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Survival Machine News

We're back with the Demo!

The Demo is Back!
[p]Survivors, there’s no other way to say it — the Survival Machine Demo is back![/p][p]Demo version is built from the latest game build, so you’ll be playing the same improved and polished foundation that powers the main game.[/p][p][/p][p]It’s the perfect chance to jump in, test the feel of the gameplay, and see how the world of Survival Machine has evolved since the last demo. Explore a slice of the open world, take care of your Machine, and face the dangers of the night![/p][p]While not everything from the full version is available here, it’s a great way to experience the updated mechanics, visuals, and overall vibe of the Early Access release.[/p][p][/p][h3]But remember - the demo is time based![/h3][p]You’re limited to 4 in-game days to get a hang of what Survival Machine is about![/p][h2]Wrap up![/h2][p]I hope you’ll enjoy the demo! And if you’re left wanting more, remember — the Early Access version of Survival Machine is available on Steam![/p][p][/p][h3]🔥 Download the demo now and see if you have what it takes to survive! 🔥[/h3][p]Dzięki[/p][p]Berdol [/p][p][dynamiclink][/dynamiclink][/p]

We're ready with 0.5.2!

Hi Survivors!
[p]We’re continuing our work on fixing the bugs and issues you’ve reported. Huge thanks for your activity and vigilance — thanks to you, this fix came together so quickly! What issues did we fix this time?[/p][h3]
Zombieburg Improvements & Fixes[/h3]
  • [p]Fixed an issue where the first Zombieburg encounter didn’t start correctly.[/p]
  • [p]Health bar now appears properly during the second phase of the Zombieburg fight.[/p]
  • [p]Controller auto-aim is now enabled for Zombieburg's rockets.[/p]
[h3]Gameplay & World Fixes[/h3]
  • [p]Fixed an issue where the world failed to load correctly for hotjoin clients joining during Machine destruction by zombies or Zombieburg.[/p]
  • [p]The zipline near the bridge is now interactable.[/p]
  • [p]Tunnel phonographs now work as intended.[/p]
  • [p]Fixed minor translation bugs in French.[/p]
[h3]Connection & Multiplayer Fixes[/h3]
  • [p]Fixed several issues related to player connectivity and joining sessions.[/p]
  • [p]Quest flow has been updated — it no longer blocks co-op sessions.[/p]
[h3]Various Bug Fixes & Logs[/h3]
  • [p]Controller errors fixed.[/p]
  • [p]Addressed multiple errors including cases of zombie immortality and keybind spam during loading screens.[/p]
  • [p]Implemented additional performance and stability improvements across the game.[/p]
[hr][/hr][h3]Wrap up!
[/h3][p]That’s it for today’s update! We hope you have even more fun playing Survival Machine![/p][p]Your feedback means a lot to us — don’t forget to share it here on Steam or on our Discord![/p][p]dzięki![/p][p]Berdol[/p][p] [dynamiclink][/dynamiclink][/p]

0.5.1 is Out - Small Patch, Big Fixes!

Hey Survivors!
[p]Thanks for all your feedback on the previous Major Update! We’re glad to see that Zombieburg has been well received and that the new auto turrets are getting positive reactions.[/p][p]We’ve gathered your reports over the weekend and prepared a Hotfix 0.5.1 to address the issues you’ve mentioned. Let’s take a closer look at what Hotfix 0.5.1 addresses.[/p][h3]Fixes and Improvements[/h3]
  • [p]Fixed an issue where green rockets for a hotjoining player during the third Zombieburg encounter would float in the air and circle aimlessly.[/p]
  • [p]Fixed scattered Traditional Chinese characters appearing in the UI on the first game load.[/p]
  • [p]Fixed turret line-of-sight issues that caused them not to deal damage to zombies at certain angles.[/p]
  • [p]Fixed an issue preventing zombies from freely moving across different regions of the map.[/p]
  • [p]Fixed Villa Renovation 2 unintentionally using the winter biome skin.[/p]
  • [p]Added missing radio effects in VO lines when communicating with Bastion.[/p]
  • [p]Players can no longer critically fail the first Zombieburg encounter and block their progress.[/p]
  • [p]Fixed an issue where loading a save made after losing the Zombieburg encounter caused Zombieburg to reappear, even though Machine's Core Components had already been destroyed.[/p]
[h3]Wrap up[/h3][p]Keep those reports coming, Survivors! You can use the Bug Reporter (just hit F2 in-game) to send any issues straight to our team. The more details you include in your Bug Reporter message, the easier and faster it is for us to find a solution![/p][p]And no worries if English isn’t your first language – our team will handle the translation! So keep the feedback coming, Survivors![/p][p]Wishing you all a great week – we’re heading back to work! Don’t get eaten out there, Survivors! [/p][p]dzięki[/p][p]Berdol
[/p][p][dynamiclink][/dynamiclink][/p]

Major Update 0.5 – Automatic Turrets, Zombie Flying Fortress, Trap Buffs!

