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Bestiary Survivors News

Patch 0.2.1 Minor Bug Fixes and Balance Patch

[h2]Bug Fixes[/h2]
  • Fixed the achievement "With small weapons in both hands tightly gripped" has not been triggered.


[h2]Balance[/h2]
  • Player health regeneration now starts from 0. Base regeneration 5 → 0.
  • Phoenix's meteor showers will now be summoned all at once during each cooldown.
  • Reduced the movement speed of the initial elites.
  • Monsters will now gather in denser clusters during the end of waves.

Contents Update v. 0.2.0 : Focus Attack Reworks & Shrine Interaction Reworks

We have updated our core mechanics based on user feedback from the BIC 2024 Festival held in Busan this August. This update introduces significant changes, including the automation of the Focus Attack and a more wave-like interaction for Shrines, providing a solid foundation for stable in-game play and stage customization.

[h2]New Mechanics[/h2]

[h3]Focus Attack Mechanism[/h3]

The Focus Attack now features a penetration effect, allowing players to effectively defeat elites and high-defense monsters in later stages. Previously, the manual activation of this attack posed challenges and risks. We have automated the Focus Attack and improved its trigger speed when players focus, enabling easier strategic planning.

Old:
  • Hold the right mouse button or toggle (R) to activate the Focus Attack timer for a stronger attack.



New:
  • The Focus Attack is now automated.
  • Holding the right mouse button or toggling (R) increases the Focus Attack timer speed by 1.5x.
  • The cooldown for the Focus Attack is longer, but it deals significantly more damage.


[h3]Shrine Mechanism[/h3]

Previously, when Shrines popped up, enemies would continuously spawn, forcing players to take significant risks to approach the Shrine. This often resulted in game overs, preventing players from fully enjoying the Shrine content. As a result, there was concern that players might miss out on the active stage customization that Shrines offer.

To address this issue, we have implemented changes so that when a Shrine appears, no new enemies will spawn, and the survival timer will pause. This allows players to defeat any remaining monsters after a wave and interact with the Shrine before proceeding to the next wave. With this adjustment, players can engage more deeply with the core experience of the game.

Old:
  • Shrines would pop up at regular intervals.
  • Multiple Shrines could appear on the screen simultaneously.



New:
  • When a Shrine pops up, no enemies will spawn.
  • Time will pause while the Shrine is inactive.
  • Players in the vicinity of the Shrine will take 1% of their maximum health as damage from the encroaching Death Fog.
  • Activating the Shrine clears the fog and spawns enemies.



[h2]Updates[/h2]
  • Elite bosses have been enlarged to distinguish them from minions.
  • Projectile attack range indicators for ranged and mid-range minions have been removed.



[h2]Bug Fixes[/h2]
  • Fixed an issue where the attack range indicators for Charge-type enemies would intermittently disappear.
  • Fixed a problem where the tutorial would appear at inappropriate times, causing the game to freeze.



[h2]Future Developments[/h2]

Beneath a sky shrouded in darkness, the world began to tremble. Once harmoniously intertwined, the five fundamental elements—Fire, Lightning, Rock, Cold, and Chaos—were the essence of this realm. However, that harmony slowly crumbled under unforeseen imbalances. Forests turned to ashes, and ocean currents no longer followed stable paths. Thunder and lightning whipped through the air, while the ground began to crack.

In this chaos, the dragons awakened. These fearsome beings reemerged to conquer the world, their scales absorbing light and spreading terror. The dragon invasion had begun, and the animal kingdom faced a looming threat of extinction.

Yet, the flame of hope refused to be extinguished. Animal heroes, each wielding the power of the elements, gathered to pledge their resolve in the ancient sanctum to reclaim the elemental forces. They aimed to combine their strengths to battle the dragons and seize their last chance to restore balance to the elements.

Each clan's heroes possess unique abilities. The Phoenix Clan harnesses the power of fire for resurrection and meteor summoning, while the Grizzly Clan electrifies enemies with lightning strikes. The Minotaur Clan features ferocious warriors who grow stronger as they take damage. Rumors circulate that clans wielding the powers of Cold and Chaos will soon join the fight...

  • The current passive upgrades upon leveling up and meta upgrades may be reworked.
  • The existing hero selection system may undergo revisions.
  • Two additional clans may join the battles.

