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It's not just about weapons anymore — defense is strategy too! 🛡️ Patch 4 Notes

[p][/p][p]Hello everyone,[/p][p]Patch 4 for SAVE has been applied.[/p][p]In this update, we’ve introduced a gear slot system and armor items, focusing on enhancing players’ survival strategies and equipment management.[/p][p][/p][p]Players can now equip various types of armor such as helmets, body armor, and knee pads. [/p][p]Each piece has its own defense stats and effects, allowing for strategic choices depending on play style and situation.[/p][p]We’ve also added tactical vests and backpacks, which now expand the player's inventory space directly.[/p][p][/p][p]Through this, the overall survival structure has become more layered and in-depth.[/p][p][/p][p]Along with this patch, the inventory UI has been completely revamped.[/p][p]We refined the entire interface to make equipping and removing gear more intuitive and convenient, allowing players to quickly adjust their gear setup based on the situation.[/p][p][/p][p]This patch goes beyond simply adding new items—it is a major turning point that brings more strategy and choice to SAVE’s combat and survival mechanics.[/p][p]Let’s take a look at what’s changed with Patch 4.[/p][p][/p][p][/p][h2]Key Features of Patch 4[/h2][p][/p][h3]New Armor and Bag Items[/h3][h3][/h3][p]In this update, a total of 8 armor items and 6 bag items have been newly added to the Basecamp shop.[/p][p]Helmets come in two types: a lightweight version that provides basic defense, and a heavier version with greater protection.
Each of these two types also has a variant with a built-in tactical light, totaling four types in all.
They are designed to be useful in both dark areas and combat situations.[/p][p][/p][p]Body armor and knee pads have two variants each, offering enhanced defense and a wider range of strategic options during survival situations.[/p][p]Players can now purchase and equip all eight types of armor from the shop, adapting their gear to suit different scenarios.[/p][p][/p][p]In addition, 3 types of tactical vests and 3 types of backpacks have been added, allowing for inventory expansion.
These items provide different storage capacities depending on their grade — the more expensive the item, the more slots it offers.[/p][p]As a result, players can now make more efficient equipment choices and resource management decisions based on their strategy and available funds.[/p][p][/p][h3]Armor Slots and Defense System Added[/h3][p][/p][p]Dedicated gear slots for helmet, body armor, and knee pads have been added to the inventory UI.[/p][p]Each slot accepts only the matching type of gear, and equipping items increases the player’s defense stat.
The higher the defense, the more incoming damage is reduced, making gear choices a key factor in survival.[/p][p][/p][h3]Bag Slots and Inventory Expansion[/h3][p]New slots have also been added for tactical vests and backpacks.[/p][p]Equipping these expands your available inventory slots, allowing you to carry more items and manage your resources more strategically.[/p][p]This system breaks past the old inventory space limitation and opens up various new options in looting routes and mission planning based on your equipment choices.[/p][p][/p][p][/p][h2]🚢 The Road to Full Release[/h2][p]With Patch 4, SAVE takes another step forward, strengthening its survival mechanics through an equipment-based strategy system.[/p][p][/p][p]Our team has long considered how SAVE can go beyond simply delivering fear, and instead offer a truly immersive experience of exploration, decision-making, cooperation, and conflict.[/p][p]We will continue refining the direction of the game based on these goals.[/p][p][/p][p]We’re still finalizing the timeline and details of the next update, so we can’t share specifics just yet.
However, SAVE’s content and systems are steadily being expanded and polished on the journey toward full release.[/p][p]Once the roadmap becomes clearer, we’ll share it first through our official channels.[/p][p][/p][p]SAVE is a game built together with your feedback.[/p][p]If you have suggestions or thoughts while playing, feel free to share them through our official Discord channel.[/p][p]Your voice is always a great support to us.[/p][p]Thank you.[/p]

Cooperation or Competition? The Choice is Yours! ⚖️ Patch 3 Notes


Hello everyone,

We're excited to announce that the third major update for SAVE, Patch 3, has officially been released!

This update focuses on enhancing both cooperation and competition between players.

Now, players must not only work together to survive and complete missions but also navigate a subtle competitive dynamic, creating a more tense and engaging gameplay experience.


One of the key new features is the introduction of the Team Funds Dashboard, which allows players to clearly see each team member’s individual contributions.

This enables a form of indirect competition based on performance, all while encouraging team effort.


Additionally, we’ve introduced a new PvP damage system, allowing players to inflict harm on one another.

Whether by accident or intention, this adds another layer of tension to every operation, making communication and careful decision-making more critical than ever.

To prevent this tension from becoming a source of frustration, we’ve also reworked the revival system.

Now, you can revive yourself by spending funds, or return to the mission for free with help from a teammate at the base camp—highlighting the value of teamwork even further.


We’ve also made it easier to identify and communicate with teammates by giving each character a distinct appearance, improving both recognition and immersion during cooperative play.

Alongside these changes, we’ve implemented a variety of improvements aimed at enhancing the overall experience and user convenience.

Let’s take a closer look at what’s new in Patch 3!


