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Sweet Surrender News

Update 7.1 - Sewers Hotfix

Hello everyone,

We just released a small hotfix for Sweet Surrenders latest update, addressing some of the most pressing issues, which some players have experienced. These include:
  • Issues with players spawning incorrectly at the start of levels
  • Fixes to the sewer ladders and adding ladders where they were needed
  • Adjustments to the items and enemies in the shooting range
  • Updates to enemy pathfinding

There will be a full list of patch notes below.

We are always thankful for your feedback and greatly appreciate any issues you report.

Cheers,
Salmi Games

Full Patch Notes:
  • Fixed an issue where hologram enemies in the shooting range would sometimes drop upgrade chips
  • Fixed an issue that would cause the game to not load into levels when playing with LIV
  • Added ladders to some sewer rooms, which had pits players couldn’t escape from otherwise
  • Adjusted the acid grenade and removed the liquid acid grenade due to unintended behavior
  • Fixed an issue with players becoming stuck behind ladders when playing with the teleport falldown type
  • Fixed an issue that would allow players to take chips out of the homebase collection
  • Adjusted the skyboxes in some slum rooms to avoid players grappling out of bounds
  • Improved the pathfinding on the spider bomb bots around teleporter pads
  • Adjusted the spider gunner bot to better protect its weak spot while not vulnerable
  • Fixed an issue with teleporting over gaps while playing with the teleport falldown type
  • Fixed an issue with the level elevator getting stuck at the end of the industrial level
  • Adjusted some of the unlock requirements for grenadier class upgrades
  • Fixed an issue with controller bindings for Windows Mixed Reality
  • Fixed an issue where the trickshot chip would not work with some weapons
  • Fixed a bug that would incorrectly display the “empty” text next to full antidotes
  • Fixed an issue that had spider bots becoming stuck in the air after shooting them
  • Fixed an issue with some sewer rooms spawning chest in the acid pools, but no wheel to lower the acid
  • Improved the pathfinding on enemies, which were recently spawned by the spider bot hives
  • Fixed an issue with chip descriptions becoming visible while climbing ladders
  • Fixed an issue with weapon / item tooltips remaining on screen after gifting them to the tunnel digger robot
  • Fixed some issues with the German translation of the game
  • Fixed an issue with medkit stations sometimes not opening

Update 7: Into the Sewers

Hello everyone,

Sweet Surrender's 7th major update is finally released! Many of you already had the chance to get an early look at the new changes with the beta release. We got a lot of feedback from you and are happy with how many participated.

Heading Into The Sewers


With our "Into the Sewers" update, we have added (as some of you may already have guessed) the sewer district to the game! This new, hidden area covers the tunnels and pits below the mines and slums and will allow for an alternate route up the megacity. Some of the new features found in the sewers include:

  • A whole new district with many different rooms and new, interactable elements to discover
  • Tons of acid-themed mechanics; Burn away your enemies healthbars, while avoiding the corrosive environmental hazards
  • New enemy types, found exclusively in this new district
  • New upgrade chips and grenades to interact with the new acid mechanics


The sewers also feature a bunch of new visuals with surface light gleaming through ceiling grates and pools of acid ominously bubbling below you as you make your way through the tunnels.



We hope you enjoy discovering all the new content in the sewers. As mentioned they are a hidden area, so you might need to explore a bit to find them. But as long as you have a look around in the mines and slums, we are sure you will find your way into the sewers

Make sure to also check out our trailer for the update:

[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]

Community Requested Features


We've also implemented some of the most requested features we have gotten from you. These primarily include:

  • Save & Quit functionality; You can now pause your runs by using the panels at the beginning of every level
  • Cloud Saves
  • LIV Support (PC only)


As you may have noticed we also had some community polls on our discord. We want to use these to see what you guys would like to see most in the game in the next updates. Our current plan is to focus more on boss type enemies and an overhaul to melee combat, but we can't say anything specific yet.

As per usual, this update also comes with tons of improvements and bugfixes. These include many issues that were reported by you guys and we are always happy to get your feedback on these.

[h2]Improvements[/h2]

  • Added option to save & quit during a run
  • Added unlockable chip collection in the homebase
  • Added unlockable holo grenades in the homebase
  • Improved sending of debug logs (includes more general info, keyboard to write a quick note to the developers)
  • Low health sound only beeps for a short period, improved visualization of low health
  • Adjusted submachine guns (to improve their handling)
  • Reworked turret spider bot
  • Reworked bomb spider bot
  • Improved visuals of weapon containers in homebase
  • Added cloud saves
  • Reworked shotguns
  • Added new sounds to weapons and new area
  • Plants
  • You can now call the elevator at the final boss back down if you fall off the top
  • Added LIV support on Steam
  • Improved Korean translation
  • Improved teleport movement (prevent teleport down abyss)


[h2]Bug Fixes[/h2]

  • Fixed elevator showing green arrow upwards without going up; improved responsiveness of physical button
  • Fixed rare issue that guns could disappear when being dropped within a tunnel (including being dropped into your holster)
  • Fixed heal stim going back into the slot in a faulty way when picked up and quickly released from a slot
  • Fixed rare bug that allowed you to process to the next level when dying while on the level
  • Fixed final boss drifting off when being stunned
  • Various fixes to room layouts
  • Fixed an issue with the chinese translation remaining on screen when switching languages
  • Fixed a bug with holo-grenades using wrong materials
  • Clicking the class icon now properly starts your run as that class
  • Fixed an issue with skyscrapers flickering in the modern city
  • Fixed an issue with enemies and weapons not properly unlocking in the homebase
  • Fixed an issue with explosive barrels sometimes not exploding properly
  • Fixed a bug with class unlocks progressing in the homebase
  • Various fixes to achievement unlocks
  • Various UI fixes


If you want to participate in future polls, get access to beta builds or just want to talk to us about the game, you can do so by joining our discord. We are always happy about everyone who joins and are very thankful for your feedback.

