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Striving for Light: Survival News

Update 1.0.4.1b-c

[h3]Improvements:[/h3]
  • Enemies that always deal contact damage now have a more intense red glow to tell them appart from other enemies that don't deal contact damage (like flying enemies on basement and one of the enemies on the descent map)
  • Locust enemy has gotten an improved attack animation before enemy enters attack charge
  • Sanguine Strike is now pointing in the attack direction when triggered by trembling ground (v.1.0.4.1c)
  • Some further improvements to enemy attack indicators (v.1.0.4.1c)
  • Improved condition damage calculation on skill tooltips. Tooltips now show the condition damage on each of the 3 standart condition ticks of the skill also taking into account your skill stacks (v.1.0.4.1c)


[h3]Balancing:[/h3]
  • Flood Skill: Default Size of Flood has been increased by 50%


[h3]Fixes:[/h3]
  • Fixed round shaped maps not destroying projectiles on border collision. If you noticed a downgrade of performance in the smaller round shaped maps, this was the reason for this.
  • Fixed wrong damage on tooltip for stone surge and stone toss skill nodes
  • A fix for invalid moitor resolutions being loaded which was an issue for some dual monitor setups (v.1.0.4.1b2)
  • Fixed wrong unlock description translation for character heleja (v.1.0.4.1c)
  • Fixed play button text not being updated on save file switch (v.1.0.4.1c)

Update 1.0.4.1

Update 1.0.4.1 focuses on performance improvements so that you can push the boundaries even further! More projectiles, more companions, more whatever should now be possible with overall better performance. If you nevertheless run into performance issues on very very very high waves just remember that there is a player effect transparency option that you can put to 100% to hide all effects.

[h3]Improvements:[/h3]
  • Performance improvements for all projectiles.
  • Performance improvements for all companions
  • Improved object pooling system for improved performance
  • Revert Shot rework for improved performance. It does the same but is more performant.


[h3]Balancing:[/h3]
  • Grim Reaper Skill now has a reduced attack speed malus of -15% (was -20%)
  • Baby Phoenix Skill now has a reduced attack speed malus of -15% (was -30%)


[h3]Fixes:[/h3]
  • Fixed wrong map names for some translations in the unlock conditions


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.

Hotfix 1.0.4.0f-g

[h3]Improvements:[/h3]
  • The uncollected and stashed light fragments counter now starts with the fragment count from previous wave and counts up to the new stashed light fragment count to prevent confusion.

    Previously if you had 6 stashed light fragments on last wave and collected all light fragments beside 1 in the current wave the counter would still count from 0->7.

    With the new improvements the counter will count from 6->7 so you only see the difference animated. This hopefully should solve the confusion about the stashed light fragments and make it easier for new players to understand this system.
  • Improvements for faster scene transitions (v.1.0.4.0g)


[h3]Fixes:[/h3]
  • Fixes to the scene transition to fix occasional game freezes (v.1.0.4.0g)


[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 1.0.4.0

[h3]New Features:[/h3]
  • Poisoned Blight [Melee Weapon]: Hit enemies are poisoned and spread poison condition to nearby enemies when defeated.


  • Grimm Rebound [Range Weapon]: Projectiles bounce off walls and create a dark explosion on wall hit. Explosion scales with AoE size and projectile damage.


  • Echo Ballista [Range Weapon]: Projectiles bounce off opponents and can hit another opponent.


  • Sanguine Shot [Range Skill]: Your projectiles create a bloody splash covering enemies behind the hit position dealing additional damage and applying bleeding condition to enemies. Damage scales with projectile damage. Size scales with AoE size.
  • Sanguine Strike [Melee Skill]: Your melee hits create a bloody splash covering enemies behind the hit position dealing additional damage and applying bleeding condition to enemies. Damage scales with melee damage. Size scales with AoE size.


[h3]Improvements:[/h3]
  • First map is now the beach map
  • Unlock condition for descent map has been reduced to complete wave 10 on the basement
  • Improved plenty of skill tooltips
  • Improved damage number animations for improved hit feedback
  • Improved effects in the main menu (v.1.0.4.0c)
  • Improved enemy hit culling system (v.1.0.4.0c)
  • Woods map now unlocks after completing wave 15 on the descent map (previously was wave 20) (v.1.0.4.0d)


[h3]Fixes:[/h3]
  • Finally completely fixed the scene transition freeze bug
  • Finally fixed the underlaying issue that caused no hit achievements to not being triggered
  • Fixed clipped farmer idle animation
  • Fixed exploding dodge skill not showing damage numbers in the tooltip
  • Fixed not translated watching at tag in live streamer tooltip (v.1.0.4.0b)
  • Fixed wrong calculated condition damage in skill tooltips (v.1.0.4.0b)
  • Fixed wrong skill description for bleeding blade and bleeding swirl skill nodes (v.1.0.4.0b)
  • Fixed clipping toggle skills tutorial for some translations (v.1.0.4.0d)
  • Fixed wrong german translation for construct steam achievement (v.1.0.4.0d)
  • Fixed enemy hit effects sometimes not being spawned, the effect culling system has got some improvements (v.1.0.4.0d)


[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.

Hotfix 1.0.3.1b

[h3]Improvements:[/h3]
  • Performance improvements for all centipede/snake/worm type enemies