Bugfixes:
- Fixed a bug that caused enemy AoE attacks to remain active after freezing the enemy.
New Features:
- COOP: You can now select what second coop player character you want to play. Previously the coop character was always chosen randomly. The currently selected coop character is now as well displayed.
Bugfixes
- Fixed back button on run successful menus not being blocked by other UI elements.
With update 1.2.0.2 we are addressing some of the very frequent feedback we have received regarding too short early waves. We are also improving the charge mechanic of the new evolution weapons to make losing charges in the early game more forgiving and more relevant in the late game.
Major Changes and Improvements:
- Prolonged Early Waves: First wave starts with 30s duration (was 24s before). Yes, we have heard your feedback on the early wave duration. Give us feedback how you enjoy it.
- Improved Evolution Weapons: Wildfire's Wrath and Abyssal Hunger weapon charges now are much more forgiving when getting hit in the early game. Getting hit will now reduce your weapon changes by 25% instead of the flat 40 charges. This will prevent to constantly getting offset to 0 weapon charges when getting hit in early waves. Due to the percentage charge losses getting hit in the end-game will have higher impact with better possibilities to gain back those charges quickly as you naturally defeat more enemies on higher waves.
- Wildfire's Wrath: Has slight different evolution steps. Additional projectiles will be granted at 30,80,150,300 charges.
Bugfixes:
- Fixed a bug that caused skill-tree tooltips to remain active.
Improvements:
- Dodge Mastery Skill node is now always part of the core skill spawn pool (previously was only added when you had dodge skills selected or in you skill spawn pool)
- Dodge Mastery increases max dodge +1 and your dodge regeneration by + 5%
Balancing:
- Unknown Wanderer Melee Character has now +10% increased dodge regeneration (was +5 before)
- Unknown Wanderer Ranged Character now as +10% movement speed (was +5 % before)
- General dodge regeneration has been reduced to 0.3 /s (was 0.35 /s)
Bugfixes:
- Fixed a bug that caused player with older save files to never get the dodge mastery skill node spawned in their skill tree (sorry for that, now your dodge build dreams can come to life)
- Fixed a bug that caused the unlock all skills achievement to not unlock (just start a new run and you will receive it, if you have all skills already unlocked)
Bugfixes:
- Fixed a bug that caused deactivating skills in the skilltree to not directly update the visual skilltree connections.
- Fixed wrong displayed attack speed for Abyssal Hunger. Attack speed is 1.25 (was displayed lower at 0.83)
Update 1.2 is the first of two big updates for Striving for Light: Survival, featuring a complete overhaul of the oldest and most iconic player characters "The Unknown Wanderers", 2 new evolution weapons, a quick restart run option, performance improvements, redesigned effects and visual improvements and much more. Staying true to our tradition of always delivering MOAR, we're excited to announce that this update is only the first part of a huge update coming a bit later this year with 4 new maps and new uber pinnacle boss fights. But we know most of you are waiting for Season 3 start, so we are happy to announce the start of Season 3:
Season 3 start: Saturday 21.9. at around 11am CEST
So get ready to climb the ladder! So lets take a look at what update 1.2 holds in store for you.
New Features:
- New Unknown Wanderer: The two Unknown Wanderers got completely overhauled. Both wanderers have received a few further stats to make the character choice a bit more exciting.
Melee Unknown Wanderer starting stats are now: +20 % Melee Damage, -20% Projectile Damage, +5% Dodge Regeneration, +5% Critical Hit Damage Range Unknown Wanderer starting stats are now: +20 % Projectile Damage, -20% Melee Damage, +5% Movement Speed, +3 Companion Damage - New Range Weapon: Wildfire's Wrath is a new evolution range weapon that evolves while defeating enemies. This weapon is gaining up to +3 additional projectiles upon charges. If you get hit some weapon charges will vanish.
- New Melee Weapon: Abyssal Hunger is a new evolution weapon that evolves while defeating enemies. This weapon is gaining increased attack range and damage upon charges. If you get hit some weapon charges will vanish.
- Quick Restart Run: You can now do a quick run restart on the game over screen without having to confirm your unchanged build and reselect the map
- New Attack Direction Indicator: When using manual aim the direction indicator ring has been redesigned to better visualise the attacking direction without the distracting ring.
- Effect Redesign: Plenty of enemy effects have been updated and redesigned to better match the game perspective.
- New Player Character UI Images: New player character images in the prepare your run screen.
Improvements:
- Performance Improvements: Plenty of performance improvements should allow pushing your builds to new extreme.
- Blood Decals: Blood Decals have received normal maps and are now a lot darker to increase screen readability. You can still always turn them off to maximise visual clarity.
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official discord.
Improvements:
- Reworked Endless Mode: The endless mode got a major rework with a reduction in boss spawns and therefore a slight enemy hp scaling buff.
Improvements:
- Performance improvements for endless mode
Bugfixes:
- Fixed companions not directly attacking after being spawned
We are thrilled to announce that the soundtrack for Striving for Light: Survival is now available on all major music streaming platforms!
Listen on:
- Spotify
- Apple Music
- Amazon Music
- Youtube Music
- Deezer
- Tidal and many more!
Cutting Dark
We decided to release the soundtracks for all our games under the music project name 'Cutting Dark'. In addition to the beloved tracks from our games, we have a few new albums on the way, that you as well might enjoy.
-
Eternal Horizons
Release on 21.6.2024 The album captures the beauty, power, and recovery of nature, telling a story of destruction and renewal through powerful and emotional melodies. [previewyoutube=GXV1C7dfmQA;full][/previewyoutube] -
Into the North
Release on 5.7.2024 An evocative album that musically captures the harsh, icy landscapes and the rugged, untamed spirit of the northern wilderness. [previewyoutube=f6sNKdEVwlY;full][/previewyoutube]
Hotfix 1.1.0.1e
Bugfixes
- Fixing endbosses not spawning on final wave. This fix should once and for all fix the not spawning bosses on wave 20. If you haven't unlocked tier 2 or the boss defeat unlocks this was related to this bug and should be fixed now as well. If you somehow should end up with a wave 20 without boss here is a temp fix to allow you to further progress. Simply directly exit the game when you notice that there is no boss spawned and re-join the run until the boss spawns. However, I think this should not be neccessary as this should be fixed by now. Just in case, to give you some control over this in case I have overseen something.
- Fixed a crash when entering or exiting the skilltree. This was mostly related to using a gamepad when a node was still selected when exiting the skilltree and the tooltip wrongly initialised on re-entering the skilltree.
Bugfixes
- Fixed dark staff projectiles not being destroyed when colliding with map border causing potential performance issues
- Another fix for endbosses on wave 20 not spawning
- Fixed LB/RB behaviour in skilltree when switching through stats window and search function, windows did not close as expected
- When closing skilltree screen keyboard for node search is getting deactivated again
Improvements:
- Slightly increased map size of descent map
- Forest Map now unlocks when completing descent map wave 10 (was 15 before)
Bugfixes
- Fixed a bug that seldomly caused endbosses on wave 20 to not spawn
Bugfixes:
- Fixed toggle skill tutorial spawning two times when entering skilltree and taking away the focus on gamepad controlls
New Features
- Stats window now shows your current helth value next to your max health value
- Improved skill description for bursting skills
- Added tooltips for health in stats window
- Improvements to recently added new soundtracks
Bugfixes
- Fixed to early reset stats before submitting highscores when being defeated.
- Fixed infinite soundtrack loop on Striving for Light OST
Improvements:
- Some improvements and adjustments for the new soundtracks
Bugfixes
- Fixed skill tree shard UI in skilltree floating offscreen when playing with gamepad
Bugfixes
- Fixed a crash when playing with grim rebound or echo ballista
- Fixed new soundtracks repeating instead of playing in shuffle mode
- Fixed crash when starting new run after abondoning run on other save file
- Fixed crash when exiting skilltree when stats window was open
- Fixed crash due to not resetting skill tree after switching save games
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Bugfixes:
- Fixed bursting companions and other companions on enemy death spawning on wrong positions
- Fixed collected skill tree shards UI not being updated correctly
- Fixed next wave UI in skill tree not being updated correctly
- Fixed companions being idle instead of targeting next enemy
With Content Update 1.1.0.0 we are kicking off a new chapter of Striving for Light: Survival featuring a new map with a new pinnacle bossfight, 4 new weapons enabling new playstyles, 4 new soundtracks bringing the Survival OST to over 34 minutes of playtime and a new scene management system fixing memory leaks and performance issues on long runs. Update 1.1.0.0 marks the start of Season 2 which gives you access to fresh leaderboards to climb. No worries you when you join season 2 all your progress will be copied to your new save file. You can still access the season 1 from the league manager on the top right in the main menu.
New Features:
New Map with Pinnacle Boss Fight
Descending into endless darkness with the hope to ignite a spark to banish the darkness forever A new map "Mines" has been added including a new challenging pinnacle boss fight.
New Weapons
- Moonblade - Melee Weapon:
Each attack casts an additional AoE in attack direction, damage scales with projectile damage. - Sun Orb - Range Weapon:
The projectile deal splash damage which scales with melee damage. - Gloomtide - Melee Weapon:
Spawns two orbiting melee blades each 2 seconds without attacking, triggering all melee effects. - Sunfire Sceptre - Range Weapon:
Spawns an orbiting projectile each second without attacking, triggering all projectile effects.
New Soundtracks
The Striving for Light: Survival Soundtrack has received 4 new tracks (now a total of 10 tracks) increasing the length from 20 minutes to 34 mintues of playtime. The price for the soundtrack DLC will shortly increase from 2.99$ to 3.99$. So take the chance and grab it now.
New Scene Management System
The scene management system got a complete rework and now caches the skilltree resulting in very short loading times when switching to the skilltree. This also fixes memory leaks that have lead to performance issues on long endless runs.
Improvements:
- Plenty of smaller fixes and improvements.
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
There is now a new beta for update 1.0.6.5 in the public playtest branch. This update fixes memory leaks which have lead to degraded performance on very long runs. As this update has some bigger changes under the hood we want to have this battle tested first before rolling this out for all players. We are happy about anyone jumping into the playtest and giving it a spin.
Join the public beta branch:
Right click on the game --> properties --> Beta Participation --> select: public beta branch
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
With update 1.0.6.4 we are improving the character unlock progression by making a lot of characters naturally unlocking when defeating the bosses on early maps at the base tier 1 difficulty. This should grant more character choices early on and increase gameplay variety.
Major Changes and Improvements:
- Easier unlock conditions for Dark Wanderer Character: Defeat the endboss on wave 20 on the descent map in tier 1.
- Easier unlock conditions for Farmer Character: Defeat the endboss on wave 20 on the stonehold map in tier 1.
- Easier unlock conditions for Rogue Character: Defeat the endboss on wave 20 on the hideout map in tier 1.
Fixes:
- Fixed some errors in german localisation
Balancing:
- Increased Grim Reaper skill scythe radius to improve usability of this skill without increased AoE size
Fixes:
- Fixed a bug that caused on attack triggered skills always spawn to a static (right directed) angle
- Fixed scythe weapon not having knockback
Major Changes and Improvements:
- Improved caption design in prepare your run screen
- Improved look of recently unlocked weapons, characters and skills icon
- Performance improvements for all on death skill effects
- Improved description of bursting shot and bursting hit skills
Fixes:
- Fixed fragmentation spawning more projectiles on enemy death as intended
- Fixed ranged weapon not displaying their projectile damage (v.1.0.6.2b)
New Features:
New Weapon Slash Effects All melee weapon slash effects have been completely reworked and a new slash system has been added that allows spawning weapon slashes on the global coordinate system for more precise slash trailes. We have crafted complete new shaders, which feature a new blending technique that not leads to color blow out on bright backgrounds. The new shaders now deliver great contrast and blend well with all different sorts of blackground brightness levels. We also have majorly upgraded our weapon slash system that allows us to have much more control over what slash is spawned for which duration to give melee combat more feel of impact. These new shaders are also applied to all sort of skills where weapon slashes were used like Double Hit, Clash of Steel, Melee Constructs...
New Highlight for recent unlocks: Recently unlocked weapons, skills and characters now have a small purple highlight on the top left edge in the prepare your run screen. This should make it easier to find your recent unlocks. The highlight vanishes once you selected the new weapon, skill or character.
Bugfixes:
- Fixed a bug that caused to much fragmentation stacks be applied as on enemy death effect
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
WIth update 1.0.6.0 we are introducing a new lighting system, icons for all weapon, skills, character tooltips to display cross interactions and scaling possibilities, we are extending our localisation support for Polish, Russian and Turkish language, improved design of the "prepare run screen", adding support for 240 Hz setting in the options menu and much more!
New Features:
- New Range Weapon: Buzzkeeper
Projectile damage scales with companion damage. Projectiles hits have a 40% chance to spawn a bumblebee companion on enemy death.
- New supported languages: Russian, Turkish, Polish
- New Lighting System: We have created normal maps for all ground and player model textures which now allows us to use this height information on the textures to render more realistic 3D lighting on our textures. This results in much more plastic looking textures. (Note the new character lighting was rolled in with version 1.0.6.0b and was not yet present on the comparison screens, this showcase is only for the ground textures, so expect even better looking character models with this patch).
- Interaction icons for skills, weapons and character tooltips:
Given the complexity and deepness of interaction the SfL skill system offers there has been urgent wishes by the community to streamline and improve the tooltips for a simplified and better way of understanding those skill/weapon/character/trinket interactions.
