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Update 10: Resurrection

After more than a year, we’re excited to bring you the biggest update yet to Sweet Surrender. We’ve carefully gone over the whole game to take greater advantage of the hardware capabilities of modern VR headsets and PCs. We’ve also extensively improved the overall player experience based on your feedback.

Update 10 improvements include:
✨ Bloom and HDR
💯 100s of New Visual Effects
🔫 Horizontal Weapon Recoil
🐂 Final Boss Revamp
⚡ No more insta-death on Void Glitch
🥞 Unstuck Button
🐞 Improved Bug Reporting tool 😂
💪 Dozens of bug fixes and performance improvements

This update includes a full-fledged visual overhaul (with incredible results), long-requested improvements to the early game, a reworked weapon recoil system and a whole bunch of quality of life bug fixes.

Before we dive in, check out the trailer to it all in action!

[previewyoutube][/previewyoutube]

Visual Revamp - Bloom and HDR

We’ve unlocked incredible visual improvements thanks to the addition of bloom and HDR tone mapping.



These new visuals are available on PC, Quest 3 and even Quest 2! (and actually, even on Quest 1 in experimental mode, don’t ask us how we pulled this off). We’ve re-tuned pretty much the whole game so that it works well both with and without these new visual effects. We hope you enjoy them!



100s of New Visual Effects


We’ve gone over the game’s visuals top to bottom to make sure we’re using these new effects to the best of our ability. In particular, we’ve touched up almost all the particle effects and material animations used in the game and added quite a few more. You will see improvements in the bullets, shot reactions, smoke effects, explosions, sparks, and in many more subtle places.



Honestly, you should just go try it. We think it’s such a huge leap forward, we’ve left the old visual mode in for comparison purposes.

Graphics Settings


In the new Graphics Settings menu, you can pick between visual profiles and adjust the intensity of various effects. Depending on the platform’s capabilities, we offer other additional options.



For PC users, we’ve added quite a few options that we wish we had included years ago. We think the game looks even more amazing the higher you go in render scale. But it will still run on a potato if needed cough cough Steam Deckard cough cough.

Horizontal Recoil

We’ve done a full pass on the recoil system of the weapons to implement a better feeling positional recoil. We’ve then re-tuned every weapon to make them feel extra juicy. Finally, we’ve done some slight adjustments to the recoil behavior of certain weapons to bring them better into balance with other weapon choices.



Jump into the improved tutorial to try some of the old/new recoils side-by-side.

Final Boss Revamp

For the first time in 3 years, the boss has received a bit of love and attention. We’ve gone over all the visuals, improving and adding effects, enhancing the color balance to give the player better feedback.

We also fixed various broken attack behaviors and cooldowns. Normal attacks are now easier to read against the background and the player has a better chance of evasion

Overall the boss should feel a lot more balanced and hopefully more challenging. We’re still considering further improvements and we are always happy to hear your feedback.



No more Insta-death on Void Glitch

We’ve addressed one of the most frustrating user complaints: accidentally falling through the ground of the level into a glitch zone that kills you. While these didn’t happen often for most players, unfair deaths are extra frustrating in roguelike game.

While we can’t prevent glitching in all cases, we’ve gone through the whole game to make sure the player will auto-reset in case this happens.

We’re continuing to improve on this behavior to handle all edge cases. Expect further improvements.



Unstuck Button

Tied with the previous improvement, we’ve also added an “Unstuck” button to help you for those occasions where you glitched out or got stuck in an object and couldn’t move out.

This should hopefully address a second source of frustration: getting physically stuck and being forced to end a run.

Improved Bug Reporting Tool

We’ve improved our in-game bug reporting system, to make it easier for you to let us know about specific issues like framerate drops, broken AI, lost weapons, etc. This sends us a log of your run (stripped of any identifiable data). Please reach out to us on Discord so we can look further into specific issues and understand the context of your experience.



Dozens of Bug Fixes and Performance Improvements

We’ve made dozens of other smaller improvements and bug fixes, with an aim of adding a layer of polish and quality that should improve the overall experience.

We were also able to optimize many assets with zero impact on visual quality (what we call “free wins”, they are so tasty). This cleared even more room for these extra visual post-processing effects and particles.

We also spent some time tuning and balancing the new visual effects on various platforms, to try to give a solid (comfortable) experience by default.

So to summarize, this release is more beautiful, more performant (smoother framerate) and more stable. Without a doubt there are still issues to address and/or to improve but we hope in the meantime you’ll enjoy this update.

These details are listed in the full release notes below.

End of Early Access

For the dev team, this release represents our “spiritual” graduation from early access to the 1.0 release state. We’ll continue to make improvements, but we feel we finally reached the visual aspiration we originally had when we first prototyped and pitched this game.

