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Survivor Mercs News

Update 0.9.10f2 - Balancing, Progression Improvements, Experimental Synergies

Commanders, this became more than a patch: this is a medium-sized update to the game!

We are introducing some experimental synergies and would love to hear your feedback! We are working on more while expanding and finetuning our underlying systems for that. Any reports we receive from you will help us improve these game mechanics to make the game more interesting, varied, and fun!


Some of these new synergies include:
  • Panzer Chocolates grant additional movement speed if your maximum HP is below 100.
  • Chemtrail can grant a critical hit chance bonus to the whole squad based on your XP gain bonus.
  • Kevlar Vest grants a flat armor bonus and multiplies other bonuses to Armor.
  • Silverback scales his damage with other Melee Mercs on the squad.
  • Nerd Glasses scale their XP bonus with the number of Tech Mercs on the squad.
  • and some more...


There are also other changes to Gear, mainly that they use only 3 level-ups to max, taking some pressure off the XP progression in a run. But their trade-off kicks in also much earlier, in exchange for most of the bonuses already being granted from level 1.

Traits haven't changed a lot, yet. New synergies and more effects for Traits will go into the game in the next updates, mainly based on the feedback and data we can collect from the current experiments.

Without further ado, here are the detailed patch notes:

[h2]BOSS IMPROVEMENTS[/h2]
  • Added improved miniboss & boss variants for the Elite Ops to offer a slightly more different challenge than the Standard Ops.
  • Adjusted nearly all minibosses & bosses in general to offer a more interesting challenge.
  • Minibosses are no longer 100% immune to knockback.


[h2]BALANCING ADJUSTMENTS[/h2]
  • The initial level-ups require fewer XP to make it easier to upgrade your squad in the early phase of an Operation.
  • Rebalanced all room upgrade requirements to reduce the grind for BD and components, particularly for the early build and upgrade levels.
  • Reduced research prices for most Traits, particularly higher-tier ones, to reduce BD grind and the impact of Trait research blocking other unlocks.
  • Mercs' skill trees now offer a mix of flat damage increases and multipliers. Multiple Mercs received major adjustments to fix some imbalances with some of their different skill trees.
  • New experimental synergy effects for selected Mercs, Traits, and Gear introduce dynamic stats that are scaling with different variables.
  • Introduced a new stat "attack range" in some skill trees.
  • Multiple Mercs grant bonuses to parts or everyone on your squad.
  • Added a "Loot Goblin" enemy that is carrying some BD and may also drop some components.
  • The final upgrade for the Storage adds an additional stack for each item.
  • The initial armored enemies and first minibosses have slightly less armor.
  • Lightning attacks now also benefit from Piercing to become more effective against armored targets.
  • Increased bonus from Generic Upgrades to BD gains to 5%.
  • Reduced re-roll cost multiplier for consecutive re-rolls to x1.5 instead of x2.
  • Rare components now drop with a more even distribution in each map.
  • Gym no longer provides an Armor bonus.
  • Luck provides a tiny bonus to critical hit chance for your whole squad.


[h2]BUGFIXES & PERFORMANCE IMPROVEMENTS[/h2]
  • Fixed the issue with the "Re-roll" option not becoming available after building the Procurement room.
  • Fixed the Boss details tab not revealing the information about Mammoth on the Bootcamp map.
  • Improved the performance of target acquisition for Lightning Projectiles.
  • Lightning Projectiles continue jumping between targets and are not "consumed" by armored enemies as easily.
  • Hogsheads' barrels deal explosion damage instead of fire damage by default.
  • Priest now correctly enables her Shield effect on the Commander after reaching the final skill in the Crusader skill tree.
  • Fixed multiple issues with stats for Gear, Traits, and Mercs not displaying correctly in various menus & popups.
  • Removed some "ghost colliders" on Mercs causing rare issues with collision detection.
  • Fixed various instances of minor UI element offsets and removed unnecessary animation components to improve UI performance.
  • Improved performance of health bars.
  • Fixed various instances of strings not updating correctly to the selected language if set to anything but EN.
  • Fixed an issue where the end-of-run statistics screen was not showing the dead Commander but the next one that would be generated as a new clone.
  • Fixed an issue with the Armor Workshop referencing the wrong upgrade values.
  • Fixed various typos in DE & EN translations.
  • Improved physics collider setup to prevent PhenX from pushing your Commander out of the arena.
  • Forcefield no longer shatters from enemies and projectiles you are just evading.
  • Treasury is giving the correct BD gain bonus.
  • Gene Synthesizer correctly allows configuring all 3 Traits at max level.
  • Napalm, Neurotoxins and Tesla Ring should correctly apply their bonus and trade-offs.