As many tooltips are already rivaling the length of a one-page essay we decided to add a tag based cross reference system to all tooltips. Since the tooltips are already mainly text based we decided to add icons for all the differend damage scaling sources as well as for the AoE size modifier. This will allow you to directly grasp on how to scaling and interactions work. The icons have been designed to match with the corresponding skill node design that grants this damage source, i.e. the scaling with melee damage icon is looking equal to the one you find on the Increased Melee Damage skill node.
- Improved design of the "Prepare your Run" screen
- Added level up indicator that displays how much additional skill point by leveling up you have accumulated during a wave. This should make it much easier to understand how gaining skill points works.
- New Voice Acting for Arda, the Fallen: Arda the Fallen has received new professional voice acting
Major Changes and Improvements:
- Added support for 240Hz setting in the options menu
- Improved tooltip description for elite enemy spawn pool
- Improved responsiveness of skill and weapon tooltips
Balancing:
- Ravaging Companions now have a maximum life duration of 10 seconds (was unlimited before)
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
With Update 1.0.5.0 we are reworking our story cinematic as well as adding map decorations, a trap highlighting option, balancing changes for the endless mode and further improvements to the game.
New Features:
- Reworked story cinematic
- Map decorations: All maps now have unique map decorations
- Trap highlighting: There is now an option to highlight traps in the options menu at the gameplay section. This option is active by default.
- Skilltree shard items are now as well affected by your collect range. The shards now also have a faster attraction speed to make it easier to pick up those shards.
- Historic Iconic Weapon Redesign:
The historic and iconic Light Staff weapon finally got a rework. We must say that the Light Staff was the very first weapon we designed for the Striving for Light Base Game, back in the Early Access Launch/ Next Fest Demo days over 2.5 years ago when we started our journey not knowing where it will head. It has been a blast working on the Striving for Light Games and we are looking forward to all what the future brings!
Improvements:
- Improved stats tooltips with information on stat caps
- Improved translations
- More dynamic emerald staff attack SFX
Balancing:
- AoE size is now capped at 3.0 (was uncapped before- we somehow forgot to implement the cap from SfL - which could not only lead to performance issues but also trivialise gameplay in the endless mode)
- Lifeleech is now capped at 1/60 kills (was uncapped before). Lifeleech scaling got reduced but therefore starts at 1/150 kills (was 1/160 kills before)
- Increased AoE size now grants +25% size increase (was +30% before)
- Slightly increased enemy/boss hp scaling in endless mode
- Reduced hitbox size for the magma snail explosion attack
- Reduced hitbox size for tidal crab enemy explosion attack
Fixes:
- Fixed a bug that caused plenty of skills to have the wrong rotation on spawn. Now only sanguine strike/shot gets modified rotation depending on the attack angle.
- Fixed missing and wrong translations
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
New Features:
- Added Framerate limit setting slider in the display tab of the options menu. You can now unlock the framerate (which was locked by globally enabled vsync previously) and set it to a target framerate. If you wish to set your framerate over 144hz you can edit the settings.cfg file and enter your desired framerate there. settings.cfg located at: %appdata%\Godot\app_userdata\StrivingForLight-Survival\
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Update 1.0.4.2 focuses further on performance improvements, fixing memory leaks to fix degraded performance on very long gaming sessions, plenty of improvements, balancing changes and curcial bugfixes.
Improvements:
- Performance improvements for all condition skills, condition effects are now also pooled and re-used for improved performance
- General performance improvements for long gaming sessions due to fixed memory leaks
- Sanguine Strike/Shot now has improved directioning when triggering the skill with melee constructs or trembling ground
- Moved highlighted cursor up in the display options menu to make the option more visible
- Improved main menu visuals
- Improvements to scene transition
- Improved tooltips for scattering projectiles and scattering dodge. Tooltips now show the amount of projectiles
Balancing:
- Scattering projectiles range skill: Projectiles now scatter into 2 new projectiles on enemy hit (was 3 before)
- Scattering cast range skill: Projectiles now scatter into 2 new projectiles on range attack (was 3 before)
- Scattering dodge skill: Your dodge creates 5 projectiles (was 3 before)
Fixes:
- On leaderboards now beach difficulty tier 1 is now loaded by default (was basement tier 1 before which did not make any sense)
- Fixed plenty of memory leaks
- Fixed weird glow on rat enemies if highlighted enemies option was enabled
- Fixed enemy spawns some times stopped at the end of high waves
- Fixed too fast button press on map selection screen preventing map buttons being interactible
- Fixed lost focus on gamepad (and steamdeck) input at wave 20 completed screen if the endboss was not defeated
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Improvements:
- Enemies that always deal contact damage now have a more intense red glow to tell them appart from other enemies that don't deal contact damage (like flying enemies on basement and one of the enemies on the descent map)
- Locust enemy has gotten an improved attack animation before enemy enters attack charge
- Sanguine Strike is now pointing in the attack direction when triggered by trembling ground (v.1.0.4.1c)
- Some further improvements to enemy attack indicators (v.1.0.4.1c)
- Improved condition damage calculation on skill tooltips. Tooltips now show the condition damage on each of the 3 standart condition ticks of the skill also taking into account your skill stacks (v.1.0.4.1c)
Balancing:
- Flood Skill: Default Size of Flood has been increased by 50%
Fixes:
- Fixed round shaped maps not destroying projectiles on border collision. If you noticed a downgrade of performance in the smaller round shaped maps, this was the reason for this.
- Fixed wrong damage on tooltip for stone surge and stone toss skill nodes
- A fix for invalid moitor resolutions being loaded which was an issue for some dual monitor setups (v.1.0.4.1b2)
- Fixed wrong unlock description translation for character heleja (v.1.0.4.1c)
- Fixed play button text not being updated on save file switch (v.1.0.4.1c)
Update 1.0.4.1 focuses on performance improvements so that you can push the boundaries even further! More projectiles, more companions, more whatever should now be possible with overall better performance. If you nevertheless run into performance issues on very very very high waves just remember that there is a player effect transparency option that you can put to 100% to hide all effects.
Improvements:
- Performance improvements for all projectiles.
- Performance improvements for all companions
- Improved object pooling system for improved performance
- Revert Shot rework for improved performance. It does the same but is more performant.
Balancing:
- Grim Reaper Skill now has a reduced attack speed malus of -15% (was -20%)
- Baby Phoenix Skill now has a reduced attack speed malus of -15% (was -30%)
Fixes:
- Fixed wrong map names for some translations in the unlock conditions
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Improvements:
- The uncollected and stashed light fragments counter now starts with the fragment count from previous wave and counts up to the new stashed light fragment count to prevent confusion. Previously if you had 6 stashed light fragments on last wave and collected all light fragments beside 1 in the current wave the counter would still count from 0->7. With the new improvements the counter will count from 6->7 so you only see the difference animated. This hopefully should solve the confusion about the stashed light fragments and make it easier for new players to understand this system.
- Improvements for faster scene transitions (v.1.0.4.0g)
Fixes:
- Fixes to the scene transition to fix occasional game freezes (v.1.0.4.0g)
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
New Features:
- Poisoned Blight [Melee Weapon]: Hit enemies are poisoned and spread poison condition to nearby enemies when defeated.
- Grimm Rebound [Range Weapon]: Projectiles bounce off walls and create a dark explosion on wall hit. Explosion scales with AoE size and projectile damage.
- Echo Ballista [Range Weapon]: Projectiles bounce off opponents and can hit another opponent.
- Sanguine Shot [Range Skill]: Your projectiles create a bloody splash covering enemies behind the hit position dealing additional damage and applying bleeding condition to enemies. Damage scales with projectile damage. Size scales with AoE size.
- Sanguine Strike [Melee Skill]: Your melee hits create a bloody splash covering enemies behind the hit position dealing additional damage and applying bleeding condition to enemies. Damage scales with melee damage. Size scales with AoE size.
Improvements:
- First map is now the beach map
- Unlock condition for descent map has been reduced to complete wave 10 on the basement
- Improved plenty of skill tooltips
- Improved damage number animations for improved hit feedback
- Improved effects in the main menu (v.1.0.4.0c)
- Improved enemy hit culling system
Fixes:
- Finally completely fixed the scene transition freeze bug
- Finally fixed the underlaying issue that caused no hit achievements to not being triggered
- Fixed clipped farmer idle animation
- Fixed exploding dodge skill not showing damage numbers in the tooltip
- Fixed not translated watching at tag in live streamer tooltip (v.1.0.4.0b)
- Fixed wrong calculated condition damage in skill tooltips (v.1.0.4.0b)
- Fixed wrong skill description for bleeding blade and bleeding swirl skill nodes (v.1.0.4.0b)
- Fixed clipping toggle skills tutorial for some translations (v.1.0.4.0d)
- Fixed wrong german translation for construct steam achievement (v.1.0.4.0d)
- Fixed enemy hit effects sometimes not being spawned, the effect culling system has got some improvements (v.1.0.4.0d)
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Improvements:
- Performance improvements for all centipede/snake/worm type enemies
Improvements:
- Improved companion AI: Companions now attack enemies faster after spawn which makes companions more responsive also if they repawn in case they move to far away from the player position
- Cyclic Might [Melee Attack Replacer Skill] now has much smoother swirl animation and melee weapons now do not jump to new aimed enemy position anymore
Balancing:
- Taurus enemy at caves map has been slowed down and added variance to attack pattern to prevent those enemies charge attacking to frequently
Fixes:
- Fixed wrong achievement images for courtyard of ankerath
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Improvements:
- Additional projectiles, projectile multiplicator and projectile spawn angle skill node is now only part of the base skill pool when the range weapon has projectiles (i.e. is excluded if you have chosen the emerald staff that summons spiders) to prevent unneccessary cluttering up of the skill tree
- Improvements to the spawn rules for base skills depending on what skills are selected for the skill spawn pool
Balancing:
- Woodweaver Range weapon: Added +6 additional companion damage
New Features:
- New Blazing Trail Skill: The burning dodge skill got reworked and renamed. Blazing Trail now lays a trail of fire behind you when dodging. The size of the fire trail can be scaled by AoE size and the damage by your condition damage.
- New Base Skill: Dodge Mastery - Increase your max dodge charges and your dodge regeneration. This skill might not be needed for all builds so it will only show up if you selected a dodge skill (or one got randomly added to the skill spawn pool). This will make it possible to build more around the dodge mechanic as you can now have more dodges and trigger your dodge attacks more frequently.
Improvements:
- Improved and faster scene transition to make scene transitions more robust to prevent game freezes.
Fixes:
- Fixes to scene transition to prevent game freezes
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
New Features:
- New skill tree shard tutorial: A new tutorial has been added to the skilltree showcasing the possibilities of shaping the skilltree by utilising those shards. It will show up the first time you aquire a skill tree shard.
Improvements:
- Minor adjustments to the dodge acceleration to make the dodge a bit more smooth. Please give us feedback how you like our recent adjustments to the player dodge.
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
If your operating system decided to hide the software cursor go to the options and deactivate highlighted mouse cursor option. We have deactivated this option by default now. If you have trouble navigating to the options delete the settings.cfg in %appdata%\Godot\app_userdata\StrivingForLight-Survival.
New Features:
- Added steam rich presence support: Steamfriends can now see the what wave, level and map you are currently playing on.
Improvements:
- Performance improvements for all enemy spawn
- Software cursor setting has been renamed to "Highlighted Mouse Cursor" to make it this option more clear. This option is now deactivated by default since the OS of some users makes the software cursor disappear. For all players that have a hidden cursor go to the options menu and deactivate the highlighted mouse cursor setting.
- Improved window positioning for borderless mode. You should now be able to toggle borderless window mode on your secondary monitor without the game window moving back to the primary monitor.
- Improved Dodge: Dodge now has a shorter duration and faster travel speed which makes the dodge more responsive. The shorter duration also gives you back the control over your character faster. Invincibility duration has not been changed.
Balancing:
- Lowered attack speed for first enemy in cave map
- Lowered attack speed for scorpion enemies and increased the shooting cooldown
- Lowered scorpion projectile range (v.1.0.2.2b)
- Changed enemy spawn order in the caves map (v.1.0.2.2b)
- Lowered frozen ground snail effect duration in frozen lands map
- Performance improvements for on death skills
- Removed the steam achievements for no move challenge level 15/20 they are now only available in game
- Slightly increased base enemy hp scaling in endless mode (v.1.0.2.2b)
Fixes:
- Fixed the initial language setting fetched from your operating system containing additional locale extensions like "en_US" and also displaying your operation system language setting instead of the fall back language in the options menu.
- Fixed on death effects not being stacked properly. Fragment was only triggered once even though there where multiple instances skilled.
- Fixed a bug that caused not all grim reaper scythes being spawned and causing a memory leak
- Fixed memory leaks on scene switch in the menues and prepare run screen
- Fixed wrong damage calculation for bursting skills on enemy death
- Fixed saved health when entering a saved run collecting health exiting and re-entering to heal up
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Improvements:
- Skillshard Collect UI: The item collect notification UI is back with a simplified style on the left window boarder indicating that you have picked up an item.
