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SAVE News

Notice: Future Plans for

[p]Hello everyone,[/p][p]It’s been a while since our last communication following Patch 4. [/p][p]While many of you have been waiting for news on the next official update for , we regret to inform you that this announcement will instead focus on the future direction and development plans for our projects.[/p][p]We’d like to take this opportunity to share the internal discussions we’ve had over the past months, and how they’ve led us to a structural reorganization of our roadmap and some new creative experiments.[/p][p][/p][p][/p][h3]The Road Ahead for [/h3][p]We challenged ourselves by launching an early access title in the co-op survival horror genre within a short development period. [/p][p]However, we humbly acknowledge that we have not fully met expectations. [/p][p]There were clear limitations in what we could achieve in a short time, and we also recognize areas where we were underprepared.[/p][p]Therefore, rather than rushing to a full release, we have decided to take the time needed to thoroughly rework the game’s core systems and structure from the ground up. [/p][p]Our goal is to rebuild with confidence, ensuring it aligns with a clear and compelling design vision.[/p][p]We are currently exploring various possibilities with great care. [/p][p]Once a solid direction is established, we will share a renewed roadmap with you. [/p][p]We sincerely thank all players who have waited patiently and ask for your continued understanding as we take these next steps.[/p][p][/p][p][/p][h3]A New Spin-Off Project — [/h3][p]While reconsidering the future of , we recognized a strong demand from many players for more story-driven, single-player content. [/p][p]This aligned with our own desire to expand on the world and narrative we’ve been building. [/p][p]As an experimental step in that direction, we created .[/p][p]This large-scale expansion of the original free teaser reimagined the confined space of a ship through the lens of classic survival horror gameplay. [/p][p]We were grateful to receive positive feedback, which affirmed the potential of this direction.[/p][p]Based on that response, we officially began development of a new single-player survival horror game — .[/p][p] is a spin-off title that shares the world and timeline of . [/p][p]It is being crafted as a traditional survival horror experience, focusing on immersive storytelling, tension-filled exploration, and the dread of navigating a tightly confined ship. [/p][p]Our aim is to provide a deeply atmospheric and story-rich experience.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h3]What’s Next[/h3][p]We are currently preparing a demo for , which will be released soon. [/p][p]The full launch is scheduled for the first half of 2026.[/p][p]As for , we plan to finalize and share a revised roadmap sometime in 2026, with the goal of launching the completed version in the latter half of the year if development proceeds smoothly.[/p][p]Since will likely be released first, we are also preparing special benefits for those who previously purchased , as a gesture of thanks and apology. [/p][p]More details about this will be announced through our Discord and official channels.[/p][p][/p][p][/p][h3]Final Words[/h3][p]We sincerely apologize for not being able to deliver a full content update at this time. [/p][p]Instead, we hope this announcement helps you understand the direction we are heading and the decisions we’ve made.[/p][p]We are committed to avoiding the shortcomings of the past. [/p][p]Through thoughtful design and careful planning, [/p][p]we will do our best to ensure both projects — and — are delivered with greater polish and quality.[/p][p]Thank you again for your continued support and interest.[/p][p][/p][p]— INFLUSION Studio[/p]

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 Notes📋[/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.