[h2]UI IMPROVEMENTS[/h2]
  • You can now view the individual stat modifiers for each Trait in the Clone Bay, also for existing Commanders and not only during clone configuration.
  • Bunker Rooms now show a little marker if they can be upgraded or hold a new item for purchasing or researching.
  • New color schemes for certain enemy types help them stand out more from the horde.
  • Heavier enemies have their own animation now.
  • Added HP bar segmentation for bosses to communicate more clearly when bosses transition between different phases.
  • The end-of-run inventory shows some placeholders instead of empty panels when dying or extracting without any loot, especially in the early game phases.
  • Mercs & Gear now show their current level in the Pause Menu and ingame HUD.
  • Gear now shows its stats at the current level in the Pause Menu.
  • Ranged enemies show an effect when shooting, making their attacks a bit easier to spot.
  • Status Effect visual effects were tweaked to be slightly more noticeable.
  • Fixed some gaps in the selection outlines for Awards.
  • Adjusted the Twitch integration setting strings to be less ambiguous.
  • Removed line from aiming direction indicator.
  • Tweaked hitbox for the Defender shield to reduce tunneling. Please note that enemies have a small invulnerability window, too, and can still tunnel through your shield if you try to use it like a bulldozer.


[h2]KNOWN ISSUES[/h2]
We are currently investigating a few Known Issues that we plan to fix as quickly as possible with a hotfix patch:
  • PhenX can in some cases shove you out of the arena in the Elite Ops bossfight when you get squeezed between him and the walls. We are already working on a solution, until then please be cautious as you currently have to abort the run if this happens to you!
  • Automatic input recognition is still causing some nuisance with the mouse cursor sometimes interfering with controller input and vice-versa.
  • Some stats may still not show up correctly in each menu or popup, or may be labeled ambiguously. Specifically the stats list in the Clone Bay is still showing too many and sometimes not all stats from modifiers.
  • When configuring your clone with mouse controls, you have to click a Trait in the list once to activate the stats popup.
  • Gear items sometimes show the same "utility" icon twice. They also don't show any damage type icon that may be affected negatively, e.g. Napalm buffing fire but nerfing other damage types.
  • "Carry Capacity per Merc" is ambiguous when choosing a Merc for your squad: this stat is only showing the Carry Capacity for the specific Merc.
  • Nubetube's Multi-Launcher skill does not spread the shots in a wide arc but concentrates them into a smaller-than-intended area.
  • If an enemy gets stuck and teleported back into play, you may sometimes see parts of their VFX flash across the screen.



Commanders, we want to hear your opinions! Join us on Discord or in the Steam forums and let us know what you think of the experimental synergies, and - as always - if you encounter any issues.



Please help us refine the game experience!

Lock, load, and loot, Commanders!

Notes About the Upcoming Patch (0.9.10f2)

Commanders, the next patch is about to be released in these days!

This briefing is for all you new Commanders joining the battle and our veterans returning to the game after the last big update.

With the last major update, "Bootcamp" the progression and balancing changed a lot. Some areas in the game turned out a bit too difficult or grindy.

We apologize to all Commanders who are held back in their fight against M.E.G.A. Corp. by this!


The next patch (0.9.10f2) for the game is nearly ready for release but requires a tiny bit more testing and tweaking. Here's an overview of the main changes & improvements coming with this patch:

At the moment, the re-roll option is not appearing correctly after building the Procurement room. This was confirmed fixed with the last patch already but there's an issue where our test builds of the game can differ from the release builds. This should be fixed now and is one of the reasons the patch is still being tested and wasn't release by this weekend already.

