Show/Hide Show/Hide

SUPERVIVE

 
JUNE 11 PATCH - Warmup, Challenge Rooms, Balancing, and more!Jun 10, 2025 - Community AnnouncementsNOTE: THIS PATCH WILL NOT BE LIVE UNTIL JUNE 11, 2025 @ 8:00AM WE MARCH ALONG THE ROAD TO 1.0! Welcome to our June 11th patch, which will likely be our last ‘big’ patch until 1.0. Just to give context: we’re basically working on two versions of SUPERVIVE - the future ‘1.0’ version, and the current ‘live’ version. Now, as we’ve said every patch: 1.0 will be a significant evolution of SUPERVIVE as we know it. Meaning entirely new systems and way of playing the game. We think this is necessary because the current version of SUPERVIVE is simply not working as-is—so we gotta be brave and bold. But any game developer will tell you that maintaining two separate ‘versions’ of a game is, bluntly, a pain in the ass. So as we get closer to our 1.0 release date and have a China beta test going on, we’ve pulled in some isolated features we want to test on live, and will henceforth start banking changes, bugfixes, etc, for the future. This’ll make more sense when you see the next patch, but just giving you a heads up. Also if you see any weird changes referencing 1.0 things (what could they be!?), pardon our dust. Warmup It’s HAPPENING!? Learn new hunters! Get your combat reps fast and without judgement!! Frag out with no expectations!!! Come on into the warm up.We’ve added a Warm Up mode - a new solo practice queue where you will be placed in an endless free-for-all deathmatch map on a Hunter of your choiceYou will automatically enter Warm Up mode while waiting in queue You will always join the same session as your party members (but you will all have to fight each other) You can disable automatically joining Warmup in your game settings You can enter Warm Up mode separately without having to be in a separate queue Details:You’ll be spawned into a random slice of Skylands where you’ll battle against other players and bots of similar skill level. All hunters will start at max level, have an infinite number of vive brews, and have epic tier equipment There is also a global shop to try different equipment combinations or purchase powers You can change your Hunter on death In the top right you can see a leaderboard of the longest killstreaks in your current lobby. While you're in a Warm Up session, you can still queue for other game modes. As a result, players may join or leave the session at different times After a fixed amount of time, the session will end and reset in a new area of skylands Practice Your party leader pulls you into practice only if you are in menus. They will not pull you out of a game (this includes spectating a match). Each member can join/leave their party’s practice session as they please Tutorial We’ve added a new tutorial that covers the basics Completing the tutorial will reward you with a Hunter unlock: Ghost Challenge Rooms There are now three new Challenge Rooms with new objectives to test different skills across: Traversal, Spiking, Objectives, Bosses, and Vaults. Try them out to get rewards! Circle Damage Doing a little preemptive ...MAY 28 PATCH - Tuning and bugfixing on the way to 1.0!May 27, 2025 - Community AnnouncementsNOTE: THIS PATCH WILL NOT BE LIVE UNTIL MAY 28, 2025 @ 8AM PT / 11AM ET / 5PM CET / 12AM KST Salutations SUPERVIVERs. I won’t repeat what we said in the last patch but we do continue to be heads down building toward 1.0 in the coming months. We’re also taking this time to track down and squish long-standing bugs, and long-standing community requests. We may not get to everything, but we have been building a list from Discord, stack ranking it, and seeing what can be prioritized. If you have any top bugs or issues you think we should hit by 1.0, come swing by the Discord! See you next patch. Errata (things we failed to document] We'll add this into next patch's patch notes as well. Sorry about that. Recalling to an ally now silences you for 5 seconds after the teleportation. Additionally, you get a 50% decaying slow until the silence is over. Silence means you cannot use abilities, powers, or consumables The Kingpin hook bug on invulnerable targets and bosses has been fixed When buying a blade or helm in the practice mode, you can directly choose which slot to use, and it won't instantly drop on the floor anymore Systems Deathbox Spawn Locations We initially started this work to get Hudson’s Salvage Hook (R) execute to more reliably spawn enemy deathboxes near him, but it should just make more sense for everyone.The default deathbox spawn location is placed near the dead Hunter’s death location, rather than their last walking location Killing someone over the abyss will still attempt to spawn their deathbox near their killer’s last walking location Hunters Carbine He’s pretty strong. We’re making him slightly less strong.Shocktrap Drone (Q) The slow from the drone has been reduced in magnitude and duration Overkill Rounds (R) Damage reduced by 20% Hudson Hudson’s mini-rework is hitting how we intended, but his power level is a little low. We may look to buff his numbers in the next patch, but for now we’re going with quality-of-life fixes to make him easier to play.Hover Jets (Shift) Removed 0.2 second start-up delay Knocking back an enemy now sends the victim in the direction of Hudson's current velocity Previously this would send victims in a direction based on their relative location to Hudson at moment of impact (imagine getting bounced off a round ball at a weird angle). This should make Hudson’s gameplay more intentional, at the cost of realism Salvage Hook (R) Reeling in an enemy now gives knock credit to Hudson, rather than the last person to damage the enemy This means that reeling in an enemy now more reliably triggers the personal Dash/Heal reset on knock With the Deathbox Spawn changes above, reeling in an enemy now more reliably spawns enemy deathboxes close to Hudson rather than spawning them at the enemy’s location from before the reel-in began Jin REJOICE! The ability lockout is fixed. Thanks to everyone who’s shared clips and specific anecdotes around this one - this one was trickier than most. Recall to Ally UI Never recall back ...The SUPERVIVE Closed Beta test is coming to China! Sign up with NetEaseMay 20, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/45129184/7096130b3dde7c59b904c7d93656a7959245e523.png Hello Chinese SUPERVIVERs! We're excited to announce that the Chinese closed beta SUPERVIVE will begin on June 6th at one.163.com. Our Chinese publishing partner, NetEase, will