[h2]Key Features of Patch 3[/h2]

[h3]Team Fund Status Board[/h3]
We’ve added a Team Fund Status Board UI that lets you check each player’s contribution by interacting with the shop terminal.

You can now view each player's total spending and sales profit, encouraging indirect competition through visible contribution metrics.



[h3]Player-vs-Player (PvP) Enabled[/h3]
To increase tension and strategic choice in cooperative operations, players can now inflict damage on each other—intentionally or by accident.

This adds a new layer of risk, betrayal, and emergent scenarios during missions.

[h3]Revival System Improvements[/h3]
To minimize frustration from long downtimes after death, you can now revive yourself using funds after a short wait.

Alternatively, a teammate who returns to Base Camp can now revive you for free, reinforcing the importance of teamwork.



[h3]Distinct Character Skins[/h3]
Each character now features a unique appearance to help with quick identification and communication during gameplay.

This also enhances visual diversity and personal expression.



[h3]5th Floor Cabin Layout Overhaul[/h3]
To improve exploration and keep repeat playthroughs fresh, we’ve completely redesigned the cabins on the 5th floor, each with different themes and layouts.



[h3]New Infirmary in Base Camp[/h3]
We’ve added an Infirmary to Base Camp to allow players to quickly heal between missions, improving quality-of-life and preparation flow.



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

[h2]Patch3 Notesđź“‹[/h2]

[h3]Base Camp Updates[/h3]
  • Added a Team Fund Status Board at the shop.
  • Infirmary has been added.
  • “Rest” interaction moved inside the Infirmary.
  • Player status UI now visible in Base Camp.
  • Returning teammates can now revive fallen players for free.
  • Voice volume control added to the revive interaction UI.


[h3]Ship Layout Changes[/h3]
  • Complete redesign of all 5th floor cabins.
  • Updated interior design of the 5th floor Hospital.
  • Fixed all sight-blocking issues inside the ship.


[h3]Item Sales & Shop Adjustments[/h3]
  • Stun Recovery Syringe has been removed from the shop.
  • All consumable items can now be sold.


[h3]Usability Improvements[/h3]
  • Players can now self-revive after a cooldown and cost.
  • UI will now close if a player is attacked while it's open.
  • Spectator mode now allows switching to dead players.


[h3]Sound Improvements[/h3]
  • Reduced voice delay when using walkie-talkies.
  • Tweaked environmental sound ranges and volume inside and outside the ship.
  • Adjusted sound effects for the lifeboat.
  • Balanced monster-related SFX volumes.


[h3]Bug Fixes[/h3]
  • Fixed an issue preventing rejoining after leaving a private room.



[h2]What’s Coming Next[/h2]

In the next update, we're planning to introduce new monsters, along with equippable gear such as armor and bags, allowing for more strategic loadout choices.

We're also prioritizing:
  • Enhancing the Sanity system.
  • Expanding abnormal phenomena aboard the ship.


Our goal is to heighten the psychological tension and provide new environmental threats that deepen the horror and unpredictability of exploration.

Thank you all for your ongoing support and valuable feedback.

SAVE is evolving with every patch, and your ideas help shape its future.

Got thoughts or suggestions?

Join the conversation on our Discord —we’d love to hear from you!

Thank you!

Hotfix Update (2025.05.16)

Hello,

This is the SAVE development team.

Following the recent Patch 2 update, we discovered a bug that significantly affected gameplay.

As a result, we are releasing this hotfix to address the issue.

We remain committed to improving the overall stability and quality of the game, and we appreciate your continued support.

Thank you.

[h3]Patch Notes[/h3]
Bug Fixes
  • Fixed an issue where players would occasionally fall when transitioning from the ship to the base camp simultaneously.
  • Fixed a bug where the departure interaction wouldn’t work if initiated outside the designated area on the base camp boat.
  • Fixed an issue where, if the boat departed while a player was interacting with a ladder, the screen would not fade back to black after the fade-in transition.
  • Removed an invisible collider on the third floor that was blocking entry to a specific area.

Hotfix Update (2025.05.08)

Hello everyone,

This is the SAVE development team.

We've released a hotfix to address several issues that occurred after the recent update.

Please see the full patch notes below for more details:


[h3]Patch Notes[/h3]
Boat Travel Fixes
  • Fixed an issue where some players were being transported to abnormal locations when traveling from the ship to the base camp via boat.
  • Fixed an issue where items dropped on the boat could not be retrieved when traveling between the ship and base camp.
Item & Key Fixes
  • Fixed an issue where the Room 512 key was incorrectly labeled as "Room 513" in the item name.
  • Fixed incorrect naming of the lifeboat ignition key.
UI & Guide Fixes
  • Fixed incorrect room numbers displayed on the 5th floor map.
  • Fixed incorrect description text for the game menu open key under Options > Controls tab.
  • Fixed an issue where current settings were not properly applied when exiting the options menu with the ESC key.


We will continue working to improve the overall quality of the game.

Thank you.

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 Notesđź“‹[/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! 🚢