We intended to make the Elite Ops a tough challenge compared to the Standard Ops in exchange for a much higher chance at rare building components to get advanced upgrades for your Bunker. Many reports have us assume that the difficulty ramp is a bit too steep, resulting in a mid-game phase that feels very grindy. We are making slight adjustments to the drop rates for Blood Diamonds and rare components, as well as the requirements for some Bunker rooms. This should allow you to progress at a more regular pace.

The introduction of the new Merc skill trees changed a lot of the damage scaling. We also discovered an issue with the underlying system that was stacking multipliers in ways that weren't intended, skewing all of our insights and data. You either figured out how to exploit this for massive damage, or struggled to make your squad builds work. We fixed this issue and are rearranging and changing a lot of the stats to align with our intentions and allow you to play the variety of squad builds that we wanted to offer, with many synergies emerging from the combination of stat modifiers and different effects.

The boss fights between Standard Ops and Elite Ops are going to differ more, offering the challenge we intended for them. Expect a few adjustments to their attack patterns and be prepared that the encounters will be more of a test for your squad builds and upgrades.

Last but not least there will be various improvements to the UI. Issues with falsely displayed stat upgrades will be fixed, e.g. Gear showing "Overall Damage" instead of the specific damage types like "Fire Damage". Some stats also appear broken because they aren't clarifying how they work, e.g. "Armor Decay" missing a hint at it being a proc effect on critical hits.

We will post a full list of changes and improvements with the patch notes for this update, as always.

Thanks a lot for your patience and understanding, Commanders.

In the meantime, please join the discussions on the Steam Forums or on our Community Discord Server.

We want your feedback to improve the game. You don't want Reaper come knocking on your door to get it.

Enjoy your weekend, Commanders!

Patch 0.9.10f1 - Tweaks, Balancing, Fixes & more

Commanders, thanks to your reports we were able to fix various issues and adjust the game's balancing and unlocks!

As we're shipping this patch, we already prepare another one with some more drastic balancing adjustments. We identified a problem that made various bonuses scale too much. With the fix, we will also adjust the balancing to make the Mercs' combat effectiveness align more as originally intended.


Here's the list of improvements and fixes that into the game with this patch:
  • Mercs target GriftLift correctly when you are standing very close to it.
  • Re-rolls should be available correctly after unlocking them after building the Procurement room.
  • Re-rolls work correctly with the different level-up choice types (squad vs. generic upgrades).
  • Priest's skill trees reflect correctly what they do, but Paladin skill is currently not working as expected (see below).
  • Various Mercs had their damage and skill trees adjusted to fall more in line with each other.
  • Some instances of missing or wrongly displayed stats have been fixed with Merc skill trees.
  • Merc skill tree choices are correctly handled with the Survivor Bonus.
  • The XP curve was adjusted to make it easier to get initial level-ups.
  • Fixed low Piercing values having too much impact on Armor.
  • The Dig Detour award and achievement can be unlocked correctly.
  • GriftLifts laser spinner has more interesting variation.
  • Laserstar's lasers turn off immediately after it is defeated.
  • Peashooter miniboss has a secondary SMG attack.
  • Fixed an issue where Deathball enemies were still able to shoot after dying.
  • Peashooter enemies have some more HP.
  • Speedy enemies signal their dash to make them more noticeable in the crowd.
  • Toasty enemies fire slightly faster projectiles.
  • Level-up popups open quicker.
  • Your HUD shows the Commander's armor and the exact number of HP lost when being hit.
  • Shredder's Dragon Breath elite skill correctly applies Fire DoT instead of Bleed DoT.
  • Hogshead's skill tree can be fully leveled-up again.
  • Environmental obstacles reduce projectiles' piercing and may block them correctly again.
  • Various improvements for animations, layouts, and font sizes on HUD & UI.
  • A custom cursor for the game has been added.
  • Mixed the button select sound to be less annoying.
  • Fixed various instances of error log spam.
  • Fixed an issue with the extraction animation conflicting with the boss spawn when both play at exactly the same time.


We are currently investigating other Known Issues and aim to fix them as quickly as possible:
  • Priest's "holy shield" meant for the Paladin elite skill is currently not working as intended.
  • Multiple DoT and armor decay skills scale too strongly on their own - these will be adjusted with the coming balancing update in favor of better synergies with Traits and Gear.
  • Automatic input recognition is still causing some nuisance with the mouse cursor sometimes interfering with controller input and vice-versa.
  • The end-of-run inventory screen does not show any items when extracting empty-handed and without any items in storage.