also have news about China launch later! Anyone who pre-registers for the China CBT will receive exclusive rewards. The more friends you invite, the higher your chances of getting a beta access key - good luck!MAY 14 PATCH - A Hudson rework and the road to 1.0May 13, 2025 - Community AnnouncementsNOTE: THIS PATCH WILL NOT BE LIVE UNTIL MAY 14, 2025 @ 8AM PT / 11AM ET / 5PM CET / 12AM KST Salutations, SUPERVIVERS. As we mentioned in our ‘Road to 1.0’ fireside chat, a lot of the work we’re doing for our official 1.0 release needs to be built (and shipped) all at once, so we’re heads down building it behind the scenes. In the interim, we’ll be using these patches as preparation for 1.0, rather than shipping balance changes to address the current competitive landscape. Specifically, this means hitting systemic issues like Hunter kits we find problematic, tracking down bugs that have been haunting us since the dawn of time, or even shipping gameplay changes to preemptively account for our 1.0 world. We’ll also be adjusting our feedback channels on Discord accordingly - by pushing feedback more into a focused ‘major bugs/issues’ channel that folks can contribute to (but no essays on game state please!). We appreciate your patience while we work - we’ll give an update on 1.0 as we get closer to it! Hunters Hudson Mini-Rework Hudson has historically been one of the most frustrating Hunters to fight against, while also not really having the tools to live up to that “turret gun” gameplay fantasy. This mini-rework adjusts all of Hudson’s abilities in small - but meaningful - ways, while adjusting several stats and giving him quality-of-life changes to help him feel better in more combat situations. In the end, it should feel like Hudson can put up a better fight at close range; can really live that ‘suppressing fire’ dream when set up properly; and should ideally have more intuitive ways to play against.Passive: Hudson is a junkyard salvager who uses scrap from his surroundings to beef up his defenses. To reflect this, his passive now only focuses on armor regeneration. If you want on-hit healing… build omnivamp :^) Minigun (LMB): Minigun has a slightly smaller default range and fire rate, but it has increased base damage to compensate. You should find that using LMB without RMB is more useful in close ranges. Spin Barrels (RMB): Hudson can now continue to hold RMB after reaching his “Spun-Up” state to continue to gain bonus damage, fire rate, and massive range. However the trade-off while spinning his barrels is an immense slow and turn rate debuff. Hudson can still hold RMB for as long as he wants, but if he ever lets go while “Spun-Up,” he spends 1 second exhausting the steam from his barrels, briefly preventing him from firing his weapon. Hudson players will now always have to choose: commit to shredding an area, or take a break to reposition themselves. They can’t do both! Hover Jets (Shift): Pressing to dash a short distance now incurs a shorter cooldown than holding to hover. Barbed Wire (Q): Barbed wire has undergone several changes to help it feel less frustrating for both allies and enemies. First, barbed wire’s shape has been increased to more reliably block off chokes. With the larger shape, Hudson is now limited to only 2 charges of Bar...Carbine arrives, Void & Joule Buffs, & more!Apr 28, 2025 - Community AnnouncementsWELCOME SUPERVIVERS! As mentioned in our recent Fireside Chat, we’re super excited for our 1.0 patch, which will be releasing later this summer! In the meantime, we’ll be slowing down on some of our content releases so we can go heads down and focus on that moment, but we’re excited to be shipping another new hunter - Carbine - in this patch. Besides Carbine, we’ve got a hefty set of balance changes along with adjustments to our ranked queue restrictions Let’s get to it! Carbine Carbine is a new Fighter addition to the roster. A new Hunter: Carbine, the Deadly Gunslinger Enmity Core (PASSIVE): Hits on enemy Hunters with XT3 Heavy Blaster (LMB) shots partially refund the cooldown of Thrusters (LSHIFT). Knocks and kills refund one charge of Overkill Rounds (R) while the ability is active. XT3 Heavy Blaster (LMB): Fire a blaster projectile, dealing 43 damage. Holds 3 charges. Percussive Burst (RMB): After a 0.5s warmup, knock back enemies in a cone, dealing 64 damage and Stunning on terrain impacts. Shocktrap Drone (Q): Launch a scanning drone that gives vision of enemies. Re-trigger to explode the drone, Slowing enemies and creating a trap that can Stun enemies. Overkill Rounds (R): Overcharge your XT3 Heavy Blaster (LMB), gaining two long-range shots that deal 170 and pierce enemies, destructibles, and wisps. Refund an additional shot on knocking an enemy or destroying a wisp. Hunter Missions Carbine Track: Level 1: Carbine Hi Emote Level 2: Carbine Avatar and Banner Level 3: BountyHunter Call Sign Level 4: Carbine Bye Emote Level 5: Carbine Call Sign Level 6: 150 VP Dash and Blast: Land shots with your Blaster while in your Thrusters/Jetpack 50: Heavy Call Sign 500: Blaster Call Sign 2000: Deadeye Call Sign Draw: Knock enemies using your Overkill Rounds 5: Fastest Call Sign 50: Robotic Call Sign 200: Gunslinger Call Sign Stop Right There: Stun enemies with your Percussive Burst or Shocktrap Drone 10: Hired Call Sign 100: Machine Call Sign 400: Trapper Call Sign Balance Oath Experienced players may know about ‘podracing’, where Oaths use their LMB/Dash to catch up to most high-speed targets (including the Train.) While funny, high mobility probably doesn’t match his paladin power fantasy or match what you expect when you run into an Oath in the wild. General LMB Dash dramatically reduced while in the air Void Void’s greatest strength has been in his ability to lock enemies and control space. In a meta where we see more divers, we think he could benefit from a little more help both chasing and peeling enemies off so we’ve bumped his LMB and Shift outputs. Gravity Orb (LMB) On-hit slow increased from 6.2% >>> 10% Charged Base Damage: 265 >>> 280 Ratio: 0.268 >>> 0.28 Swap (SHIFT) Cooldown decreased from 10/8.5/7/7 >>> 9/7.5/6/6 Brall Brall continues to disproportionately benefit from Trios even after adjustments to Mana and Knock Resets. We think it’s appropriate to bring down some of his mobility and up-time on his ultimate. On the flip side, we st...The Road to 1.0 Fireside Chat!Apr 28, 2025 - Community AnnouncementsIn case you missed it, here's our latest fireside chat where where we reflect on trios, give a sneak peek at our newest