Full notes
Full 40th Century: Void Survivor update
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What changed
- Balance
- UI and audio
- Fixes
- Gameplay
- Performance
40th Century: Void Survivor changes
Thank you for playing Void Survivor! This v0.1.1 patch delivers a major round of quality-of-life improvements, balance tuning, and new features. Here's everything that changed.
--- Viewport Overhaul — A Bigger Battlefield, A Cleaner UI Previously, all screen ratios were treated the same way, leading to wasted black bars on ultrawide monitors and stretched UI elements on non-standard displays. We've completely separated the world and UI rendering layers. The battlefield now fills your entire screen (up to 21:9 aspect ratio), while the HUD, level-up cards, and sidebar are pinned to a fixed 1920×1080 reference frame. Ultrawide monitor users will see significantly more of the battlefield to the left and right, and standard 16:9 players will notice a cleaner, more consistent UI.
We also fixed the brief stuttering that occurred when resizing the window. The resize pipeline now skips redundant recalculations, so switching between windowed and fullscreen mode is smooth.
--- Unified Collision Damage System
Contact damage between enemies and the player was previously handled by scattered code in multiple places. This occasionally caused damage to double-apply, or in some cases, not apply at all.
All contact damage logic has been consolidated into a single CollisionDamageSystem. Collision detection is now more consistent and accurate across all enemy types, bosses, and player states.
--- Enemy Spawn Volume Reduced — Down 37%
In the late game, the sheer number of enemies on screen was tanking frame rates and turning strategic gameplay into pure DPS checks.
Total spawn volume has been reduced by approximately 37% across all waves. Individual encounters are more meaningful, and late-game frame stability is significantly improved. Overall difficulty has been carefully preserved — you'll face fewer enemies, but each one matters more.
--- Tier-Specific Enemy Auras
Every enemy now displays a visual aura matching its tier. Normal, elite, and special enemies are instantly distinguishable at a glance, even in dense swarms. Higher-tier enemies have more prominent auras, making it easy to identify and prioritize dangerous threats in the middle of a fight.
--- Steam Achievements — 26 New Achievements
Steam Achievements are here! A total of 26 achievements covering a wide range of playstyles and challenges:
Combat: Lifetime kills, mimic kills, small boss kills, Void Knight kills, and more - Progression: Evolution module completions, passive node unlocks, unlocking all standard modules - Challenge runs: Clear without using booster, zero HP damage clear, glass cannon clear, low-HP survival endurance - Exploration: Total distance traveled, compounds collected, repair healing accumulated, special node unlocks - Hidden: A few secret achievements are waiting to be discovered. We'll let you find those on your own.
Achievements are tracked automatically during gameplay and unlock instantly via Steam notifications when conditions are met. Your existing save data's lifetime counters are recognized, so veteran players may see multiple achievements pop the moment they launch the updated version.
--- Evolution Module Balance — Full 13-Module Review
We inspected all 13 evolution modules and adjusted the outliers. Overpowered evolutions have been brought down; underperforming ones have been meaningfully buffed.
Thunder Dominion — Performance Fix + Nerf
This was the most urgent issue. Thunder Dominion was rendering an individual chain-lightning bolt for every enemy within its range. With 100+ enemies nearby, a single activation triggered 300+ graphics draw calls, completely freezing the game.
Targets now capped at the 8 closest enemies, fundamentally solving the performance problem - Range reduced from 700px to 600px - Damage multiplier reduced from 2.2+0.5×level to 2.0+0.4×level - Stun and distance falloff remain unchanged. It's still a powerful evolution, but it now focuses on "reliably locking down nearby threats" rather than "paralyzing the entire screen"
Chrono Cannon — Nerf
The combination of a permanent 75% slow field across 440px and a 5× damage time-freeze bolt was far too dominant.
Slow intensity: 75% → 55% (enemies move noticeably faster through the field) - Time-freeze bolt damage: 5.0× → 3.5× - Frozen enemy minimum speed: 0.02 → 0.05 (a slight twitch of movement remains) - Rapid-fire bonus is unchanged
Life Matrix — Buff
The concept of draining enemy life force was unique, but the drain amount and heal ratio were too low to feel impactful in practice.
- Drain damage per tick1.8% → 2.5% of enemy max HP (roughly 39% increase) - Attack-scaling bonus coefficient: 0.20 → 0.22 - Drain range: 280 → 300 base (per-level growth also increased from 40 to 45) - Heal ratio: 35% → 50% (the biggest change — you now recover half of all drain damage dealt) - On-kill bonus healing unchanged
Life Matrix should now deliver noticeable sustain in dense fights, making it a viable core piece of tank-oriented builds.
Death Bloom — Buff
The fantasy of 16-way kill-triggered projectiles plus periodic pulse waves was appealing, but pulse damage was too weak and the cooldown too long to compete with other evolutions.
- Pulse damage multiplier1.0+0.2×level → 1.6+0.35×level (at level 5: 2.0 → 3.35, roughly 67% increase) - On-kill explosion damage: 1.5+0.3×level → 1.8+0.35×level - On-kill bullet count: 16 → 20 - Bullet damage ratio: 0.6× → 0.85× (roughly 42% increase) - Pulse cooldown: 2.5s → 2.0s base (per-level scaling also adjusted)
Kill chains now produce dramatically more damage output. Death Bloom should feel like a genuine payoff for aggressive, kill-focused play.
Photon Storm — Slight Nerf
The beam-tip explosions were stacking with the beam's own hit damage, pushing effective DPS above intended levels.
Beam tip explosion damage ratio: 0.7× → 0.55× - Beam direct damage and fire rate unchanged
--- Lobby UI Improvements
Level-Up Screen
The card selection screen shown on level-up has been fully redesigned. Stat descriptions are clearer, per-level effects are easier to compare at a glance, and the layout scales properly across all supported resolutions.
Enemy Codex
The Enemy Codex in the lobby has been improved for readability. Entries are now grouped by tier, making it faster to find specific enemy information. Text contrast has been increased so longer descriptions are comfortable to read.
--- Under the Hood — Data-Driven Architecture
Two core systems were converted to a data-driven architecture in this patch:
Achievement system: All 26 achievement definitions — triggers, names, descriptions, and unlock conditions — live in a single JSON file. Adding future achievements requires zero code changes. - Evolution module tuning: Every balance number across all 13 evolution modules (cooldowns, damage multipliers, ranges, target caps, stun durations, etc.) has been extracted into one centralized JSON table.
This structural investment means future balance patches and content additions will be faster, safer, and more responsive to community feedback.
--- We'll continue shipping regular updates and balance adjustments. If you encounter any bugs or have balance feedback, please don't hesitate to let us know. Thank you for playing!
Source
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