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Update 14 - Chips Revamp - Part 1

Dear Sweet Surrender Community,

We’re back with another massive update. The central focus of this update is a revamp of our core Chips Upgrade system, but we’ve also made numerous Quality of Life improvements across the whole game.

23 New and Improved Chips


Our efforts to revamp the chip system started last year as we sought ways to better balance the game. To that end we have made several major changes:

We introduced Nano Stims - a new way to boost your health. Keep your eyes open for them.
We created a new category of Economy chips that heavily involves gears with 7 new chips
We revamped the Projectile category - chips affecting bullet damage - with 9 new chips and 3 improved ones.
We also revamped the Quickfire category - chips affecting firing rate, magazine size and recoil - with 2 new chips and 2 improved ones.
We removed some of the less interesting chips.



[h3]Here’s a full list of all the new and revamped chips in this update[/h3]
Click on "Show Spoilers" - Gray lines indicate improved existing chips

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Whenever we could, we tried to combine at least two systems to encourage more interesting builds to evolve. It’s been fun watching our community during Beta testing come up with new and different ways combinations and builds.



Later this year we plan two further updates refreshing the rest of the chips, as well as bringing further improvements to these systems.

[h2]Explosions Rebalancing[/h2]

We wanted to make grenades more interesting and useful in the game. To that end, we did a pass on their strength and radius to make them more impactful.

We then did a pass on ALL explosions in the game to change their radius, fall-off curves and corresponding visuals. Explosion radius should now more closely align with their visuals.

[h2]Improved Holosights[/h2]

We have massively improved the visuals for the holo sights (laser-sighted handgun, focus handgun, assault rifle and both sniper rifles). We also added a dot to the laser pointer on the lasersighted handgun for more precise aiming.



[h2]Improvements for First Time Player[/h2]

We’ve taken the time to once again thoroughly test the experience for first time players. It’s quite easy to take this for granted ~4 years after launch, but it’s also one of the hardest areas to get feedback on from players.

Despite that, we’re still doing what we can to improve our first-time experience, as well as making our more hidden mechanics easier to notice for returning players:

  • We added a “Tips” screen in the homebase, scrolling through our most frequently requested tips
  • We added a clearer explanation (and reminder) of the existence of our map. Also added an indicator on your wrist.
  • We added a Settings Screen directly in your homebase, to more directly surface our extensive options for the player. And also as a QoL feature, so you can finally directly see your changes live when adjusting your graphics settings or holster positions.
  • Gears are now more easy to spot, with added particle effects (color-coded to indicate value)
  • Better on-boarding of comfort options and leaderboard


[h2]Weapon-Environmental Collisions[/h2]

Last year we introduced a fundamental rework of our collision system, allowing players to prevent collisions between their weapons and the environments. This was a commonly-reported source of frustration for first-time players.

We’ve now disabled weapon-environment collisions by default for all players. For existing players, you can re-enable collisions if you like in the Weapons settings menu.



[h2]New Settings[/h2]

We’ve added several player-requested settings in the last few updates that we would like to highlight:

  • Over the shoulder slot height adjustment
  • Optional speed run timer
  • Extra player height offset
  • Quest 3 now has a custom graphics settings screen


[h2]Various Other Chip Improvements[/h2]

We’ve made several visual improvements to how we present chip information. Better layout, better use of color. We have further improvements still planned, including an improved system for conveying the chip active status.

[h2]Improved In-Game Patch Notes[/h2]

We’ve reworked our in-game patch notes system to communicate a summary of our last 5 major updates. This new system also allows us to update the patch notes without an update to the game. We plan to use this in the future to communicate upcoming changes and other developer news.

[h2]Save & Quit[/h2]

We’ve revamped the Save & Quit to make it a bit more robust against leaderboard abuse and class-based progression issues. After some internal discussions, we’ve also decided to remove the “Save & Quit” station once you move past the first room in the level. We’ve improved our Class Stats tracking, including across Save & Quits.

[h2]Melee Improvements[/h2]

We’ve made several improvements to our melee weapons so that they behave more reliably. There’s still further improvements to make in this area but it’s going to take a deeper undertaking to get right.

[h2]Improved Bug Reporter[/h2]

We’ve improved our bug reporter interface (better keyboard, avoiding duplicate logs) and the underlying tech (we can now see errors you ran into in a previous run, not just the current run). This helps us investigate some of the rarer issues players run in.

[h2]Conclusion & Next Steps[/h2]

We’ve made a bunch more smaller touches here and there, please see the full list of improvements and fixes below.

A big thank you to our Discord community, especially our Beta Testers. We released 4 major betas for this update over the last few months, and our testers helped us track down quite a few bugs, new and old.