upcoming Hunter - Carbine - and share our biggest news yet: a 1.0 launch later this summer! That said, we'll need some time to cook because... our 1.0 will be a lot of change. Big change. And will require a lot of dependencies that we can't just ship piece-by-piece. So in the meantime we'll be pausing all major content updates while we go heads down. 1.0 launch is an important moment for us, and we can't wait to share more as we get closer. Thanks for being patient while we work!APR 16 PATCH - Account Unlocking & Hunter BalanceApr 15, 2025 - Community AnnouncementsNOTE: THIS PATCH WILL NOT BE LIVE UNTIL APRIL 16, 2025 @ 8AM PT / 11AM ET / 5PM CET / 12AM KST Greetings SUPERVIVERs! We’ve been chasing down balance outliers from our recent Arc 2 update with several hotfixes in the past week, but we do have a new feature - Account Unlocking - in this patch (that many of you will not notice since you’re already level 850 or whatever) Let’s dive in! Account Unlocking New players joining SUPERVIVE often share that they’re overwhelmed by the number of concepts, systems, and features that they need to learn right off the bat. In this patch we’ve updated Hunter’s Journey to more gradually unlock parts of the game throughout a new player's first several matches. We’ll be examining the results of these changes and may tweak or adjust individual unlocks depending on how things go. Our hope is that new players will have clear gameplay rewards they’re excited to unlock, and additional opportunities to learn about deeper mechanics once they’ve grasped the fundamentals of SUPERVIVE, rather than frontloading it all at the beginning. Players above Hunter’s Journey level 25 will be completely unaffected by this change. Hunter's Journey Feature Unlocks Level 3: Armor Evolves Level 5: Daily Missions Level 6: Weekly Missions Level 8: Weapon Evolves Level 9: Arena Mode Level 10: Level 4 Abilities Level 12: Boot Evolves Level 13: 3rd Consumable Slot Level 14: Seasonal Missions Level 15: Warped Evolves Level 17: 2nd Power Slot Level 18: 4th Consumable Slot Level 19: Hunter Mastery Level 22: Ranked Mode Level 24: Custom Games Level 25: Execute/Finishers Balance Eva Eva launched in a fairly underpowered state. We gave her a few hotfix buffs once we saw she was struggling; these ones should put her more on par with the rest of the cast and lean into her unique orb-based playstyle. Orbs of Argos (RMB) Orbs now move more nicely around the terrain and get caught less. Increased Orb health from 1500 >>> 2000 Decreased CD from 12/12/9 >>> 10/10/8 Increased Orb healing by 50% Sashay (Shift) Decreased CD from 9/7.5/6.5 >>> 8/6.5/5.5 General Increased Base move speed from 445 >>> 465 Jin A core part of Jin’s identity is his mobility and evasiveness, but his ability to escape unconditionally has been feeling too high. This change should preserve his ability to gap-close and enter fights with his LMB, but exhaust Jin’s mana when he’s just using it to get away. Ash’gara Warblade (LMB) Now prevents mana regen for 4s after casting Now refunds 5 mana on hit Beebo We’re implementing some changes to Beebo's LMB to make it easier to understand and read in combat, and fix some bugs in the process. Bat (LMB) LMB now is split up into two discrete segments that last a combined 1.3s Part 1 (0.8s): After first charge, LMB reaches full knockback After first charge, Bat will wallstun on hit Part 2 (0.5s): After second charge, LMB reaches full damageLMB knockback at full charge reduced by 20% for non-Beeb-ombed targets. Beeb-omb knockback is unchanged. Cast bar...APR 2 PATCH - Eva + Trios + Ranked Reset & SplitApr 1, 2025 - Community AnnouncementsNOTE: THIS PATCH WILL NOT BE LIVE UNTIL APRIL 2, 2025 @ 8AM PT / 11AM ET / 5PM CET / 12AM KST SALUTATIONS SUPERVIVERS. It’s a big day here in the skylands as we’ve got a new hunter, EVA, and TRIOS and a RANKED RESET along with a RANKED SPLIT - all of which promise to shake things up in dramatic and delightful ways. There’s been a lot on our minds as we’re building toward a new SUPERVIVE 1.0, all of which I know you won’t read, so please hear it from executive producer Jessica ‘safelocked’ Nam. Eva Eva is a new Protector addition to the roster. A new Hunter: Eva, the Devilish Healer Kiss of Death (PASSIVE): Executing or standing on enemy Wisps Heals Eva and lowers her remaining cooldowns. Corrupted Tether (LMB): Hold on an enemy to connect a beam that damages them. Hold on an ally to Heal them. Can be used to Heal and move Eva’s Orb of Argos (RMB). Orbs of Argos (RMB): Launch an Abyssal orb that heals allies and damages enemies. Orb effect area grows based on its health. Orbs lose health to heal allies, and gain health when damaging enemies. The orb can be healed with Eva’s Corrupted Tether. Sashay (SHIFT): Dash - briefly ignores projectiles and gains decaying movement speed. Beckon (Q): Fire out ethereal tendrils that drag enemies and Orbs toward Eva while applying Anti-Heal. Sinner’s Embrace (R): Throw an Abyssal oculus that binds all enemies in an area. If they leave the area before the oculus expires or is destroyed, they are Stunned and damaged. Enemies can destroy the oculus. Hunter Missions Eva Track:Level 1: Eva Hi Emote Level 2: Eva Avatar and Banner Level 3: Succubus Call Sign Level 4: Eva Bye Emote Level 5: Eva Call Sign Level 6: 150 VP Aid of Argos: Heal allies with Orb of Argos20K: Pet Call Sign 200K: Kitten Call Sign 800K: Argos Call SignDomination: Stun enemies with Sinner’s Embrace10: Sinful Call Sign 40: Lover Call Sign 400: Dominator Call SignStep on Me: Spend time stomping enemy Wisps60: Draining Call Sign 600: Temptress Call Sign 2400: Stiletto Call Sign Trios Trios have arrived! We previously spoke about the benefits and reasons behind moving to trios in our blog post, which I’ll re-share: We’ve heard from many of you that SUPERVIVE has a lethality problem. Specifically, organized teams can squish priority targets almost instantly without much response. This makes solo players really struggle to stick around, especially because it’s so hard to carry in a 1v4 or even 2v4 scenario. We’ve heard this consistently over the months and have tried a lot of things, but have yet to find anything really effective. So after a lot of iteration and internal experiments, we’ve come to the decision that the game would be improved if we combined squads and duos into trios. This isn’t a decision we make lightly, but we think the gains are just too important. Combat clarity goes way up when you take out 25% of the participants; positioning matters much more when you