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Steam News · 2d
Major Changes Sub-weapon stats no longer scale with player stat levels (power, vitality, agility). This scaling system caused some sub-weapons to become extremely large, have too many copies or become too fast. A new sub-weapon improvement system will be added in the near future. Different enemy formation waves (one-off waves where a bunch of enemies spawn in different shapes), enforcer robots (la...
Steam News · 5d
Meet the new buddy: Kix!Kix is a permanent bot buddy that follows you in all your expeditions, alongside with your selected buddy. It can't do much to assist in combat or gathering resources, but definitely keeps you on track with the mission!Whenever you find yourself uncertain of what to do, Kix will remind you. Whenever you're low on health, Kix will worry for you! No matter what, Kix is there ...
Steam News · Oct 12
Major changes Biome objects no longer respawn. This applies to all collectibles and harvestables. This was done to encourage exploration more, add value to finding new resources and also to keep a clear indication to where you have been or not before. Blossoms now have constant costs (no longer increase after each awakening), but the base cost of rare and exotic blossoms have been increased. Reduc...
Steam News · Oct 11
Gear CoresAdd the new gear cores to your sub-weapons during the expedition to apply powerful effects! These cores can be crafted using most biome resources you find. You can access the new craft menu using a new button inside the upgrade pod.Each sub-weapon can equip up to 2 gear cores. Some cores are marked "PASSIVE", which makes them work only if the other core is marked "ACTIVE". Active cores p...
Steam News · Oct 4
Bug FixesFixed being unable to properly exit the bio lab after a research using the esc key.Fixed some buddies not gaining permanent XP for buddy growth in the base.When analyzing a resource, the forge will now correctly show "Ingredient Analyzed" instead of "New Weapon Mod Unlocked".Player level is now correctly reset when restarting a run.Entering the titan stage will now show the correct texts ...
Steam News · Oct 1
Major Changes Increased the research costs across research levels. It was a bit too easy to get through the levels. Bug Fixes Fixed being unable to exit the armory using the keyboard. Fixed items in the armory not properly updating when unlocking new items through the bio-lab. Fixed weapon workbench showing weapons that hadn't been unlocked yet. Fixed achievements not being tracked during expediti...
Steam News · Sep 30
Bug Fixes Fixed haz-pro items not showing up on the main UI during an expedition. Completed achievements are now properly shown in the codex terminal. Other Changes Required consumable resources (life essence and life plants) in the bio lab are now displayed better. Reduced the scrap metal amounts recieved by some robot enemies and scrap piles. Changed the default survival kit item count for a new...
Steam News · Sep 30
After 2 and a half years in development, Survivesmith has finally released on Early Access!The game went through so many changes during this time, added/removed a lot of features and items, and is finally at a stage where we are happy to show it to the world.The game is by no means complete, and still lacks some features, has plenty of bugs and performance issues, but these will be fixed promptly ...
Steam News · Aug 13
Custom TilesIn Survivesmith, the maps have always been randomly generated, 100% of the time. While their content were all hand-made and hand-animated, the map itself placed those content (trees, rocks and other objects) randomly all over the tiles. Now, we have created a bunch of "Custom" tiles that were handcrafted by ourselves!The custom tiles basically don't generate anything via random placeme...
Steam News · Jul 21
Equipment -> GearsSub-weapons and Armor modules used to be collectively called "Equipment" up to now. But we decided that term was too broad and changed it to "Gears". Doesn't that sound a lot cooler?At a glance, you might not recognize any of the above gear. That's because all the gear got a new face now (for UI displays like this) but more importantly, "armor modules" are now more apparent as so...
Steam News · Jun 27
Meta progression?Yes, Survivesmith being a rogue-lite game, meta-progression was bound to play a big part in the game. While all the previous playable builds of the game introduced some form of unlockables or upgrades for you to grind on, they were never the actual intended meta-progression in the game (most of them at least).With the opening of the new Bio-Lab, Survivesmith is finally starting to...
Steam News · Jun 6
This is it! The 2nd playtest has officially ended!We expected quite a lot going into this playtest; a lot more players, more feedback, and an overall better view from the gaming communities around the world. While we did not meet the standard of an audience we wanted, this playtest performed a lot better than the first one!For instance, 3 new members joined our discord, we got 3 reviews/gameplays ...
Steam News · Jun 4
Playtest #2 is ending soon. If you were holding on to trying the game out for the first time, now is the best time to give it a try!We fixed a bunch of bugs and improved a lot of stuff with your feedback. But there's always more room for improvement. Your contribution is still invaluable to us!In the meantime, here are some gameplay videos done by a few awesome YouTubers (they rock!):YigTinToddGam...
Steam News · May 27
Time for playtest #2!Hey there! We are back with the 2nd playtest for SurviveSmith (yes, I'm trying to call it that way now instead of SurviveSmith as a single word). There are a lot of changes this time compared to the demo vs playtest #1. It's mostly system changes, improvements, better tutorials and (hopefully) a lot less bugs. There are some new content as well but new content isn't our focus ...
Steam News · Mar 10
The very first playtest of Survivesmith has concluded successfully after exactly one week!We expected zero results but hoped for the best when going into the playtest. The results have far exceeded our expectations!The ResultsA total of 26 players have actively participated in the playtest.Those players have played the game for a median playtime of 32 minutes.Received very valuable feedback from a...
Steam News · Mar 4
The first playtest is out!We are happy to announce that we are now holding our very first playtest on Steam. This playtest is formed as a way of gathering feedback from you about the direction of the game that we are taking. If you are among those who tried our demo last Next Fest, there will be quite a few changes (listed at the bottom of the post).Purpose of the playtestThe main purpose of this ...
Steam News · Nov 20, 2025
Power Core OverhaulPower 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 ...
Steam News · Oct 27, 2025
Sub-Biome HazardsThe term "Biome Hazards" used to describe the random environmental hazard events that occurred throughout a level. "Sub-Biome Hazards" are however, persistent within all sub-biomes, until you get the equipment necessary to navigate it (more on that later).Each sub-biome throws a completely different type of challenge for you to conquer. None of the sub-biomes are "easier" to navig...