In this update8
Full notes
Full SU-93 Survivor update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Maps
- Gameplay
SU-93 Survivor changes
Highlights
Lab flow was adjusted so the lab menu controls enemy spawning more explicitly, and the default training enemy was removed from the lab room. - Character selection received a major presentation pass: a terminal-inspired layout, cleaner passive cards, revised keycap drawing, updated room setup, selectable character thumbnails, and player tint placeholders. - Map navigation was rebuilt into a branching tree with terminal-style panels, room icons/sprites, selected-room highlighting, and tighter integration with roll-chance information. - The broader UI was unified around a shared SU-93 terminal style, including HUD, menu, market, result, history, special, game-over, win, settings, tutorial, compendium, and lab screens. - Roll chance progression was rebalanced with a 20% cost increase and improved display behavior during the roll animation.
Dev tool Lab menu and enemy spawning
Updated the lab UI creation and drawing flow to better support menu-driven lab setup. - Added lab step logic to manage enemy spawning from the menu state. - Reworked lab presentation so setup choices are clearer before entering combat tests.
Removed the pre-placed/default training enemy from the lab room. - Simplified lab UI creation now that enemy spawning is controlled by the lab menu flow.
Character select terminal redesign
Rebuilt the character select screen around a more polished terminal-style interface. - Iterated on layout dimensions, presentation spacing, call-to-action behavior, and room setup. - Refined passive-card presentation and keycap drawing for cleaner readability. - Restyled character select UI assets and adjusted the character room composition.
Shared UI polish
Added a shared line-background treatment to several UI rooms. - Tweaked menu, market, localization, and run initialization details as part of broader UI cleanup.
Map screen foundation
Added map room sprites for battle, market, special, and dead-end node types. - Began wiring the character select flow into the map UI. - Reworked the map screen into a larger terminal-style layout. - Fixed draw-color scope and room-icon styling issues discovered during the map UI pass.
Branching map tree
Reworked the map UI into a navigable branching tree. - Iterated on node sprite rendering, direct room sprite usage, room icon presentation, and selected-room feedback. - Added a circle highlight around the selected map room. - Fixed variable redeclaration and helper-scope issues in the map drawing code. - Adjusted the map room layout and removed earlier placeholder-style square/letter node visuals.
Roll chance integration and balance
Moved the roll chance bar into the map player-information area. - Hid the map while the roll chance animation plays to avoid visual overlap. - Increased roll chance cost scaling by 20% and exposed supporting values through run initialization and helpers.
Shared SU-93 terminal UI pass
Added shared UI layout helpers for terminal-style panels. - Applied the shared SU-93 terminal style across gameplay HUD, menus, lab, market, history, result, special, game-over, win, settings, tutorial, and compendium screens. - Cleaned panel helper usage and room controller placement across multiple UI rooms. - Added character-select sprite assets and metadata for Operator, Scheduler, and Sentinel screens.
Character thumbnails and tint placeholders
Added selectable character thumbnails for the character select flow. - Added player tint placeholder values for future character-specific visual identity. - Updated character select sprite origins/metadata for consistent thumbnail presentation.
Source
Changelog.gg summarizes and formats this update. How we read updates.