Hi Survivors!
[p]This update packs a ton of new stuff and improvements for Survival Machine! I hope you’ll enjoy the new content and the changes we’ve made to Survival Machine! We’ve put a lot of work into this patch, and the game has evolved in a big way. Our focus was on improving the first hour of gameplay to make sure your first experience with the game is as positive as possible![/p][p]Another highly requested addition was the automated turrets, and of course — our very first boss fight: Zombiestein and his airborne fortress, Zombieburg! We had an absolute blast creating this patch, and we hope it’ll pleasantly surprise you![/p][h3]Gear up and jump into the biggest update we’ve ever released![/h3][h2]
Highlights of Update 0.5.0 [/h2][p][/p][h3] Face the Main Antagonist: Zombiestein![/h3][h3][/h3][p]The main game antagonist Zombiestein and his flying fortress, Zombieburg, has been fully introduced! Prepare to face Zombieburg in three separate encounters.[/p]
  • [p]Questline Progression: Zombieburg's introduction is woven into the adjusted main questline progression.[/p]
[p]More information about Zombieburg can be found here: [dynamiclink][/dynamiclink][/p][h3] Instant Weapon Swapping is Here![/h3][p]We've overhauled the weapon switching system! You can now change weapons instantly, immediately ending any active weapon events (like firing or charging) to allow for much faster and more fluid combat and defensive reactions.[/p][h3] Automated Defenses: Automatic Turrets[/h3][p][/p][p]Automate your base defense! The Automatic Turret has been added as a new buildable structure. The turret is available for construction after finding the blueprint.[/p][h3] Dynamic Trap & Turret Scaling[/h3][p]Traps and turrets now dynamically scale their damage based on the number of players![/p]
  • [p]More Damage in Solo/Small Co-op: Traps and turrets deal increased damage when there are fewer players, providing essential support for solo players and small teams.[/p]
  • [p]Custom Mode: Scaling options for turret and trap damage have been added to the Custom Mode settings.[/p]
[p]More information about automatic turrets can be found here: [/p][h3][dynamiclink][/dynamiclink] New Achievements to Unlock[/h3][p]Embark on the new questline to unlock two brand-new achievements! These new achievements are tied to the progression of the adjusted questline.[/p][h3] Engine Updated - Vulnerability Removed![/h3][p]We have migrated the game to a newer version of the Unity engine, which eliminates a known vulnerability and ensures greater security and stability for the game. [/p][hr][/hr]
Want to dive even deeper? Here we go!
[h3] Full List of Changes[/h3][h3]Balancing & Quality of Life[/h3]
  • [p]Deck Guns: All deck-mounted weapons now share the higher maximum upward view range.[/p]
  • [p]Turrets: Added a notification to explain the turret reload mechanic.[/p]
  • [p]Building: The rotation of a built object is now remembered for subsequent placements.[/p]
[h3]Fixes & Improvements[/h3][p]Bug Fix (Zombie Behavior):[/p]
  • [p]Fixed an issue where zombies could focus on only one player.[/p]
  • [p]Fixed an issue where zombies would ignore Ballista colliders if a player was mounted on it.[/p]
  • [p]Fixed an issue where zombies would change target too slowly after being hit.[/p]
  • [p]Fixed a bug where high-level night zombies could "fly" on top of each other.[/p]
  • [p]Fixed issues with zombies easily walking onto various objects.[/p]
[p]Bug Fix (Loading & Connectivity):[/p]
  • [p]Fixed infinite loading for the host in the tutorial while the client loaded into an unloaded world.[/p]
  • [p]Fixed clients loading into the game while the host was on a black screen (Infinite Loading).[/p]
  • [p]Fixed the Pause Menu not opening during a reconnect attempt.[/p]
  • [p]Allowed the Pause Menu to open during reconnects and other actions.[/p]
  • [p]The correct text now appears for an invalid lobby code instead of #SR8.[/p]
[p]Bug Fix (UI/UX):[/p]
  • [p]Fixed language issues with the "Manage" tooltip on a gamepad.[/p]
  • [p]Fixed equip/deequip actions not visually unmarking the item when using the D-pad.[/p]
  • [p]Fixed inventory slots being grayed out when loading into the game.[/p]
  • [p]Fixed an unaesthetic damage indicator split into two lines.[/p]
  • [p]Fixed the lack of a button representation for changing quests on the gamepad.[/p]
  • [p]Clearer marking of completed Points of Interest (POI).[/p]
[p]Bug Fix (Combat/Player Actions):[/p]
  • [p]Fixed ranged weapons blocking when entering the pause menu in single-player.[/p]
  • [p]Fixed heavy attacks consuming stamina but not being performed when the pause menu is open.[/p]
  • [p]Kick responsiveness in combat is now comparable to the dodge.[/p]
  • [p]Kicking a player during reviving no longer blocks them.[/p]
[p]Bug Fix (Structures & Environment):[/p]
  • [p]Fixed the Smelter not having collision.[/p]
  • [p]Fixed visual inconsistency in repaired stairs between client and host.[/p]
  • [p]Fixed a flickering plank on the Tesla
  • * structure.[/p]
  • [p]Fixed players being unable to get onto cannons.[/p]
  • [p]Fixed the "High Noon" achievement not unlocking for clients.[/p]
  • [p]Fixed a very loud humming sound coming from behind the machine when starting a new game.[/p]
[p]Terrain/Collision Fixes:[/p]
  • [p]Numerous specific fixes addressing player/zombie getting stuck, falling through the map, incorrect collisions, holes in terrain/rocks, missing textures/grass, visual glitches, and softlocks across all map areas.[/p]
Wrap up
[p]As always, we’d love to hear your feedback — as you can see, we’re doing our best to respond to it and keep developing the game in line with what our community (that’s you, Survivors!) wants. You can always reach us on Discord or right here on Steam.[/p][p]See you again with the next batch of fixes and improvements![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Content Sneak Peak - Automatic Turrets!