We are currently running a poll on our Discord server. We want to hear your opinions on "how grindy is the game":



Please join us and drop your vote and feedback to help us refine the game experience!

Lock, load, and loot, Commanders!

Community Event: Operation D-Day



It's Elite Missions Time


D-Day is the largest seaborne invasion in history, and in honor of that auspicious day we wanted to hold a very special Commander Challenge.

What’s a better dopamine rush than taking down an evil M.E.G.A. Corps in a standard operation? Successfully taking down the Evil M.E.G.A. Corps in an ELITE OPERATION! Play in our newly released Elite Operations and show us a screenshot or short video of you successfully taking down one of our bosses to earn an Elite Commander role in the Wandering Wizard Discord!

The trial is tough, but not impossible. We want your successful hard fought victory to ring throughout history, so while you’re at it, give your victory an Elite Title so powerful and noteworthy the world of Survivor Mercs will never forget it.

[h3]Submission Rules:[/h3]
  • Submit a screenshot or short video of you successfully taking down one of our bosses in our new Elite Operations Mode to the Survivor Mercs Community Events Forum in the Wandering Wizard Discord
  • Use the forum tag “Operation D-Day” in your submission
  • Give a creative Epic Title to your successful Elite Operation, glorifying it for all of history
  • React to other submissions to support your fellow Commanders
  • One submission per user

[h3]Submission Details:[/h3]
  • You can submit your screenshot or short video by creating a post in the Survivor Mercs Community Events Submission Forum
  • In the upper right corner click “New Post”
  • Select the tag Operation D-Day
  • Title Your Submission something cool and awesome, add a description for more flavor
  • Click on the photo icon in the top right corner of the message submission box to upload your photo or video file
  • Click Submit and watch the reactions roll in

[h3]Rewards:[/h3]
  • The honor of earning the “Elite Commander” role in the Wandering Wizard Discord


If you can’t tell we’re very excited about this most recent update! If you would like to see the patch notes please check here.

As we continue to roll our major updates and balancing fixes toward 1.0 your feedback is invaluable to us. Whether it’s chatting with you on the Discord or reading your threads in the Steam Forum, please know we want to hear from you. We actively take your thoughts into consideration when developing this game, Early Access serves the purpose of just that, so please keep it coming! Share with your friends, talk about your favorite roguelite mechanics, gloat about your most impressive runs, and above all - have fun!

We salute you Commanders.
- The Survivor Mercs Community Team

Bootcamp (0.9.10) - Major Early Access Update #4

Commanders, get ready for Bootcamp, as you will need to train on some new tactics!

Update 0.9.10, codename "Bootcamp", brings something for our new recruits to break into the basics of fighting M.E.G.A. Corp., and for our veterans to refine their strategies and search for new combos to tackle the next stage of challenges.

[hr][/hr]
[h2][color]⚠ SAVEGAME WARNING - a Fresh Start! ⚠[/color][/h2]

This update brings a major revamp of the meta-upgrades and progression. We HIGHLY RECOMMEND you reset your savegame with this update.

You will get a popup message that asks you to reset your savegame. Please, start with a new savegame: [color]your old savegame is automatically backed up![/color]

If you decide to not reset your savegame, your experience is VERY LIKELY WORSE than intended!

IF YOU REGRET RESETTING, YOU CAN ALWAYS RESTORE YOUR OLD SAVEGAME!

To do so, follow these steps:
[expand]
1. In your Steam Library, right-click "Survivor Mercs" and open "Properties...".

2. In the "General" tab, toggle Steam Cloud to "off".
This is required to prevent Steam from interfering with the following manual file copying of the savegame backups.

3. Find your savegames in this folder:
%USERPROFILE%/AppData/LocalLow/Wolpertinger Games\SurvivorMercs

4. Find and open the "unknown_version" folder. Copy these "Savegame" files:
Savegame.save
Savegame.1.save
Savegame.2.save

5. Go back to the "Survivor Mercs" parent folder and paste your copied Savegame files. Overwrite the existing ones.
DO NOT delete the AppData and AppDataLocal files. These store only your settings. If you delete these files, they will be regenerated by the game, but you need to reconfigure your settings.