Patch 0.1.1

[h2]Updates[/h2]

  • Spectral Slash Upgrade: "Spatial Sense" : Now increases melee strike range by +5, with AOE damage reduced by 15% per level.
  • Stone Element Upgrade: "Iron Claws" : Now increases knockback resistance by +5.
  • Fire Element Minion Elite (The Jumbo Guys) : Now teleports near the player and briefly pauses before dealing area damage within a radius of 25. Fixed a bug where damage was not applied previously.
  • Enemy Attack Animation : The range for starting enemy attack animations has been reduced from 30 to 25.
  • Selection Key Change : Changed the selection key from Space to E. Added a 0.5-second delay on button clicks before options appear to prevent unintended selections when a key is pressed.
  • Chaos Element Minions : Death animations have been refined. Knockback during death has been slightly reduced, with plans to add an explosion effect in the future.


Tip:
Knockback resistance typically starts at 5 and accumulates with each instance of knockback. If the accumulated knockback power exceeds the knockback resistance, knockback effects will no longer apply.


[h2]Bug Fixes[/h2]

  • Fixed Grizzly Thunderous Call clan ability did not function correctly when selecting the Grizzly Clan's Meta Upgrade "Fragmentation". (Hot Fix)
  • Fixed Merlin dialogue did not progress after dying in the boss battle.
  • Fixed pressing a specific key would immediately skip dialogue.
  • Fixed the aura mechanism for aura monsters that was not functioning correctly.
  • Fixed other meta upgrade categories would not level up when there were insufficient soulstones during the meta upgrade level-up process.
  • Fixed Chaos Meta Upgrade: "COVID" a missing percentage for the spread probability.
  • Fixed Chaos Meta Upgrade: "Riot Bounty" Previously stated that projectile resistance increased; the correct effect is that the elite's AOE increases by 40% for each bounty.
  • Fixed cold elemental minions would explode smaller than intended when ignited by phoenix.



[h2]Balance[/h2]

  • Grizzly Meta Upgrade "Thunderbolt Strike" : Each Lightning Zone summons a Thunderbolt to the enemy with largest health. Damage 100/125/150/175/200 → 200/300/400/500/600

  • Stone Meta Upgrade "Song of Metal" : Obtain 2/4/6/8/10 Mithril every 5th wave → 1/2/3/4/5
  • Fire Meta Upgrade "Legacy of Ashes" : Obtain 2/4/6/8/10 Pyroclast every 5th wave → 1/2/3/4/5
  • Cold Meta Upgrade "Frozen Elixir" : Obtain 2/4/6/8/10 Frozencoral every 5th wave → 1/2/3/4/5
  • Lightning Meta Upgrade "Discharge" : Obtain 2/4/6/8/10 Teslite every 5th wave → 1/2/3/4/5
  • Chaos Meta Upgrade "Ambiguous Prophecy" : Obtain 2/4/6/8/10 Entropy every 5th wave → 1/2/3/4/5

  • Stone Meta Upgrade "Vicious Bounty" : Upon defeating Elite, an additional 2/4/6/8/10 Mithril will drop → 1/2/3/4/5
  • Fire Meta Upgrade "Smoldering Bounty" : Upon defeating Elite, an additional 2/4/6/8/10 Proclast will drop → 1/2/3/4/5
  • Cold Meta Upgrade "Cold-Blooded Bounty" : Upon defeating Elite, an additional 2/4/6/8/10 Frozencoral will drop → 1/2/3/4/5
  • Lightning Meta Upgrade "Nightmare Bounty" : Upon defeating Elite, an additional 2/4/6/8/10 Teslite will drop → 1/2/3/4/5
  • Chaos Meta Upgrade "Riot Bounty" : Upon defeating Elite, an additional 2/4/6/8/10 Entropy will drop → 1/2/3/4/5

Contents Update v. 0.1.0 : Stage Customization (2)

We are announcing the latest update to our core gameplay content, which has been upgraded, necessitating several significant changes aimed at enhancing player experience and strategic depth. This update focuses on clarifying elemental interactions, refining existing upgrades, and improving core mechanics such as defense, dash, and knockback, etc for a more intuitive experience.

[h2]New Mechanics[/h2]

[h3]Shrine Mechanism[/h3]

Old :
  • Players could interact with a shrine to either purify or destroy it.
  • Purifying the shrine granted elemental enhancement rewards after surviving within its influence for 15 seconds.
  • Destroying the shrine triggered a temporary powerful event.


New :
  • Players can now only activate shrines.
  • Activating a shrine allows players to invade the boss's territory, where they will remain for 15 seconds before returning to the map.
  • Within the boss's territory, players can loot resources, which can be consumed to trigger powerful events upon shrine activation.
  • The time remaining in the boss's territory is displayed as a percentage (0-100%) directly above the shrine.



[h3]Boss Spawn[/h3]

Old:
  • Previously, destroying a shrine would empower the corresponding elemental force.
  • The most powerful elemental force would seize control, causing the boss to relocate to that area.
  • A boss would only spawn if the level of the relocated area exceeded a certain threshold.