- Added glow effect to skilltree shards to make them better visible on the map backgrounds
Fixes:
- Fixed a bug for recent pet performance optimisation that could lead to crashes
Improvements
- Improved boss spawn order on maps
Fixes:
- Fixes a bug that caused a crash when enemies spawned other spawner objects
With update 1.0.2.0 we are introducing a new backup system that will create an additional backup copy of your current selected save one time each day and a skill stack counter so that multiple of the same skills not clutter up the skills section on the stats window (or build viewer) and directly shows how much stacks of a skill you have aquired. As a short recap, a hotfix yesturday which was live for a few hours messed with the save files resulting in lost progress. If you have lost any progress due to this bug please contact us and we will restore your progress, more information on this at our yesturdays post: https://store.steampowered.com/news/app/2286450/view/3901870244741122367?l=english
New Features:
- New Backup System: Errors that can happen will happen sooner or later, so we took this as a lessons learned and implemented a backup system that backs up your current selected save file one time each day on game start. This will also make it possible for players that messed with the save file on mistake to restore their progress. As this error caused quite some inconvenience it also contributed to improving the game.
- Skill Stack Count on Stats: In the stats window and on the build viewer in the skills section you will now only see one instance of each skill with the amount of skill stacks for each skill. This will make it possible to see how much of each skill you have active whithout having to count. You can also hover over the skill in the skill section and highlight all instances in the skill tree to faster locate them.
Improvements:
- Changed vsync mode to fix micro stutters that have been reported. Please keep us updated on this if the change improved it or made it worse as this will depend on the operating system / PC setup/ graphic driver settings etc.
- Improved basement map lightning (v.1.0.2.0b)
- Increased skill stack number size in stats window and build viewer (v.1.0.2.0b)
- Enemy spawns created by other enemies are now as well indicated by red spawn circles (v.1.0.2.0c)
Fixes:
- Language is now properly saved and not reset after a few game restarts
- Fixed farmer and rogue unlocks missing in the achievement lists
- The random skills on a new run when not re-selecting new skills are now shuffled again (v.1.0.2.0b)
- Fixed crash on beach endless mode whan awakened tidal titan should spawn additional enemies (v.1.0.2.0c)
- Fixed achievement unlock conditions for burning projectiles and burning cast (v.1.0.2.0d)
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Thanks for your reports about the last hotfix messed with the save files. We just released a fix for this. We are sorry for all inconvenience this has caused. If you lost your progress (weapons, skills, characters and maps) please contact us via the bugreport button in the main menu and attach a screenshot (of the prepare run screen with markers on what you had unlocked) or a list of things you had unlocked and want to gain back. We will then try to restore this progress on your save file and send it back to you. You can also contact us via discord if you want. You can directly access the bugreport form to submit your save file with this link: https://www.strivingforlight.com/bugreport/ Save files are located at: %appdata%\Roaming\Godot\app_userdata\StrivingForLight-Survival Edit: We are already working on a backup system that will create a backup of your save file one time each day so that you can restore your progress for all kind of unhappy events. We always try to adress bugs and issues as soon as possible and ask for your understanding for any inconvenience caused by our errors.
Thanks for your valuable feedback and reports!
Improvements:
- Increased hearth move speed to make it easier to pick up hearths with higher movement speed (v.1.0.1.3c)
Fixes:
- Fixed a bug that caused selected skills to be reset when not at least re-selecting one skill in the prepare your run screen. This is now fixed and your selected skills are not reset when you start a new run with unchanged skill selection.
- Fixed a bug that caused no hit and no move stats not being properly reset when restarting / abandoning a run (v.1.0.1.3c)
Update 1.0.1.3 improves the scene loading and drastically reduces loading times on scene transition, also the occasional game freeze on scene transition has been fixed.
Improvements:
- Improved scene loading which now results in way shorter loading times between scenes switches. Previously loading times even in simple menue scenes were pretty long this is fixed now. This improved scene loading should also fix occasional game freezes on scene switch.
- Skilltree shards tooltips now have way shorter delay when hovering over them.
- Software cursor is now active by default for new players. If windows somehow decides to hide your cursor got to options and deactivate the software cursor.
Balancing:
- Further reduced enemy and boss hp scaling in endless mode
Fixes:
- Fixed vsync not being applied from the gamestart
- Fixed occasional game freeze on scene loading
Fixes:
- Fixed not unlocking maps on older pre-release save files
- Fixed a bug that caused skill nodes not being able to be skilled after using shard of conjunction
Fixes:
- Fixed a crash on the last build on game startup. Sorry for the inconvenience this has caused. And thanks to everyone reporting this right away so that we were able to fix this immediately!
- Fixed icons in playernames causing leaderboards not being displayed correctly. You can now no longer use those symbols in your player name.
Improvements
- Removed a too relaxed soundtrack out of the SfL OST soundtrack queue
- Added 2 new SfL soundtracks to the SfL OST soundtrack queue
- Poison nova unlock condition has been changed to reach 20 conditoin damage until wave 2 -> 3
Fixes:
- Fixed no hit on wave 5 achievement not being triggered
- Fixed wrong tooltips in the options menu
- Fixed wrong tooltips on condition damage skill node
Thanks for all your valuable feedback! This update features a rebalancing of the endless game mode as well as adding plenty of new additional stats to a lot of weapons which did not have stats until now. This should open up new weapon/skill synergies.
Improvements:
- Plenty of weapons have received additional stats that should open up new weapon/skill synergies.
- Improved description for projectile shield and how it is scaling.
Balancing:
- Endless Mode Rebalancing: Boss enemy hp scaling has been massively reduced. Enemy hp scaling in endless mode has also been further reduced
- Improved enemy and boss spawn patterns to better match the map environments.
- Descent map now has Izamuth as endboss
- Stonehold now has Gride as endboss
- [Melee Weapon] Shortsword companion damage: 10 -> 5
- [Melee Weapon] Greatsword crit chance: 5% -> 10%
- [Melee Weapon] Scythe crit chance: 0% -> 5% , Movementspeed: 0% -> +5%
- [Melee Weapon] Spear crit damage: 0% -> +10%, Condition damage: +5 -> 0
- [Melee Weapon] Bleeding star condition damage: +0 -> 1
- [Melee Weapon] Amber condition damage: 0 -> 5
- [Melee Weapon] Ripping Axe condition damage: 0 -> 2
- [Melee Weapon] Candy Cane collect range: 0 -> 10%
- [Range Weapon] Dark Staff crit damage: 0 -> 10%
- [Range Weapon] Ice Staff companion damage: 0 -> 1, condition damage: 0 -> 1
- [Range Weapon] Bow crit chance: 0 -> 5%
- [Range Weapon] Focus area of effect: 0 -> 10%
- [Range Weapon] Emerald Staff companion damage: 0 -> 2
- [Range Weapon] Lightning Staff crit damage 10 % -> 20%
- [Range Weapon] Ice Focus condition damage 0 -> 5
- [Range Weapon] Slingshot crit damage 0 -> 10%, movementspeed 0 -> 10%
- [Range Weapon] Unstable potion condition damage 0 -> 2
- [Range Weapon] Cinnamon Star collect range: 0 -> 10%
- [Range Weapon] Bear Caller companion damage: 0 -> 2, area of effect 0 -> 5%
- [Range Weapon] Darokin's Staff area of effect 0 -> 10%
- [Melee Weapon] Frozen Vessel area of effect 0 -> 10%, movement speed 0 -> 5%
- [Melee Weapon] Ballistic Barkwood collect range: 0 -> 20%
- [Range Weapon] Blazebolt movementspeed: 0 -> 5%
- [Range Weapon] Woodweaver crit chance 0 -> 10%, movementspeed 0 -> 15%
- [Melee Weapon] Earthshaper collect range 0 -> 15%, crit damage 0 -> 25%
- [Range Weapon] Throwing Spear area of effect: 0 -> 15%
Fixes:
- Fixed typo in hammer weapon description.
- Fixed clipping streamer tooltip
- Fixed cave map not unlocking if the achievement was already unlocked pre-release
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Improvements:
- Highlighted enemy projectiles now feature improved projectile outlines for improved enemy projectile visibility. (This option is active by default but can be toggled in the options menu -> gameplay). You can also toggle blood effects on the ground off to improve readability screen readability in options -> display.
- The stone swirl attack of beach crab enemies now also have outlines to make stones better visible.
- Improved visibility of basement enemy projectiles
Fixes:
- Fixed beach crab enemies rapidly interrupting their attacks.
- Fixed steam achievements not being unlocked on native linux build.
- Fixed typo in goladir character description
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Balancing:
- Lowered endless mode enemy hp scaling for more settle transition
- Further lowered elite enemy hp scaling in endless mode (v.1.0.1.0d2)
Fixes:
- Improved aeodra design
Improvements
- Improved attacks of beach crab enemies with improved colliders an better visual clarity.
- Improved hitboxes and attacks of descent enemies.
Improvements
- Tooltips in the prepare your run screen are now much more responsive and don't have a delay anymore.
Fixes
- Fixed flickering issue on tooltips in the prepare your run screen. Hovering over the skills/weapons/character the tooltip was sometimes disappearing if you moved the mouse slowly on the panel.
- Fixed baby pheonix skill unlock not working
Since the 1.0 release of Striving for Light: Survival we have been focusing on critical bugfixes and improvements in numerous patches and hotfixes according to all your valuable player feedback. But this was not all we had been working on since the release and now is the time to unleash content update 1.0.1.0 featuring new ways to shape your skilltree, a brand new chaos game mode, improvements and balancing changes for endless mode. We have heard your feedback and opinions on our poll regarding new skilltree shards and also concerns have not been overheard. With the introduction of the new shards we did major adjustments to drop rates and the acquiring mechanisms to prevent to be able to just respec every skill node. Also refunding is bound to the condition that all your skills still hold connection to the skill tree origin.
New Features:
- New Chaos Game Mode added: From the prepare your run screen you can now hit the chaos button and throw yourself directly into the action with a random character, weapons and skills. For the chaos mode no unlocks are needed and everything is available from the start. Shape the chaos and compete agains other players that all face the same odds. New leaderboards are added for this mode. Chaos mode is also available in the demo. So new players can try out everything the game has to offer without needing to unlocking them first. Also the chaos mode can be used to unlock other weapons/characters and skills if you wish.
- Endless Chaos Mode: The new chaos mode can also played in the endless variant.
- Improved random skillpool: The random skillpool now utilises all available skills and not just the unlocked ones. So if you now only select a few skills the remaining skills to fill up the 12 slots will be picked randomly among all available skills not only the same unlocked ones. This should lead to more diverse runs for new players that do not yet have unlocked a lot of skills.
- Shard of Conjunction added: New skilltree shard that holds the power to reforge the connections between skill nodes. Can be dropped by elites.
- Shard of Refund added: New skilltree shard that holds the power to refund skill nodes if the rest of the skill nodes hold connection to the skill tree origin. Can be dropped by elites.
- Blood Effect Setting: Added a new option in the displays menu to turn off ground blood effects for cleaner visuals and less gore effects. This might also improve performance a bit.
Improvements:
- Improved skill tooltips to make them more clear
- Improved elite enemy spawn tooltips to make them more clear
- Removed the collected items notification to not clutter up the screen space
- Darokin character unlock condition has been lowered to defeat endboss on tier 1 on any map
Balancing:
- To compensate for the new arsenal of shards to shape your skilltree the enemy hp scaling in the endless mode was slightly increased and also the enemy spawn speed now scales with increased waves in the endless mode
- Locust enemies have slower charge speed
- Elites now have a chance dropping one of the 3 skilltree shards. The new shards have different drop chances.
- You now gain one shard of change each 3 waves
- You now gain one shard of conjunction each 5 waves
- You now gain one shard of refund each 8 waves
Fixes:
- Fixed hidden shard icons behind mouse cursor on specific screen resolutions and zoom factors
- Fixed leaderboard glitch that displayed full leaderboard in the your rank field
- Fixed weapon spear unlocked at wave 10 instead of 20
- Fixed map switch bug
Since the release three days ago we have been busy fixing critical bugs and implementing improvements and changes that came up after the release in a numerous of hotfixes and patches. We are taking every feedback seriously, so if there are things you don't enjoy, bugs or other issues, please post them on the steam forums or on the discord! We are looking forward to read through them and make this game the best it can be. We are already preparing the next content update for Striving for Light: Survival and would like to hear your opinion on the following: Introduction of new skill tree shards to further shape the skilltree. They would also drop from elites and bosses. [olist]
Improvements:
- You can now zoom out further.
Improvements:
- Leaderboard entries now check in which language player name is written and switch to the correct font depending on the language (korean, chinese & japanese)
- Changed map unlock order to have basement as first map
- Adjusted and improved all map background brightness levels and colors
- Added glow effect to enemies
Balancing:
- Slightly increased enemy spawn rate in endless mode
- Slightly increased enemy hp scaling in endless mode
Fixes:
- Fixed freeze on scene load
Major changes and improvements:
- The save file notification messages in main menu on top right are now localised as well.
- The save file notification in main menu now notifies you if you are playing an older season online save file or if you currently play offline.
- Updated the Shard of Change description to make it clear that those shards can only be used on unskilled skill nodes.
Balancing:
- Decreased rat enemy charge speed
Fixes:
- Fixed a crash that occured on courtyard of ankerath map on wave 15 (v.1.0.0.1g)
- Fixed a bug that caused some projectiles not scaling with additional projectile damage skill nodes
Major Changes and Improvements:
- Improved Leaderboard Menu: Leaderboard has received improved highlighting if normal or endless mode is selected. Switching from normal to endless mode in the leaderboard menu will directly show the endless mode highscores of the previously selected map and difficulty tier.
