Today were excited to announce the introduction of a new Campaign mode for Whisker Squadron: Survivor, launching on June 19th.
This is the most significant update to the game so far, and touches basically every aspect of the games design. Im going to give an overview of whats changed and why, and talk a bit about whats next.
Campaign Mode Overview
Ever since the games launch in Early Access last August, theres been one throughline in the feedback weve seen: You all like whats here, but want *more*. More variety in the environments, more choices, more enemies.
So first and foremost, were combining the existing level content into one unified campaign. This campaign spans (currently) 3 acts, each consisting of a generated map like the one below:

This map contains Action Zones as well as upgrade shops, story moments, and cursed choices. Each act ends with an epic miniboss fight.
Act 1 takes place in Nexus Station. Act 2 is the area formerly called Neonfall (more on that later!), and Act 3 is in Translink City.
Additionally, each of these areas has a *lot* more variety within it.
The Game Has A Story Now!
Weve been busy writing the underpinnings of a story for the Whisker Squadron universe, and its finally represented in the game with this update. Youll learn about the origin story for Whisker Squadron, Olivia, and the other characters.
This is still an action game at heart, but this update will give some context to why youre fighting these bugs, and the corporation (A.R.E.S) that created them.
Other Major Features and Changes
Weve made a myriad of other gameplay changes both large and small with this update - heres an overview of the biggest ones:
Cursed Choices

Cursed choices were previously a mandatory feature that happened when you leveled up 10 times. We heard your feedback on this design loud and clear! In this update, Cursed Choices are an optional node on the map. Additionally were in the process of redesigning these to feel more rewarding. These should feel like an interesting push your luck choice, and not a punishment.
New Enemies
Weve nearly doubled the number of enemies in the game with this update. Each act features its own unique enemies, adding a lot of new gameplay variety that will take you awhile to master!
Blocking As A Default Mechanic
In the current version of the game, its possible to tilt your ship (which makes you turn a bit faster), and a double-tap of the tilt button actives a spin, which by default does nothing.
With this update, weve replaced the ability to tilt your ship with a built in spin-block, which activates with a single click. This might take a bit of getting used to, but its allowed us to design a much more interesting and varied set of enemy mechanics, and we feel makes the games controls more accessible and intuitive.
Other Changes
We've also redesigned the main menu and hangar screens to help support this campaign change, and made a myriad of other quality of life changes, which we'll list in full on the June 19th release.
We need Beta Testers!
Want to get an early peek at this update? Jump in the public beta branch, and then
join the Discord or use the in-game feedback form to let us know what you think!
[ 2024-06-03 14:17:15 CET ] [ Original post ]