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You can now return to the base camp anytime! 🚤 Patch 2 Notes


Hello, everyone!

It’s already been a month since SAVE launched in Early Access.

As we previously announced, Patch 2 focuses on a major overhaul of the Base Camp system.

Previously, gameplay followed a fixed loop: Mission Prep → Ship Exploration → Mission Completion.

Now, players can freely travel between the Base Camp and the exploration zones (ships) at any time.

This major structural change offers greater freedom and strategic flexibility, especially for cooperative play.

You can now return to Base Camp mid-exploration to:

- Sell acquired items
- Upgrade gear
- Purchase consumables

Mission completion is now handled at Base Camp, encouraging more coordinated and tactical team-based strategies.


We’ve also made significant level design improvements inside the ships.

- Missions 1 and 2 have been restructured into a seamless, continuous expedition, making exploration more fluid and immersive.
- Difficulty has been rebalanced to focus more on exploration.
- New areas have been added, expanding the depth and complexity of each run.


With this second major update, SAVE has evolved into a more strategic and dynamic co-op experience—offering fresh gameplay unlike anything before.

Ready to dive in?

Let’s take a closer look at what’s changed in Patch 2!


[h2]Key Features of Patch 2[/h2] [h3]Two-Way Boat Travel Added[/h3]
Previously, traveling between the Base Camp and the ship meant the mission was over, so players couldn’t freely use the Base Camp during a mission.

With this update, you can now return to Base Camp at any time during a mission using the boat.

We’ve also improved the transport system so that items dropped on the ground will be carried along when traveling by boat or lifeboat.

This enables more strategic gameplay, such as sending or retrieving items in advance.

As a result, tactical choices based on resource management and role distribution among teammates have expanded significantly.

The boat remains a shared resource among all team members, reinforcing the importance of cooperation and coordination.

And now that you can freely re-enter the ship from Base Camp, we've added a new feature that lets you remotely call the boat back to Base Camp, improving convenience in boat operations.

In previous versions, if a teammate died during a mission, they couldn’t be revived—making further progression much harder.

Now, you can return to Base Camp at any time and revive fallen teammates by spending a certain amount of currency at the Situation Room.

Even if your team doesn’t have enough money on hand, revives are still possible—with the remaining amount recorded as negative balance.

This new system ensures the flow of the game continues smoothly, allowing missions to carry on without unnecessary interruptions.



[h3]Buy & Sell Items at Base Camp[/h3]
Previously, you could only buy items with funds you had before starting a mission, and earnings from completed missions were pooled to prepare for the next one.

Now, you can return to Base Camp mid-mission to sell items and immediately use the profits to purchase new gear.

This update gives players greater control over inventory and resources, allowing you to offload unnecessary items and gear up based on current mission needs.

Whether it’s combat, exploration, or survival, you’ll now have more freedom and flexibility to adapt your strategy in real time.



[h3]Mission Completion System Overhauled[/h3]
Previously, missions could only be completed by collecting all objective items and then escaping together.

If the team failed to secure all the items—or if someone escaped early while holding key items—the mission would often become stuck or forced to end.

With this update, players can now return to Base Camp and submit collected objective items individually.

Once all required items have been submitted, the mission will automatically complete, seamlessly transitioning into the next one.

At any point during a mission, anyone can return to Base Camp and interact with the submission box in the Briefing Room to turn in their objective items.

This system greatly improves flexibility in how teams share and manage mission goals, leading to a much more strategic and natural cooperative experience.



[h3]Level Design Rework[/h3]
With the overhaul of the Base Camp system, both the interior and exterior of the ship have been redesigned as persistent exploration zones, no longer tied strictly to mission progression.

This change allows players to actively explore the game world at their own pace, creating opportunities for new discoveries and challenges at any time.

However, to prevent players from feeling lost or overwhelmed in the early stages, we’ve implemented a gradual area expansion system.

Exploration zones now unlock progressively based on mission progress, and certain areas become accessible only after solving specific puzzles.

This new structure ensures a more engaging and rewarding sense of exploration, giving players a steady flow of fresh environments and objectives to uncover.

[h3]Difficulty & Balance Adjustments[/h3]
Mission difficulty has been rebalanced to make basic completion relatively accessible, while greater rewards now require taking on more risk and challenge.

This allows players to enjoy the satisfaction of completing core objectives, while also offering strategic depth for those seeking extra profit through bolder decisions.

Rather than simply surviving or finishing missions, the new balance encourages diverse playstyles and approaches, reinforcing the game's overall strategic and risk-reward dynamics.

Difficulty is now more flexible across the board, helping players experience stronger immersion and a greater sense of accomplishment as they adapt their strategies in real time.


For more details on usability improvements, bug fixes, and other changes, please check out the full patch notes below!