6. Start the game

7. Turn Steam Cloud back on once you are in the main menu in the game or after quitting the game.[/expand]
[hr][/hr]
Now, Commanders, read on to learn about all the highlights of update 0.9.10 "Bootcamp":

[h3]New Operations[/h3]
The game now has three different operation types: Bootcamp, Standard, and Elite.

Every new Commander has to prove their qualifications to lead a Merc squad in the Proving Grounds, a special map for the Bootcamp operation.



You fight M.E.G.A. Corp. in the outskirts with reduced enemy presence. Survive for 10 minutes to learn about the basics of capturing objectives, upgrading your Mercs & Gear, using Powerups, extracting with your loot, or fighting a Peashooter Prototype miniboss and a prototype boss, Mammoth.

Who of you still recognizes it from the past?

After beating the Proving Grounds, you will unlock the currently available three maps progressively by playing the Standard Operations.

These are a bit easier than the past Standard Operations to refine your squad tactics, looting proficiency, and build your initial bunker rooms to get your initial set of permanent bonuses and unlock more Traits, Gear, and Mercs. Standard Operations hardly yield rare building components, but they are the ideal training ground to analyze the unique profiles of each map and develop your tactical & strategic decision making.

Once you beat all bosses in Standard Operations, you'll advance to the Elite Operations, and things get serious! Your enemies are much tougher and pose a bigger challenge in exchange for more Blood Diamonds, DNA, and rare building components to get the highest grade of bunker rooms.



If you want to survive on Elite Operations, you have to master your Mercs individual skill profiles, equip the right Gear, and find the best synergies between your Commander Traits, your squad, and the new proc effects.


[h3]Major Balancing Adjustments[/h3]
The new operation types and synergy & proc effects come with a huge list of adjustments to the game's balancing.

M.E.G.A. Corp. is not just throwing tougher robot forces at you in the different operations. They also change their tactics and wave patterns to prevent you from taking the precious loot with you.

Overall, this update brings changes to some underlying systems which result in these adjustments:

Enemies have more HP, adjusted Armor values, partially deal more damage, but are also slower and keep more distance from each other. We hope that this improves the "readability" of the action without sacrificing the frantic intensity of the fights.

The miniboss & boss fights received some improvements to make them less tedious and more challenging, especially if your squad build is not a good counter to that boss. On the flip-side, if your squad build is a good match, you should have an easier time dealing with the boss.

We increased the variety of the attack patterns, tweaked the timings between attack signal and action, and improved some of the VFX for improved readability and precision. Most bosses and minibosses received adjustments to their HP & Armor values, other notable changes are:
  • Buttload spreads his barrels further.
  • PhenX' minions leave burning ground trails that apply a fire DoT
  • PhenX itself leaves burning ground trails that apply a fire DoT
  • PhenX' rockets & projectiles fire faster after signaling
  • OilRig attacks faster after signaling
  • OilRig shoots barrels in later phases further from himself
  • GriftLift alternates between slower, armored minidrones and faster ones.
We do still have more items on our to-do list for the (mini)boss fights, but we do hope you'll see these changes already as a great improvement.

Nearly all unlock & purchase requirements for Traits, Gear, Mercs & Rooms were overhauled to align with the new Awards (see below) & operation types. We also fixed a couple of bugs related to unlocks, e.g. progress stats that didn't retain their "done" state over multiple runs in certain cases.

The Mercs received a major overhaul, so we dedicate a whole section to only that below. In general, you can unlock new Mercs faster and by fulfilling more interesting missions. Mercs have much more meaningful skill choices now and the individual upgrade levels have a greater impact on their combat effectiveness, specific role in your squad, and their damage output.

In turn, Traits, Gear, and Generic Upgrades from level-ups are a bit more important and impactful. One of the most notable changes is redistribution of crit% and RoF from Merc skill trees towards those.
We did a lot of testing within our small team but still expect some rough edges. Please, leave your feedback in the Steam forums or on our Discord to help us identify the areas that need balancing adjustments and tweaks!