You can also check out our public roadmap for the game, where you can get a better look at all the updates we've already released and what we have planned for the future.

Cheers,
Salmi Games

Update 7: Beta Preview

Hey everyone,

We are happy to announce that Sweet Surrender’s beta branch is now updated with a preview of our next major update: Into the Sewers! You can take a first look at our completely new district and all the new content that hides within. Here are some of the new features you can expect to find in the Sewers:
  • New acid themed mechanics; Burn through your enemies or protect yourself from their corrosive attacks
  • A completely new district spread across two hidden levels
  • New grenade and chip types, revolving around the new acid features
  • New enemy types, which you will only encounter in this secret area


We also introduced a couple of quality-of-life features requested by the community:
  • Save and Quit (at the start of each level you can now save and quit the game to continue at a later point)
  • Cloud Saves
  • LIV support


Since this is only the beta preview of the update, everything is still subject to change. However it should still give you a good idea on what the final release will look like and you can already try out all the new features.

We look forward to your feedback!

Sweet Surrender will also join the Steam VR Fest Sale! If you’ve been interested in the game or want to gift it to someone, then this will be your chance, as Sweet Surrender will be 25% off for the first time ever.

We hope you’ll try out the new beta update and share your feedback with us. We are always happy to hear what our fans think and you can chat with us on our Salmi Games Discord Server: discord.gg/salmigames

Cheers,
Salmi Games

Update 6.1 - Progression Hotfix

Hello friends,

We're back with our first hotfix for Update 6 to address an issue that blocked some players from making class-based progression.

If you're still having issues, please let us know.

Thank you all for playing the game and helping us to continue to make it better. Have fun shooting robots!

Update 6: A New Home

Hello everyone,

We’re excited to release our 6th major Update. This one is heavily fan-focused. We have revamped and improved the homebase, introducing one of the most player-requested features: a place to try out your weapons!

[h2]New Homebase[/h2]



Our latest update will bring some fresh air into your homebase. We've added a whole shooting range section with tons of small utility options and weapon racks to help you keep track of what weapons you've already found and how much you've used them. Here is a list of all the new features in the homebase:
  • Shooting Range
  • Enemy Spawner: Test out your weapons on your favorite mean robot
  • Weapon Spawner: Try out all the weapons you’ve unlocked and which ones you are still missing
  • Shooting Minigame: Test out your skills
  • Leaderboard Trophies
  • Achievement Trophies


This is our first major improvement to the homebase but it won’t be the last. We still have many ideas to explore (more minigames?). We look forward to your feedback on the homebase itself but also the weapons and how they feel. With each update we continue to improve, balance and refine our weapons.

Make sure to also check out our trailer about the new homebase:
[previewyoutube][/previewyoutube]

[h2]New Level Content[/h2]

We’ve been working on new level content for a while. We were hoping to make it a part of today’s update, but the scope of the new area became too large. We will keep working on it and make sure it’s working smoothly before releasing it. It will now form the core of Update 7. This next update is tentatively scheduled for release in July.

In the meantime for this update, we’ve continued to update existing rooms in the Mines with new variations and randomizations. Finally, here’s a small sneak peek of the upcoming area for Update 7:



[h2]Improvements and Fixes[/h2]

Since our last update we've continued to tackle player-reported bugs one after the other and made many other improvements to the game. Here is a list of all the major new features and bug fixes:

  • Reworked the homebase with new rooms and unlockables
  • Updated the spread of shotgun type weapons to be more precise at longer ranges
  • Fixed level geometry issues and adjusted some room layouts
  • Updated the Burstfire Handgun Model
  • Added ramps to better transition between rooms
  • Adjusted the sniper rifle scope
  • Fixed a bug with impassable broken walls
  • Fixed a bug with levels generating broken layouts
  • Updated the grenadier class description
  • Fixed bugs with sticky grenades being stuck to the player
  • Fixed a bug with the industrial level music not playing correctly
  • Adjusted the size of health kits when holstered
  • Adjusted the height of the palettes in the final boss arena
  • Fixed a few chips that had broken translations
  • Fixed a bug where explosions would sometimes push you through walls
  • The death screen now properly credits “falling” as cause of death when falling down the level elevator shaft
  • Fixed a bug with gears that could not be picked up properly
  • Fixed a bug where the industrial area would sometimes not load properly when playing as sniper
  • Fixed a bug where the cluster grenade would not count towards grenadier class progression
  • Fixed an issue with text not being portrayed properly on the scoreboard
  • Fixed a bug with the tooltip from a fuel cell popping up while the fuel cell was in your inventory


We hope you enjoy the latest update and are always happy to hear your feedback. As always, you can find our roadmap here.

Cheers,
Salmi Games