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SurvivalScape News

SurvivalScape Update & Sale

Hello Survivors!




In celebration of the update, SurvivalScape is 50% off for the next 7-days.

  • Updated Engine to Godot v4.4.1
  • Updated Steam API to v1.62
  • New Garden background to help with visibility
  • Garden's Gorgon statues now shoots snakes instead of arrows
  • Rogue Poison renamed to Glue Trap
  • Health Potion off-screen marker is now static always facing up
  • Updated UI elements with larger font sizes to be more readable
    • Level up change increased
    • Pause menu buttons increased

Upgrade to Godot 4.3, 25% Off, and our Next Game

Hello, Survivors!

We’ve got some exciting news to share with you all today! First off, we’ve just released an engine update for SurvivalScape, bringing the game to Godot version 4.3!

We are also officially announcing our next game, SurfsUp!
SurfsUp is a high-speed, acrobatic platformer where you master surfing mechanics to glide through unique environments. Wishlist SurfsUp and register for the playtest today!

https://store.steampowered.com/app/3454830/SurfsUp/

To celebrate the announcement of SurfsUp, SurvivalScape is 25% off for one week!
For more information on SurfsUp as well as playtest invites please join the Discord!

New Abilities Update

Hello Survivors!

We are very excited to launch this new "abilities" update to SurvivalScape.
Leaderboards will not be reset for this update while we collect data on how these new abilities change scoring.

[h2]Patch Notes:[/h2]
Omniscient class has been added to the main game
New hidden achievement
Players now have a range indicator circle showing their lock-on range
VSync option should no longer reset when opening the options menu
Translations can now be overridden from the options menu
Fixed an issue with some classes (Archer, Wizard, Druid) having higher default range than intended
Fixed an issue with projectiles not firing in the weekly challenge
Fixed a bug where Shuriken would crash the game
Twitch integration now waits for streamer to choose level up

[h3]New Abilities:[/h3]
There is a new targeting system, "close range/radius targeting."
These abilities won't fire off until an enemy gets close within the radius
(Banish, Quake, Smoke Bomb, Vine Whip)

Global Abilities:
New "global abilities" system, where all classes can use the ability.
Bubble Shield is now a global ability available to all classes.

Archer:
Cluster Shot - An arrow fires into a cluster

Knight:
Shield Slam - A shield slams down stunning enemies
Mace - Maces spin around the knight

Wizard:
Banish - Banish an enemy before it hurts you

Druid:
Vine Whip - A vine whips nearby enemies

Rogue:
Smoke Bomb - A smoke cloud stuns nearby enemies

Beast Master:
Bee Army - Bees fight along side you

Shaman:
Quake - Stun enemies near you

[h3]Ability Changes[/h3]
Druid:
Wildfire - No longer ends prematurely cutting the sound out

Rogue:
Splinter - Now has a 50% chance to rotate at 45* or 0*

[h3]Known Issues:[/h3]
Bee Army's bees can sometimes occupy the same "bee slot"


Please report any issues or feedback on the Discord or the Steam forums!

Thanks,
- Carina & Mark ❤️

Leaderboard Reset, Looking at Launch, and What's Next

Hello Survivors!

First off, we have reset the leaderboards due to changes with the new random leveling affecting scores.
Secondly, abilities are now capped at 3 per run

With launch week coming to a close, we wanted to talk about what went right, what went wrong, and what we're doing next.

What went right:


Almost 150 players completed 1,600 runs during the first week! We're thrilled with these numbers and really look forward to expanding and continuing to work on the game.

Here's a breakdown of the player's class choice for all runs in the game:


Wizard is the most popular, while Shaman is the least picked. This could be due to Shaman being the last class unlocked or just Wizard being too strong.
Our goal is to try and have equal pick rates for all classes across the game.

Level Breakdown:


Desert seems too tough at a 42% win rate, balance adjustments are planned for an upcoming patch.
We may modify the balance of Arctic and Garden to increase their difficulty as well.

When we make balance adjustments leaderboards will be reset to keep the competition fair.

What went wrong:

Halfway during the week we pushed an experimental change to the main branch to randomize upgrade tiers. This was in direct response to a negative review on Steam, and while I think the game is a lot more fun, the balance is now all over the place. Going forward I will not be as reactionary, and we will be using the weekly challenge as a playground to experiment with new ideas and mechanics. The goal is to deliver a patch every 1-2 weeks timed around the weekly reset (like this patch)

Checkout this weekly reset for a our first experiment 😉

What's Next:

We have a lot planned for the future. These may never make it into the game but here are some of the things we are currently planning:

  • An "abilities update" adding new abilities to all classes in the game
  • An "Endless" mode
  • Weekly Modifiers for the weekly challenge
  • A UI Expansion / Overhaul
  • Map obstacles / props
  • Elite enemies / new enemy AI
  • New Classes
  • New Maps

Thank you all for taking the time to play our game
- Carina & Mark ❤️

Patch Notes v1.0.955 - Leveling Rework

Hello Survivors!

We've made some major changes to how leveling works in SurvivalScape. Upgrades are no longer linear and the upgrade tiers are random. This is an experimental change while we further investigate how this affects scoring.

Again, the weekly challenge mode has all RNG removed so each player has the same exact run.

[h2]Patch Notes:[/h2]
Enemy projectile size increased
Enemy projectiles now have variable speed

Leveling Rework:
10% white upgrades removed
Leveling tiers are now randomized and are no longer linear
Stats and Cooldown upgrades will now show Pre->Post upgrade information
This is to better explain the new upgrade system is additive and does not replace or lower your power.

Fire Rate now shows as per second:
Example: 0.67 -> 1.3/s

Abilities now shows as seconds on cooldown:
Example: 3->2.67s

Scale now shows as size increase
Example: 1.0 -> 1.35x

Tier's renamed:
Tier-2 (green) is now Uncommon
Tier-3 (blue) is now Rare
Tier-4 (purple) is now Epic
Tier-5 (gold) is now Legendary

Bubble Shield rework:
Bubble Shield cooldown from 20->15s
Breaking bubble shield no longer removes Flawless
Bubble Shield now creates an iframe when breaking
Rewrote ability cooldown timer for Bubble Shield to now be accurate

Controller / UI
Weekly reset timer now properly displays "Resets in 1 day"
You can now exit the pause screen with B/Circle on controller
Stats screen button has been changed to X/Square on controller
Leaderboard now selects -50 above and +50 below on the leaderboard to try and always show first place

Bug fixes:
Bosses not having cooldowns fixed (thanks for the report @Gonk)
Fixed an issue with picking up Health Pots occasionally crashing the game
Fixed an issue with damage numbers only showing on first instance of damage