Unlocking Gear items is tied more closely into playing with different Commander Traits and Mercs. The Powergloves changed into Knuckle-Dusters that can apply bleeding on crit hits to all physical melee attacks. This is just one of the new proc effects which are described in more detail below.

We deactivated Ricochet Rounds for now as they were not working as intended. We're improving the code for projectiles and will most likely bring them back in the future alongside with map & enemy adjustments to make them have the utility we intended.

Some pre-built rooms like the Treasury and Storage room now also grant additional bonuses when upgrading them, alongside some stat buffs:
  • Treasury upgrades also increase the amount of Blood Diamonds you loot.
  • Storage increases your Carry Capacity permanently.


THE most notable change during an operation will be the adjusted XP curve and level-up progression: We cut the the level cap down to 100 in order to provide more meaningful upgrade choices spread across fewer level-ups. Which leads us to...


[h3]New Level-up System[/h3]
We improved the level-up system to reduce the impact of randomness on your ability to build an effective squad.

Now, upgrades for Mercs, Gear & Commander Abilities are rolled separately from Generic Upgrades. The latter are rolled on every 3rd to 4th level-up, so your main upgrades aren't blocked by a sequence of unlucky rolls. The generic upgrades still work as fillers for when you don't have enough Merc, Gear or Commander upgrade choices.

Level-ups also use a better, dynamic randomization system to prevent duplicates between rolls more reliably and improve the re-roll feature which now offers a fresh list of choices as long as you have enough potential options.

Additionally, whenever you reach a branching point in a Merc's skill tree, you get a dedicated option with all branches to pick the one you want without praying to the Gods of Randomness.

p

Note that this system directly benefits the Survivor Bonus your Mercs get from surviving an operation with a personal level of 10+.


[h3]New Effects & Synergies[/h3]
Each Merc now has at least two specializations that fundamentally change its profile. These specializations lead to different Elite Skills that become available once you fully max out the Merc, i.e. these Elite Skills are the final level-up for the Merc.



Elite Skills enable special abilities or bonuses for you and the whole squad, many of them using the newly added proc & status effects, like:
  • proc effects based on critical hits & critical kills,
  • multi-crits, explosions or DoT on crit kills, spawn slow zones or wormholes, or heal on crit kill,
  • ingnore armor on crit,
  • or add the new decay status effect to reduce the effectiveness of Armor for a while.


Some Mercs can now also influence other Mercs, e.g. Priest can grant the vampiric aura to all other Mercs, and Chemtrail can buff the poison damage for your whole squad.

Some of the QoL improvements in this update include weapon & damage type icons for Gear and Mercs to help you better understand how various things interact with each other, and icons for skill trees plus better descriptions and stats UI.
We aim to further improve on these systems, e.g. including the icons directly in stats or text. We'd love to hear from you how helpful the current implementation already feels to you.


[h3]New Awards & Achievements[/h3]
We added a new Awards Room to your Bunker HQ, showing you the currently 120+ Awards and battle decorations you can earn.

Awards not only provide hints at interesting stuff to do in the game but also serve as unlock requirements for new things. Of course, all of these Awards are hooked up to Steam Achievements, too.
These Awards are built on an improved system for trackers & missions which we'll use for even more interesting features and awards in the future. Share your ideas with us on our Discord server!





[h3]Conduit & the Future of Narrative[/h3]
Meet your heli pilot and assistant, Conduit!

She's out there to help you via radio messages and simple dialogues, explaining some things that may not be immediately obvious. But primarily, she's the first step towards missions and background story.



We aim to show you more about the Mercs' personalities and frame your fight against M.E.G.A. Corp. with story missions revolving around the boss characters. For now, we are using this system to explain some of the basics of the game to our new recruits.


[h3]New Room: Armor Workshop[/h3]
You can now build the Armor Workshop to permanently buff the Armor of any Commander clone.



This comes as an addition to the revamped Armor system:
Whereas the original system was balanced around a maximum Armor value of ~200, Commanders (and enemies) can now have a theoretically infinite Armor value.

Armor can completely negate part of the incoming damage and then further mitigate some damage and negative status effects. This is countered by increasing the Piercing value of an attack which offsets the Armor value and reduces its overall effect.