Not many people know this, but the original development of Sweet Surrender was done from start to initial release in 14 months, with 6 weeks on the initial prototype. Update 10 represents the visual quality and polish level we wish we could have included at the original launch. But one has to ship…

What’s incredible with the new visuals is how it comes close to matching some of our initial renders in our original pitch deck.



We’re incredibly proud of the reception to the game and to all our fans who have stuck around as we’ve evolved the game. Thank you for your love and support.

Give Us Feedback!

Do you love it? Please tell your friends.

Did you find some issues? Let us know! The most helpful way to give us feedback is in our Discord https://discord.gg/salmigames

What’s Next?

We’re continuing to iterate on improvements to the game while listening to player feedback.

Would you like to see more updates? Please share the game with your VR friends.

Thank you,
The Salmi Games team

Full Release Notes

[h2]New Features and Improvements:[/h2]
  • New Graphic Options supporting Post-Processing Effects and increased render scale
  • Custom graphic settings on PC
  • New Bloom Intensity and Effects Intensity sliders. Bloom Intensity controls the baseline "static" bloom strength. Effects Intensity adjusts the visual 'strength' of explosions and any other animated or dynamic effects.
  • Reworked visual assets to support bloom glow effects
  • Improved texture quality
  • Improved look of sewers area
  • Improved visuals of Lunatic end sequence and win screen (space flight scene with credits)
  • Polished particle and material animation assets (bullets, shot reactions, smoke effects, explosions, sparks and numerous other details)
  • Added material animations to all explosions
  • New bullets and hit/impact particles for player and most enemies
  • New enemy particles (Bulky Melee Bot, Security Bots, Final Boss)
  • New muzzle flashes for shotguns, revolver and grenade launchers
  • Improved performance for all particle effects (should result in more particle systems being shown at the same time on Quest 1/2)
  • Lowered polycount on all enemies and weapons without loss in visual quality (should result in better performance)
  • Reworked part of the industrial tileset and props (lower polycount, cleaner geometry/outlines, added more glow elements)
  • Fixed texture bleed on endless walls and lowered their polycount
  • Lowered polycount of skyscrapers and fixed some wrong materials on them
  • Added glow elements to room connectors and lowered their polycount
  • Added horizontal weapon recoil and balanced all weapons
  • Players are now reset if they fall out of the map. This should hopefully fix a large source of frustrations.
  • New "Unstuck" button in pause menu, which will reset you to the start of the level
  • Improved chip and weapon tooltips in homebase
  • Extra visual indicator for undiscovered chips
  • Increased Render Scale to 1.35 on default settings for Quest 2
  • Boss fight improved by fixing broken attack phases, balancing cooldowns, improving visuals contrast and various smaller visual improvements.
  • Boss fight rocket attacks are easier to read now (rockets were extremely small before)
  • New Holster Settings Menu, unifying previously disparate options. Minor cleanups of other smaller inconsistencies. Does anyone use the horizontal offset setting?
  • Improved pump shotgun to prevent pumping when fully loaded, but still allow pumping if the secondary hand trigger is held.
  • Improved the description of various weapons
  • Adjusted blaster chip explosions (less harsh now)
  • Adjusted revolver muzzle flash to avoid blocking sight lines
  • Improved readability of holo map with bloom active
  • Toned down glow of class hands
  • Balanced bloom on several environment assets
  • Performance improvements of certain rooms
  • Adjusted menu text outlines
  • Improved logging and bug reporting system
  • Improved and updated Credit screens with new team members
  • Improved Lunatic end sequence
  • Improved and fixed some decoration assets

[h2]Bug Fixes[/h2]
  • Fixed list of chips in home base
  • Security bots no longer run out of ammo with certain weapons after one magazine (Grenade Launcher, Burst Handgun, Heavy Submachine Gun)
  • Fixed error when destroying an EMP'd turret
  • Fixed some chips (Speed Boost II/III, Overload, Overheating) not spawning in levels and unlocking properly when picked up
  • Fixed interaction of Blaster Chip with other chips that change bullet types (Firepower, Heavy Ammo, Acid, Mobile Malware)
  • Fixed already defeated (and exploded) turrets "respawning" inactive when revisiting a room
  • Fixed missing particles when shooting decoration assets (prefab link was missing)
  • Fixed inconsistent player bullet impact behavior (handgun bullets had 30 times the force than shotgun/sniper/other bullets)
  • Fixed wrong materials on drones
  • Fixed weak points on scanner bot, bulky melee bot and all drone variants
  • Fixed weak points (explosive tank on back) not being removed after being hit for all guardian and drill bot variants
  • Fixed damage multiplicators on gunner bot and spider bot soldiers
  • Fixed wrong weapon on improved grenade launcher bot (spawned with Shotgun)
  • Fixed wrong weapon on improved burst shotgun bot (spawned with Precision Shotgun)
  • Fixed healing ray of drones (had high impact force that could potentially bounce around other enemies when hit
  • still has problems with aiming though)
  • Fixed door animation (some door types would still stick out of walls on one side after opening)
  • Fixed a number of null reference exception errors that had adverse side effects
  • Fixed various typos and text layout issues
  • Fixed crash on startup due to bluetooth permission changes in latest Android version
  • Fixed some edge cases when glitching out of the map
  • Fixed issue with burst shotgun bot
  • Boss fight: fixed drone mouth attack (drones often were immediately killed after being spawned)
  • Boss fight: removed overseer laser attack (was completely broken)
  • Boss fight: fixed collider for mouth (was gigantic
  • is now sized to fit the mouth weapon)