have only three scouts; and your ability to solo outplay an opposing team feels ...The Arc 2 SUPERVIVE Fireside Chat!Mar 27, 2025 - Community AnnouncementsWe've got a PLETHORA of stuff coming in Arc 2, including the consolidation of queues to trios, a ranked reset (and queue split), a new Hunter, and more! Come watch the preview in our special edition Arc 2 fireside chat with executive producer Jessica 'safelocked' Nam! SUPERVIVE is moving to Trios on April 2nd!Mar 20, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/45129184/f6c72167ad343cffd566a584870adc775f166c3e.png Hello SUPERVIVERs - Let’s talk about our biggest change upcoming in our Arc 2 update on April 2nd, 2025. I’ll lead with a summary of the changes, and then give context on the why. With the Arc 2 patch, we will: Consolidating squad and duo queue together into trios queue - meaning our only game mode for Battle Royale will be trios As a benefit for consolidating these queues: We can speed up queue times We are able to split ranked and unranked games for more competitive ranked matches and less sweats in your unranked matchesTrios will also ship with ‘no fill’ options so you can queue as a duo into trios, or - if you’re looking to make some YouTube challenge content - as a solo player into trios For those who miss other team sizes, we will be making Custom Games available to all, with the ability to start game lobbies in duos, trios, or squads Now let’s talk about the why: we’ve heard from many of you that SUPERVIVE has a lethality problem. Specifically, organized teams can squish priority targets almost instantly without much response. This makes solo players really struggle to stick around, especially because it’s so hard to carry in a 1v4 or even 2v4 scenario. We’ve heard this consistently over the months and have tried a lot of things, but have yet to find anything really effective. So after a lot of iteration and internal experiments, we’ve come to the decision that the game would be improved if we combined squads and duos into trios. So we’re going to do it. This isn’t a decision we make lightly, but we think the gains are just too important. Combat clarity goes way up when you take out 25% of the participants; positioning matters much more when you have only three scouts; and your ability to solo outplay an opposing team feels more achievable when it’s 25% easier (is this math even right, idk). But we also know there are other tradeoffs to make for going to trios - some of which aren’t all benefits (like team compositions getting a little more restrictive). That said, we are taking this transition seriously so we’ve been hosting playtests to get a read on Hunter balance and game pacing. If you’re interested in helping us get trios to a good place, you’re invited to our next Trios Playtest, happening this Friday, March 21. European Playtest: 6pm to 8pm CET // 10am to 12pm PT // 1pm to 3pm ET North American Playtest: 3pm to 5pm PT // 6pm to 8pm ET // 11pm to 1am CET INSTALLATION INSTRUCTIONS: Right click SUPERVIVE in Steam > Properties > Betas In the "Private Betas" field, enter this code: MAKETRIOSGREAT Confirm you are opting into the "internal" development test branch Download the new game version Choose “Beta Environment” when launching Make sure you are queueing in the TRIOS queue or you will not get into any games Once you’ve played in the trios playtest, this feedback survey will be open - we’d love to hear your thoughts on balance and pacing! TAKE THE FEEDBACK SURVE...MAR 19 - The Mana Rework and Objectives PatchMar 19, 2025 - Community AnnouncementsHello hello SUPERVIVERS and welcome back to another patch. This one might seem small in word count, but each line means a lot, so read everything! All of it!!! Thematically, I’d say our orientation is toward making the game and combat state of SUPERVIVE more intuitive, action-oriented, and appreciable. This is just step one toward that goal, and our next patch - the launch of Arc 2! - should feel like a significant evolution for SUPERVIVE, so stay tuned. P.S. Also, fireside chat is coming next patch as well to talk about where we are and where we’re going. Thanks for your patience! Bosses Signaling and Spawning Currently bosses are easy to miss for a variety of reasons. We want to make them more consistent in delivery, ceremony, & timing to see if it helps you plan and strategize around them. Basically, we want you to always know (and be thinking about) when Bosses will arrive, where Bosses will land, and how to stay informed of a Boss’s location and health so you can contest them. All Bosses ride into the world on meteors and have an updated schedule At the start of a night, meteors launch and take 45 seconds to land Night 1: 3 Night Bosses (two with exotics, and one with a legendary) A third night boss will now also spawn at a set spawn point Night 2: Meteor Beasts (which drop souls) Night 3: Nothing Night 4: Endgame Boss (which drop powerful endgame buffs or items) Endgame boss map icon now shows which one it is Endgame boss spawn rate adjusted to from 90% >>> 100% Meteor mechanism now additionally projects where they will spawn on the map, so you don't need to guess / infer where they'll be Acquisition/Stealing Philosophically I’d say we prefer more action-oriented plays, like securing the last hit on a monster to claim a buff versus standing around mashing F on a pedestal. Meteor Boss soul pedestal removed Whoever lands the killing blow on the Meteor Boss gets the soul instantly for their team Whoever lands the killing blow on Endgame Bosses also gets all of the rewards automatically placed into their inventory (if your inventory is full, it goes on the ground because you clearly didn’t want it) Rewards Landing the killing blow on Soul Warden instantly respawns all of your dead allies, in addition to dropping an extra Orb of Life and Mobile Respawn Beacon Revival Mechanics We’re trying to clean up early teamfights so they’re less clown-y, without pushing revival timers too far. Revival timers increased by 5 seconds Combat Ability Haste/Dash Haste Separation Ability Haste is just too strong in SUPERVIVE, specifically because anyone who stacks it gets high uptime on their abilities and lots of extra mobility (because their dash is also an ability). This makes Ability Haste a must-take on a lot of Hunters - even LMB-focused ones who should be inclined to chase movement speed. So now we’re asking that you trade something for ability spam versus incredible dash mobility, and giving more value to leveling up your boots early. Ability Haste