shot gets modified rotation depending on the attack angle.
  • Fixed missing and wrong translations


[h3]Join the community![/h3]
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.

Tiny Update 1.0.4.2b

[h3]New Features:[/h3]
  • Added Framerate limit setting slider in the display tab of the options menu. You can now unlock the framerate (which was locked by globally enabled vsync previously) and set it to a target framerate. If you wish to set your framerate over 144hz you can edit the settings.cfg file and enter your desired framerate there.

    settings.cfg located at: %appdata%\Godot\app_userdata\StrivingForLight-Survival\


[h3]Join the community![/h3]
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.

Update 1.0.4.2

Update 1.0.4.2 focuses further on performance improvements, fixing memory leaks to fix degraded performance on very long gaming sessions, plenty of improvements, balancing changes and curcial bugfixes.

[h3]Improvements:[/h3]
  • Performance improvements for all condition skills, condition effects are now also pooled and re-used for improved performance
  • General performance improvements for long gaming sessions due to fixed memory leaks
  • Sanguine Strike/Shot now has improved directioning when triggering the skill with melee constructs or trembling ground
  • Moved highlighted cursor up in the display options menu to make the option more visible
  • Improved main menu visuals
  • Improvements to scene transition
  • Improved tooltips for scattering projectiles and scattering dodge. Tooltips now show the amount of projectiles


[h3]Balancing: [/h3]
  • Scattering projectiles range skill: Projectiles now scatter into 2 new projectiles on enemy hit (was 3 before)
  • Scattering cast range skill: Projectiles now scatter into 2 new projectiles on range attack (was 3 before)
  • Scattering dodge skill: Your dodge creates 5 projectiles (was 3 before)


[h3]Fixes:[/h3]
  • On leaderboards now beach difficulty tier 1 is now loaded by default (was basement tier 1 before which did not make any sense)
  • Fixed plenty of memory leaks
  • Fixed weird glow on rat enemies if highlighted enemies option was enabled
  • Fixed enemy spawns some times stopped at the end of high waves
  • Fixed too fast button press on map selection screen preventing map buttons being interactible
  • Fixed lost focus on gamepad (and steamdeck) input at wave 20 completed screen if the endboss was not defeated


Since some fundamental systems got some upgrades we kindly ask you to report any bugs/crashes that you encounter as soon as possible so that those can be fixed.

[h3]Join the community![/h3]
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.