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SAVE News

Hotfix Update (2025.04.08)

Hello,

This is the SAVE development team.

Based on recent feedback from our players, we’ve identified the need to adjust the balance of Mission 1 and improve the overall stability of the game. This hotfix addresses those issues with targeted updates.

Please refer to the patch notes below for more details.

We’ll continue working to improve the overall quality and completeness of the game through future updates.

Thank you for your continued support.


[h3]Patch Notes[/h3]

Balance Adjustments
  • Tactical knife damage increased from 20 → 25.
  • 9mm pistol damage increased from 70 → 90.
  • Humanoid monster attack power slightly reduced.
  • Player-type monster attack power slightly reduced.
  • Spawn conditions for player-type monsters in Mission 1 have been adjusted.
  • The number of humanoid monsters appearing in Mission 1 has been slightly adjusted.
  • Player-type monsters in Mission 1 now drop items when defeated.
  • Item configuration in Room 501 has been changed.
  • The number of flame anomaly effects appearing has been reduced.
Additional Features
  • A confirmation popup is now displayed when leaving a game room.
Bug Fixes
  • Fixed an issue where the microphone mute option was not working properly.
  • Fixed an issue where healing syringes were not consumed if the inventory was accessed immediately after use.
  • Fixed an issue where reloading after splitting ammo across multiple quick slots caused abnormal reload behavior.
  • Fixed an issue where switching between multiple pistols equipped in quick slots caused abnormal ammo consumption.
  • Fixed an issue where, after the host left and a new host was assigned, monster AI behaved incorrectly.
  • Fixed missing collision boxes in the 1F hallway.
Known Issues
  • Unable to re-enter private rooms after leaving.
  • Game objects may appear in the lobby after mission failure.
  • If the host’s PC does not meet the recommended specs, the game may freeze or crash when a large number of monsters spawn.
  • Occasionally, after dying, the game may not switch to spectator mode and the screen remains frozen.

Hotfix (2025.04.04)

Hello, everyone!

We would like to inform you that a hotfix update has been released to address several issues that occurred after the April 3 update.

Please check the details of the update below.


[h3]Fixes[/h3]

Balance Adjustments
  • Mission 1: Conditions for the appearance of player-type monsters have been adjusted.
  • Mission 2: Conditions for the appearance of beast-type monsters have been changed.
  • Mission 2: The number of guest room keys dropped has been partially adjusted.
Bug Fixes
  • Fixed an issue where adjusting your microphone volume in the lobby would also change the volume for other players.
  • Fixed a problem where voice chat would not be transmitted to other players due to microphone device recognition errors.
Monster-Related Fixes
  • Fixed an issue where additional monsters would not spawn when many were spawned simultaneously.
  • Fixed a bug where humanoid and beast-type monsters could not attack certain radios.
  • Adjusted the location of certain radios.

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.
Level Design Adjustments
  • 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.
Mission 2 Level Design Changes
  • 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.
Mission 1 Level Design Changes
  • 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.
Balance Adjustments
  • 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.
Additional Features
  • Improved voice chat volume for better communication.
  • Increased maximum sound volume settings in the options menu.
Bug Fixes
  • 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! 🚢

SAVE Early Access is Available Now!

We are thrilled to announce that SAVE, the first Steam game from Influsion Studio, has officially launched in Early Access!🎉

Since the initial teaser release of SAVE, it has been an intense eight-month journey through playtests and demo versions, leading us to this exciting moment. This milestone is incredibly meaningful for our team, and we can't wait for you to experience what we've created.


[h3]About SAVE[/h3]

You are a former special forces operative, and a member of USTC (UDT/SEAL Tactical Consulting), a Korean private military company specializing in security services.

One day, a professor from Miskatonic University offers you an irresistible sum in exchange for a suspicious assignment—tracking the voyage of the 6,000-ton passenger ship “SENARA”, owned by a religious group called the SENARA Gospel Mission, and monitoring any signs of ritual activity on board.

To complete this contract, you and your team must infiltrate “SENARA”, investigate, and gather the suspicious evidence requested by your client—however, the ship harbors unexpected supernatural occurrences and hidden dangers that lurk in the shadows.

Experience realistic horror in a meticulously recreated environment based on an actual 6,000-ton vessel. Face unknown threats, fight for survival, and put your courage and wit to the ultimate test.

For more details, check out our Steam Store page!


[h3]SAVE Early Access[/h3]

During Early Access, you will have access to the first and second missions, allowing you to experience the beginning of this terrifying journey.

Our goal with Early Access is to refine the game with your feedback and make it the best experience possible.

If you have any suggestions or feedback, please join our Discord channel and share your thoughts!


[h3]Should you play now or wait for full release?[/h3]

If you want to experience the fully completed game, waiting for the full release (v1.0) might be the best option.

However, if you're excited to see the game's progress, provide feedback, and enjoy exclusive content before the official launch, playing now is a great choice!

We will continue adding content and improvements throughout Early Access, leading up to a more polished and expanded version upon full release.


[h3]What's Next?[/h3]

We aim to release the full version of SAVE later this year, while consistently updating the Early Access version with new content and improvements.

Although we can't confirm an exact release date yet, your feedback and bug reports will be crucial in shaping the final game.

We deeply appreciate your interest and support—thank you to everyone who has waited for this moment!


[h3]A Message from Influsion Studio[/h3]

As a small indie studio in South Korea, our six-member team took on what seemed like an impossible challenge with SAVE.

From the very beginning, we committed to creating an immersive and realistic experience without compromise.

To achieve this, we scanned a real 6,000-ton ship, meticulously crafted every asset, and fine-tuned the lighting to deliver the most authentic horror experience possible.

This dedication has led us to this moment, and we hope to continue creating meaningful and inspiring games for players worldwide.

Thank you for being part of this journey with us.

Notice of SAVE Demo Closure

Hello everyone,

First, we want to sincerely thank all of you for your support, feedback, and interest in SAVE.

Thanks to your invaluable input, we’ve been able to keep developing the game and are excited to announce the official launch of Early Access! 🎉


To provide a more stable and optimized experience, the demo version will no longer be available after 12:00 PM (UTC) on March 26, with the Early Access release.

The content you enjoyed in the demo will be available in an enhanced form in Early Access, with improvements across optimization and overall gameplay.


In Early Access, you can play through Missions 1 and 2, and we will continue adding new weapons, monsters, and gameplay elements.

Additionally, based on your feedback, Mission 3 will be added in a future update. Feel free to share your thoughts, suggestions, and any suggestions for improvements in our Discord channel as you play.


Once again, thank you to everyone who supported the demo, and we look forward to continuing this journey with you during Early Access. 🚢

We’re committed to providing the best possible experience with ongoing updates and improvements.

Thank you for your continued support! 😊