Automatic door closing has been removed! 💣 SAVE Patch1 Note

Hello everyone!
It's already been a week since SAVE launched in Early Access!
First and foremost, we sincerely thank everyone who has purchased and played the Early Access version.
Over the past week, we've been gathering and analyzing your feedback to refine the direction of SAVE and improve the overall experience.
We're committed to enhancing the game and have been working on an update to address key issue.
[h3]Early Access Patch 1 Overview[/h3]
This update focuses on removing elements that disrupt immersion and making the gameplay flow more natural.
Doors that previously closed automatically will now remain open.
Interaction indicators and item collection prompts have been improved to provide clearer guidance for exploration.
Mission 1 has been adjusted to reduce excessive exploration time, making key objectives more accessible and reducing fatigue from repetition.
Level design, balance adjustments, sound and UI improvements, and bug fixes have been implemented to enhance usability and the overall player experience.
We have prepared the first patch reflecting these changes.
Full details are provided in the Patch Notes below.
[h3]Patch 1 Note📋[/h3]
Usability Improvements
- Doors in hallways will no longer automatically close when a player is nearby.
- Cabin doors will no longer close automatically.
- Added a pop-up notification to prevent mission objective items from being incorrectly registered due to server lag in multiplayer.
- Interaction UI will now highlight objects even if they are slightly out of range, as long as they are visible.
- Added key control instructions at Base Camp.
- Adjusted FOV for spectator camera.
- Stairway doors are now painted yellow and feature additional signage for better visibility.
- Improved lighting in darker stairwells to enhance visibility.
- Added current location markers on floor maps for better navigation.
- Removed unused doors for a cleaner level layout.
- Removed the ability to collect all lifeboat parts in one location on the third floor.
- Adjusted spawn locations for some lifeboat parts.
- Modified roaming paths for artifacts.
- Adjusted spawn points for humanoid monsters.
- Changed the spawn conditions for beast-type monsters.
- Doors that previously required a keycard to open are now unlocked by default.
- Adjusted spawn locations for key objectives to be more intuitive.
- Only specific humanoid monsters will now drop cabin keys.
- Some previously locked cabin doors are now open by default.
- Adjusted Doppelgänger spawn conditions.
- Changed some humanoid monster spawn locations.
- Drastically shortened the maze section in the latter part of the mission to reduce exploration fatigue.
- Healing syringe effectiveness reduced from 80 → 40.
- Stamina required to sprint reduced from 50% → 40%.
- Stamina recovery delay reduced from 3s → 1s.
- Stamina drain while sprinting reduced from 8/sec → 7/sec.
- Inventory size of the tablet relic reduced from 3×3 → 2×2.
- Improved voice chat volume for better communication.
- Increased maximum sound volume settings in the options menu.
- Fixed an issue where some radios could not be destroyed by monsters.
- Fixed an issue where some radios overlapped destructible objects.
- Fixed a bug where players who died in specific locations could not retrieve dropped items.
- Removed an unnecessary animation that played when attacking with an empty slot.
- Added collision boxes to prevent falling deaths near lifeboat boarding areas.
[h3]Future Update Plans[/h3]
Many of you have shared valuable feedback about SAVE, particularly regarding the inconvenience of having to restart from Mission 1 if you fail to complete Mission 2 after a difficult challenge.
From the early stages of SAVE’s design, we structured the game so that small choices in Mission 1—such as unlocking doors or leaving items behind—would organically impact Mission 2.
Through these elements, we aimed to create a game where each playthrough would offer a different experience depending on each team member’s decisions and playstyle.
Additionally, we wanted SAVE to be a challenging game that fosters a strong sense of accomplishment as players cooperate from the beginning to overcome obstacles.
For this reason, we initially believed that starting from specific points with the same progress or joining mid-mission without participating from the beginning could negatively impact the intended SAVE experience.
However, your feedback has made us realize that, rather than fostering the joy of improvement through repeated challenges, SAVE’s current difficulty structure often leads to frustration due to its long and complex mission paths.
In particular, we found that some players feel overwhelmed by the need to repeat Mission 1.
With this in mind, we plan to refine SAVE in the following ways:
Making mission completion simpler and more straightforward
Making the preparation process for the next mission more challenging
Providing more freedom and strategic choices within missions
In future updates, we will introduce a system allowing players to return to the basecamp anytime to buy and sell items, expand the range of ship exploration, and enhance the vessel’s interior with more challenging elements.
Through these changes, we aim to create a structure where players can collaborate freely with their teammates and clear missions in a variety of ways.
We will continue refining SAVE before its full release, ensuring that players can find new strategies and enjoyment even in repeated playthroughs.
We are committed to delivering a more polished game through future updates, and we always welcome your feedback! 😊
Please feel free to share your experiences, suggestions, and ideas on our Discord Channel.
Thank you for playing SAVE! 🚢