Hello Survivors!
[p]Automatic Turrets! We know you’ve been waiting — and you’ve mentioned it many times in your comments and reviews. So… they’re coming! Later this month, we’re rolling out a major update that introduces not only the long-awaited Zombieburg, but also fully automated defense turrets! Here’s a sneak peek at how they’ll work and how you’ll be able to use them in Survival Machine.[/p][hr][/hr][p]Pavel’s been talking about humanity's last Bastion again. Unfortunately, your radio got busted, and communication has been rough. At one point, Pavel mentions how great it would be to reestablish contact with the Bastion… so let’s do just that.[/p][p]One of your new missions will be to find the blueprint for a special radio — a crucial piece of technology that could reconnect you and your survivor friends with the last Bastion. I won’t spoil the full quest, but if you succeed, you’ll unlock the ability to bulid a unique radio receiver on your Machine.[/p][p][/p][p]With Pavel’s engineering genius, you’ll be able to use radio waves to guide your turrets toward any nearby targets. But, of course, it won’t be that simple…[/p][h2] ⚙️ Building the Network[/h2][p][/p][p]To power your turrets, you’ll need to create a full connection network linking them to your radio receiver. We’re adding special floors and walls that distribute signal across your Machine. Turrets must be connected through this network to function properly.[/p][p]You’ve got electricity and a radio connection. Now it’s time to build what you’ve all been waiting for: turrets! Remember — turrets must be placed on dedicated floors; without them, they become useless![/p][p][/p][p]The finished system should look something like that:[/p][p][/p][p]Unconnected walls and floors glow red, and targeting doesn’t work on the turret placed on the structure. When you connect the network the walls’ color will change and the turret will move into a ready-to-fire position. Like this:[/p][p][/p][p]Everything set up? Power’s on, radio’s connected, turrets are ready. Time to show what they can do![/p][p][/p][p][/p][p][/p][p]I might’ve gone a bit overboard, but it’s great fun![/p][h3]💥 Turrets, Traps & Power System[/h3][p]We’ve also reworked the trap systems to make them more dynamic and scalable:[/p]
  • [p]Traps and turrets scale with the number of players — fewer players means higher damage.[/p]
  • [p]Base damage of the traps has been increased, but a team of 4 players won’t notice any difference.[/p]
  • [p]Turrets require energy and must be part of the communication network.[/p]
  • [p]To create a communication network, place a radio receiver and connect it to turrets — and, in the future, other elements — using the appropriate floors and walls.[/p]
  • [p]For target tracking, only one radio receiver is needed per network.[/p]
[h3]Wrap up![/h3][p]That’s it for today’s preview, Survivors — the radio is buzzing, the Bastion is waiting, and the Machine’s defenses are about to evolve. Stay tuned for the update and more information later this month![/p][p]dzięki
Berdol[/p][p][dynamiclink][/dynamiclink][/p]