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Steam News29 July 202511mo ago

Regular Update

Steam post imageBug Fixes 1、Some players contacted me, reporting task-related BUGs. After a thorough review, I discovered it was due to a configuration error during development.

Full notes

Full Apocalypse Survivors update

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What changed

1 fix1 addition0 changes0 removals
  • Balance
  • Maps
fixed1、The Mechanical Guards summoned by skills were not very useful in previous versions, so this time I enhanced their functionality. These guards now have a range; as long as you are within this range and your health takes damage, the Mechanical Guards will take the damage in place of the controlled character. 2、Added a group of leaping zombies to the zombie horde. Dodging one is easy, but frequent leaps from multiple zombies increase the difficulty, avoiding the issue of repetitive horde patterns. I’ll continue to explore more valuable ways to enhance them in the future. 3、Adjusted the attack speed bonus from upgrades, allowing in-level upgrades to reduce the character’s cooldown time progressively, helping players handle the increasing number of zombies. The Mechanical Guards’ health has also changed from a fixed value to being tied to the player’s character health, scaling with in-level upgrades.
addedPassionate players have given me suggestions, hoping I can learn from gameplay in better works. We had deep discussions on many topics, which I find incredibly valuable as a solo developer. To add these creative ideas to the map in the future, I need to create more synergy between skill combinations, making random choices more fun. The enhancement of Mechanical Guards was considered from two aspects: future equipment design and map gameplay design. Equipment Design: The goal is to allow players to engage in cautious combat, avoiding the need to constantly dodge. By having guards absorb damage, the trigger speed of equipped chips is significantly increased, enabling future development of damage-triggered chips and equipment. Level Design: For map gameplay, I’ve considered mechanics similar to POE2’s altar system. To create such high-pressure, high-intensity experiences, close-quarters combat is necessary.

Steam post imageBug Fixes

1、Some players contacted me, reporting task-related BUGs. After a thorough review, I discovered it was due to a configuration error during development. I sincerely apologize to everyone and thank players for their understanding. If you find any issues, please leave me a message, and I will do my best to fix BUGs as quickly as possible.

2、For players experiencing issues with the task “Jim's Request,” please abandon the task and re-accept it to proceed normally.

Steam post imageNew Content

1、The Mechanical Guards summoned by skills were not very useful in previous versions, so this time I enhanced their functionality. These guards now have a range; as long as you are within this range and your health takes damage, the Mechanical Guards will take the damage in place of the controlled character. 2、Added a group of leaping zombies to the zombie horde. Dodging one is easy, but frequent leaps from multiple zombies increase the difficulty, avoiding the issue of repetitive horde patterns. I’ll continue to explore more valuable ways to enhance them in the future. 3、Adjusted the attack speed bonus from upgrades, allowing in-level upgrades to reduce the character’s cooldown time progressively, helping players handle the increasing number of zombies. The Mechanical Guards’ health has also changed from a fixed value to being tied to the player’s character health, scaling with in-level upgrades.

Steam post imageUpdate Philosophy

Passionate players have given me suggestions, hoping I can learn from gameplay in better works. We had deep discussions on many topics, which I find incredibly valuable as a solo developer. To add these creative ideas to the map in the future, I need to create more synergy between skill combinations, making random choices more fun. The enhancement of Mechanical Guards was considered from two aspects: future equipment design and map gameplay design. Equipment Design: The goal is to allow players to engage in cautious combat, avoiding the need to constantly dodge. By having guards absorb damage, the trigger speed of equipped chips is significantly increased, enabling future development of damage-triggered chips and equipment. Level Design: For map gameplay, I’ve considered mechanics similar to POE2’s altar system. To create such high-pressure, high-intensity experiences, close-quarters combat is necessary.

Source

Steam News / 29 July 2025

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