Additionally, the new decay status effect reduces Armor significantly and can stack with other negative status effects like DoT.


[h3]Performance Improvements[/h3]
As always, we're working on improving the game performance with every update.

Pickups, incl. Dogtags, have less impact on game performance when there are many scattered around the map. Some UI & HUD elements render much faster, specifically the enemy HP bars that use a new system. And the Mercs' targeting is a bit less performance-heavy but can still cause some spikes sometimes.

To further improve performance at runtime, we are loading more things at game start. We massively improved loading times, but to make the remaining loading time more bearable, you can now marvel at our new intro splash screen and loading screen, before entering the new main menu with our updated key visual.

The biggest performance impact still comes from our enemies and physics which is choking the CPU. So even if the game renders at 100+ fps, it can still feel sluggish at times because the simulation is choking. We are already working on an improved system but cannot release it before it is done-done, so please have some more patience with us.


[h2]More Additions, Fixes, Adjustments, Improvements & Details[/h2]
  • Improved the targeting for multiple Mercs to prioritize enemies very close or ahead of the Commander.
  • Mercs are no longer locked out of the boss arena, specifically around PhenX.
  • Fixed a rare issue where minibosses and enemies no longer spawned or got destroyed off-screen.
  • Selling items in the Storage should always update the stack sizes in all inventory windows correctly.
  • If for any reason the Extraction Point does not spawn after defeating a boss, you will be automatically extracted and take all remaining loot with you.
  • Exclude shows the correct number of available exclude rolls.
  • Commander & Mercs correctly update their damage type and get influenced by effects & damage modifiers correctly, even when spawning after the effect was becoming active.
  • Fixed an issue where your Commander could fall through the ground and get killed.
  • Mercs should target and shoot at bosses, even when not in range.
  • Any remaining projectiles and enemies are killed once the boss dies to prevent deaths after finishing the boss clutch.
  • Fixed a case where the "Abort Operation" button may have stopped working after playing multiple runs.
  • PhenX detachables have their own HP bars now to show they can be destroyed.
  • Carry Capacity is correctly updating in HUD and rounds correctly when moving lightweight items like Screws.
  • Fixed various instances of UI navigation behaving irrationally and it's easier to jump in and out of skill trees.
  • Stat changes can show a neutral state alongside the positive and negative color highlights.
  • End of Run Inventory screen is more self-explanatory and shows icons with your items in Storage.
  • Game now saves more reliably when exiting rooms like the Genome Lab to save research progress without playing a new run.
  • Lots of fixes and adjustments to UI element sorting to fix layering problems in HUD and various menus.
  • Fixed timings in multiple animations to make them look better and fix visual glitches.
  • Boss HP bars no longer show negative values after defeating it.
  • Fixed potential issues where the game could lock up if multiple popups were opened at exactly the same time.
  • Adjusted Main Menu layout and integrated the new main artwork.
  • Commander HP bar now scales to show intuitively if you have a lot or very little max HP.
  • Improved the aiming indicator for some weapons and powerups.
  • Prepared game for more translations for additional languages.
  • Fixed issues with gamepad & keyboard input not registering correctly after menu transitions.
  • Improved the presentation of the list of unlocks you achieved after a run (will be improved much more in the future).
  • Speedies have a trail effect to make them easier to spot in the horde.
  • Fixed "close call" when receiving a hit that may kill you to keep you alive with minimum HP.
  • Increased stack size for storing Screws which was too low compared to other building components.
  • Reworked multiple enemy spawn patterns to reduce lag spikes from spawning a lot of enemies at the same time.
  • Average, Basic & Commander traits now show "no effect" correctly while configuring your Commander clones.
  • Fixed an issue where the fog was applied twice in the Arctic map.
  • Armor icons on enemy HP bars indicate the approximate Armor value.
  • Added VFX for "slow" status effect.
  • Reduced visual "popping" of various VFX like poison puddles by playing a "fade out" transition.
  • Increased the distance of map chunks that are active to prevent characters from falling off the map.
  • Improved the system for resolving stuck characters.
  • Fixed an issue with enemies spawning too close to the Commander and "popping in" at the corners of the screen.
  • Fixed an issue where the extraction after minute 20 was still possible and could get you stuck in the map.
  • Fixed numerous typos and translation errors in DE, EN, and ZH.
  • Added various bits of background info for the Mercs in their details view in the Barracks.
  • Damage numbers now scale based on the damage dealt.
  • Fixed an issue where the Commander could get stuck outside of PhenX boss arena.
  • Buying building components now indicates how many you can buy before going over the stack limit in your Storage.
  • Fixed various issues with sounds not playing correctly, stacking, or ending abruptly. Also increased performance of sound playback a bit.
  • Mercs get unstuck more reliably and should no longer fall out of the map without resetting to your Commander's position.
  • Fixed an issue that may cause a corrupted savegame, triggering a tiny loss of progress due to the automatic reload of a fallback savegame kicking in.
  • Fixed an issue where newly unlocked Traits may not save immediately.
  • Improved layouts in Armory and Barracks menu, incl. various QoL features.
  • Improved enemy spawning to reduce lag spikes caused by instantiating a large number of enemies simultaneously.
  • Fixed an issue where Scorch could get stuck and not move after firing.
  • Improved Silverback's behavior to get stuck less often and attack more reliably.
  • Fixed an issue where Peashooter enemies would stop shooting after a bit.