reduces...MARCH 5 PATCH - Saros arrives, leveling adjustments, and Hunter balanceMar 5, 2025 - Community AnnouncementsHallo SUPERVIVERs. Today’s patch is on the lighter side as we’re cooking on a number of changes that will have a large impact on the shape of the game. Does that sound vague? Maybe a little provocative? Good! Want to help out? You should join us on our Discord to get into our beta playtests and see what’s on the horizon. We’re excited for these changes, but just want to make sure they’re well-baked. Anyway, enough about that, let’s do the patch notes. {STEAM_CLAN_IMAGE}/45129184/6f78efb16fdb6a0e9cdb85cb01d304884d6329ce.png Saros A new Hunter: Saros, Elite Solar Soldier Ionized (PASSIVE) - Using solar abilities empowers Saros. When he becomes Ionized, he gains move speed, mana regen, and increased rate of fire with Sunspear’s Rifle. Sunspear’s Rifle (LMB) - Fire a bolt of sunfire, dealing 70 (+45%) damage. Deals less damage up close and full damage after 900 units. Charge with RMB to fire a stronger shot that burns 100 mana. Kills grant 100 mana. Hits with uncharged Sunspear’s Rifle builds mana. Charge Sunfire (RMB) - HOLD to charge up your Sunspear’s Rifle (LMB), after charging PRESS Sunspear’s Rifle (LMB) to fire super charged shots. Each shot is Empowered when you have 100 mana. Empowered shots apply 2.5s of Anti-Heal. Empowered damage is applied in an area-of-effect when hitting Nova Orb (Q). Dive Slash (SHIFT) - Dash in with a light attack. Then recast to heavy slash, dealing damage and knocking back enemies. Hitting Slash grants bonus dash for a short duration. Can be used on Nova Orb (Q). This ability resets when hitting enemies with the explosion from Nova Orb (Q). Nova Orb (Q) - Throw a sunfire orb that grows as it travels. Orb will burn nearby enemies, dealing damage over time and slowing them. After a short arm time, shoot the orb to detonate it, dealing damage and shredding armor in an area-of-effect. Explosion hits Ionize Saros for a short duration. Explosion hits fully reset Dive Slash (SHIFT). Orb can be kicked into enemies using Dive Slash (SHIFT). Eclipse Portal (R) - Fire a projectile that, upon hitting a wall, creates a portal to the other side of that wall. If a portal would be made near another portal, the existing portal duration is refreshed and extended instead. Entering the portal Ionizes Saros. Allies that use the portal are temporarily buffed, gaining mana over time and movespeed for a short duration. Only goes on cooldown if you create or refresh a portal. Grandmaster+ Premade Restrictions We've been seeing a lot of feedback on Ranked, specifically that organized, premade squads tend to run the lobbies and it's really difficult for solo players to progress as they go higher. Late last year, we added premade restrictions at the top to address this feedback, but saw negative responses from players not being able to play with their friends, so we walked it back. It's a rock and a hard place! But now that we've seen both realities, we think it's better on the interim that we go back to premade restrictions. That said, we ca...FEB 19 PATCH - More strategic tuning, balance, and mobility adjustmentsFeb 19, 2025 - Community AnnouncementsWelcome back. We know things have been hectic with last patch’s massive set of structural changes, so this patch we’re focused on follow-up: listening to feedback, smoothing out economic imbalances, and continuing our work on mobility. Let’s get to it! Game Structure Early Game Structure - Gold Matters Pt. 2 Now that Gold matters more and related changes have settled, we’re doing another pass to smooth purchasing out. In addition, we’re always thinking of ways to get you to use powers (they’re fun, we promise!) so testing out a low-scope way to provide even more power reliability through a ‘fixed’ power store that rotates hourly. Base Camps Armor Repair costs cut in half Base Camp Shop now has a fixed/permanent set of 4 powers that randomly rotates every real-life hour Powers are randomly selected and can range from rune to purple (Epic) tier rarity Prices are fixed to 1000/1000/1500/2000 gold Shop and Trade Base Camp and shopkeeper models have been updated to make shop destinations clearer Shop styling UI has been updated to better support the amount of inventory Gold requests and gold trading sound effects have been updated to address feedback that people miss the pop-up request for Gold on the left side of the screen Shop Icons and Airdrop shop icons have been updated to be larger and more noticeable Quests Quests that gave Scrap >>> give 1,000 gold 2 new in-game quests have been added: Claim Meteor Soul Capture an enemy Basecamp Reward values for quests have been updated All 3 Starter Quests now unlock a "Chain" into another quest Brawlers >>> Wipe an enemy team Farm Minions >>> Claim Meteor Soul Unlock 1 Vault >>> Capture an enemy Basecamp EXP Changes - Pt. 2 You should be rewarded for taking team actions (so we’re doing that). Additional XP for In-Game Actions: These actions now grant XP to the instigator and nearby allies: Capturing enemy basecamps Capturing a neutral basecamp for the first time (this does not apply to deploying your basecamp again) Destroying a vault obelisk for the first time Using a UAV for the first time We don’t want games to feel so doomed if you’re really far behind, so attaching a stronger incentive to the comeback mechanic seems like a fine idea. Also remember: you can buy Most Wanted in the shop! Most Wanted catchup XP should now more effectively catch you up to the level floor of each phase For example: in the lategame, it should bring you up to at least level 13 if you complete it Gold Bounties PvP success should still matter, even if your target’s got empty pockets. All kills now grant a flat 400 gold bounty bonus Combat Mobility, Dash Jumps, and You Last patch we said we wanted to make combat more predictable, knowable, and reactable because mobility had gotten a little out of hand. Specifically: hard-to-react (or unreactable) engagements that can come from off-screen, or wild, careening dashes that make aggressive targets so hard to predict. Today we’re continuing the work by making jump dashes (and dash jum...