- Improved enemy colliders
- Flying enemies which always deal contact damage now have a grace period after spawning where they do not deal damage in case they spawn very close to your current player position.
- Flying enemies are now a bit bigger and have a glow effect to make them visible better on multiple different backgrounds (v.1.0.0.1b)
- Rat enemies now have a glow effect to make them visible better on multiple different backgrounds (v.1.0.0.1b)
- Your selected league save file is now set up for loading on new game start directly when you have selected it and not only on correct game shutdowns. In case of a crash this could lead to a wrong save file selected on game re-start which could have caused some confusion. (v.1.0.0.1c)
- When you enter the new season the "new season notification" is now updated and hidden once you are in the new season (v.1.0.0.1d)
Balancing:
- Stonehold map now has slightly easier enemy spawns and an easier endboss to challenge.
- Aureate Dome now has Shadow Rogue as endboss
- Reduced movement speed of flying dragonfly enemy
- Reduced movement speed of tidal crab enemies
- Increased warning time before tidal crab expand AoE deals damage
- Increased warning time before magma expand AoE deals damage
Fixes:
- Fixed wrong map loaded after resuming a run and then starting a fresh run on new map (v.1.0.0.1b)
- Fixed no hit, no movement achievements being unlocked on game restart when resuming an active run (v.1.0.0.1b)
- Fixed layering of magma snail boss (v.1.0.0.1d)
- Fixed tooltips overflowing from top screen for some translations (v.1.0.0.1e)
Fixes:
- Fixed occasional lagg spikes on elite enemy spawns (v.1.0.0b)
- Fixed wrong tooltip in stats window for collection range (v.1.0.0b)
- Added tooltips for dodge and dodge regeneration in the stats window (v.1.0.0b)
- Fixed wrong German translation for cellar map (v.1.0.0b)
- Added manual aim option back in. Manual aim is also compatible with the new coop mode. (v.1.0.0a)
After 10 months of Early Access Striving for Light: Survival version 1.0 is now out! [previewyoutube=jPPeWv7eUWc;full][/previewyoutube]
Update 1.0.0.0
- New Skills: 4 new weapons have been added. Baby Phoenix, Grim Reaper, Stone Toss & Stone Surge
- New Weapons: 5 new weapons have been added. Blazebolt, Frozen Vessel, Ballistic Barkwood, Woodweaver & Earthshaper
- New Maps: 6 new maps with 7 new enemies, 7 new bosses and 6 new endbosses
- Local-Coop Mode: New couch coop mode to play with a friend
- Redesign & Polish: Redesigned enemies, maps, projectiles
- Endless game mode: If you managed to defeat the endboss on wave 20 you can now progress into endless mode. Endless mode has it's own leaderboards and offers new uber boss encounters. How far will you reach?
- New Soundtracks: SfL original OST can now be played in shuffle mode. Together with the Survival OST there is now +97 min soundtrack in the game.
- Highlighted enemy projectiles: This option is now on by default and adds a red outline to all enemy projectiles for better visibility.
- Minimap transparency option: You can now make the minimap overlay transparent
- Improved sound effects: Fixed sound effect cut off and added new alternating melee weapon sound effects.
- New menues: The options menu and the achievements menu have been redesigned. Achievemtns how have categories.
- Improved visual effects: New blood effects, improved lighting, improved shadows
- Performance improvements: A lot of skills and effects have been redesigned to improve performance
- Exit Run & Continue Run functionality added. When you now exit a run you can now load and resume your current run.
- Quick restart run added. A new restart run button has been added to the pause menu which lets you quickly restart the current run. No need to go through menues as previously.
- Abandon run option added. A new abandon run button has been added to the pause menu where you can now completly end a run, a confirmation is requested for abandoning a run.
- Further improvements: Balancing changes, improved unlock conditions, new achievements
Balancing Changes:
- Updated enemy attack patterns and movement speeds
- First condition damage tick now deals full condition damage. Conditon damage decay then sets in with 70% of condition damage each tick (was 55%). To compensate this buff, base condition damage was reduced to 5 and increased condition damage nodes increase condition damage by 5 (was 10 before).
- Cuttting shot now does not trigger melee attack skills anymore
- Heleja now has +1 projectile multiplicator (had +2 projectile multiplicator)
A new beta build for the upcoming 1.0 release is now live, featuring:
New Features:
- 2 additional nature/earth themed weapons: The Woodweaver and the Earthshaper. This now totals up to 4 new weapons for the 1.0 version
- 2 new skills have been added: Stone Toss & Stone Surge which (This totals up to 4 new skills for the 1.0 release)
- Exit Run & Continu Run functionality added. When you now exit a run you can now load and resume your current run. - Quick restart run added. A new restart run button has been added to the pause menu which lets you quickly restart the current run. No need to go through menues as previously. - Abandon run option added. A new abandon run button has been added to the pause menu where you can now completly end a run, a confirmation is requested for abandoning a run. If you encounter any bugs or issues please report them so that we can iron them out for the full upcoming 1.0 release on 2nd December. Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Striving for Light: Survival is celebrating the full 1.0 release on December 2nd! [previewyoutube=jPPeWv7eUWc;full][/previewyoutube] The release will be accompanied by a big content update featuring:
- 6 new maps with 7 new enemies, 7 new bosses and 6 new endbosses
- 2 new skills: Baby Phoenix & Grim Reaper
- 3 new weapons: Blazebolt, Frozen Vessel & Ballistic Barkwood
- Local-Coop Mode
- Endless game mode
- Redesigned enemies, maps, projectiles
- New Soundtracks: SfL original OST can now be played in shuffle mode. Together with the Survival OST there is now +97 min soundtrack in the game.
- Highlighted enemy projectiles option
- Minimap transparency option
- Improved sound effects and new alternating melee weapon sound effects
- New options menu, improved achievements menu
- Improved visual effects, new blood effects, improved lighting, improved shadows
- Plenty of performance improvements
- Balancing changes, improved unlock conditions, new achievements
Bugfixes:
- Fixed a crash that could randomly occur when leaving the skill tree
New Features:
- New player hit visual and sound effects. This new effects will make player hit feedback much more responsive and visual.
Improvements
- Performance improvements for all constructs.
Bugfixes:
- Fixed potential crashes due to new improved scene loading.
- Fixed a crash on player death (v.0.9.9.2c)
- Fixed a crash due to new improved scene loading (v.0.9.9.2.c)
Improved Controller Support
Controller usage on the skill tree and the pathfinder has been improved. You can now as well use the thumb stick to jump between nodes. Fast movements make the cursor jump to the next node in the targeted direction. Slow thumb stick movements unlock the cursor for fine adjustments. This should hopefully make navigating the trees more fun using the controller.
Improvements:
- Highlighted nodes in the skill tree and the pathfinder now have an animated highlight for improved visibility when using a controller.
- Fissure skill is now fully affected by the player effect transparency setting
- Improved distort shader effect for the fissure skill effect.
- Reduced loading times when switching scenes.
- Player character is now remaining facing in the latest walking direction instead of always facing in the downwards direction.
Bugfixes:
- Fixed flail melee weapon not having knockback
Update 0.9.9.1 is all centered around to make Striving for Light: Survival as enjoyable as possible, featuring massive performance improvements, private league improvements, memory leak fixes and balancing changes.
New Features:
Improved Weapon Effect Triggers
Previously the weapon own trigger effects have not carried over to constructs. So for example if you had a bear caller equiped only your attack would have spawned a bear. This was a bit inconsitent as range constructs with emerald staff (spawning spiders) did work. Equiping a hammer also did not grant melee constructs the slam AoE of the hammer. To increase build diversity and to make those weapon/ construct interactions consitent the whole weapon effect trigger system got reworked. Now all melee/range weapon effects are triggered from constructs. However, if you have the construct attack replacer on performing an attack no more weapon effects will be triggered from your own attack (which previously was the case). Now the constructs solely trigger the weapon effects as well as all the other skill triggers. We felt that this was the most immersive and logical way on how constructs should interact with your weapon attacks. This should open up a big variety of new playstyles.
Improvements
- Massive performance improvements for all enemy hit flash effects that have multiple body parts like worms/centipedes. Previously long worm enemies like worm map boss or the bleak worm gatekeeper endboss could lead to massive frame drops when attacking with a huge amount of frequent hits. The enemy flash effect was rewritten for maximum performance at exact same functionality.
- Massive performance improvements for all companion enemy hit effects. Previously all companions triggered additional enem hit visual effects that where not intended. This could lead to massive frame drops when a big bunch of companions attacked an enemy with much HP like bosses.
- Enemy hit visual effects are now no longer played when they are spawned off screen and you move to the area later
- Improved player camera smoothness
- Companions spawn now with slight offset to not make them perfectly overlap on spawn
- Improved Private Leagues, added youtube and twitch integration for private leagues
Balancing
- Reduced Darkness Staff projectile damage to 5 (was 10)
- Increased Throwing Spear projectile damage to 8 (was 6)
- Increased Hammer melee weapon attack speed and reduced melee damage to 12 (was 16)
Bugfixes
- Fixed potential crash on flail weapon with boomerang attack replacer due to wrong animation paths.
- Fixed steam achievements not being unlocked on steam
- Fixed plenty of memory leaks
- Fixed floating number display in player stats
- Fixed crash when spawning eternal sands map endboss (v.0.9.9.1a)
New Features
- Re-designed tooltips for skills, characters and consumable items. Here is how the new tooltip design looks like.
- Re-designed damage numbers. We completely redesigned the damage number animation to make damage numbers feel as responsive as possible and more satisfying to look at. So the new animation is designed to reflect the damage inpact. Also the damage numbers have got a complete new color code with gradual tint shift from pure white - yellow - golden depending on the damage amount. The previous color code was just to diverse with a more rainbow disco feel.
- New multi threaded physics model for improved performance.
Improvements
- Loading screen now has translations
- Software cursor is now active by default but can be turned off in the options menu if windows refuses to display the cursor in fullscreen mode
Balancing
- Shard of Change is now only gained after each second completed wave (was after each wave previously)
Bugfixes
- Fixed memory leaks on scene switch which lead to degraded performance over time. In case you had noticed degrading performance the longer you play, this should be fixed now.
- Fixed the cursor hotspot offset for the software cursor
New features:
- Software cursor is now a opt-in option in the options menu. As plenty of players reported back that windows hides the software cursor for some specific resolutions and screen scaling settings in fullscreen mode the software cursor is now disabled by default. This should always yield a visible cursor with the option to activate the nicer looking software cursor if your windows settings support this.
Improvements
- Performance Improvements
- Increased Shard of Change mouse icon when it was activated to make it better visible that the Shard of Change mode is currently active.
Bugfixes
- Improvements to the game start-up routine. If you still get a hidden cursor on start try disconnecting all gamepads, and check if third party software is installed that could prevent the game cursor from showing up.
- Switching from fullscreen to window mode and back now as well sets cursor as visible to hopefully fix the hidden cursor for some players.
New Features
Re-Rolling Skill Nodes
Shard of Change has been introduced to Striving for Light: Survival. From now on you will receive one Shard of Change for each completed wave. Elite enemies now additionally drop a Shard of Change as a further catch up mechanic.
How does it work? In the skill tree you will now see a new Shard of Change button that will toggle the Re-Roll Mode to re-roll a skill node into a new random skill which is in your current skill pool. The skill-re-roll mode can also be activated with the "Tab" button on keyboard or with the X-button when using a controller. This feature should make crafting build much more enjoyable as this adds a new layer of possibilities to the way you craft your builds.
Balancing
- Elite enemies have reduced HP
The first iteration on the new Endless Mode and the Local COOP Mode is now live on our new public beta on steam.
How to get access to the public beta?
Simply go to Striving for Light: Survival tab in your library. Press on the gear wheel->properties-> betas -> select public beta branch.
New Features:
Endless Mode
A new endless mode has been added to the game. Once you have survived wave 20 you will receive the option to continue your run and enter the new endless mode. You don't have to defeat the endboss to be able to enter the endless mode. Endless mode has its own new leaderboards where your final endless-mode score will be added to. In leaderboards you can now switch between normal mode and endless mode scores.
What is different in endless mode? Endless mode is meant to be a way to put your builds to the test and see how far they can take you. You will notice the bump in difficulty once you have entered the endless-mode as this is meant to be an challenging end-end-game. Endless mode has a slightly differnt rule-set as you do not receive an additional skill point for a completed wave anymore, so what you gain is what you get.
Local Coop
A new local coop mode has been added to the game. From the main menu you can now switch between single player and local coop mode next to the play button. You need to have a controller connected in order to activate the local coop mode.
How does local coop work? If you have activated the local coop mode you will be able to select your starting weapons and skills as well as one player character. The melee and ranged roles will be split between both players. One player will play the selected character the other player will receive a random other character which is purely cosmetic and does not hold character passives. Both players share the health points, dodge resources and the skill tree to deliver an intense cooperative experience. You will have to decide together which skills to pick to maximise efficiency for both players. Have fun trying out these new features and don't forget to give us your feedback so that we can improve these features for the upcoming full 1.0 release. Join the community on our official discord!
