『Eldritch Survivors』 Official Launch Update Preview
Hello, and greetings! This is Ghost Button from the Eldritch Survivors development team. We sincerely thank you for all your interest and feedback regarding Eldritch Survivors.
In this update4
Full notes
Full Eldritch Survivors update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix7 additions8 changes0 removals
UI and audio
Maps
Gameplay
Balance
Compatibility
Performance
addedHello, and greetings! This is Ghost Button from the Eldritch Survivors development team. We sincerely thank you for all your interest and feedback regarding Eldritch Survivors. Thanks to your support, we could clearly identify areas where the game needed improvement. Our development team has compiled the feedback over the past few days, and we aim to incorporate as much of it as possible by the official launch date on April 17(thu) . However, please note that since many changes will be implemented, all your saved data will also be reset upon the official launch. The following modifications are explained below, but please be aware that based on user feedback, some changes may be added or adjusted before the official launch.
addedAdded Guides & Balance ImprovementsIn many survival games, when characters become too powerful, players can often clear the game with little effort, which rewards their growth and hard work. However, if this occurs too often it can significantly diminish the game's appeal. Therefore, Eldritch Survivors aims to avoid creating situations where players can clear the game without effort. This is the reason why we have intentionally kept permanent growth in areas like attack power to a minimum and place more emphasis on movement-related mechanics. However, these changes have led to increased fatigue for players in the dungeon. Although many new elements have been added to Eldritch Survivors, the absence of adequate learning design has resulted in a frustrating experience for players. We aim to preserve the unique gameplay of Eldritch Survivors while enhancing any inconvenient aspects. Additionally, we will include a one-time guide that clearly informs players about new elements and gameplay tips. We will increase movement speed to prevent it from feeling sluggish and adjust various balances accordingly (for example, the reduced movement speed in rough terrain) .
addedPermanent Growth Elements & Story Progression ImprovementsWe've become so immersed in the concept that many aspects of the game have been designed to be uncomfortable and unfriendly. Dungeons can cause players fatigue, and the town's progression can also feel tiring, causing some uncomfortable moments. We will work to improve permanent growth elements and story progression to make the experience as comfortable as possible. Monsters Resetting Progress will be used solely for story presentation. Even if monsters appear during resource gathering or boss fight phases, we will ensure that progress will not reset. In one of the story choices, after collecting 2,000 materials, if players select a specific option, their quest will revert to the [1/5] 700-item collection quest. This has been changed to guide them to the [5/5] 2,000-item collection quest. After the post-true ending section, the concept of returning progress will be moved to a challenge unrelated to the main progress. Relics will obtained more easily. Acquiring relics without entering the dungeon would require too many changes. As an alternative, we will adjust the locations during dungeon progression to make it easier to acquire relics naturally. We will add NPC icons in specific situations to help players recognize when they can interact with an NPC. (1) When weapons, magic, or relics are unlocked, and (2) when it's possible to receive exploration report rewards. We will change the text to make the quest objectives more straightforward. We will also simplify the text regarding targets influenced by permanent growth elements to make it straightforward.
changedNew Content AddedWe will add special abilities for each character to make their differences more noticeable. We will introduce the functions of relics that were previously marked as upcoming: 1. A relic that probabilistically prevents the activation of madness. 2. A relic that allows players to reroll their choices. Additionally, we will add several new achievements to the game.
changedAdditional Changes and ImprovementsAllowed the viewing of weapon stats when displaying options when pressing ESC in the dungeon.
changedAdditional Changes and ImprovementsChanged the settings UI more user-friendly and convenient.
Eldritch Survivors changes
addedHello, and greetings! This is Ghost Button from the Eldritch Survivors development team. We sincerely thank you for all your interest and feedback regarding Eldritch Survivors. Thanks to your support, we could clearly identify areas where the game needed improvement. Our development team has compiled the feedback over the past few days, and we aim to incorporate as much of it as possible by the official launch date on April 17(thu) . However, please note that since many changes will be implemented, all your saved data will also be reset upon the official launch. The following modifications are explained below, but please be aware that based on user feedback, some changes may be added or adjusted before the official launch.
addedIn many survival games, when characters become too powerful, players can often clear the game with little effort, which rewards their growth and hard work. However, if this occurs too often it can significantly diminish the game's appeal. Therefore, Eldritch Survivors aims to avoid creating situations where players can clear the game without effort. This is the reason why we have intentionally kept permanent growth in areas like attack power to a minimum and place more emphasis on movement-related mechanics. However, these changes have led to increased fatigue for players in the dungeon. Although many new elements have been added to Eldritch Survivors, the absence of adequate learning design has resulted in a frustrating experience for players. We aim to preserve the unique gameplay of Eldritch Survivors while enhancing any inconvenient aspects. Additionally, we will include a one-time guide that clearly informs players about new elements and gameplay tips. We will increase movement speed to prevent it from feeling sluggish and adjust various balances accordingly (for example, the reduced movement speed in rough terrain) .