2nd Beta Preview - Update 10

Dear Beta Testers, we just pushed out a new beta with a whole bunch of improvements and bug fixes, thanks to all your feedback (Quest/Rift #1429, Steam #1428). This update has gotten kind of massive.

A full list of changes since the last beta are below, but I would draw your attention to the new graphics sliders, the new reset/unstuck functionality and the boss, which, for the first time in 3 years has seen a little love and attention. It's overall gameplay balancing has noticeably changed and we'd love feedback.



New Features and Improvements:


  • New Bloom Intensity and Effects Intensity sliders. Bloom Intensity controls the baseline "static" bloom strength. Effects Intensity adjusts the visual 'strength' of explosions and any other animated or dynamic effects.
  • Player is now reset if they fall out of the map. This should hopefully fix a large source of frustrations.
  • New "Unstuck" button in pause menu, which will reset you to the start of the level
  • Improved chip and weapon tool tips in homebase
  • Extra visual indicator for undiscovered chips
  • Increased Render Scale to 1.35 on default settings for Quest 2
  • Boss fight improved by fixing broken attack phases, improving visuals contrast and various smaller visual improvements
  • New Holster Settings Menu, unifying previously disparate options. Minor cleanups of other smaller inconsistencies. Does anyone use the horizontal offset setting?
  • Adjusted shotgun behavior to allow pumping if secondary hand trigger is held. Try it out, it feels quite nice
  • Improved the description of various weapons
  • Adjusted blaster chip explosions (less harsh now)
  • Adjusted revolver muzzle flash to avoid blocking sight lines
  • Improved readability of holo map with bloom active
  • Toned down glow of class hands
  • Balanced bloom on several environment assets
  • Performance improvements of certain rooms


Bug Fixes


  • Bloom no longer offsets to the right on SteamVR
  • Fixed list of chips in home base
  • Security bots no longer run out of ammo with certain weapons after one magazine (Grenade Launcher, Burst Handgun, Heavy Submachine Gun)
  • Fixed error when destroying an EMP'd turret
  • Fixed some chips (Speed Boost II/III, Overload, Overheating) not spawning in levels and unlocking properly when picked up
  • Fixed interaction of Blaster Chip with other chips that change bullet types (Firepower, Heavy Ammo, Acid, Mobile Malware)
  • Fixed already defeated (and exploded) turrets "respawning" inactive when revisiting a room
  • bHaptics suit works again
  • Hopefully fixed a possible crash for some users that may have been due to bluetooth permission
  • Fixed a number of null reference exception errors that had adverse side effects


Let us know what you think. Share with your friend

Thank you,
The Salmi Games team

Beta Preview - Visual Overhaul - Update 10

We’re excited to share the next update to Sweet Surrender. You can try it right now in the Beta Branch (instructions below).

This update includes a full-fledged visual overhaul (with incredible results), long-requested improvements to the early game, a reworked weapon recoil system and a whole bunch of quality of life bug fixes.

The Visual Revamp

We’ve unlocked incredible visual improvements thanks to the addition of bloom and HDR tone mapping.



These new visuals are available on PC, Quest 3 and even Quest 2! How we’ve managed to pull off such effects even under such constraints as the Quest 2, well, that’s a topic for another post. For now we just want to share the results.



We’ve been going over the game’s visuals top to bottom to make sure we’re using these new effects to the best of our ability. In particular, we’ve touched up almost all the particle effects and material animations used in the game and added quite a few more. You will see improvements in the bullets, shot reactions, smoke effects, explosions, sparks, and in many more subtle places.



Honestly, you should just go try it. We think it’s such a huge leap forward, we’ve left the old visual mode in for comparison purposes.



You can toggle through the different options in the Graphics settings.



Horizontal Recoil

We’ve done a full pass on the recoil system of the weapons to implement a better feeling positional recoil. We’ve then re-tuned every weapon to make them feel extra juicy. Finally, we’ve done some slight adjustments to the recoil behavior of certain weapons to bring them better into balance with other weapon choices.