This is again, a big Quality of Life (and FREE) update. It’s our big thank you to all those who keep playing and enjoying our games. We appreciate all your kind words and feedback.

Stay tuned later this year for Part 2 of our Chips Revamp\!

Release Notes


[h2]Improvements[/h2]

  • Gameplay: Added Nano Stims that give you a health boost (performance chip has been correspondingly removed)
  • Chips: Reworked overpowered chips Mobile Malware (scale based on damage \+ probability) and Health Regen (removed)
  • Chips: New Gear/Economy category with 7 new chips
  • Chips: Revamped the Projectile and Quickfire chip categories with 11 new chips and 5 improved chips
  • Chips: Revamped and improved chip tiers and chip distribution
  • Gameplay: Rebalanced level distribution to better work with Economy chips.
  • Gameplay: Player grenades are stronger, with a bigger range
  • Gameplay: Save & Quit station is removed once you leave the start room of a level.
  • Gameplay: Enemies are less accurate after you teleport
  • Gameplay: Buffed auto-reloading (faster) on Heavy Submachine Gun, Burst Shotgun and Heavy Grenade Launcher
  • Gameplay: Improved teleporter pad behavior so it’s easier to approach them from behind
  • Gameplay: Healing pods no longer heal each other
  • Gameplay: Healing pod “heal” visuals match correctly to affected radius
  • Gameplay: Improvements to the final boss scenes including reducing overall performance impact
  • UX: Tips screen in homebase
  • UX: Settings screen in homebase
  • UX: Improved in-game Patch Notes
  • UX: Improved comfort options descriptions for first-time players
  • UX: Weapon-Environmental Collisions are off by default now
  • UX: Show “no leaderboard available” until player has completed first run
  • UX: Vending Machine UI improvements: more clearly communicate level progress and gear usage
  • UX: New map visual indicator on wrist
  • Visuals: All enemies now have muzzle flash and recoil when they shoot
  • Visuals: Leaderboard layouts and highlighting active leaderboard
  • Settings: new option for adjusting over the shoulder slot height
  • Settings: Optional speed run timer
  • Settings: Extra player height offset
  • Settings: Replaced 3rd graphic mode on Quest 3 with customizable settings
  • Visuals: Gears are more visually apparent
  • Visuals: Chip UI improvements
  • Visuals: “Snappier” animations for sniper scope
  • Visuals: Improved feedback on elevator button and vending machine buttons
  • Visuals: Tunnel Robot now has an idle animation


[h2]Bug Fixes[/h2]

  • Katana EMP: fixed triggering completely refilling the energy (now should gradually refill)
  • Melee weapon collisions with environments
  • Fix BlastAcidGrenade null collision issues
  • Fixed duplicate bullet reload sounds
  • Sewers: fixed bridge that didn’t lower visually but collision lowers
  • Class specific leaderboard stats track correctly across saves
  • Fixed class progression on grenadier class so that all grenades count
  • Fixed incessant beeping on turret spiders
  • Fixed duplicate holo sight element on rifles
  • Fixed room generation issues with overlapping containers
  • A number of bugs reported by the community during beta (including infinite ammo, broken crit chips, infinite gear issues and a lot of balancing issues).
  • Added a 1k cap on max amount of gears

Update 13.2 - Daily Leaderboard Hotfix

Fixed daily leaderboard scores not updating since January 31st (ran out of magical numbers). Thank you to Darkcave for reporting this.

Update 13.1 - Don’t Get Lost

We hope everyone had a fantastic start to the new year! Today’s update covers Patch Update 13.1, but first, let’s catch you up on our recent developments.

Since November, we've been hard at work on Update 14, a major Chips Redesign. This update rebalances core in-run progression, introducing new upgrade types while refining chip upgrades that don’t currently work well. Our goal is to ensure that every chip upgrade feels meaningful and impactful.

However, Update 14 has grown more complex than expected. Since it touches such a fundamental part of the game, extensive testing and iteration are required. We're now aiming for a Q1 release.

In the meantime, thank you all for your feedback, reviews, and bug reports! To address some key pain points, we’ve decided to roll out a smaller patch:
  • Added a large poster in the elevator room explaining how to access the map (our dynamic reminder doesn’t always trigger reliably, so this is a simpler way to help players who never notice the map).
  • Added an extra height offset adjustment in the “Movement” settings, allowing for finer control beyond just sitting/standing modes.
  • Fixed a broken setup in one of the Mines Conveyor rooms.
  • Fixed an exploit where Holo weapons could be hacked out of home base by abusing the continue system (except for the trainee class, where this remains intentional).
  • Fixed an issue where the final boss explosion could damage players unexpectedly.
  • Fixed a bug causing partial continuous reload sounds.
  • Fixed duplicate reload sound effects.
  • Added additional logging to help us track and fix specific bugs.

