In this update2
Full notes
Full Sweet Surrender VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Fixes
- UI and audio
- Balance
Sweet Surrender VR changes
Dear Sweet Surrender players,
We’re excited to share with you one of the biggest revamps to our chip system since the game launched. Building on last year’s “Chip Revamp - Part 1” (STEAM LINK), Update 16 expands the game in the following ways:
A third chip slot for each arm!
55 New Chips across old and new categories!
Chips Rebalancing
Enemy Difficulty Rebalancing (both normal and lunatic)
And dozens of quality of life improvements
Third Chip Slot
We’ve finally addressed one of our biggest community requests. The third chip slot will unlock a number of crazy (possibly broken) builds and we can’t wait to see what players come up with.
Why did it take us 5 years to add a third chip slot? The chip’s logic is some of the oldest in our codebase. We locked in the assumption of two slots pretty early on in development (with the hope that “one day” we would have the time to revisit it). Last year’s Chip Revamp update helped open the door to this change. Along with a rework of our Chip UI code, we could finally decouple the hard-coded 2 chip logic.
A Smorgasbord of New Chips
We’ve added dozens of new chips to address a series of weaker categories and expand on various systems. The end result is a richer variety of chip behavior and new ways for different systems to interact with each other. We’ve added chips across the following categories:
Elemental Chips Steam post image
Health and Stim Chips Steam post image
Explosive Chip Steam post image
Many other chips got adjusted and re-balanced to provide a better experience across the various systems.
We’ve also raised the gear cap the maximum we can go up to without breaking our leaderboard system.
Enemy Difficulty Rebalancing
After a year or two of making the game easier, we did a pass on the enemies to make them more challenging, varied and adapted to the latest chip changes. The game should also generally feel tougher in later levels. We hope you enjoy these changes along with all the fun new upgrades you have available to you.
Comfort Mode and Couch Mode
We reworked the inventory positioning to better handle “Sitting” play styles. You can now configure the inventory positioning height and offset from your body. The Inventory also automatically tilts when in sitting mode, so that the lower slots are still accessible. All these settings are adjustable.
We did a pass on the Comfort Vignette across all platforms to make sure players have a variety of strengths to choose from.
What’s Next?
Actually, we’re going to be announcing our next game very soon. It’s a spiritual successor to Sweet Surrender so stay tuned! The best way to find out about upcoming playtests for the new game is to join our Discord!
Release Notes
Improvements
Usability: sitting mode for holster positions - angled, normal or auto
Usability: forward + height sliders for holter
Usability: weapon holsters have extra offset options
Usability: option to lock health bar to player view
- Usabilityimproved vignette options
- Usabilityimproved chip info UI, splitting info by chip, adding some color
Usability: green “+” particles now appear over enemies when they are getting healed
- Usabilityreworked health bar display to handle showing extra health over 10 bars
- Usabilityimproved bug reporting messaging
Enemies: health Bars displays will now show the full enemy health ranges
Enemies: lower tier units got health buffs:
Damaged: 30HP → 50HP
Red: 50HP → 75HP
Orange: 50HP →125HP
Turquoise: 50HP → 100HP
Yellow: 50HP → 100HP
Enemies: crit on the higher tier robots had their headshot crits lowered from x10 to x4
Now it’ll match the lower tier enemies’ x4 crit too
Enemies: Submachine Gun bots fire in quicker 10 round bursts, with longer rests in between
Enemies: all higher-tier bots are quicker and more aggressive
They continue shooting faster (cooldown is shorter)
Shotgun and sniper enemies have shorter charge cooldowns
Handgun and SMG shoot faster bullets
- Enemiesadded goblins to later levels, including lunatic variations
Enemies: turrets fire faster now
Chips: more of them will appear in supply crates
Chips: third slot in each arm
- Chips55 new ones
- Chipsadded and removed april fool’s chips
- Classesupdated upgrades for medic and grenadier
- WeaponsAssault Rifle and Burst Handguns had their cooldowns reduced
Gear: cap is now 9,999
Bug Fixes
Fixed lava falling when fall mode is teleport
Homescreen particles less wonky
Source
Changelog.gg summarizes and formats this update. How we read updates.
