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Steam News13 June 20215y ago

1.0 release!

Hi survivors, release 1.0 is finally here! Preparing for the game's official launch, another release aimed to improve and refining existing mechanics and fixing reported issues 😎 This time we focused on performance imp

Full notes

Full SURV1V3 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions6 changes0 removals
  • Performance
  • Gameplay
  • Maps
  • Balance
  • UI and audio
changedThis time we focused on performance improvements and bug fixing😇
addedOne special note for users reporting crashes: when you submit a crash report please add some notes that can help us understand what you were doing right before the game crashed, this can help us a lot in pinpointing any new bug!
addedPS: while downloading the new update, please spend 1 minute of your time leaving a review! This is a 2 guys project... and we need your help! 👍
changedPerformance improvementsWe dedicated a lot of effort to enhance many game logics, rewriting many routines and optimizing all maps. The overall result will depend on user hardware but both CPU and GPU performance should increase by a 10-20% 😋 Nowhere map will be further optimized in the coming release (this is mandatory to open survival mode in Portmain city), so stay tuned!
changedPerformance improvementsNote for Quest 2 users: please stop using SteamVR SDK and play the game with native Oculus SDK. Unfortunately, many users playing with VD tend to launch the game through SteamVR and not from VD games tab. This will cause poor performances. To double-check which SDK you're currently using just read the debug string placed in the left lower angle of the main menu options sign: you should read "plugin: eoculus")
changedAnti-aliasing options and DLSS supportAnti-aliasing can really impact graphics and game performance, so we decided to let users choose the best option fitting their personal taste. You will be able to choose between Temporal AA, Multi-Sample AA, Fast Approximate AA and, ...for RTX GPU users, Deep Learning Super Sampling (DLSS)! Just select it and then raise in-game supersampling! This is still in beta, so please report any issues!

SURV1V3 changes

changedThis time we focused on performance improvements and bug fixing😇
addedOne special note for users reporting crashes: when you submit a crash report please add some notes that can help us understand what you were doing right before the game crashed, this can help us a lot in pinpointing any new bug!
addedPS: while downloading the new update, please spend 1 minute of your time leaving a review! This is a 2 guys project... and we need your help! 👍
changedWe dedicated a lot of effort to enhance many game logics, rewriting many routines and optimizing all maps. The overall result will depend on user hardware but both CPU and GPU performance should increase by a 10-20% 😋 Nowhere map will be further optimized in the coming release (this is mandatory to open survival mode in Portmain city), so stay tuned!
changedNote for Quest 2 users: please stop using SteamVR SDK and play the game with native Oculus SDK. Unfortunately, many users playing with VD tend to launch the game through SteamVR and not from VD games tab. This will cause poor performances. To double-check which SDK you're currently using just read the debug string placed in the left lower angle of the main menu options sign: you should read "plugin: eoculus")

Hi survivors, release 1.0 is finally here!

Preparing for the game's official launch, another release aimed to improve and refining existing mechanics and fixing reported issues 😎

This time we focused on performance improvements and bug fixing😇

One special note for users reporting crashes: when you submit a crash report please add some notes that can help us understand what you were doing right before the game crashed, this can help us a lot in pinpointing any new bug!

Enjoy!😉

PS: while downloading the new update, please spend 1 minute of your time leaving a review! This is a 2 guys project... and we need your help! 👍

Performance improvements

We dedicated a lot of effort to enhance many game logics, rewriting many routines and optimizing all maps. The overall result will depend on user hardware but both CPU and GPU performance should increase by a 10-20% 😋 Nowhere map will be further optimized in the coming release (this is mandatory to open survival mode in Portmain city), so stay tuned!