Jump into the improved tutorial to try some of the old/new recoils side-by-side.

How to Access the Beta

You can access the latest build on the beta branch by following these instructions:
Steam - Right click on Sweet Surrender in your library, select properties > betas. Then select the “beta branch” from the list, then you should be good to go!

On PC, the new post-processing effects are on by default.

Give Us Feedback!

Do you like it? Please recommend the game to your friends.

Did you find some issues? Let us know! The most helpful way to give us feedback is in our Discord server.

We would love feedback on:
  • Which Graphics settings did you try, which did you like?
  • How do the visuals compare with and without post-processing enabled? (you can quickly toggle them on/off with the Y controller key in the Beta build). Do certain areas look better without the glow? Did you spot any areas that feel overly bright (or too dark)?
  • What other settings would you like to be able to control (intensity)?
  • Did the frame rate drop heavily? => please send us your logs


Send Logs

We’ve improved our bug reporting system, to make it easier for you to let us know about specific issues (framerate drops, broken AI. This sends us a log of your run (stripped of any identifiable data). Please reach out to us in our Discord server so we can look further into specific issues.



What’s Next?

We’re primarily fixing bugs and iterating on visual assets. The more we touch, the more there is to improve. Incredibly, we are still discovering more ways to both optimize our assets and achieve greater visual results. So expect further visual improvements and adjustments as we finalize the update.

We’re also working on removing some of the early game frictions that players can experience.

Wanna see more updates? Please share the game with your VR friends.

Thank you,
The Salmi Games team

Omnituens Sweet Surrender Gameplay Stream

Hello everyone,

We're currently hosting a gameplay stream from Omnituens on our store page. Make sure to check them out at twitch.tv/omnituens.

Cheers,
Salmi Games

Update 9: Long-Term Progression Update

Hello everyone,

we're excited to release our Long-Term Progression Update where our focus was on giving you, the players, more long term motivation. We wanted to include a way to reward you for playing the game regularly.

In this update we introduce:
  • Upgrades to the new Vending Station: invest the gears you can find in each level and unlock more vending machines, better loot and even discounts at later levels
  • Improvements to the tutorial to make it easier for new players to start with the game
  • Adjustments to the early-game balancing in the mines so that new players have it an easier difficulty ramp


[h2]Vending Station[/h2]
You all know the vending machines at the end of a level. Well, now you can make them even better by investing the gears you can collect during a run. Spend gears to unlock new levels for the vending station. With this, you can unlock more vending stations, better loot, discounts, items for free and you can also unlock the option to reroll the items available to buy.

[h2]Tutorial improvements[/h2]
We added visual indicators to many parts of the tutorial so that it’s easier for new players to follow it. Gears and Vending Machines are now explained in more detail.

[h2]Quality of Life[/h2]
But that's not everything we worked on. We continuously improve the game and do our best to fix any issues reported by the community. Aside from dozens of smaller improvements, we focused on the following topics:
  • The amount of enemies that spawned in the first two levels of the mines was a bit irregular, it should be more consistent and easier for new players.
  • We also fixed an issue where some players became invincible when they died because of the acid in the sewers.
  • The chips on the left arm should now display their details properly.
  • We fixed an issue where the Electrostatic Spear didn’t scale to its normal size when buying it from a vending machine.
  • The leaderboards are now updating properly again. Unfortunately, we had to reset them to make this properly.


[h2]Thank You[/h2]
As we mentioned last time, we regularly run community polls and dev discussions with our Discord community. If you want to participate in future polls (and have a say in Sweet Surrender’s direction), 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 and support.

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

As always, thank you for your support!

Cheers,
Salmi Games

[h2]Full Patch Notes[/h2]

[h3]Improvements[/h3]
  • Upgradeable vending station
  • Unlock more vending machines
  • Unlock the option to reroll all vending machines
  • Unlock shop discounts for all future runs
  • Update to the tutorial to make it easier to understand for new players
  • Adjusted the amount of enemies at the beginning of the mines for a better start for new players


[h3]Bug Fixes[/h3]
  • Fixed an issue where some players became invincible when they died because of the acid in the sewers
  • Chips on the left arm should now be displayed properly
  • Fixed an issue where the Electrostatic Spear didn’t scale to its normal size when buying it from a vending machine
  • Fixed an issue where enemy robots got stuck in a level and stopped doing anything
  • Players don't accidentally clip into the ground after beating the final boss anymore
  • The console to summon enemies in the homebase isn't flickering anymore, it was also adjusted to fit the height of the player better
  • The last upgrade on the vending station now shows properly what it gives the player
  • Updated the ProTubeVR plugin which caused issues with disconnecting the provolver device