Full notes
Full Anvil Survivors update
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What changed
- Balance
- Fixes
- UI and audio
- Gameplay
- Store
Anvil Survivors changes
Hi,
Thanks to everyone who played and wrote in on the forums and Discord. Almost every line below exists because somebody reported it.
Let's get started to list changes briefly. 1. A third panel next to the offers shows what the highlighted item does to your run, before you spend a coin. Damage / Shield / Gold per spin and Spins to kill, as current → new (difference) with a colored difference.
Steam post imagePool size, because that's the part nobody can do in their head: every symbol you add makes every other symbol rarer. A cheap symbol can genuinely lower your damage per spin, and now you can see it happen. 2. You asked to see what you're actually carrying without leaving the shop. Press LB (or Q) in the shop, in a fight, or from the pause menu. Your whole symbol pool with each symbol's upgrade level and duplicates.
Steam post imageEvery power-up you own. Your permanent stats, in plain numbers. So you can easily see all symbols and power-ups you have with critical stats which calculated realtime. Thanks @Osama Bin Skatin'for the feedback. :)
Steam post image3. The demo was built gamepad-first and mouse players kept hitting invisible walls, the game over screen literally demanded a keyboard. Every screen is now playable with the mouse.
Keyboard/Gamepad navigation issue happen when clicking empty space is fixed. It looked like a soft-lock and cost at least one player their run. Sorry about that one.
(Nothing here changes controller play, the Steam Deck experience is untouched.) 4.Menus now navigate with WASD as well as the arrow keys. 5. Modifiers can be refunded one level at a time, no more all-or-nothing. 6. Volume sliders follow a perceptual curve, 10% finally means quiet. 7. A new Anvil tutorial shows the real gem-switching button, and each gem's text says where it drops.
A new DROPS panel shows what the selected level can give you, symbol odds by rarity, gem chances, and how many skulls each enemy pays. No more guessing where the gems comes from. Steam post image
Poison needs bare flesh, while an enemy's armor is standing, poison riders are wasted and you'll see a BLOCKED popup. Break the armor first, the hit that shatters it gets its poison through. (Magic pierces armor without breaking it, so it won't unlock poison either.)
New Reduced Flashing option in Settings. The marquee lights show a calm, pale glow instead of strobes and bright flashes. The whole celebration layer respects it.
A bug that had been quietly ruining the mix since day one, a filter meant only for music was muffling every sound in the game. Shop, UI and celebration sounds are finally crisp. There are new buy and refund sounds in the shop. Armor clangs and magic hits were far too quiet, normalized. Shop's music filter sounds like a vibe now, not a wet blanket. Pausing dips the music a little further. On death the music doesn't stop. It speeds up, Mario-style, while the skulls rain down.
The Explosion power-up got a much bigger blast that erupts from the ground and swallows the enemy.
Smelting at the Anvil sends skulls flying into your wallet, with the counter ticking as they land.
Bought shop offers get an ember frame so you always know what's yours.
The run summary titles your loot, "EARNED THIS RUN", laid out under the run graph.
Leaving the shop with back no longer opens the pause menu.
Heat displays correctly when it carries into the next level (it showed 0, your heat was never actually lost).
Button hint rows are smaller and no longer overflow when a screen has many shortcuts.
Device icons no longer flip to keyboard when you touch the mouse while playing on a gamepad.
Fixed overlapping text on the main menu and in several popups.
Countless small layout, font and spacing fixes across every screen.
If you run into anything weird, the fastest way to reach us is Discord, every report in this patch came from players like you. Join the Discord · If you're enjoying the demo, wishlisting the full game helps me more than you'd think.
Thanks for playing my game, Furkan
Source
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