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Entropy Survivors News

1.2.1 Full Update Notes

NEW - Endless Missions! Players looking for a never-ending set of challenges can now play procedurally remixed levels ad infinitum. The new Endless Missions portal opens up midway through the game and provides an increasingly difficult parade of new missions to conquer. How far can you get?

NEW - Endless Leaderboards. Compete with your fellow Survivors to see who can beat the toughest planets the multiverse has to offer.

NEW - Brand new unlockable dyes and perk point challenges related to Endless Missions.

NEW - Mission History! The Chameleon has built a cute little robot in the hub that lets you check the results of previous mission. Beat a mission on World 2 to unlock it.

NEW - Lunar New Year! Welcome the Year of the Snake in style with lantern decorations around the game along with two new limited-time unlockable dyes.

NEW - You can now exchange collectibles for gold within a new menu on the skill tree! This is meant to support endgame play and is unlocked the first time you roll credits.

FIXED - Many performance improvements related to player projectiles

FIXED - Many performance improvements related to the Army class

FIXED - It is no longer possible for a host's auto attack setting to cause clients to attack when they're standing still

FIXED - Cleaned up some ground objects that could cause players to get stuck

FIXED - Removed/simplified multiple particle systems that were proving problematic for some graphics cards

BALANCE - Pieces of gold drop half as frequently in missions but are worth twice as much. This reduces the visual clutter and physics overhead without changing the amount of gold you collect over the course of a mission.

BALANCE - Many skills in the skill tree have much, much higher level caps to support endgame play.

BALANCE - Stinger's Drone perk can no longer hack bosses.
BALANCE - Bolt Burst projectiles travel further.
BALANCE - Turret firing rate maxes out at a bit lower than before
BALANCE - Tuning fork damage maxes out at a bit lower than before
BALANCE - Cluster rocket perk spawns fewer extra rockets at Level 1
BALANCE - Increase homing missile damage
BALANCE - Echo Strike perk on Sword does more damage
BALANCE - Shotgun does less damage
BALANCE - Flame thrower does more damage
BALANCE - Last resort perk on Shotgun does less damage
BALANCE - Bolt fire has extra projectiles
BALANCE - Assassin does more crit damage
BALANCE - Assassin shurikens do more damage
BALANCE - Enchanter magic damage maxes out to a bit lower than before
BALANCE - Pistol does more damage
BALANCE - Spear does more damage
BALANCE - Shield does more damage
BALANCE - Axes damage maxes out to a bit lower than before
BALANCE - Sword does more damage
BALANCE - Powercord does more damage
BALANCE - Shipping does more damage
BALANCE - Slight increase to Rocket launcher reload speed
BALANCE - Shotgun arc perk maxes out to slightly less than before
BALANCE - Stun ability has a lower cooldown

Entropy Survivors is Steam Deck Verified!

Huge news for the Deck-heads out there: Entropy Survivors is VERIFIED on the Steam Deck! Take the fight to the forces of Entropy, wherever you may be!



If you encounter any problems on Steam Deck or have suggestions, please let us know. We’re constantly working to improve the game and ensure you get the best experience possible.

Thank you, and happy Surviving! 👾

- Moving Pieces Interactive and First Break Labs

1.1.1 Patch Notes

- BALANCE: The enchanter class can only place one sigil at a time (i.e. a player's existing sigils are removed upon activation)
- BALANCE: The "win a mission without leaving the starting area" challenge has been replaced with new challenges for defeating enemies while not moving. This removes the guesswork of "did I move too far?" while still keeping the spirit of the old challenge.
- UPDATE: More text is affected by the "large text" accessibility option.
- UPDATE: Small UI reworks for better readability on Enhance and Skill Tree screens
- UPDATE: Sword and axe attacks have simplified particle effects to reduce visual clutter
- UPDATE: Added extra details to logs to help debug GPU crashes
- FIX: Reduced memory overhead of some particle systems
- FIX: Fixed layout issue allowing enemies to spawn out-of-bounds on World 1.
- FIX: Remove single present left behind in hub by interdimensional Santa
- FIX: Fixed some pistol perks tracking damage as "Power-ups" on the advanced damage table

Entropy Survivors - 1.1.0 Holiday Auto-Attack Update

Holiday Auto-attack Update




Hello, frog-and-robot fans! We’re excited to announce our first major update for Entropy Survivors is out today: The 1.1.0 Holiday Auto-attack Update.