New:
  • Players can now regulate the frequency at which shrines appear.
  • A boss will always spawn after 20 minutes of survival, with the elemental properties of the boss determined by the frequency of shrine appearances.



[h3]Base Elemental Power[/h3]

Old:
  • After imbuing an elemental attribute, players needed to upgrade the element to use its power in weapons.


New:
Each element now possesses inherent characteristics, allowing players to utilize its power immediately upon assigning the element to a weapon. The characteristics are as follows:
  • Stone: Knockback +1
  • Fire: Critical damage +50%
  • Cold: Base chill chance 15%, base freeze chance 5%
  • Lightning: Chain lightning +1
  • Chaos: Attack power reduction curse



[h3]Dash[/h3]

Old:
  • The base cooldown was 10 seconds.
  • Players could reduce the cooldown by 1 second through upgrades.
  • The distance traveled increased proportionally with character speed.


New:
  • The base cooldown is now 5 seconds.
  • Players can reduce the cooldown by 0.5 seconds through upgrades.
  • The distance of the dash is now fixed, and it will only increase proportionally with character speed if the speed exceeds a certain threshold.
  • The action speed of the dash has been doubled compared to before.
  • If the dash is not imbued with any element, the elemental imbue for the dash will always appear in the elemental upgrade options.
  • Flame Dash (dash imbued with fire) now creates a larger critical damage zone.


Tip. With the lightning elemental meta-upgrade, the initial cooldown of the dash can be further reduced; however, players will not be invulnerable during the dash.


[h3]Defense[/h3]

Old:
  • For player, Defense offset the initial damage.


New:
  • For both player and enemy, defense now reduces damage proportionally from final damage calculations.
  • As a result, the effectiveness of damage reduction from defense decreases at higher damage thresholds.
  • The defense values in the level-up reward upgrade options have been adjusted accordingly.



[h3]Knockback[/h3]

Old:
  • (Bug) Previously, knockback motion appeared interrupted, or the physical force seemed excessively exaggerated.


New:
  • Knockback now persists for a brief duration, ensuring a stable and reliable knockback effect.


[h3]Stun Effects[/h3]

Old:
  • Enemies in a frozen state cannot attack.
  • Enemies in a chilled state experience reduced movement distance for charged attacks.


New:
  • Enemies in a frozen state cannot attack; however, dash attacks are an exception.
  • Enemies in a chilled state will not have their dash attack movement distance reduced.
  • Enemies can be interrupted during dash attacks by applying knockback.

This concept aligns with the idea that the stone attribute (knockback) counters the lightning attribute (dash).


[h3]Curse[/h3]

Old:
  • One curse is applied per hit, with each curse stacking up to 10 times.
  • Each stack of a curse occupies 1% of the enemy's health and grants a buff to the enemy.


New:
  • All applicable curses are now applied simultaneously per hit, with each curse stacking up to 10 times.
  • Curses no longer occupy the enemy’s health and consistently apply debuffs to the enemy.


Tip. With the chaos elemental upgrade, curses can instead occupy the enemy's health rather than applying debuffs.


[h2]Changes to Upgrades[/h2]

[h3]1. Adjustment of Level-Up Reward Values[/h3]

  • Weapon damage: 20% → 30%
  • Normal weapon damage: 30% → 40%
  • Focus weapon damage: 40% → 50%
  • Elementalist damage: 50% → 75%
  • Weapon critical chance: 10% → 3%
  • Focus weapon penetration: 20 → 30
  • Main weapon More damage: 30% → 20%
  • Projectile damage: 30% → 40% & AOE damage: -15% → -20%
  • AOE damage: 75% → 60% & projectile damage: -15% → -30%



[h3]2. Adjustment of Threshold Levels for Higher Upgrades[/h3]
  • Condition for "Gale Force" upgrade appearance: Fluttering Feathers LV. 10 → LV. 5
  • Condition for "Titan's Tread" upgrade appearance: Broad Hooves LV. 10 → LV. 5



[h3]3. Stone Elemental Upgrades[/h3]

New Upgrades:

  • Cardio Surge: Movement Speed +5
  • Prismatic Armor: AOE Resistance +10%


Removed Upgrades:

  • Regeneration Suppression



[h3]Fire Elemental Upgrades[/h3]

Revised Upgrades:

  • Combustion (Old): Consumes 1% of maximum health until low health. Damage increases when not at low health.
  • Combustion (New): Consumes 1% of maximum health until low health. More Damage by 15%. Maximum health increases by 50.