[h3]Known Issues[/h3]
  • The game's performance can potentially degrade heavily when playing at very high screen resolutions (UHD+), please lower the resolution to a maximum of 1440p if you encounter this. We are currently trying to find the root cause of this problem.
  • Silverback's new cone attack may sometimes behave erratically, leaving him turned away from the enemies he's trying to hit. We are already working on a fix for this.
  • Menus may sometimes scroll erratically when the game falsely selects a UI element at the top or bottom, e.g. in the Bunker menu or the Awards room (anywhere you have scrolling lists). We already identified the root cause within the automatic input device detection and fixed some cases of that, but few occasions remain erratic.
  • Some proc effects may cause unforeseen issues, please let us know if you encounter any problems.

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[h2]Requesting Support![/h2]

[color]Commanders, we need your feedback![/color]

Although we test and adjust the game balancing constantly, you have proven more than once that you are the GOAT when it comes to finding OP squad builds and exploits.

Please share your findings with us. Help us spot where something is hopelessly underpowered or breaks the game is the not-fun way.

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[h2]Moving Forward[/h2]

This is our fourth major Early Access update for Survivor Mercs.

This wasn't the last one, so "Follow" the game to be notified when the next Early Access Roadmap Update drops Soon™.

Our plans for the next updates include:

⏩ Improving the synergies and squad-build options between Commander, Mercs, and Gear, specifically:

  • additional proc effects, e.g. things that happen when combining different status effects
  • adjustments to projectiles of certain damage types to behave differently


⏩ New Commander classes & weapons, specifically with new status effects to "mark" targets or set up special procs in order to have more fine-grained control over your squad.

⏩ A new Airlift room will allow you to save some loot instead of extracting.
We want to give you more choices around the Extraction mechanic because we're considering new, epic loot which in turn allows you to...

⏩ ...adjust Commander weapon load-outs to create more nuanced squad builds.

⏩ Play even more Operation Types like Endless or Apocalypse with different ways to enjoy existing and new maps and get rare items and achievements.

⏩ A more refined looting & bunker construction experience.

⏩ Story missions framing your operations and fight against the M.E.G.A. Corp. goons, and other narrative elements to highlight the Mercs' personalities.

⏩ Enjoy a more polished UI, better performance, and configure your input mappings alongside other improved settings and options.

And, of course, we're always looking into adding new maps & bosses, enemies, Mercs, and other content as they fit in with future updates.
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Commanders, we are really grateful for every one of you who is supporting us with input and feedback during Early Access.

[color]Please don't forget that the game is still under development. All your feedback helps us make a better game![/color]

Even with this update you'll still see some rough edges and bugs here and there. The balancing is a constantly ongoing process, and will change more over time.

We hope this update proves once more our dedication to listening to you and building Survivor Mercs into an outstanding game. Please, help us grow the community with a positive review and participate in the development by leaving your feedback, insights, and ideas on our Discord server.




Let's make a great game, together ❤

Lock, load, and loot, Commanders!