Full notes
Full Survivesmith update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- Balance
- Events
Power Core Overhaul
Steam post imageSteam post image
Power cores are now passive bonus providers for your runs. While they are equipped to your primary weapons, their bonuses are not strictly bound to the weapon itself.
The new effects are triggered based on various conditions. Find the effects that seem the most useful for your playstyle, and remember the conditions to trigger them. Slot different power cores to different weapons to boost their effectiveness and combine with matching Weapon Mods (previously "Charged Cores", obtained within the level) to create the ultimate effect combos!
More Status Effect icons!
The added player status effect icons will help you understand exactly what and when your effects are triggered.
Improved Camera shakes and VFX
Steam post imageSteam post image
Tweek the game to your preferences! With new screen shakes, camera follow effects and juicy new visuals, you get to select what you want to keep and turn off anything that feels off.
Weapon Mod (Charged Core) Icons
Steam post imageSteam post image
With a new set of custom icons for each and every weapon mod and Hazard Protection icon, it's now easier to keep track of what you like and what you don't.
Moving Forward...
This update will be the final feature-update for Survivesmith Demo. Any and all updates this version of the game will receive in the future will be only bug fixes, improvements, balancing and optimizations.
We decided it's time to finally go all in and start our work towards the Early Access release for Q1 2026. While Survivesmith is a simple game, we still have a lot in mind that we want to implement in order to give you a more full experience. We will try to release a beautifully designed roadmap for the game in the upcoming days. But for now, here's what you can expect:
Finishing up the Demo
The demo was made specifically for the Steam Fest, with the idea of providing the core gameplay to the player. This was and is intended to let you get a feel for the game and to help you understand if this game is for you. Not even half of the planned game is in the demo (yes, it's true!) There's a lot more to be added to be able to call Survivesmith a full "game". So we will be wrapping up the demo within the upcoming week and prep to dive deeper into more complex stuff. The demo is in a very stable state right now (with the big exception of the bosses being kinda meh, especially the final boss, which will be completely changed for the full game) with a few glitches and bugs here and there. It shouldn't be too game breaking... we hope.
More playable characters, levels, weapon types, buddies, modules, skills, progression trees
Early Access
An early access for a game like this might surprise some of you, and you might even be right to be cautious about it. We are still on the edge about this one. But we would really like to put the game out to the world as soon as possible, and get feedback and develop the game with you guys. We might as well get all the help we could. We might even go the Playtest-only path. Who knows?
What we do know is that the game before full release will have;
the second playable character,
the second level -Desert- with biomes, creatures, hazards and all that good stuff,
a new weapon type -Melee, which will feature 'mostly' short ranged weapons such as swords, hammers and daggers to slash through hordes, if that's your style,
more character tactical and weapon skills,
more base machines unlocked,
a use for all the persistent resources you've stacked up,
(hopefully) a character skill tree,
more on-field events and rewards,
on field weapon-part upgrades to further modify your primary weapon during a level,
special weapon fusions (yes, two special weapons, together!), etc.
Early access or not, we will definitely be upping our game and include all of you guys in the development process with playtests all the way.
Full Release
These two words give me goosebumps. But, we can't say too much about what this is going to be. It's probably gonna be an extension of the Early access version with more bug fixes, optimizatizations and more importantly;
the third playable character,
the third level -Frozen Wasteland (could change),
the third weapon type -Experimental (very much experimental, even in our heads),
all base machines unlocked,
(definitely) a character skill tree,
on-field banes & boons for you to choose from, to alter every play session,
fusion for ALL special weapons and even Armor Modules (yes, you heard it here first!),
any other crazy ideas that might pop-up during the Early access period, considering the scope creep and time limitations.
It'll be easier to catch up with the Early access plans once we actually start the development. For now, enjoy the updated demo, and let us know what you think about the development so far. We'd love to hear from you!
Thank you for all the players who played our demo. Thank you everyone for wishlisting the game even though our artwork is mediocre at best. Thank you all! <3
X/Twitter: https://x.com/TheRedMaRKDev
Bluesky: https://bsky.app/profile/theredmarkdev.bsky.social
Gamejolt: https://gamejolt.com/@TheRedMaRKDev
Discord: https://discord.gg/yKSdgepM
- MaRK
Source
Changelog.gg summarizes and formats this update. How we read updates.