[MUST READ] FEB 5 PATCH - Gold MATTERS + Mobility Adjustments + Discord SocialFeb 5, 2025 - Community AnnouncementsOPENING CONTEXT Okay this is one of the largest patches we’ve shipped, ever. And for good reason - there’s a lot of work to do as we rebuild the entire strategic layer of SUPERVIVE toward a brighter future. Speaking to the why: when we launched SUPERVIVE into open beta, we quickly saw that new players just didn’t know where to go or what to do in our more open-ended game. So we spiked some short-term changes like quests and the day 1 revival rules to try to expose the base game more quickly—which netted out some improvements. That said, we knew there would be knock-on effects for the entire state of the game, like the revival rules reducing the consequentiality of the early game, and that teams would still struggle to make strategic decisions once their basic quests were done. Looking forward, we believe that SUPERVIVE needs a lot more strategic structure to work as a deep, competitive game. We think it’s important that players can intuit what to do next in the game to win, as well as feeling there are meaningful choices to make along the way. This all starts with having a strong, knowable game structure to evaluate how you’re doing, which we can then build off of. This is why we’re starting with gold mattering a lot more, as this is one of the cleanest benchmarks of progression that almost all players understand. P.S. We’re still working on that fireside to talk about the state of the game (and where we’re bringing it), but need some time to bake our thoughts. Thanks! Also there is just an extreme amount of stuff in this patch you should read up on, including: You upgrade your equipment via gold at Basecamps, Boat Shops, and Wandering Shopkeepers You now drop half of your gold on death Powers below exotic are now soulbound Mobility adjustments across the Hunter roster You can link your Discord to import your friends list, send messages, and invite friends via Discord A new missions hub has been added to the lobby next to the queue button We are experimentally supporting controller gameplay Also: {STEAM_CLAN_IMAGE}/45129184/6997617507fc6faca6ff7364f138852bf595f3ca.png Crysta NOTE: In most regions you can get Crysta for free by participating in the Discord quest! Go check your Discord quests to see if you’re eligible. A new Hunter: Crysta, the Supercharged Burst Mage Reverberation (PASSIVE): Crysta’s abilities mark enemies that her basic attacks and ultimate can detonate. Maybelle & Boo (LMB): Fire a shot from your drone, dealing damage, and detonating Reverberation. Flux Snare (RMB): Fire an energy snare that does damage on the way out, then returns: pulling, dealing damage, and grounding targets it hits on the way back. Double Dash (SHIFT): A short dash with two charges. After every dash, Crysta shoots an empowered doubled basic attack, which can stagger monsters. Magireactive Burst (Q): Press to fire a damage zone to target location. Press again to detonate, dealing damage to enemies in the zone. Nuclarite Salvo (R): Fire a barrage of 5 energy ...JAN 22 - Leveling Rework + Big Balance Patch NotesJan 22, 2025 - Community AnnouncementsOpening Context Welcome to the second patch of Season Zero, Arc One, Beebo’s… etc, etc. As with every patch, we’re trying to synthesize all of your feedback into a set of big, experimental changes to improve the game, which we’ll then learn from and continue iterating on in future patches. Something to note: making large, systemic changes ends up having cascading effects on other areas of the game (and bugs… so many bugs), of which we sometimes miss. So if you find strange interactions coming from these big changes, please let us know on our Steam forums, Discord, or our social channels. Finally: a request we’ve heard from many of you is to get a sort of “state of the game” fireside chat to hear about where SUPERVIVE is heading in the long-term. Heard! We’re thinking about this internally as well, but would like to request a little time as we cook, iterate, and learn for the future. Maybe give us a month or so. Battlepass EXP requirement reduction Since this is our first battlepass, we’ve been watching progression/completion rates and are feeling like we tuned this thing too aggressively, so we’re reducing the required EXP to complete the pass by roughly ~50%. We think the average player who plays an average amount of games should be able to reasonably finish the pass. Simultaneously, we’ve been mapping out our patch cadence and realized we miscalibrated when the battlepass-ending patch would land - so we need to bring it in a week. All up, this is still a significant ‘buff’ (ie. easier to complete the battlepass) but we’re being transparent that it’s also coming with one less week. Overall, it should take less than half the time to complete the Season Zero, Arc 1 battlepass than before You will need to login and play a game for your battlepass progress to adjust to this patch If you play around 50 hours total and complete most weekly and daily missions, you should be able to finish the battlepass The battlepass end date has been updated to end on April 9th >>> April 2nd Leveling Rework In an effort to remove some of our more 'rules-y' systems and establish clearer paths to victory, we're testing removing the per-day level cap, increasing the maximum level for all hunters, and increasing equipment upgrade power. What we're hoping to see is that teams have more understandable paths to building a lead (when in doubt: farm for levels and upgrades) and others can better understand how they're behind. You will no longer be level-capped depending on the day - instead, monsters will always give EXP, with higher-level monsters giving a lot more Maximum level has been increased from 9 >>> 15 All abilities can now be leveled up to 3 >>> 4, with the special bonus unlocking at 4 You now gain +10 ability power per level, with base ability power being reduced Base equipment ability power/health has been reduced to 66% of previous values, while upgrades have been increased to 200% of previous values PVP EXP A TL;DR here is: you will now be immediately rewarded ...Season Zero - Arc 1 Patch Notes - Beebo’s Warped Tour!Jan 8, 2025 - Community AnnouncementsWelcome to Season Zero, our first season of themed content after Open Beta launch. As a note, we may not stick absolutely to this theme, but we think it’s fun to have creative wrappers so here we are. But before I get to the fun stuff, since this is our first patch back from the holidays, we should talk about how things are going and where we’re going with SUPERVIVE. First: we appreciate y’all playing and sticking around. Second: while things aren’t perfect, we did see improvements over the holidays (as measured by hours played, especially by new players), which we attribute to our experimental revival rule changes, ascending