  • Edge of Pyre (Old): Experience gain increases by 50% when at low health.
  • Edge of Pyre (New): Experience gain increases by 50% when at low health. Maximum health increases by 50.

  • Bellowsing (Old): Damage increases by 50% when at low health.
  • Bellowsing (New): Penetration increases by 50 when at low health. Maximum health increases by 50.

  • Furnace (Old): Damage increases by 100%. Attack speed decreases by 33%.
  • Furnace (New): 50% More damage. Attack rate is reduced by 25%.

  • Giant Slayer (Old): Damage to elites increases by 50%.
  • Giant Slayer (New): Penetration against elites increases by 50.

  • The critical damage zone created by Flame Dash has been significantly increased.



[h3]Cold Elemental Upgrades[/h3]

Revised Upgrades:

  • Absolute Zero (Old): Increases block chance by 5%. Maximum block chance increases by 5%.
  • Absolute Zero (New): Grants +15% critical resistance.


Removed Upgrades:

  • Icicle (Old): Increases the number of projectiles for Cold elemental weapons by +1.



[h3]Lightning Elemental Upgrades[/h3]

New Upgrades:

  • Storm Cloak: Increases block chance by 5%. Maximum block chance increases by 5%.


Revised Upgrades:

  • Wrath of Thunder (Old): Periodically strikes enemies with lightning, increasing damage taken permanently based on maximum health.
  • Wrath of Thunder (New): Increases the number of projectiles for Lightning elemental weapons by +1.
  • Teleport: Players are now invulnerable for 2 seconds after teleporting.


Removed Upgrade:

  • Slow Zone: Every 20 seconds, summons a zone that slows the speed of enemy projectiles.



[h3]Chaos Elemental Upgrades[/h3]

New Upgrades:

  • Energy Siphon: Instead of a debuff, Curse occupies 1% of the enemy's health per stack.
  • Desecrated Land: Causes enemies within item acquisition range to lose N% of their health per second and suppresses health regeneration.
  • Slow Zone: Every 20 seconds, summons a zone that slows the speed of enemy projectiles.
  • Eye of Devil: Grants +15% projectile resistance.
  • Decay: Enemies that are poisoned cannot regenerate health.


Revised Upgrades:

  • All curses now do not occupy health and apply debuffs instead of buffs. All possible curses stack individually with each hit.
  • Imminent Doom: Damage taken per curse 50% → 30%.



[h3]Enemy Nova Changes[/h3]

  • Flame Artillery (Fire-imbued): Now moves while bombarding with artillery strikes.
  • Frost Nova (Cold-imbued): Damage is reduced, but the nova is generated from multiple locations.
  • Enigmatic Shooting Stars (Chaos-imbued): Damage is reduced, but the nova covers a larger area than before.



[h3]Dialogue Popup[/h3]

  • Default settings have changed: Dialogue text now remains for 5 seconds before disappearing. (Players who installed the game previously must press the "Reset" button in the settings to restore default settings.)
  • The size of the dialogue popup has been adjusted from occupying 1/3 of the screen to occupying 1/4 of the screen.



[h3]Tutorial Improvements[/h3]

  • At the beginning of the game for the first time, players can trigger the Shrine event in the tutorial without consuming resources.



Also, the Dragons are embodiments of the elements. With the clear definitions of the five elemental affinities, we have implemented balance adjustments, such as giving each dragon resistance to specific attack types. We plan to present this information later in the Guide as part of the monster details.

This concludes the improvements made in the v. 0.1.0 Stage Customization Content Update.

If there’s anything we may have missed, we will add it here. Additionally, we will provide a separate announcement for future balance patches.

Thank you!

Contents Update v. 0.1.0 : Stage Customization (1)

[h2]Stage Customization Now Live![/h2]



Stage Customization is now live! Players can dive into exclusive meta-upgrades for the five elements: Stone, Fire, Cold, Lightning, and Chaos, along with a variety of items and resources. We’re also expanding the categories of meta-upgrades to include shrine interactions, monster traits, and boss battles.

Stage customization is a system designed to enhance the interactive elements of the game and provide players with greater freedom of choice. In this post, we’ll discuss in detail how these features have been implemented and what they mean for your gameplay experience.


[h2]Elemental Conflict: A World in Turmoil[/h2]

In the current realm, the elements are locked in a fierce struggle for supremacy. Each element possesses unique strengths that enhance their in-game attributes, allowing them to shine in specific situations. When imbued into weapons, these elements grant inherent effects that can be both powerful and strategic. Some elements exhibit strong resistances against certain others while showcasing weaknesses to yet others, creating a dynamic interplay that players must navigate. This system encourages players to understand elemental strengths and weaknesses, enabling them to make strategic choices that enhance their survival and deepen the gameplay experience.