Since our Early Access release of Striving for Light: Survival on February 20th a bit more than 3 months from today we have worked hard on improving the game, adding new content listening to your player feedback and fixing bugs. We are quickly approaching the full 1.0 release of Striving for Light: Survival and want to inform you about what new features we have planed for the 1.0 release build. We are also giving an update on the pricing for the full release transition. So lets get started!
Early Access until now:
Here are some of the major features we have added since our Early Access release to recall:
- New Weapons added: Bear Caller, Darokin's Staff
- New Skills: Projectile Shield, Fissure, Lightning Strike, Discharge
- New Elite Enemies and Catch Up System to received uncollected light fragments
- Plenty of performance and plenty of visual improvements like complete redesigned enemy projectiles
- New Damage Number System
- Critical Hit Chance System Added
- Manual Aim added
- Player effect transparency slider added
- Plenty of controller support improvements and Steam Deck verification
- New Original Survival OST + Soundtrack selection system
- New alternate sound effect trigger system
- Updated all weapon trail VFX + Weapon Swing Effects
- Reworked condition damage + new condition visual effects
- New enemy health bars
Content of the major 1.0 update:
- A new endless mode with separated highscores
- Local coop mode
- 2 new weapons
- 2 new skills
- Improvements and bugfixes
Public Beta-Testing Branch
We will create a new public beta-testing branch on steam where you will be able to get access to the new features ahead of the 1.0 release. Everyone is invited to give us your feedback on the new features so that we can further improve the game and make it ready for the full 1.0 release. We will announce the launch of the public beta-testing branch as soon as we have the first build ready to be tested.
Updated Pricing
With the transition from early access to our full release are also going to increase the price to 4.99$ / 4.99.
Feedback & Suggestions
Is there something you really want to see in the full 1.0 release of Striving for Light: Survival? Then let us know in the comments or on our Official Discord! We are looking forward to hear your feedback, ideas and suggestions!
Improvements:
- All unlocked in-game achievements are now updated to steam and unlock the corresponding steam achievements as soon as you launch the game. This should grant you all missed out steam achievements due to the bugged steam API on the last weeks.
Improvements:
- Companions now spawn scattered around spawn position to prevent them being perfectly stacked on top of each other which made it hard to see how many companions have been created
- Freshly included the steam api files into the game build as some players reported that the steam achievements fail to update. Important note on this: Always launch the game from your steam library and not the .exe. Otherwise steam can not hook onto the game.
Update 0.9.5.7 adds a loading screen to the game and fixes crashes on game start when there is no internet connection or fetching data from servers or API fails.
New Features
New Loading Screen
The simple scene transition has been replaced by a new loading screen also displaying loading progress and a loading animation. Most of the times switching scenes is nearly instant but on older hard drives/ rigs or on very large skill trees or pathfinder trees loading might take up to a few seconds. Previously you would see a frozen screen which fails to communicate if the game is just loading a heavy scene or if the game froze and is going to crash. In general the scene transition system has been reworked for much smoother scene transitions.
Bugfixes
- Fixed crashes on startup due to failed requests in receiving data from our APIs
Improvements:
- If emerald staff is equiped no projectiles are displayed in the stats window to indicate that you don't have any projectiles when emerald staff is equipped
- SFX adjustments
- Dark Wanderer now has +5 companion damage as base stat
- Reduced elite enemy hp to make it easier for weaker builds to catch up and stay above the difficulty curve of the run
- Tooltips for each stat in the stats window has been fixed so that you can now get more information on the different stats.
- Fixed a crash when entering a map and keybindings have been changed in a way that one action is not set to a key
- Fixed a potential crash on player death when timed skill effects end
With this update we are focusing the sound effects of Striving for Light: Survival. We also fixed a bug that caused the game to crash for some users directly after startup when running multi monitor setups.
New Features:
Random Alternate Sound Effect Trigger System
Until now sound effect where rather static as each action was only firing the same sound effect sample. This could become annoying playing weapons with very fast attack speed like the dagger. With this update we are introducing a new alternate sound effect trigger system that not only picks a random sample from a pool of sound effects but also applies random small pitch shifts to the samples so that you will hear a differnt sound effect each action. So now fast dagger stabs will all sound individual and dynamic.
Brand New Sound Effects
Furthermore we have redesigned all projectiles, player skill effects and weapon sound effects and added plenty of new sound effects to the game. This combined with the new alternate sound effect system is adding so much more dynamic and depth to the sonic atmosphere of Striving for Light.
Bugfixes
- Fixed a crash that could occur on game startup with multi monitor setups and older save files. Now the saved screen resolutions are checked if they are compatible with the current monitor before loaded to prevent crashing the game on startup
Improvements:
- Performance improvements for all projectiles. This especially becomes noticeable on high refreshrate monitors with fps >60. This should also improve micro stutter issues when playing builds with massive amounts of projectiles.
Bugfixes:
- If fullscreen is active borderless mode is now always deactivated on game start as this might lead to crashes on the steam deck.
- Steam Input is now deactivated by default to prevent duplicated inputs on external controllers on the steam deck. If it is not deactivated by default make sure to deactivate this feature on the steam deck when encountering this issue.
Improvements:
- Completly reworked controller cursor navigation in the skilltree, you will find the cursor navigation with the controller much smoother now
- Added new controller sensitivity setting in the options which lets you adjust the sensitivity of your thumbsticks, this will give you complete control
- Eplode on Death effects have received some performance optimisations that should prevent lag when plently of enemies explode at once.
Bugfixes:
- Fixed a bug which made it possible to call the pause menu during scene switches which could lead to a screen freeze in the options menu.
New Features
Range Weapon Attack Effect
Range weapons now also have attack effects to make combat feel more responsive.
New enemy health bars
New enemy health bars have been added which not only look nicer but also dynamically switch colours depending on if you have enemy highlighting enables or not. If enemy highlighting is enabled you will have much more red tones on the screen making it hard to differentiate the healthbar from the enemy outlines now the healthbar switches to a blue tone when highlighting is enabled.
New enemy projectile design for poison projectiles
Enemy poison projectiles have received a new projectile design.
Improvements
- Additional information was added to the end of wave screen to indicate that uncollected light fragments are converted to elite enemies
- Increased the space for the ranking on leaderboard entries as they now range up into the 4 digits
- Improved forest map design which now has more of a blue tint to diversify colour palettes.
- You can now dynamically enable and disable highlighted enemies without restarting the run or the game
- Improved controller/ mouse transition where controller thumbstick deadzone is increased to prevent ghost inputs of connected controller hiding the cursor
- Mouse cursor is now always initialised visible on game start
Bugfixes
- Fixed suddenly hidden particle effect in forest map
New Features
Screen Readability
Since the colour palette for enemy projectiles and AoE effects varied quite a bit to suite the art style of the environment we decided to take a new art direction based upon plenty of player feedback regarding screen readability in Survival. With update 0.9.5.3 we have redesigned (almost all) enemy projectiles and (almost) all enemy AoE effects to give them a more consistent colour palette which can best be described as intense red-yellow lava coloured, which should be good readable on all current arena map backgrounds. Projectiles now have defined shapes and borders which should make it even easier to position your character to not get hit.
Here are some examples of how the new projectiles look like in action:
Improved skill tree algorithm
The skill tree algorithm now checks if there are any damage sources for condition damage and companions in the pool and removes those basic increased condition damage and increased companion damage nodes if this is not the case. This should makeplaying non pet and non condition damage builds more fun since you will not get damage increase nodes for damage types you are not playing in your run.
Improved Auto Aim and Manual Aim
The auto aim and manual aim was drastically improved as the attack angle is now locked even when switching walking directions, which previously could lead to changed attack angles and missing your target. This should overall lead to much more responsive auto aimed and manual aimed melee attacks.
Improvements
Performance improvements
- All enemy projectiles and enemy AoE effects have been reworked from scratch which also made it possible to sneak in some performance improvements for all enemy projectiles and enemy AoE effects.
- Performance improvements for centipede and worm enemies.
- Void map background brightness has been increased to make enemies better visible
- Improved enemy highlighting and removed clipped out red floating lines.
Balancing
- Increased AoE size of Darokin's Staff light ray.
- Darokin's Staff now has a 25% chance on projectile hit to cast a light ray (was 20%).
Bugfixes
- Fixed wrong scroll list position for choose map menu
- Fixed wrong unlock description for lightning strike, it unlocks defeating the endboss on Tier 3 on the Caves using the Rogue.
New Features
New Ranged Weapon: Darokin's Staff
Projectiles have 20% chance to unleash a light ray upon hit enemies. Damage scales with melee damage. Size scales with your AoE size.
Improvements
- Unlock conditions for lightning strike and discharge have been lowered to tier 3 difficulty.
Balancing
- Heleja now has +25% additional projectile damage (was +100%)
Bugfixes
- Fixed overflowing controller hints in skill tree (v.0.9.5.2a)
- Fixed wrong LT/RT hint for controller navigation in skill tree (v.0.9.5.2a)
- Fixed a bug where zoom in/out on controller is blocked after opening/closing stats and skill tree search (v.0.9.5.2a)
Bugfixes
- Fixed lightning strike also scaling with melee damage
- Fixed fragmentation projectiles scaling with melee damage
- Fixed wrong skill damage descriptions in scattering hit and scattering sweep
New Features
Critical Hit Feedback
New critical hit visual effect that is always triggered when dealing critical hits to enemies has been added. This should making dealing critical hits feel more impactful. Also the critical hit sound effect is now triggered independently from your damage number settings.
Improvements
- Performance improvements to all enemy hit and enemy death visual effects.
The Stormcaller Update 0.9.5 is bringing 2 new lightning skills to Strivin for Light: Survival. You can now unleash a mighty lightning storm over enemies or set up constructs or summon companions that will unleash the storms for you. There are so many ways you can use and combine these skills with exisiting skills and weapons. We have also improved our backend leaderboard systems and fixed builds not being saved consitently and reworked cursor movement on controller for better experience on controller and Steam Deck.
New Features
The new skills bring some brand new mechanics to Striving for Light: Survival. The lightning skills have a range of 1-3 possible effect triggers which can be increased by stacking the skills. Damage is also scaling with skill stacks but as a trade off they don't scale additionally with your projectile or melee damage. So in contrast to other skills you will gain not only more skill damage but also more possible skill effect triggers. If you for example stack 5 of the same lightning skill your attacks will trigger 5-15 of those lightning effects. We these 2 new skills we have now reached 60 unique skill nodes available in the game.
Discharge: New Melee On Attack Skill
Your melee attacks discharge a lightning ray from your position in a random angle piercing through all enemies in this attack angle. Damage and the amount of discharge rays scale with your skill stacks.
Lightning Strike: New Range On Attack Skill
Your range attacks call 1-3 lightning strikes to a random area around you damaging all hit enemies. Damage and the amount of lightning strikes scale with your skill stacks.
Backend improvements and fixes
Backend systems have been improved and several fixes have been supplied which should fix the issues with not transfered and saved builds and characters to your leaderboard entries.
Controller/ Steamdeck improvements
Cursor movement with controller has been completely reworked adding a softer and more fluid cursor movement when using a controller in the skilltree.
Improvements
- Tutorial for toggle skills to save attack speed improved
- Improved visuals of the light staff projectiles
- All player projectile trails are now affected by the player effect transparency setting
Bugfixes
- Fixed streamer online tooltip layer on game over screen
New Features
Condition Damage Rework
Conditions got a complete overhaul and now work a bit different in terms of damage and duration calculation calculation. Lets first recap how the old condition damage system worked. Old condition damage system: You apply a burning condition which has a total duration of 3 seconds and deals 10 damage per DoT tick. If you have applied further burning stats to enemies the damage would add up. So for each burning stack the damage would be increased by the amount of your condition damage. But this is the part where it gets not so straight forward to calculate the actual condition damage because the timing on when the stacks are added play a big role. Lets say your attack speed is a bit lower than 1 attack per second you would only be able to apply the next condition stack a bit after the second DoT tick has applied the damage. So you would loose out on the +10 damage for second first DoT tick. So therefore only the last DoT tick would deal the 20 damage. After the total burning duration has expired all DoT stacks were removed which lets you start at 1 stack again. As you can see this lead to some unsatisifying situations especially for low attack speed builds where conditons could not be applied efficiently in the duration of a condition. We therefore redesigned the condition system so that condition damage is valid choice also for low attack speed builds. New condition damage system: The new condition damage system allows to prolong the total duration of a applied condition. If we take the above example of applying a burning condition in the new system each additional conditon stack will prolong the total condition duration for 1 second. So if you have a bit below 1 attack per second you will as well lose out on the added condition damage on the second DoT tick but as the total condition duration is increased from 3 to 4 seconds now there will be one more DoT tick which also benefits from the added skill stack. So with this new system you can in theory pretty much keep this burning condition going forever if you always prolong the duration in time by adding additional stacks. As this alone would lead to infinite DoT damage ramp up as the damage is increased by your condition damage on each applied condition stack we introduced a system that was present a while ago in Striving for Light and tweaked this to balance out the prolonged condition duration. For each DoT damage tick the additionally applied damage from condition stacks will be reduced by 1/3. So when you fail hitting enemies consitently the ramped up condition damage will slowly decrease again but never fall below the base condition damage value. On more example how the damage decays on multiple applied condition stacks. Lets say you apply 3 further burning stacks all at once after the first burning DoT was calculated this will lead to 3+(3)= 6s of total condition duration. If you then dont apply further stacks this is what the condition damage for base 10 condition damage will look like:
- 1st DoT: 10 (only one basic burning stack)
- 2nd DoT: 10 + 2/3(3x10) = 30
- 3th DoT: 10+ 2/3(20) = 23
- 4th DoT: 10+ 2/3(13) = 18
- 5th DoT: 10+ 2/3(8) = 15
- 6th DoT: 10+ 2/3(5) = 13
Improvements
- Fissure distortion shader improvements
Bugfixes
- Choose map list now correctly scrolls to the position of the highlighted map from last run
New Features
- New in game tutorial added to the skill tree showing up when you have very low attack speed, It displays a hint that you should increase your attack speed or that you can disable skills to maintain your attackspeed. This should hint new players towards the attack speed tradeoff for most of the ability skills.