armor, and hunter mastery pass. We’re going to continue making big changes! We also know not all of you will love all the changes we make, but we hope you agree that the current game as is is simply not thriving, which means we need to take big swings rather than small ones. This is what open beta is for! So expect us to be very experimental as we try to make the game deeper and more engaging for all - then it’s onto a 1.0 launch when we like what we see! Now for context on this patch: for stability reasons we had to prepare most of this patch before the winter holidays, so we haven’t been able to act on all community feedback that’s come up over the holidays. For example, we do want to do some balancing on the new revival rules but since it’s a more complex system it’s too risky to slam in without extensive testing. It’s on our mind, however! Please just give us a bit to settle into our rhythm for the new year - thanks! {STEAM_CLAN_IMAGE}/45129184/0fcf5ac3f39e89d5080736582388e81336738e6b.png Beebo A new Hunter: Beebo, the Mischievous Chaos-Maker Matterball (PASSIVE) - Beebo’s Matterball lets him cross lava and other hazards safely. He is also 10% lighter than other Hunters Bat (LMB) - Tap to swing Beebo's bat. HOLD to charge a powerful swing that deals significant knockback and damage Zeep Zeep (RMB) - Press to fire a Zeep from Beebo’s slingshot. After firing, Beebo readies the next random shot. HOLD to cycle between Zeeps with different effects. Schwoop (SHIFT) - Dash forward a short distance and gain a movement speed bonus for a period of time. Beeb-omb (Q) - PRESS to throw a Beeb-omb that grows in size and damage over time. PRESS again to detonate! Tonk Tonk! (R) - Drive a kart that picks up enemies and allies. Crashing into a wall deals damage to struck enemies. Recast to hop out early.’ Brall By popular demand, he gets his own section, hehe. We hear you that Brall’s windows of vulnerability (and windows of opportunity) are too fuzzy, so here are some changes to meaningfully increase those windows on his mobility. Calling out the re-addition of the knockback: one thing it did was automatically create space when Brall was spamming LMBs on you, which we think helps create space against him. Blazing Spirit (Passive) Dramatically reduced the amount of empowerment Brall gets from dealing damage to creeps Caldera, Molten Grea...The SUPERVIVE Holiday Progression PrimerDec 18, 2024 - Community AnnouncementsThere’s so much to earn in SUPERVIVE this holiday season, we figured we’d share a handy primer to walk you through it all. Clean and simple! HUNTER MASTERY PASS Running until January 8, 2025, every level of Hunter Mastery you have or earn over this time will contribute that amount of points toward the Hunter Mastery Pass (so if you have Hunter Mastery 1 for Celeste, you’ll have 1 point—if you progress to Hunter Mastery 2 for Celeste, you’ll gain 2 points, totalling 3 points). Get enough Hunter Mastery levels spread across any number of hunters, and you’ll unlock enough VIVE Points to unlock any legendary variant (or a bunch of goodies in the shop), as well as an exclusive Santa (?) wisp and titles! HUNTER MASTERY LEVEL 6 We’ve added another reward to Hunter Mastery level 6, which grants 150 VP - enough to buy a rare skin! This change is permanent so don’t feel like you gotta hit 6 right now - we’re just letting you know. AN EXPANDED HOLIDAY STORE & VIVE POINTS FOR MORE COSMETICS In case you were wondering what to do with those points, we’re expanding the shop to include rare skins, gliders, wisps, and emotes that can all be purchased with your earnable VP. 2X REFER-A-FRIEND POINTS This was put in last week, but just to remind everyonewe are now granting 2x refer-a-friend points for everything, as well as resetting point tracking, so you can play with all of your referrals again for even more points! HAPPY SUPERVIVING, SUPERVIVERS.[UPDATED 12/20] The Cosmic Winter Jubilee Pt. 2 Patch Notes!Dec 18, 2024 - Community AnnouncementsUPDATE: Revival Event Rules and Ascended Armor are extended to Jan. 8 After reading your feedback and looking at all available data since the patch, we’re seeing positive results (will explain in more detail), so we’re keeping all changes at least until our next patch on Jan 8. This is inclusive of: resurgence rules, ascending armor, audio pulses, and ranked point changes. CONTEXT: Since the patch note is pretty much ‘keep the things on,’ let’s talk about the why. First: engagement is obviously the most important thing we’re tracking (are players playing and sticking with the game), and that number has gone up, which is exciting. We also called a shot here in that we feel combat is SUPERVIVE’s best feature, so we spiked a set of changes that would get new and learning players more combat reps, which would theoretically help them see the magic of the game faster. To that point: we are seeing combat stats going up across the board for all teams which, when combined with engagement going up, seems to prove out the hypothesis. Very cool. Second: we know these changes aren’t perfect, and there are deliberate tradeoffs we’re making to make the game much better for new and solo players (our current priority). We have plans for further iteration based on your feedback, but because we’re so close to the holidays (and candidly: very crispy), in choosing between “leave on to learn more” vs. “turn off,” we choose to leave on! Third: speaking of, we know there’s a lot of conversation around our audio pulse changes. This is definitely the sharpest tradeoff we’re making, but philosophically we think it’s doing a lot of work for solo and newer players. Specifically: audio pulses give constant, ongoing strategic input to the whole team where before they were hidden behind UAV usage. Also, players are becoming a lot more aware of how their actions show up to enemy teams, which lets them get on that golden path to mastery faster. While we know this information is rather heavy-handed, in the same line of thinking as above, we think it’s better for the game holistically to leave on than turn off. We will iterate in the future! Fourth and finally: we’ve heard feedback about those ranked point changes leading to stompier games at high level, as organized veteran squads teams are prioritizing team wipes faster. Honestly we’re okay with it because it means the incentives to win the game are… to clean out the lobby. Which it should be. Previously we were seeing/hearing that optimal play was to farm kills to hit the contribution cap (20 kills) before fully wiping