addedWe've become so immersed in the concept that many aspects of the game have been designed to be uncomfortable and unfriendly. Dungeons can cause players fatigue, and the town's progression can also feel tiring, causing some uncomfortable moments. We will work to improve permanent growth elements and story progression to make the experience as comfortable as possible. Monsters Resetting Progress will be used solely for story presentation. Even if monsters appear during resource gathering or boss fight phases, we will ensure that progress will not reset. In one of the story choices, after collecting 2,000 materials, if players select a specific option, their quest will revert to the [1/5] 700-item collection quest. This has been changed to guide them to the [5/5] 2,000-item collection quest. After the post-true ending section, the concept of returning progress will be moved to a challenge unrelated to the main progress. Relics will obtained more easily. Acquiring relics without entering the dungeon would require too many changes. As an alternative, we will adjust the locations during dungeon progression to make it easier to acquire relics naturally. We will add NPC icons in specific situations to help players recognize when they can interact with an NPC. (1) When weapons, magic, or relics are unlocked, and (2) when it's possible to receive exploration report rewards. We will change the text to make the quest objectives more straightforward. We will also simplify the text regarding targets influenced by permanent growth elements to make it straightforward.
changedWe will add special abilities for each character to make their differences more noticeable. We will introduce the functions of relics that were previously marked as upcoming: 1. A relic that probabilistically prevents the activation of madness. 2. A relic that allows players to reroll their choices. Additionally, we will add several new achievements to the game.
changedAllowed the viewing of weapon stats when displaying options when pressing ESC in the dungeon.
Hello, and greetings! This is Ghost Button from the Eldritch Survivors development team. We sincerely thank you for all your interest and feedback regarding Eldritch Survivors. Thanks to your support, we could clearly identify areas where the game needed improvement. Our development team has compiled the feedback over the past few days, and we aim to incorporate as much of it as possible by the official launch date on April 17(thu). However, please note that since many changes will be implemented, all your saved data will also be reset upon the official launch. The following modifications are explained below, but please be aware that based on user feedback, some changes may be added or adjusted before the official launch.
Added Guides & Balance Improvements
In many survival games, when characters become too powerful, players can often clear the game with little effort, which rewards their growth and hard work. However, if this occurs too often it can significantly diminish the game's appeal. Therefore, Eldritch Survivors aims to avoid creating situations where players can clear the game without effort. This is the reason why we have intentionally kept permanent growth in areas like attack power to a minimum and place more emphasis on movement-related mechanics. However, these changes have led to increased fatigue for players in the dungeon. Although many new elements have been added to Eldritch Survivors, the absence of adequate learning design has resulted in a frustrating experience for players. We aim to preserve the unique gameplay of Eldritch Survivors while enhancing any inconvenient aspects. Additionally, we will include a one-time guide that clearly informs players about new elements and gameplay tips. We will increase movement speed to prevent it from feeling sluggish and adjust various balances accordingly (for example, the reduced movement speed in rough terrain).
Permanent Growth Elements & Story Progression Improvements
We've become so immersed in the concept that many aspects of the game have been designed to be uncomfortable and unfriendly. Dungeons can cause players fatigue, and the town's progression can also feel tiring, causing some uncomfortable moments. We will work to improve permanent growth elements and story progression to make the experience as comfortable as possible. Monsters Resetting Progress will be used solely for story presentation. Even if monsters appear during resource gathering or boss fight phases, we will ensure that progress will not reset. In one of the story choices, after collecting 2,000 materials, if players select a specific option, their quest will revert to the [1/5] 700-item collection quest. This has been changed to guide them to the [5/5] 2,000-item collection quest. After the post-true ending section, the concept of returning progress will be moved to a challenge unrelated to the main progress. Relics will obtained more easily. Acquiring relics without entering the dungeon would require too many changes. As an alternative, we will adjust the locations during dungeon progression to make it easier to acquire relics naturally. We will add NPC icons in specific situations to help players recognize when they can interact with an NPC. (1) When weapons, magic, or relics are unlocked, and (2) when it's possible to receive exploration report rewards. We will change the text to make the quest objectives more straightforward. We will also simplify the text regarding targets influenced by permanent growth elements to make it straightforward.
New Content Added
We will add special abilities for each character to make their differences more noticeable. We will introduce the functions of relics that were previously marked as upcoming:
A relic that probabilistically prevents the activation of madness.
A relic that allows players to reroll their choices. Additionally, we will add several new achievements to the game.
Additional Changes and Improvements
Allowed the viewing of weapon stats when displaying options when pressing ESC in the dungeon.
Clarified how stats change based on selected options to enhance understanding of choice impacts.
Changed the settings UI more user-friendly and convenient.
Added explanations for each map icon to clarify their meaning and function.
Improved the flow of options displays and exits to prevent discomfort or awkwardness during interactions.
Changed the "feel good" moments in the game to be more enjoyable and occur when (1) Evasion rate and critical hits occur. (2) When using magic does not consume the sanity bar. (3) Surviving madness death scenarios by selecting the correct option. (4) Displaying options after leveling up. (5) Completing dungeon quests. (6) Defeating bosses or successfully escaping. (7) When flying polyps appear.
Improved map visibility for easier navigation.
Improved the art quality of the village, characters, and monsters.
Added more expressions to character portraits in dialogues for a more dynamic experience.
Added elements that enhance cosmic horror's eerie and unsettling atmosphere.
Added a few more cats to the village. We apologize for being unable to address the following issues in this update due to the volume of feedback we've received. These areas will be prioritized for improvement after we refine the core gameplay:
Support for resolutions other than 16:9
Support for auto-play functionality
Keymapping support
Gamepad support Additionally, we plan to implement a hotfix as soon as we fix issues such as characters being unfairly hit while standing still during selection or any GPU-related improvements. Thank you