Full notes
Full Sweet Surrender VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
- Balance
- Fixes
- Performance
Dear Sweet Surrender Community,
We’ve just released a Beta Preview of our upcoming Quality of Life - Update 15. Due to a major SDK upgrade we had to do, it currently only works well with Quest controllers. Other controllers should work, but sensitivity and things like finger tracking are currently broken. We’re still working on full support, it’s just not trivial with an Engine upgrade this big and will need more attention from us in the future.
We would greatly appreciate any testing feedback for various controllers. Please let us know what issues you run into, you can reach us on Discord (or by email). You can also send us your (super helpful) logs from within the game by Reporting an Issue. To access the Beta:
Go to your library and right-click Sweet Surrender
[c]Properties > Betas > Beta Participation[/c]
Select [c]beta - Beta Branch[/c] in the dropdown
This update is heavily focused on Quality of Life Improvements. We’ve spent the last 8 months listening to your feedback and addressing reported bugs. Thank you to everyone who reported in Discord or in-game, especially those who took the time to share video footage.
There are a few new things in this update, but we have mostly focused on bug fixes. We also spent several months performing major upgrades on our core engine (Unity) + VR SDK. These upgrades were a bit painful and time-consuming but were extremely overdue and set us up for longer-term support of the game.
Probably our biggest improvement to the game in this update is a 2nd Weapon Shoulder Slot, along with reworked UI feedback for your back weapons. We hope you enjoy it!
Please check out our full changelog below.
2026
We’re still hard at work on our (as-of-yet-unannounced) new game, which is taking up most of our focus. Please check our roadmap for further details on our plans for Sweet Surrender. After four+ years of updates, we would love to continue to support Sweet Surrender for many years to come but it might become difficult due to financial reasons and limited resources. Fingers crossed!
Thanks to each and every one of you for your support over the years!
Full Changelist
Improvements
Two over-the-shoulder weapon slots (with UI feedback and improved haptics)
20 new chip variations based on existing chips
Progression unlock/restore based on your achievements
Increased throwing knife damage
Improved rotational recoil
- Usabilitynew weapon/hand settings for horizontal angle and x, y, z offsets
- Usabilityimproved chip pop-up behavior to be less annoying. New UI option to disable tutorial text.
Humor: Save&Quit station is physically destroyed when you leave the start room
Fixes
- Classesfixed Grenadier progression (can progress again on the “Kill X enemies with a grenade launcher”)
Balance: doubled self-damage from explosions
- Usabilityimproved grabbing robot parts and holding them. Currently uses Tomato Presence mode (no hands)
- Usabilityfixed robot part jitter
- Usabilityfixed broken occlusion of spider parts
- UsabilityBack slot icons now work for all weapons, even when transitioning to new level
- Usabilityimproved teleportation into acid pools. Prevent teleporting if acid is still up
- Usabilityimproved behavior of teleporting into jump pads
- Usabilityfixed weapon tier visuals on a couple weapons
Usability: trophies can be picked up
- Usabilityimproved floor, lava and teleport detection - should hopefully address the height issues some players have reported
- Usabilityfixed tutorial handgun not being throwable
- Usabilityfixed a number of chip descriptions Explosive Returns, Blood Frenzy, Vigorous Vitality, Fuller Auto)
- Usabilityfixed missing Tunnel Man, and tweaked some confirmation text
- UsabilityImproved grappling hook behavior to avoid permanent fly mode when used in combination with jump pad
Achievements: fix for “no shortcut” achievement when using Save&Quit
Stims: nano stims no longer applied twice
Stims: prevent nano stims from being applied while transitioning levels
- Chipsfixed a number of chip behaviors in edge cases
- Chipsfixed status description of Vigorous Vitality (gameplay was fine, just the text feedback)
- Chipsfixed Last Stand upgrade
- Chipsremoved last uses of Toughness chip (medic class)
Enemies: fix for unkillable AI (this was a super tough one to track down)
- Enemiesimproved enemy path-finding and patrolling behavior
Enemies: will move if they stay in one spot for too long
- EnemiesImproved drill bot search for crystals
Enemies: less likely to hit other objects
Enemies: grenadier robots shoot at you again
Enemies: improvements to spider gunner enemy navigation (should fix it spawning in ceilings)
- Enemiesimproved large robot behavior in Industrial Area when it comes to alarm buttons
- EnemiesImproved Drone behavior (they were colliding with their own colliders, which caused weird movement behaviors)
- Levelsfixed fuel cell and acid grenade spawning behaviors
- Levelsfixed several missing enemy spawns
- Levelsfixed a few missing models in Slums, removed some extra barrels
Levels: switched some windows in Industrial Area to breakable glass
UI: Show katana icon correctly when holstered
- Visualsadjusted all bullet impact decals to only use local scaling (no more stretched bullet marks)
- Visualsimproved transparency on bullet marks (for Quest 2 non bloom mode)
- Visualsfixed acid vignette color
- Stabilityfixed double-barrel + double mag chip combos crashing the game
- Stabilityremoved camera from a room in the mines that caused weird things to happen
- Stabilityfixed colliders on Slum Explosive barrels
Stability: better error checking in enemy targeting
Stability: better logging to track down room occlusion issues
Audio: reduced the chance of audio crunching during heavy fire fights.
Source
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