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Steam News10 May 20261mo ago

🛠️ Dev Log #006 — Next Update

Since the Weapon Transcendence Expansion update was added, I’ve been actively monitoring the newly added Transcendence weapons and continuing work on bug fixes and balance adjustments.

Full notes

Full FOURVIVE update

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What changed

0 fixes5 additions17 changes0 removals
  • Balance
  • Gameplay
  • Maps
addedSince the Weapon Transcendence Expansion update was added, I’ve been actively monitoring the newly added Transcendence weapons and continuing work on bug fixes and balance adjustments. With each weapon now having multiple Transcendence paths, I’m carefully reviewing gameplay data and player feedback to ensure every option feels meaningful and enjoyable.
added🌐 Lounge System AddedI’m also currently working on a new Lounge System.
changed🌐 Lounge System AddedPreviously, multiplayer was handled through a traditional structure where players would create rooms or browse a room list to join a session. With this update, I’m expanding that system into a more real-time, interaction-focused lounge environment.
changed🧭 Operator SystemI’d like to talk once again about the Operator System that I introduced previously.
changed🧭 Operator SystemThe Operator System is designed to analyze your current gameplay situation and provide real-time guidance on what you may be lacking or what direction you should take next. It will also provide contextual explanations for game systems, helping players understand mechanics more naturally while playing.
changed🧭 Operator SystemI’ve also seen concerns from players worried that the Operator may become intrusive during gameplay. To address this, the Operator System will include an ON/OFF option so players can freely enable or disable it whenever they want.

Since the Weapon Transcendence Expansion update was added, I’ve been actively monitoring the newly added Transcendence weapons and continuing work on bug fixes and balance adjustments. With each weapon now having multiple Transcendence paths, I’m carefully reviewing gameplay data and player feedback to ensure every option feels meaningful and enjoyable.

🌐 Lounge System Added

I’m also currently working on a new Lounge System.

Previously, multiplayer was handled through a traditional structure where players would create rooms or browse a room list to join a session. With this update, I’m expanding that system into a more real-time, interaction-focused lounge environment.

Players within the same channel will be able to directly see each other inside the Lounge, move around together in real time, and interact more naturally.

Additionally, when a player creates a room, the room information will appear above that player’s character, allowing nearby players to naturally view and join the room immediately.

Through this system, I hope multiplayer will feel much more alive and seamless compared to simply refreshing and browsing room lists repeatedly.

🧭 Operator System

I’d like to talk once again about the Operator System that I introduced previously.

The Operator System is designed to analyze your current gameplay situation and provide real-time guidance on what you may be lacking or what direction you should take next. It will also provide contextual explanations for game systems, helping players understand mechanics more naturally while playing.

Because the Operator System is intended to provide dynamic real-time feedback rather than simple static guidance, development has been more challenging than expected, and I’m still uncertain whether it will be ready in time for the next update. Even so, I’m continuing development with a strong focus on quality.

I’ve also seen concerns from players worried that the Operator may become intrusive during gameplay. To address this, the Operator System will include an ON/OFF option so players can freely enable or disable it whenever they want.

🌊 New Underwater Map

I’m also currently developing a brand new underwater-themed map.

This map will introduce new underwater mechanics, new enemy types, and an entirely new Raid Boss encounter. My goal is to create a gameplay experience with a very different atmosphere and flow compared to existing maps.

⚙️ New Modules

I’m also preparing several new modules.

These modules are being designed to provide more build diversity and additional strategic choices during runs. I’m currently testing various concepts internally to ensure they work naturally alongside existing systems and weapon combinations.

⚔️ Raid Boss Difficulty

I’ve recently received a lot of feedback regarding Raid Boss difficulty.

Raid Bosses were intentionally designed to be difficult content. Especially on Hell difficulty, lower clear rates are expected since the mode itself is meant to provide a highly challenging experience.

Currently, many players are attempting the Normal difficulty Raid Boss, and based on the gameplay data I’m collecting, I believe the encounter is reasonably achievable for players who have progressed and grown properly.

At the moment, the Raid Boss clear rate on Normal difficulty is around 70%, which I personally consider a satisfying result from a development standpoint.

Because FOURVIVE is a roguelike game, progression flow can vary significantly depending on the choices made during a run, and there are cases where players may reach a Raid Boss without achieving the level of growth they originally expected.

The upcoming Operator System is being designed to provide feedback on the player’s current situation and growth direction during these moments, helping players make more stable progression decisions throughout a run.

It will also provide contextual system explanations and gameplay guidance when needed, with the goal of helping players progress more smoothly and effectively during gameplay.

Even so, I’ll continue closely reviewing both gameplay data and actual player experiences, as raw statistics alone don’t always reflect how the game truly feels to play.

If Raid Boss progression is still determined to feel excessively difficult overall after continued monitoring, I’m open to making further difficulty adjustments.

Thank you as always for supporting FOURVIVE.

Feedback and bug reports are always welcome, and I truly appreciate everyone helping improve the game.

See you in the next update!

Source

Steam News / 10 May 2026

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