We’ve been listening to your feedback these last two weeks and working extra hard to put together your two most requested features:

- Additional options for configuring how you control your attacks/switch characters.
- More holiday cheer, decked halls, boughs of holly, etc.


First and foremost, this update makes classic survivors-style controls possible with additional auto-attack options. We know many of you expect to be able to play a game like this with fewer inputs and are doing our best to give everyone the bullet heaven experience they expect without altering the core of the game.

In 1.1.0, enabling auto-attack allows for two new options:



One option lets you swap between melee and ranged modes at a click of a button, rather than pressing or holding. The other option will automatically switch to ranged attacks whenever ammo is available, letting you skip the button press entirely!

Some additional presents: Keyboard players can now select upgrades using the 1,2, or 3 keys to make the game easier to play without a mouse. Controller players using auto-aim can temporarily override it at any time by moving the right analog stick, giving you instant control whenever you need it.

On the non-control front: it’s time to celebrate Winter in outer space (don’t think about it too hard). Until January 1st, Entropy Survivors is running a Winter holiday event. For a limited time, enjoy some festive decorations in the hub and main menu (if this is all humbug to you: yes, it can be disabled in the settings menu).


The Winter event also features two limited-time unlockable dyes with holiday flare. Get them now and and show off these candy-coated ensembles all year long:






And of course this patch comes with other smaller changes and fixes. For the full patch notes please look below. We can’t wait to show you what else we’ve been cooking up in the new year!

UPDATE: Added a special event for the winter solstice with decorations and two unlockable dyes.

UPDATE: Added multiple new auto-attack options.

UPDATE: Controller players can use the right stick temporarily override auto-aim

UPDATE: Keyboard players can choose upgrades using the 1,2, and 3 keys. Prompts are shown for these when using auto-aim, but they also work even if auto-aim is disabled.

UPDATE: On-screen pick-ups (XP, Gold, etc) at the end of a mission are evenly split between players in a co-op game so as to not skew multiplayer awards.

FIX: Added a check to automatically reposition players who are "stuck"

FIX: Updated the description of the Fog of War Assassin perk to better convey that it triggers on enemies *inside* the smoke, rather than the player being inside the smoke.

FIX: Players who go off-screen during multiplayer should no longer be teleported into a bad position

FIX: Added extra safety checks to the Paladin's Cleansing Shield

FIX: Enchanter projectile boosts no longer apply to an entire convoy of trash trucks.

FIX: Turrets ignore invulnerable or hacked units.

FIX: Added an extra accessibility option to make some text larger.

BALANCE: Shogun class skill now applies to bosses

BALANCE: Increased aiming speed default value to 50% of normal move speed from 45%.

BALANCE: Bubbled enemies no longer have collision with player abilities.

BALANCE: Tuning fork is now placed further in front of the player and never inside walls.

BALANCE: Shogun's Butterfly Blade perk restores more health but has a random activation chance per enemy.

BALANCE: Fog of War perk covers a smaller area.

BALANCE: Tuning forks frequency decreased, and damage decreased

BALANCE: Hack - Increased number of enemies hacked

BALANCE: Shields Skate perk has a slower speed

BALANCE: Domino punch does more damage

BALANCE: Blink duration increased

BALANCE: Unstable Anomaly has increased damage

BALANCE: Autocannon does less damage at higher upgrade levels

BALANCE: Increased Shogun Class Robot Damage boost

BALANCE: Bombing run bombs drop further behind player

Patch 1.0.10 Notes

FIX: Reload duration can no longer go negative, breaking ranged weapons. This was most likely to happen with the Enchanter class and a highly levelled-up skill tree.
FIX: Turret, Army, and other projectile visuals optimized to reduce GPU overhead and make the game less likely to aggravate bugs in GPU drivers.

BALANCE: Rocket launcher sidearm perk does significantly more damage