Improvements
- Lowest possible attack speed has been increased and is now now caped at 0.1 attacks per second (was 0.05 attacks per second)
- Stone Turtle highlight has been improved.
New Features
Striving for Light: Survival is now Steam Deck Verified!
New Weapon Stats
New weapons stats have been added to diversify weapon choices. These are mainly applied to all "weaker" weapons to make them a valid choice depending on your build even after new weapons are unlocked. Following stats have been added to the weapons to make weapon choice more interesting and diverse:
- Life Leech
- Max HP
- Critical Hit Chance
- Critical Hit Damage
- Movement Speed
- Collect Range
- Additional Projectiles
- Additional Projectile Multiplicator
- Condition Damage
- Companion Damage
- AoE Size Increase
All new weapon stats are listed in the balancing section below.
Extended Twitch Livestream Integration
In the main menu there is now a new twitch icon. Whenever you enter the main menu it will be checked if there are current livestreams on twitch in the Striving for Light Categories. The number of online channels will be displayed along a red dot if there are some. Clicking on the twitch icon will open up a livestream browser giving you more information about the current live stream options. You can quickly jump to a livestream by clicking the twitch icon on the channel entry. We hope that this feature helps further connecting the community. Here is how it will look with a testing category:
Improvements
- Enemy designs got reworked to prevent the outline shader from displaying misplaced lines.
Balancing:
- Shortsword now grants +10 companion damage and +5% collect range
- Greatsword now grants + 5 % crit chance
- Dagger now grants +15% critical hit chance and +20 % critical hit damage
- Greatsword has reduced attack speed 0.58/s (was 0.66/s) to compensate new added
- Flail now grants +10% increased collect range
- Magic Shield now grants +1 max HP
- Elder Club now grants +1 projectile multiplicator
- Spear now grants +5 condition damage
- Amber now grants +10% movement speed
- Sting now grants +10% critical hit chance, +10% critical hit damage, +10% AoE size increase, +10% movement speed and +10% collect range
- Gnarly Mace now grants Life Leech
- Light Staff now grants +10% critical hit chance and +10% critical hit damage
- Bow now grants +1 additonal projectile
- Throwing Axe now grants +20 % critical hit damage
- Lightning Staff now grants +10% critical hit damage and +5% movement speed
- Ice Focus now grants +10% incrased collect range
- Unstable Potion now grants +10 companion damage
Bugfixes
- Fixed completed map difficulty tier not being saved
New Features:
- Condition damage over time effects can now deal critical hits
- Crit stats have now been added to the build viewer for the leaderboards
Improvements:
- Updated SFX on double hit and clash of steel
- Improved damage number font clarity and removed glow effect
- Improved description of stashed light fragments to uncollected light fragments to make it clear that they will be converted to elite enemy spawn
Balancing:
- Trembling Ground now has -40% attack speed
- Slightly increased enemy hp pool scaling for late endgame
Bugfixes:
- Fixed a crash that occurred when companions dealt critical damage
- Fixed -1 elite spawn pool display bug
- Fixed not unlocking chicken achievement (it now also counts the basic farmer chickens)
New Features
Manual Aim as Optional Setting
We have added a highly requested feature: The manual aim option! You can now switch to manual aim mode in the options menu which will let you aim all attacks manually. The attacks are still triggered automatically once the cooldown is ready so you can fully focus on your movement, aiming and dodging. We did our best to support as many input types as possible and hope that everyone will find their desired way of aiming their attacks. These input methods are now supported for aiming:
- aim with you mouse by simply pointing into the desired attack direction
- aim with the keyboard arrow keys to aim left, right, top or down
- aim with the right stick when you are playing with controller
- aim with the XYBA buttons for left, up, right, down attack directions
New Mechanic: Critical Hit Damage
With this update we are introducing a brand new mechanic to Striving for Light: Survival. Crit Damage. Crit damage depends on two new stats:
- Critical Hit Chance: the chance your attacks and skills perform a critical hit
- Critical Hit Damage: the damage bonus if you have performed a critical hit
New Base Skill Node: Critical Hit Chance
Increases the critical hit chance and the critical hit damage of all your attacks and skills.
New Damage Number System
Damage numbers are now coloured and sized depending on the amount of damage you have dealt. This should make character progression feel more satisfying and easier to read how much damage was dealt as damage ranges relate to the colours of the damage numbers. There is also a new crit damage number with a unique crit icon and new sound effect, which will appear once you landed a critical hit.
Improvements
- Increased serpent projectile brightness
- Increased void trap projectile brightness
Balancing:
- Heleja has +5 % critical hit chance
- Rogue has +10% critical hit chance and +20 % critical hit damage
- Goladir has +10% critical hit damage
Bugfixes
- Fixed a bug which caused skill damage numbers to not be displayed.
- Fixed a bug which caused trembling ground to trigger plenty of glaring light effects which destroyed the game performance.
- Fixed a bug with could lead to a crash or bad performance when playing the flail weapon with trembling ground attack modifier.
- Fixes for not unlocking ranger achievement
- Fixed wrong initial scroll value for choose map scroll list
New Features:
New Improved Skill Damage Scaling System
Skill damage previously was scaled by utilising the trigger possibilities. This lead to a lot of confusion among players as we have observed reading all your feedback, so this system was redesigned to be much clearer and to provide a better and more rewarding player experience. So lets get into some of the math on how the skill damage on the old system was calculated. If you got Clash of Steel with a 50% proc chance it would scale the damage like this:
- 1 skill stack = base damage & 50% proc chance
- 2 skill stacks= base damage & 100% proc chance
- 3 skill stacks= base damage & 150% proc chance which still defaults to 100% proc chance
- 4 skill stacks= + 100% & 200% proc chance
- 1 skill stack = base damage & 50% proc chance
- 2 skill stacks= base damage & 100% proc chance
- 3 skill stacks= + 50% & 150% proc chance which still defaults to 100% proc chance
- 4 skill stacks= + 100% & 200% proc chance which still defaults to 100% proc chance
Improved Skill Tooltips
- Skill Tooltips now display the trigger possibility below the damage of the skill.
- Skill Tooltips now differentiate between a skill you have already skilled and a skill that has not been skilled. This means that when you hover over a skill that you have not skilled yet but you already have some skill stacks of this skill, it will show what possibility and damage this skill will have when a new skill stack is added. If you already have activated the skill node it will then display what damage the skill does.
Improvements
This stashed light fragments dialog has been renamed to make clear that this are the not collected but stashed fragments that will be converted to elite enemy spawns.
Bugfixes
- Fixed a bug that caused trembling ground on hit skill triggers to not apply the correct skill stacks (v.0.9.3.2c)
New Features
Fissure - New Melee On Attack Skill Node
Now the ground was shattering and the soil was torn apart! Your melee attacks have a 50% chance to create a traveling fissure, which can replicate itself 2 times. Fissure knocks back enemies. Damage is scaling with your melee damage and with skill stacks. Fissure size scales with AoE size.
Improvements
- Revert B button on controller for options, achievements and leaderboards
- Prevent skip of last screen on space button pressed
- Fragmentation projectiles are now affected by player effect transparency setting as well
- Final adjustments and fixes for steam deck verification
Balancing:
- Elites HP scaling now increases with higher waves
- Elite enemies are now immune to all knockback sources like projectiles and skill AoE effects (previously was only melee weapons)
Bugfixes
- Fixed duplicated character achievements in the in game achievements menu
- Fixed wrong possibility scaling on stacked melee On Attack skills
- Fixed wrong tier description on character achievements
- Fixed select button icon in skill tree placement on ultra-wide monitors
- Crab elite shader is now applied correctly
- Fixed duplicated achievements (v.0.9.3.2a)
- Mouse is now switched visible again after wave completed on keyboard and mouse input (v.0.9.3.2a)
New Features
Improved Controller Support
- You can now use the START button on your controller to jump to the choose your map screen once you have set up your run in the prepare your run screen.
- You can now always use the B button on controller to navigate back to the previous screens.
Saved Last Map for Quick Start
Your last played map is now saved and automatically gains focus when you enter the choose your map screen. Simply press enter or the START button on your controller to enter the highest unlocked difficulty on this map.
Tooltip for Stashed Light Fragments
You can now hover with the mouse over the stashed light icon to get information on how they work. This supplements the last added tooltip for the elite spawn pool when you hover over the elite light fragment icon.
Improvements
- It is now checked what you OS language setting is instead of defaulting to the english language. This should also fix the revert back to english after game updates.
- Bleeding blade is now affected by the player effect transparency setting
- Moving the mouse in main menu now triggers switching back to mouse input instead of having to click once
Balancing:
- Switched rolling stone boss on mountains map with the worm boss since the rolling stone is harder to defeat.
- Changed unlock condition for character Darokin: Defeat the endboss on wave 20 in the basement (was any map before).
Bugfixes
- Fixed boss sound effects being played when sound effects are turned off
Improvements:
- Melee Constructs now attack always, also when no enemies are near the construct
- Elite enemy spawns are now indicated by a new sound effect
- Performance improvements for range construct attacks
- Player effect transparency slider now works without restarting the game (v.0.9.3.0b)
- Player effect transparency slider now also changes transparency of player projectiles (v.0.9.3.0b)
- Player effect transparency slider now also changes transparency of your companions (v.0.9.3.0c)
- Higher contrast for enemy projectiles for better clarity (v.0.9.3.0c)
Balancing:
- Elite enemies now have 30% increased health
- Elite enemies are now immune to knockback
- Range companion projectiles now pierce trough all enemies
- Melee attacks from skills (like Double Hit) can now not trigger Glaring Light anymore
Bugfixes:
- Fixed duplicate achievements (v.0.9.3.0d)
- Fixed to early triggered achievement for melee weapon collection (v.0.9.3.0d)
- Fixed not unlocking achievements for builds like ranger, fire & ice... (v.0.9.3.0e)
- Fixed not unlocking achievements for tier 5 map difficulity (v.0.9.3.0e)
With Update 0.9.3.0 we are adding some highly requested features. We proudly present: Stashed uncollected light fragments, a new skill, new elite enemies, Player effect transparency setting and more!
New Features:
Stashed Light Fragments
All light fragments you have not collected during a wave are now automatically stashed. Once you stashed 10 light fragments they will be converted to a elite enemy spawn. This elite enemy is added to the spawn pool for your next waves and if you defeat the elite it will drop a bigger light shard holding all experience of the 10 light fragments.
New Elite Enemies
All enemies can now spawn as an elite enemy version. These elite enemies can be differentiated by a golden glow effect and a bigger size. Elites have more health than normal enemies and also have a quicker move set. Elite can only spawn if there are at least 16 seconds left on your remaining wave time so that it is ensured to have enough time to defeat the elite. There is also a tooltip explaining the elite spawn pool on the end of wave screen.
New Range Attack Replacer Skill Node
Projectile Shield
Your projectiles are surrounding you like a protective shield.
Player effect transparency setting
A new slider has been added to the options menu where you can adjust the transparency of all player area of effect skills. Depending on which build you are going to play this can help you to keep the screen as readable as you wish.
New Weapon Attack Swing Effects
All melee weapons now have a new weapon swing effect to make attacks feel more impactful.
Reworked shaders for player effects
A bunch of shaders have been reworked to make them look nicer. Mostly the changes can be seen for following skills:
- Clash of Steel
- Double Hit
Improved skill tree node connection colouring
All skill nodes that are connected to already active skills and could be activated are now connected with a bit brighter connection colour than currently unreachable skill nodes. This should help indicate which skill nodes are connected if nodes end up being placed in a confusing constellation.
Improvements
- General performance improvements for enemy spawn and initialisations
Balancing
- Rogue Character has now 50% Attack Speed Bonus (was 30%)
Update 0.9.2.0 introduces a new melee weapon to Striving for Light: Survival. The Bear Caller is the very first melee weapon that can summon companions. Futhermore this update enables melee constructs to trigger double hit which should make them a more valid build choice.
New Melee Weapon: Bear Caller
Instead of attacking this weapon will call a mighty bear that attacks for you. The best thing about the bear attacks is that they count as player melee attacks and not only scale with your melee damage they also trigger all melee on attack and on hit effects just like your attacks do.
And this is how the bear looks in action:
Together with this new melee weapon a new in game achievement has been added to unlock the new weapon.
Improvements
- Melee constructs can now trigger double hit. This should make melee constructs a viable build choice.
Update 0.9.1.4 brings performance improvements for projectiles, scaling collect speed of light fragments, improved melee construct attacks a new leaderboard rank frame and further improvements to the game.