At a player’s request, we’ve also made our localization and translation files publicly accessible via Google Docs. If you'd like to contribute corrections or improvements for a particular language, please reach out via email or Discord (https://discord.gg/salmigames).

Finally, we’d love to hear your feedback (and reviews)! We’re tracking a few hard-to-reproduce bugs that seem to appear only after extended gameplay or with specific playstyles and settings preferences that we haven’t been able to replicate. If you’re encountering any strange issues, please join our Discord and let us know! If you’ve managed to capture a video of the bug, that would be a huge help.

We’ll be back soon with Update 14!

Love,
Salmi Games

Update 13 - New Visuals, EMP and Explosive Balancing

Hello friends,

We’re excited to release another major update to Sweet Surrender, full of improvements and completely free. Building on our previous visual revamp from Update 10, we’ve focused on adding further visual details and satisfying effects to the game.

Visual Improvements

We’ve gone through the whole game and added higher quality objects, particles and animations to our environments.

[previewyoutube][/previewyoutube]


We've added more detailed meshes everywhere, new and improved particle effects and custom animations.

We would have loved to include these in the game a long time ago. Our massive Update 10 finally opened the door for us to do a full pass on the environment models. These improvements help bring the world further to life.

We can’t wait for you to experience them and we look forward to your feedback!

EMP Chips Balancing

We’ve completely reworked the Mobile Malware EMP chips to offer a better gameplay balance. Previously, the EMP chips could easily be abused to turn the game into “easy mode”. It’s taken us several iterations but we’ve reworked the chips in a way that they feel more balanced in terms of cooldown duration, chance of doing a stun and bullet firing rate. As you can imagine, it is challenging to balance an EMP chip so that it feels fair both with a double-barrel shotgun and a SMG.

This rework also lets us better balance the new and improved final boss fight. With our last update, it was too easy to stun and skip most of the Boss’ attack phases.

We are quite curious to hear your feedback on these latest balancing changes.

Grenade Launcher and Explosion Chips Balancing

In Update 12 we made quite a few improvements and changes to the Grenade Launchers. We’ve made further improvements to better balance them:
  • Increased range of grenade launchers during boss fights
  • Explosion damage stack additively now (instead of exponentially)
  • Rebalanced Explosion Impact chips (both spread and damage amount)


We plan on making further improvements to the Grenade Launchers and related chips in future updates (including making the enemies more adept at using grenade launchers).

Halloween

This the season for spookiness and silliness. We’ve added another time-sensitive event that enables Halloween-themed changes to the game. You can experience the “Halloween Mode” visuals (and gentle nods to other games) until November 7th!

Next Steps

We continue to monitor player feedback and work on further improvements to the game. Our next update is shaping up to be a big pass on Chips and Balancing and perhaps, new upgrades.

We’d love to continue working on Sweet Surrender. If you want to see more updates, please tell your friends and/or leave a nice review. Every bit helps.

With love,
Salmi Games

Release Notes

[h2]Improvements[/h2]
  • New particle effects for all grenade idle and activations states
  • Improved meshes for panels, buttons, light fixtures, crates, barrels, pipes and props in the Mines, Slums and Sewers areas
  • Improved meshes for generators, turbines, presses, pistons
  • New animations and particle effects for generators, turbines, guardian pods, liquid tanks and pistons
  • Improved Medical tanks and cryo chambers meshes
  • Improved meshes for Modern City buildings, neon signs, lights and environment props
  • Added new particle effects for Modern City neon signs and lighting
  • Various new glass meshes
  • Better label for ProTube “Invert Hands” option
  • Improved Boss EMP spam
  • Re-balanced Mobile Malware chips
  • Increased range of grenade launchers during boss fights
  • Explosion damage stack additively now (instead of exponentially)
  • Rebalanced Explosion Impact chips (both spread and damage amount)
  • Halloween Hats
  • Updated tooltips for Grenade Launchers

[h2]Bug Fixes[/h2]
  • Fixed Unstuck behavior in Sewers levels

Update 12.2 - Hotfixes!

We just released a patch update with some important fixes. Thank you to everyone who reported these issues:
- Save+Quit button now correctly saves all weapons (including floating ones)
- Aim Angle setting is working correctly again
- Settings are now saved more aggressively (on every menu refresh or closure)
- Weapon UI Display settings now correctly saved
- Unstuck button in sewers behaves correctly

We’ve got another update with further improvements coming “very soon”.

Enjoy!