Note for Quest 2 users: please stop using SteamVR SDK and play the game with native Oculus SDK. Unfortunately, many users playing with VD tend to launch the game through SteamVR and not from VD games tab. This will cause poor performances. To double-check which SDK you're currently using just read the debug string placed in the left lower angle of the main menu options sign: you should read "plugin: eoculus")

Anti-aliasing options and DLSS support

Anti-aliasing can really impact graphics and game performance, so we decided to let users choose the best option fitting their personal taste. You will be able to choose between Temporal AA, Multi-Sample AA, Fast Approximate AA and, ...for RTX GPU users, Deep Learning Super Sampling (DLSS)! Just select it and then raise in-game supersampling! This is still in beta, so please report any issues!

New recoil

Although many users were already satisfied with the actual recoil, we'd like to optimize it and add some more realism. We completely rewrote the logic porting it to C++ and adding more configurability. Recoil will now impact all 3 axes with translation and rotation effect (check one-handed Deaglein the gif below) and can be 100% customized per weapon. We're releasing it as a baseline, give us feedback so we can fine-tune it!

Melee tweaks

ok ok... but what about melee? We're slightly changing grip logic letting users grip them in different positions, giving a more natural feeling, especially when swinging two-handed. We're also adjusting grip stiffness and tweaking damage function following community feedback.

Join via Steam

Finally, you can join your Steam friends' session directly via Steam client or accept an invite. Please note: your friends will skip session password check and will be able to join your session even if it's locked with a password.

New survival inventory case

We're polishing survival crate graphics enhancing graphics and usability as we already did for the backpack. Hope you'll like it!

Following the release full changelog, enjoy! 😉

New features & tweaks:

  • core: CPU and GPU performances upgrades
  • graphics: anti-aliasing setting + DLSS support
  • weapons: new recoil logics

(the new logic will enable more fine-tune in next releases) - weapons: adding haptics for secondary hand when firing two handed - multiplayer: users can join a friend session via steam interface - melee: adding more grip points to all melee and tweaking grip stiffness and damage function - melee: stronger haptic feedback on hit and secondary hand haptics - inventory: reducing backpack insert and auto-insert distance - shotgun: to pump shotgun player is now supposed to unlock the pump pressing trigger button - zombies: reducing zeds penetration through doors - graphics: stacked items counter text is now emissive - gameplay: removing "seated position" setting (crouch button is always enabled) - movement: new enhanced speed reduction logic based on aiming and grabbed objects' position - multiplayer: increasing size of the session list from 50 to 100 entries - multiplayer: adding a button to hide player position on the tablet map - weapons: increasing drill damage - Santa Carla map: removing infinite weapons and ammo respawn in the military base - Santa Carla map: adding a decal on the church door to remember safe house logics - Sewers map: brighter elevator and butcher rooms - Nowhere map: increasing fadeout distance for gate number writings - survival: inventory case graphics enhancements - controllers: reducing default deadzone

Fixed bugs: - multiplayer: inventory is not restored client-side when loading a mission checkpoint - multiplayer: doors can rarely desync between host and clients - weapons: gunshot sound stops when firing in bursts - tablet: green and white circles may disappear in specific situations - objects: modular bomb scale when reloading a checkpoint can be messed up - graphics: buttons turning black when pressed - graphics: some objects may have a wrong scale - graphics: houses floor becoming white/gray during the day - main menu map: killing all hanging zeds simultaneously (eg. with a pipe bomb) can brick the game - zeds: rope is glitching on spawn for hanging zeds - teleport: fixing teleport collisions and rotation management - shotgun: shotgun shouldn't fire when action is open - Prologue map: falling fences have weird physics - Prologue map: shimmering metal fences - Prologue map: players can see zeds spawning - Prologue map: players can climb street guardrails - Santa Carla map: floating electrical box in map's safe house - Santa Carla map: floating generator at monster joe - Santa Carla map: fixing light poles and motel sign reflections - Nowhere map: players can climb over the furniture and get out of the safe house window - survival mode: event reset isn't working, resulting in a bricked Kill&Collect event - core: (trying to) fix black screen/game process hangs when using the tablet to exit - tons of minor bugs

To get in touch with us, just drop a line on the discussions forum or join our discord channel . As usual, feedback is always welcome!

Source

Steam News / 13 June 2021

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