New Range Projectiles
Reworked the most performance hungry projectiles (light staff, phoenix staff, dark staff, focus and ice staff) and recreated those effects from scratch to have a very low performance impact while still keeping visuals as good as possible.
Improvements
- Added new visual frame to your leaderboard rank.
- Improved basement trap animation
- Melee constructs now have increased attack range and longer attack period that should make it easier for them to hit enemies.
- Characters can now also be unlocked when you defeat the endboss on a map tier higher than the required tier.
- Collect speed of light fragments now scales with your movement speed so that you cant outrun the attracted light fragments.
Bugfixes
- Fixed wrong skill description for bursting skills.
WIth Update 0.9.1.3 we are improving controller support by improved hovering visuals and button hover/click sfx, adding a new leaderboard display that shows your current rank on top of the leaderboard entries so that you don't have so search for it, plenty of balancing changes and bugfixes.
New Striving for Light: Survival OST now available!
The new Survival OST is now available for everyone who wants to further support the development of Striving for Light: Survival. Featuring over 20 minutes of original music composed by the devs to suite the dark and more intense atmosphere of Survival. We also created a new bundle for Survival + OST. https://store.steampowered.com/app/2296970/Striving_for_Light_Survival_Soundtrack/
New Features
Current Leaderboard Rank Display
Your current leaderboard rank is now displayed on top of the top 300 leaderboard entries. Before you were not able to see your current rank beside on the end of run screen if it was not included in the top 300. Now you can always see your current rank in the selected leaderboard.
More New Features
- There is now an indicator in the skill tree that shows which is the next wave
- Added button click and hover sounds to all buttons in the game
- Improved button highlighting for controller input
- Improved button highlighting on controller input when skills, weapons and characters are locked
- Added hover animation to the skill pool label to indicate there are tooltips
- Added new locked colour panel to locked skills, weapons and characters
- If you leave the stats window open it will be open by default after the next wave when you enter the skill tree again
Improvements
- Glaring light now shows two effect stacks, that should prevent getting the feel that there is an interruption between multiple active glaring light effect
- Improved range construct attack pattern and performance improvements for range constructs
Balancing
- Elder Club got reduced melee damage to 20 (was 25) and reduced attack speed to 0.25/s (was 0.6).
- Range Constructs reduce your attack speed by 50% (was 25%), range constructs now also decrease projectile damage by -30%.
- Melee Constructs now don't have an attack speed malus anymore (was -25% attack speed)
- Boomerang now reduces your attack speed by -30% (was -50%). Boomerang now additionally decreases your melee damage by -30 %.
- Increased melee damage skill nodes now increase your melee damage by 70% (was 80%).
- Character Stats for melee and projectile damage have been reworked and are now scaling from your base weapon damage.
- Character Heleja has increased projectile damage by +100% (was +10 flat damage). Melee damage is decreased by 50% (was -5 flat damage)
- Character Goladir has increased melee damage by 50% (was 10 flat damage) and has decreased projectile damage by 50% (was -5 flat damage)
- Character Dark Wanderer decreases your melee damage by -30 % (was -3 flat damage) and your projectile damage by -30% (was -3 flat damage)
- Unknown Wanderers now increase melee or projectile damage by 20% (was 2 flat damage) and decrease in the other stat accordingly
- Reduced stone turtle AoE size on forlorn lands. Also decreased duration of AoE fields to 1 seconds (was 2 seconds)
Bugfixes
- Fixed wrong skill description for glaring light. Glaring light lasts of 2 seconds
- Fixed wrong damage description on companion skills. All companion skills now display the companion damage.
Improvements
- Improved enemy projectile highlighting for all enemy projectiles. Let me know if there are specific projectiles which get lost in the background and lack further highlighting.
Bugfixes
- Fixed a recursion on the latest hotfix 0.9.1.2a-b that lead to a freeze when ever a skill tree is initialised with only range or melee skills selected (v.0.9.1.2c)
- Fixed non selected skills (if at least 12 have been selected) appearing in the initial skill tree
- Fixed defeated endboss progress not being saved to count towards unlocks for all tier 2/3/4/5 achievements
- Fixed Victorious message at the end of a run being displayed even if you have not defeated the endboss on the final wave.
WIth Update 0.9.1.2 we are focusing completely on improving the overall player experience by adding a new player level up visual effect, adding a new light fragment drop from bosses to make defeating bosses feel more rewarding. We are also adding a new indicator which displays on which map tiers you have already defeated the endboss.
New Features
Defeated Endboss Indicator
Added indicator on which map tiers the endboss was already defeated. This should make it easier to see what has to be completed until you receive the achievements.
New Boss Light Fragment Drops
Added a new big light fragment which drops from defeated bosses, these light fragments also have a new pick up and sound effect. This should make defeating bosses feel more rewarding.
New level up effect
A new level up effect has been added, which should make level ups feel more impactful and satisfying.
Further improved melee weapon trails
The melee weapon trails got further refined.
Balancing
- Throwing Spear damage reduced to 8 (was 16), attack speed lowered to 0.7 /s (was 0.9 /s)
Improvements
- Improved weapon trail effects
- Improved projectile visual effects for light and phoenix projectiles
Bugfixes
- Fixed chicken companion achievement unlocking on the wrong skill combination, this achievement should now unlock as it should when 10 companion skills are active.
WIth Update 0.9.1.1 we are reworking condition damage status effects on enemies to make conditions on enemies better visual but also improving performance when a lot of condition effects are displayed at once. The save file management system was improved to fix wrongly switched save files that looked like you lost your unlocks. We also tweaked some of the newly added soundtracks.
New Features
New enemy condition status effect visuals
Enemy condition damage status effects got a completely reworked. We moved away from particle systems and are now using simple sprites with a new shader type specifically designed to clearly indicate the enemy condition without having a big performance impact. And this is how these new condition effects look like: Burning Effect:
Freeze Effect:
Poison Effect:
Improved Save File Management
The save file system got improved so that it is now always indicted by a red dot on the public league button in the main menu that you are playing on the offline save file. Pressing that button and returning to main menu now does not automatically switch to the new online save file as this lead to some confusion about lost unlocks due to the save file switch.
Improvements
- New added soundtracks got some minor tweaks and adjustments
- Some backend improvements on the save file system
- Performance improvements for enemy condition status effects
- Fixed endboss name offset on the healthbar for korean, japanese and chinese languages
Bugfixes:
- Fixed save file switch when pressing the join public league button even though no player name was entered
Honestly we are blown away by all the positive feedback for Striving for Light: Survival and thereupon decided to compose a new original soundtrack for SFL: Survival. Update 0.9.1.0 additionally adds a soundtrack selection system so that you can switch between the new and the old soundtrack.
New Features
Survival gets its own Original Soundtrack
As the Striving for Light OST is suited for long game sessions exploring huge maps and the more relaxed style we felt that Survival needs more drive! So we composed 6 new original soundtracks specifically suited for the intense arena action. With these 6 new soundtracks we are adding over 20 minutes of new original music to the game. The new soundtrack is dark, rhythmic and intense. Here is the first track of the new OST: On the Edge [previewyoutube=CXV2kNu7erg;full][/previewyoutube]
Soundtrack Selection System
A new soundtrack selection system has been implemented. Since some might prefer the more relaxed Striving for Light OST we made this an option in the options menu. You can now choose the OST collections as you prefer.
Survival Soundtrack DLC
We will release the Striving for Light: Survival Soundtrack as DLC priced 2.99$ in the next days for everyone who wants to further support the development of Striving for Light: Survival!
Bugfixes:
- Fixed a bug that caused map tier achievements on the last map (aeodra arena) not being unlocked. If you already have defeated some map tiers of the Aeodra Arena you might have to complete them again for receiving the Tier X Master Achievements.
- Fixed a bug which caused the Tier X Master achievements not being unlocked.
With hotfix 0.9.0.6a we are fixing the carry over bug that prevented that your previous run was reset. We therefore also rolled back the leaderboard to the state of 23.02.2023. We appologise for the inconvenience caused by the roll back or for the hours you where not able to play the game properly. Note that we also crated a new leaderboard connection so that old game builds are not able to publish scores into the new rolled back version of the leaderboard. This should ensure that the new leaderboard will not receive any entries of older game versions which are updated at a later time abusing the bug to post higher scores. Edit: There have been some remaining bugs regarding the reset of saved run data, those should now all be fixed in 0.9.0.6c so if you are running an older game version please update. We will remove some of the recent posted scores that are postet to the leaderboard that utilised these bugs. Bugfixes:
- Fixed carry over run progress bug
- Another hotfix was supplied to fix carried over run stats (v.0.9.0.6b)
- Fixed wrong skill highlight on companion skills when hovering over the skill node in the stats menu.
- Fixed missing traps in mountain peaks map on difficulty tier 2, 4 and 5 (v.0.9.0.6b)
WIth Update 0.9.0.6 we are starting some major improvements to our leaderboard backend as the amount of players exceeded our expectations. Also the initial player attack delay got removed. We also added Korean, Japanese and Portuguese language support to the game. As this are some major changes let us know whenever you encounter a bug.
New Features
Korean, Japanese and Portuguese Language Support
We have extended the language support for Striving for Light: Survival. As this was something highly requested by our community we hope that this improves the player experience for Korean, Japanese and Portuguese players. As our translations are currently automatically AI translated there might be mistakes or errors. In case anyone wants to help improve a translation we can make the translation files available so that changes can be discussed on our discord.
Improvements
Instant Player Attacks
The player character now does not have a delay until the first attacks are performed at the start of each wave. Your character should now directly start performing attacks which helps a lot on construct builds and high tier maps.
Improved leaderboard backend
As the player count is quickly rising we have started preparing our leaderboard backend in order to be able to display the ranking of all players. Previously we started with a limit of top 100 players that could be displayed when fetching scores. This quickly lead to players not seeing their rank on the completed run screen as the fetched top 100 scores did not include your entry if you had made a placement >100. We have raised the limit to 300 scores but we are already quickly approaching this player count. The new improved backend now is able to display your rank no matter how many entries are on the leaderboard. So when you made rank 500 in your run and only top 300 are displayed on the leaderboard you will still see when finishing a run that your current personal best run is at rank 500 so you can see your progress even though it might not be included in the top 300 leaderboard from the menu.
Bugfixes:
- Fixed wrong damage displayed at scattering projectiles and scattering cast
- Corrected description of scattering dodge casting 2 projectiles on dodge.
- Fixed not unlocking achievements for completing difficulty tiers with specific characters.
Thanks for all your reports, this is of immensive help hunting down those bugs! Update 0.9.0.5 increases the display amount of the leaderboards, improved trap and enemy projectile visibility, enemies now don't spawn on top of your current player position and plenty of further fixes and improvements.
New Features
Increased Leaderboard Ranking Display Amount
Since the first leaderboards already have more than 100 player entries the current leaderboard display limit of 100 has been raised to 300 to show the positions of all current players. We will test this change as we approach the 300 entries if this is causing some issues down the line. If not we will keep increasing the limit to display everyone's ranking. A new error message has been added to the stats window when corrupt player stats have been uploaded instead of crashing the game.
Menu navigation with left thumb stick on gamepad
You can now use the left thumbstick on gamepad to navigate menues.
Improvements
- Updated forest visual light effects
- Traps and projectiles from ice traps in the frozen lands are now coloured red to make them better visible
- Fire creature projectiles in the caves now have a more intense glow to make them stand out more
- Improved German translation
Bugfixes:
- Fixed a huge bug which caused enemies to spawn on your current player position.
- Fixed enemies spawning outside of Aeodra map
- Enemies should now never spawn within a certain margin around you
- Fixed miss placed ice trap in the frozen lands for difficulty tier 3
- Fixed trembling ground not able to trigger some melee on hit effects (like Double Hit)
- Removed duplicate achievement survive level 20 with max level 5
- Fixed missing enemy outline for antlered beast in the caves
- Fixed wrong unlock description for Hammer Weapon, needs increased AoE size of 2.0 (wrong description stated AoE size of 1.75)
- Fixed some weapon unlock achievements unlocking to early (v.0.9.0.5a)
Thanks for all your bugreports. With the Update 0.9.0.4 we are adding a new online leaderboard guide which explains the online functionality and how savefiles work to new players. It also communicates that there is Twitch & YouTube integration. Furthermore we are improving tooltips to prevent top overflow and change some weapon unlock conditions along some bugfixes and further improvements.
New Features
Play Online Guide for new Players
Added a new play online tutorial that pops up the first time you start the game. This should help explaining the online functionality as well as inform about the Twitch and YouTube integration.
Permanently Close Play Online Notification
You can now tick the "Do not show again"-checkbox for the play online notification which always shows up if you played offline. Together with the new online tutorial this should improve the user experience for new players.
Victorious Message on Endboss defeat
When defeating the final endboss on wave 20 a new massage is displayed stating that you have been victorious. If you don't defeated the endboss but survived you will see the message that you have survived. This should also make it clear that the next map tier is only unlocked if you have been victorious.
Improvements
- Improvements to the tooltip system to check for top window overflows. This should fix all tooltips which had a top overflow like the character tooltip for Darokin.
- Improved visuals of snail frost ground AoE effect. They now have a very clear outline which should make it much easier to avoid stepping into them.