[h3]Stone Element[/h3]
The Stone Element embodies the nature of beasts roaming the vast plains in packs. Their tendency to move together grants them resilience against environmental changes.

  • Imbue Basic Effect: Knockback Power +1
  • Characteristics: Knockback, Bleed, Movement Speed, AOE Resistance
  • Resource : Mithril


[h3]Fire Element[/h3]
Fire approaches with overwhelming force, reminiscent of the colossal sun or a volcanic eruption. When controlled properly, its intense properties can be incredibly useful, such as melting stone into desired shapes. However, if mismanaged, it can inflict catastrophic damage.

  • Imbue Basic Effect: Increased Critical Damage by 50%
  • Characteristics: Critical Hit, Penetration, Life
  • Resource : Pyroclast


[h3]Cold Element[/h3]
Cold serves as a counter to the sharp attacks of fire. It can slow movement through chilling effects or freeze enemies entirely. Additionally, the flowing properties of water aid in natural regeneration.

  • Imbue Basic Effect: 15% Chance to Chill, 5% Chance to Freeze
  • Characteristics: Freeze, Chill, Recovery, Non-Critical Hit, Critical Resistance
  • Resource : Frozencoral


[h3]Lightning Element[/h3]
Lightning is a manifestation of the charge in the universe. Known for its chaining properties, it strikes with the speed of a flash, enhancing projectile strength. Its swift movements allow it to evade attacks effectively.

  • Imbue Basic Effect: Chain Lightning +1
  • Characteristics: Chain Lightning, Projectile, Block, Dash
  • Resource : Teslite


[h3]Chaos Element[/h3]
Chaos represents disorder and confusion. It manifests in large-scale events, capable of inflicting poison or curses that inhibit enemy regeneration. It can also weaken the power of projectiles through arcane forces, offering potent strength at a cost.

  • Imbue Basic Effect: Curse that Reduces Attack Power
  • Characteristics: Poison, Curse, AOE, Projectile Resistance, Reservation
  • Resource : Entropy


The dragons are embodiments of specific elements and are influenced by those elements. For example, the Tiny Explosion Dragon encountered at the beginning of the game represents the Chaos Element. With its strong resistance to projectile attacks, players must strategize to defeat this dragon quickly and effectively grow in power by using non-projectile attacks.


[h2]Shrines Are Completely Changed[/h2]

The shrines were once understood as crystallized phenomena of the elements that sustain the world, their origins shrouded in mystery before the dragon invasions. However, with the onset of an era where the elements clash, the dragon onslaught began. The dragons have been destroying these shrines to harness the concentrated power within them, becoming stronger in the process.

The Animal Expedition discovered that activating these shrines connects them to the territories of the dragon overlords. Yet, this connection is tenuous and fades after a short time.

The territories of the dragon overlords are perilous but offer unique resources that can only be obtained here. Players must survive for a brief period to loot these resources, which can then be used in-game to trigger more powerful events at the shrines, altering the combat environment. Additionally, these resources can be utilized to upgrade clans in the hideout, permanently enhancing the combat capabilities of the animals.

[h2]Shrines Interaction Reworks[/h2]



Activating a shrine allows players to breach the territories of the bosses, enabling them to loot special resources within. Upon activating the shrine, players can expend collected resources to initiate more powerful events or evolve the combat environment to their advantage.

Within the shrine's domain, players will receive strong buffs every second (via meta-upgrades), but regardless of whether they are inside or outside the shrine's influence, they will eventually return to the original map as time progresses.

With each interaction, players can upgrade the shrine's appearance frequency. The frequency of appearances will increase the likelihood of encountering the final boss.

  • The options for purifying or destroying the shrines have been removed.
  • Only the option to activate the shrines remains.
  • Activating a shrine allows players to invade the boss's territory and loot resources.
  • When activating the shrine, players can expend resources to trigger powerful events.



[h2]Future Developments[/h2]

As research on the elements progresses, the animals will gradually discover deeper ways to utilize resources consumed from the shrines. These shrines hold powerful forces capable of transforming the world. To survive the dragon invasions, the animals must make difficult choices. Can they wield this power? What costs lie ahead?

Ultimately, they must confront the bosses to settle the score. Is it possible to negotiate with the dragons? It seems crucial to explore the potential of restoring communication with those who have fallen into corruption.

  • We will be updating a wider variety of shrine interaction events.
  • When entering through the shrines, the upgrades to the boss's territory will become more diverse and increasingly formidable.
  • Our goal is to evolve the map through these events, promoting various survival strategies.