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Entropy Survivors News

Entropy Survivors is going to be bigger and better!

Big News! We're partnering with a brand new publisher called First Break Labs to make Entropy Survivors bigger and better than we ever thought possible.

Stay tuned for some big new announcements (we're still coming out soon--don't worry!) and follow them for some really cool other projects

Join the Entropy Survivors Closed Beta!

Entropy Survivors needs beta testers! Our studio is working on big new systems in the leadup to our release announcement, and would really value more feedback from players like you.

We are testing out some new systems and would love your input, sign up using the form below.

[h2]Apply here[/h2]

Major Batch of Changes and Fixes

Hi all! I'll cut to the chase here. These are the major fixes and changes now in the Entropy Survivors demo:

[h2]Reworks to the Nature Idol Class🍃[/h2]
The Nature class (IMO) has some of the coolest perks in the game, but the base class ability just wasn't strong enough. To make it more powerful and juicy while keeping the core mechanic of "putting up walls" the same, we've done the following:
  • Players now have an attribute called "thorn damage" that does damage over time to any enemies touching you.
  • The Nature class has a base thorn damage amount, and thorn damage effects also apply to any enemies touching your roots. Now your corralled foes will helplessly lose health as they struggle to reach you!
  • Any players touching your roots get a flat armor and speed buff.



[h2]Visual Changes🎥[/h2]
Mostly small changes to improve CPU usage and readability, but some standouts:
  • Damage numbers are now colored/sized differently depending on context. Damage to players is red. Crits are orange-yellow.
  • The rock wall and trash truck abilities block less of the play area from view.
  • Fixed a goofy little hole in the bottom of the desert level.


[h2]Technical Fixes💾[/h2]
Anyone who submits a crash report when the crash reporter comes up is the real MVP.
  • Fixed an extremely bad issue where enemies more-or-less permanently stop spawning for players that moved quickly around the level.
  • Enemies are no longer spawned in the center of the level if an error occurs while placing them.
  • We are aware of a very annoying, random-ish multiplayer-only crash bug that seems to happen near the end of mission. Unfortunately this one has been really complicated to track down, as the crash happens inside the Unreal Engine garbage collection code. I've just pushed a possible fix (again, this isn't reproducible in our office) as well as some additional crash logging information. If this is happening to you regularly, please get in touch!


Thanks again for all the feedback and for spending your valuable time with our game!
-Kyle

Major Technical Advancements!

We’ve recently pushed a technical rework to the Entropy Survivors demo for Dinos vs Robots Fest! I’ve got the fun task of hyping up big changes that, if we did our jobs right, will be unnoticed 😬 so here goes:



This behind-the-scenes update reduces the CPU overhead of spawning new enemies to nearly nothing, eliminating most of the framerate hitches you might have previously experienced on a machine with recommended specs.

We’ve also put together a junk drawer’s worth of network, FX, and projectile optimizations to smooth out the Entropy Survivors experience, especially for those playing over the network.

There's also a new outline effect that increases the visibility of your hero character. In the future we will make this customizable via settings.

Everyone’s feedback over the last few weeks has really touched us! While the Moving Pieces team has mostly pivoted back to working on content that will not appear in the demo, we’ve also been working on some smaller, much-more-visible demo improvements you’ll see later this week.

Thank you for playing!
-Kyle

🤖 Our Next Fest Update is Live! 🐸

Our big update for Next Fest is out! This massive patch incorporates all of your extremely helpful feedback along with:

  • New Class: Nature Idol
  • New Weapon: Rocket Launcher
  • New unlockable dyes to reskin your character
  • Auto-aim/auto-fire for those looking for a shooting experience a little less "twin-stick" and a little more "one-stick"
  • Tutorial improvements
  • An avalanche of small balance changes to keep the game lively without sacrificing challenge




We've really enjoyed seeing what you've all done with the game so far. If you've already played, there's never been a better time to leap back in!

Thanks for all your support. 🤖🙏🐸
-Kyle