[h2]Patch2 Notes📋[/h2] Base Camp Overhaul
  • Boat Position Adjusted: The boat's location within Base Camp has been changed.
  • Navigation Guide Added: A guideline now directs players to the boat's new position.
  • Spawn Point Updates: Player spawn locations upon returning to or re-entering Base Camp have been modified.
  • Situation Room Introduced: A new Situation Room has been added to Base Camp, offering additional functionalities.
Boat Operation System Enhancements
  • Mid-Mission Return: Interacting with the boat on the ship no longer ends the mission; players can now return to Base Camp at any time.
  • Remote Recall: Boats docked at the ship can be remotely summoned back to Base Camp.
  • Item and Player Transport: Using the boat transports both players and any items inside.
  • Fuel Requirement: Operating the boat from Base Camp now requires a fuel canister, purchasable from the shop. The first deployment is exempt from this requirement.
  • Negative Balance Purchases: Fuel canisters can be bought even if team funds are insufficient, resulting in a negative team balance.
  • Artifact Restriction: Players cannot board the boat while carrying the Mission 2 objective item, the Artifact.
Mission Briefing Room Updates
  • Structural Redesign: The interior layout of the Mission Briefing Room has been revamped.
  • Objective Submission: Interactive objects have been added for players to submit mission objective items.
Shop Enhancements
  • Item Transactions: Players can now freely sell and purchase items at Base Camp.
  • Mission Completion: Submitting objective items now completes missions.
  • Fuel Availability: Boat fuel canisters are available for purchase.
  • Early Access Items: Sanity Recovery Pills and Stun Recovery Syringes are now purchasable from the start of the game.
  • Player Redeployment: Deceased players can be redeployed mid-mission via the Situation Room.
Situation Room Features
  • Revival Mechanic: Players can revive fallen teammates using the "Redeploy" function.
  • Negative Balance Revivals: Revival is possible even with insufficient team funds, leading to a negative balance.
  • Radio Interaction Relocation: The "Turn Off Radio" interaction has been repositioned within the Situation Room.
  • Boat Recall Interaction: A new interaction to recall the boat has been added to the Situation Room.​
Lifeboat System Adjustments
  • Transport Functionality: Activating the lifeboat with all necessary items transports both players and items to Base Camp.
  • One-Way Travel: Returning to the ship from Base Camp via lifeboat is no longer possible.
  • Dual Lifeboat Access: Both lifeboats on the ship are now operational.
Ship Level Design Modifications
  • New Engine Room: An Engine Room has been added to the ship's interior.
  • Door Lock Changes: Some doors now have different locking mechanisms, altering accessible areas.
  • Password-Protected Areas: New sections accessible only via password entry have been introduced.
  • Anomaly Adjustments: Conditions and locations for anomalies like walls and flames have been modified.
  • Monster Spawn Tweaks:
    - Beast-Type Monsters: Spawn conditions have been altered.
    - Humanoid Monsters: Spawn locations and conditions have been adjusted.
  • Item Spawn Changes:
    - Mission 1 Objectives: Spawn locations have been updated.
    - Lifeboat Parts: Quantities and locations have been modified.
    - Consumables: Quantities on the ship have been adjusted.
    - Sellable Items: Quantities on the ship have been adjusted.
    - Destructible Objects: Quantities on the ship have been adjusted.
Balance Adjustments
  • Starting Funds: Initial team funds set to $3,500.
  • Additional Player Funds: Each additional player contributes $1,000 to team funds.
  • Item Price Changes:
    - Tactical Knife: $350 → $500
    - Tactical Light: $150 → $300
    - Radio: $150 → $200
    - 9mm Pistol: $1,100 → $2,000
  • Monster Behavior:
    - Attack Delay: Increased between consecutive attacks.
    - Stun Duration: Extended from 30 seconds to 2 minutes.
  • Revival Cost: Player redeployment cost reduced from $4,000 to $2,000.
Usability Improvements
  • Control Settings: A key usage list has been added to the Control tab in the settings menu.
  • Door Unlock Persistence: Card key and digital number lock doors now remain unlocked after initial access.
Visual and Cinematic Updates
  • Transition Sequences: Animations between Base Camp and ship travel have been completely overhauled.
  • Mission Start and Success: New animations have been introduced.
  • Ending Sequence: The final mission's ending animation has been enhanced.
Bug Fixes
  • Spectator Mode Issue: Resolved an intermittent issue where the screen would freeze instead of transitioning to spectator mode upon death.
  • Item Interaction Bug: Fixed a problem where items near the boat on the ship couldn't be interacted with.
  • Radio Notification: Addressed an issue where radio alerts would occasionally not play.
Known Issues Addressed
  • Private Room Reconnection: Fixed the inability to reconnect after entering a private room.
  • Post-Mission Failure Glitch: Resolved an issue where game objects would appear in the lobby after mission failure.
  • Performance on Low-End Hosts: Addressed a problem where the game would freeze or crash when numerous monsters spawned on hosts with below-recommended PC specifications.



[h2]Upcoming Update – Patch 3 Preview[/h2] In the upcoming Patch 3, we’re focusing on enhancing the fun of playing together with expanded community-based features.

You can look forward to new systems that not only strengthen cooperation among teammates but also occasionally introduce elements of competition—broadening the scope and excitement of team-based gameplay.

We're also preparing a significant content expansion, including the addition of Mission 3 and deeper exploration elements within the ship.

Through narrative-driven content that reveals the hidden truths behind the SENARA, we aim to elevate the immersive ship exploration experience at the core of SAVE.

With every update, our goal is to deliver a richer and more polished gameplay experience.
Your feedback plays a critical role in shaping the future of SAVE.

If you have thoughts, suggestions, or ideas while playing, we’d love to hear them—
please feel free to share anytime on our official Discord channel.

Thank you always for your support! 🚢

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.