teams, thereby creating trapped games until the lead team had farmed up. That’s weird behavior and likely speaks to large skill discrepancies between these teams in the first place. Also, if games at the very high level are giga-stompy, we do see it as a tradeoff for walking back our team size restrictions at Master+ tier (and even then it didn’t make that much of a difference - we’d likely need to try pure solo a...The SUPERVIVE Cosmic Winter Jubilee is here!Dec 11, 2024 - Community AnnouncementsWelcome… to the SUPERVIVE Cosmic Winter Jubilee! We’ve been cooking up a STORM for the holiday season, with delightfully themed powers, treats, environments, and more. And while you’re out there murdering in the breach (as one does), make sure to say hi to the lil’ gift giver roaming the land. Let’s get started: Double Refer-a-Friend Points! The holidays wouldn’t be the holidays without the homies :) You now get double the points when your referred friend plays a game of SUPERVIVE and plays a game with you We have also reset referral tracking, meaning you can play with all of your referred friends again for even more points! Your total points will roll over with this reset Clone Squad event queue & All Hunters Unlocked Weekend! What better way to learn Hunters than if... everyone plays the same one >:) From Thursday, December 12 @ 6AM PST to to Sunday, December 15 @ 9PM PST, we will be opening up a new event mode: Clone Squads where everyone on your squad will play the same hunter. We will also unlock all Hunters for everyone during this time! The game will randomly select a Hunter for the whole squad based on what everyone has selected Ranked Restriction Revert We made these changes last week (and announced them on X) but I wanted to put it into the patch notes for posterity's sake. A summary of the context is... last patch we put in squad size party restrictions for Masters+ players to try to balance out giga-stompy squads comprised of the literal top 4 players of SUPERVIVE. On checking through the data, it seems that the change just didn't do what we wanted, so we're reverting. We also acknowledge there's a real hard trade at the highest levels of play between competitive integrity and playing with friends. If your friends happen to be great at SUPERVIVE, your sum of parts becomes... basically unbeatable. We know this, you know this, and we're going to let it ride for now. In January we already have some ranked upgrades cooking, but in the meantime let's just slam games with our friends and see how much RP there is to be harvested in the world. We have reverted the Masters+ Squad restrictions on both Duo and Squad queue, so you can queue up with 4 teammates at all ranks We have also tightened up matchmaking at the top-end. This will mean if you’re in the top 1% of players and queue as a 4-stack, you’ll be subject to longer queue times than before Any player who is ranked Legend every Monday at 12pm PST will still gain access to custom games for that week (this will run until January 15th) Upcoming Progression & Store Changes on December 18th We’re jumping backwards and forward through time right now, but wanted to give you a heads up of some progression & store changes we have planned for our December 18th patch. A big theme we've been hearing is that there isn't enough progression content to unlock in the game. We are cooking up our battlepass for Season 0 but didn't want to wait that long. So here are some changes going live on December 18th...Dec. 8 - Hotfix Balance Patch NotesDec 8, 2024 - Community AnnouncementsSomebody’s balancing the game! (it’s us, we’re trying). Some of you might be wondering why we’re hotfixing a balance patch on a Sunday. We’re still getting into the rhythm of development after going hard at Open Beta, so apologies if we’ve been a little discombobulated when it comes to reacting to balance changes. We’re here, we’re moving fast, let’s get to it. ALSO: huge shoutout to some of our biggest believers in the community who gave us direct and actionable feedback about the upcoming patch. Hunters Hudson Hudson has been on the top of the list of most frustrating Hunters to deal with since Open Beta started, and is close to the top in strength (even after a few nerfs in the Hotfix patch). Hudson should be strong if you dive into his position, not when he’s diving into yours. Hover Jets (SHIFT) Charges reduced from 2 >>> 1 Cooldown reduced from 13/10 >>> 11/8 seconds (at levels 1 and 2) Minigun (LMB) Base range reduced from 1400 >>> 1300 Range while in Spin Barrels (RMB) reduced from 1200 >>> 1150 Base damage reduced from 30 >>> 27 AP Ratio damage 8%>>> 5 Barbed Wire (Q) Activation time increased from 0.6 >>> 1 seconds Activation range decreased from 1400 >>> 900 Brall We’re going to project forward into the future for a second - say, for example, Wednesday - where we ship a Brall buff saying he’s underperforming across all MMRs (which is true). Future us got a lot of feedback that regardless of math, Brall is feeling oppressive to play against, so future us came back to warn present us, and present us agrees so here we are addressing some combination of bugs and unintended interactions. Future saved. As a high mastery Hunter, we hear you that he should be harder to play. Blazing Spirit (Passive) Empowered duration increased from 6 >>> 8 seconds Flame Step (Shift) Level 3 upgrade - dodging ally/your own projectiles no longer builds stacks of Blazing Spirit (passive) Volcanic Rebuke (R) Cooldown reduction on Wisp execution reduced from 100% >>> 25% of max cooldown Knocking an enemy Hunter to instantly send them to Deathbox still fully resets Volcanic Rebuke’s cooldown No longer resets cooldown on minion kill Brall can no longer jump while using Volcanic Rebuke (fixing the launch bug) No longer heals Brall if anti-healed / within the Death Circle Equipment Amplifier We’re aiming to preserve unique builds that Amplifier provides, while limiting some of the extreme edge cases (often times possible due to bugs) Abilities with multiple versions (e.g. Kingpin’s Dash) will only benefit from Amplifier’s cooldown reduction for the version being used. For example, using Kingpin’s Aerial Dash will only reduce the cooldown of his Aerial Dash, not his regular Dash. You will still keep the stack count though. Cooldown reduction benefit is calculated BEFORE increasing the stack count (meaning there is no benefit until you use the ability at least once) Power User We like that Power User is an option for Power-loving players to practice with and preserve th...