- Increased red glow of traps in the forrest map (v.0.9.0.4b)
Balancing
- Unlock requirements for Bow have been lowered to 8 projectiles (was 10)
- Unlock requirements for Burning Skills with Sword and Staff of the Phoenix changed to complete wave 20 (was wave 10)
- Unlock requirement for the skill Wind Shock was changed to complete wave 20 with Lightning Staff equipped (was defeat 100 enemies in one run)
- Unlock requirement for the skill Piercing Blow was changed to complete wave 20 with Slingshot equipped (was defeat 400 enemies in one run)
- Unlock requirement for the skill Cutting Shot was changed to complete wave 20 with Ice Focus equipped (was defeat 500 enemies in one run)
- Unlock requirement for the skill Piercing Blow was changed to complete wave 20 with Throwing Spear equipped (was defeat 750 enemies in one run)
- Unlock requirement for the skill Wind Shock was changed to complete wave 20 with Scythe equipped (was defeat 900 enemies in one run)
Bugfixes:
- Fixed achievements triggering on start instead of end of wave.
- Fixed wrong description for tier 2 map difficulty. Tier 2 actually has a few traps.
- Fixed a bug which caused the skill search not being ended properly when closing with gamepad controls
- Fixed poison nova not being able to be unlocked (v.0.9.0.4a)
- Fixed mouse panning bug when the skill tree search function was used (v.0.9.0.4a)
Thanks for all your bugreports. With the hotfix 0.9.0.3e we are improving visual clarity by coloring more enemy projectiles and AoE fields into red color.
General
Twitch API is now running again. You can now see which twitch-streamers are currently streaming Striving for Light: Survival on twitch. Simply hover over a leaderboard entry which has a red currently online dot and join by clicking the twitch icon.
Improvements
- Fixes and tweaks for new weapon trails
- Reduced brightness of eternal sands map to reduce color blow out
- Snail Boss now has better visible AoE fields
- Ice trap projectiles are now also tinted red to make them better visible
- Bleak Worm Endboss projectiles are now also tinted red to make them better visible
- Snail ground fields are now also tinted red to make them better visible
- Ice bird projectiles are now also coloured red (v. 0.9.0.3f)
- Stats window now shows projectile range + speed (v. 0.9.0.3f)
- Improved visuals of player ice projectiles (v. 0.9.0.3f)
- Fixed carrying over companion damage to new runs
- Fixed bug that caused achievement for unlocked all melee/range weapons/ all characters to early. This might still happen for everyone who already played the demo/ full game previous to this patch. For new players this should be fixed now.
- Fixed greatsword not having knockback (recursion from latest update)
- Fixed french translations
- Improved tutorial descriptions for toggle skills
- Fixed wrong flavour text for the characters farmer and rogue
- Fixed missing companion damage tooltip for the Character Farmer (v. 0.9.0.3f)
- Fixed Burning Cast Skill Achievement not being able to be unlocked (v. 0.9.0.3f)
- Fixed achievement unlocks being unlocked at the start of wave instead of the end of wave (v. 0.9.0.3g)
- Fixed cinnamon star not being able to be unlocked (v. 0.9.0.3f)
- Fixed a recursion in a previous hotfix that light staff will not be unlocked by default (v.0.9.0.3g)
Striving for Light: Survival has just been released and is now available on Steam!
At this point we want to thank everyone who was involved by playing the demo or Striving for Light and giving valuable feedback! Without all your awesome feedback this game would not be as it is right now. And this is just the start into the exciting Early Access Era! We invite everyone to be part of the ongoing development by: - Engage in discussions on our discord! - Engaging on the steam forums - Or simply by sending us bugreports If you encounter any bugs or issues please let us know. There is a bug report button on the main menu which takes you directly to our bug report form on our homepage. You can also use discord or the steam forums to let us know that there is an issue. We do our best to resolve them as quick as possible. See you in the leaderboards! Have fun! Igniting Spark Games
Improvements:
Updated all weapon trail VFX
These are the new weapon trail VFX
And this is how they used to look like
Also the colors of trails have been better matched to the weapons to overall give a more consistent weapon style.
Further Improvements
- Updated tutorials for activating/ deactivating skills
- Updated tutorial visuals
- Added tooltip to skill spawn pool message to explain how the skill spawn pool works.
Balancing:
- Changed some of the weapon unlock conditions to higher wave requirements
- Reverted recent change: Uncollected hearts now only remain on the floor for one additional wave (they were stacked infinite before). (v.0.9.0.3a)
Bugfixes:
- If 12 skills have been selected no more additional random skill will be added to the skill pool anymore
- Fixed several achievements not being able to be unlocked
- Removed a debug message that could slow down the game on many melee attack effects
Improvements:
- Improves brightness of enemy AoE fields in the forest.
Balancing:
- Life Leech changed to 1/160 enemies with decrease of 20 for each additional Life Leech stack (was 1/100 with 10 decrease per stack).
Bugfixes:
- Endboss names are now also displayed in chinese
- Fixed wrong life leech description
- Increased size of node search field so that no scroll bar appears on Chinese language setting
- Fixed not being able to continue on game over screen when you are playing in offline mode
- Fixed a bug which caused the selected skills from the selection menu being reset even though they where highlighted. If you wondered why your previously selected skills did not show up in the run, yep that's why. This should now be fixed.
- Fixed wrong sill damage calculations on skills with possibilities <100%. This are in general very powerful skills and in order to increase the damage of these skills you need to reach 200% trigger rate to make them deal double of damage.
- Fixed alt tab to trigger pause menu on game over or run success screen
Improvements:
- Reworked all arena environments to support widescreen monitor resolutions up to 32:9
- Reworked all arena environment particle effects
- Snail boss in the forest now has red AoE effect to make them better visible
Balancing:
- Life leech is now activated by 1 per 100 enemies ( was 1/60) for each additional life leech node life the life leech count gets reduced by 10 (was 5)
- Small adjustment to enemy hp scaling
- Small adjustment to enemy spawn algorithm
- Fragmentation unlock achievement has been changed to defeat 35 enemies on wave 3 (was 40 enemies on wave 2) (v.0.9.0.1a)
Bugfixes:
- Wrong life leech stats display has been fixed
- Ultra wide-screen overlay fix
- Fixed wrong description for burst skills
- Fixed bug that caused builds to not fully upload to the leaderboards (v.0.9.0.1a)
The Early Access Release on next Monday 20th Feb. 2023 of Striving for Light: Survival is fastly approaching! So we want to share the early access release update preview with you all so that you have an idea of what to expect on launch day. Furthermore we have updated the demo so that you can check out some of these new features for your self. So this is what the Early Access Release (Version 0.9.0.0) will hold in store for Striving for Light: Survival.
New Features
New Map Difficulty Tiers
Two new map difficulty tiers (4 and 5) have been introduced. The already existing difficulty tiers 1-3 have been rebalanced. The way of unlocking new map tiers has been changed. You now need to defeat the final endboss on the last wave to unlock the next map tier. Furthermore the difficulty tier visuals have been completely reworked.
New Unlockable Characters
2 new characters have been added, now there are 8 playable characters available in total for the Early Access Release (including the 2 more balanced starting characters).
- Farmer
Once his mission was to herd the chicken, until the darkness engulfed his farm. Now he is taking his chicken to fight back. - Rogue
A unknown rogue. Quick but weaker attacks. - Dark Wanderer
Nobody knows where he came from and where he will go. They tell that he channels the energy of each defeated monster to create his own monstrosities. - Darokin
Darokin, the wise man of Ankerath. Slow but with unique magical strength. Start Skill: Glaring Light on attack. - Heleja
Heleja, the scholar of Ankerath. Outstanding range skills, but week melee skills. - Goladir
Goladir, blacksmith of Ankerath. Made for melee combat, but week ranged skills.
Build Viewer
Leaderboard entries now display which character was played on the highscore run. You can also click on the character button to view a build summary of the leaderboard entry to see what build has been played. This feature will also be introduced to Striving for Light with the next bigger update. There have been quite some backend improvements and changes which require a leaderboard wipe.
Steam Achievements
100 steam achievements have been added to the game. These are additional achievements which sum up with the in-game achievements to over 250 achievements in total. In-game achievements are bound to the save files so when you enter a new season everyone joining the season can go on a fresh journey of unlocking and completing achievements. Steam achievements are permanent and can only be achieved one time. Achievements in general will not be taken away. Even if you enter a new season you can always switch the the last season save file and continue playing on this one. Or you can just play offline and not play online at all.
Steam Rich Presence
Added steam rich presence which showcases information about your current run to your steam friends. The map, map tier, wave and your current level is shared.
Start of a new Public Season
Today with the introduction of the new build viewer we are wiping the leaderboards for Striving for Light: Survival. Due to all the balancing changes this can be seen as the start of the public Early Access Season 1. So jump into the demo and get back your rankings! There will be new seasons on a regular basis which require to register with a new save file if you want to participate in the fresh leaderboards. On a new season all players start from zero and start a race to unlock their preferred skill and weapon combinations to go for the highest scores on the different maps. We will announce season starts ahead of time so you plan to take part in these events.
Map Difficulty Tier Display
A new map tier difficulty display has been added next to the arena wave counter in the UI.
Demo and Full Version Progression Share
The progress of the demo will be carried over to the full version. Only steam achievements are not enabled for the demo.
Improvements
- Hearts can now accumulate infinitely. Previously only 2 hearts in the arena could be carried over to the next wave. From now on you can accumulate all not used hearts infinitely and keep them until the last wave. This should even more reward players that manage to not receive damage for many waves.
- Reduced attack speed is now indicated as a red label on the skill tooltips
- Heleja now has a default projectile multiplicator of +2 (was 1)
- Increased attack and movement speed of melee companions
- AoE fields in the forest are now red instead of green to increase visual clarity
- Increased distance for all enemy and boss spawns to player position
- New map difficulty system
- Increased heart attraction movement speed
- Performance improvements for projectile heavy builds
Balancing
- Increased boss enemy HP pool
- Rebalanced traps for all difficulty tiers.
- Increased companion damage skill nodes now don't have any downsides (was -10 % attack speed)
- Decreased spawn possibility of max HP skill nodes slightly
- Increased enemy spawn rates on waves 12-16
- Bursting Shot / Wield now has flat damage 20 (was scaling with melee and range damage before)
- Decreased cellar spider charge speed
- Increased brightness of cellar spider to make them stand out more against the arena backgrounds
- Increased brightness of ghost enemy to make them stand out more against the arena backgrounds
- Improved enemy spawn algorithm to prevent enemies to spawn very near to player position
Bugfixes
- Fixed weapon names not being displayed for Chinese language
- Fixed skill node search bug which caused cursor to jump to a skill node when pressing enter key for adding "space"
- Fixed a bug which caused selected melee and range weapons not being saved and applied for next run
- Fixed a bug which made it able to continue the game on the end of waves
Thanks for all the feedback already, here is what update 0.8.1.1 will bring to the Demo of Striving for Light: Survival.
New Features:
- Player damage received feedback
By default a new player damage received effect is displayed at the screen borders to indicate you have received damage. This should help not loosing track of your current health while focusing on the action. This effect can always be turned off in the options menu.
- Default skill setup is now saved Your selected skills when preparing your runs are now saved, so you can quickly start a new run with the same setup without having to remember which skills you put into the skill pool previously.
Improvements:
- Forrest map visual effects have been reworked to be overall brighter and make enemys stand out better from the background. Also new light effects have been added to make the ambience more appealing.
- Enemies now no longer spawn on top or very close to player
- Collecting light shards is more responsive and now feels even more rewarding. This should prevent missing shards by walking passed to quickly
- Improved button positions in options menu
Balancing:
- Increased player invincibility after receiving damage to 2 s (was 1 s)
- The minimum attack speed is now caped by 0.05 attacks / s and can't go lower than this. Some players reported stuck weapons so this should fix frozen weapon attacks but still communicate that attack speed is required to speed again
Bugfixes:
- Fixed a bug which caused enemy spawn fog effect being displayed on areas where no enemy spawned
- Fixed enemies spawning outside the arena in seldom cases
- Fixed a bug which reset your previous selected weapons from last run when you died
- Fixed map loading bug that switched map during runs to something else
- Fixed game over screen freeze when opening the pause menu on death (v.0.8.2.0a)
- Fixed projectiles not getting current projectile damage from player stats and ending up dealing less damage (v.8.2.0b)
- Fixed additional random skill amount display not being updated correctly when entering the prepare your run screen (v.8.2.0b)
- Fixed condition damage skill being behind demo lock (v.8.2.0b)
Thanks for all the feedback already, here is what update 0.8.1.1 will bring to the Demo of Striving for Light: Survival.
New Features:
- YouTube integration
When joining the public league (online mode) you can now check the "YouTube Creator" checkbox which lets you input your YouTube handle name instead of your player name. Your leaderboard entry will now contain a YouTube button which takes players directly to your YouTube channel, making it easy to check out your content.
- Twitch integration
Twitch integration now displays when you are live on twitch. If you checked the twitch streamer checkbox when entering your twitch name you will receive a twitch icon next to your name on the leaderboards. This will allow other players to join your twitch channel with one button click. There is now an additional red dot as an online notification when you are currently live streaming in the game category "Striving for Light: Survival" or have something equal in your stream title.
Improvements:
- Performance improvements for the new introduced Highlighted Enemies feature, when this feature is turned off it now does not have any performance impact
- The unlock achievement for the skill Exploding Projectiles has been changed to "reach 4 projectiles at the end of wave 4 (was end of wave 2 before)
Bugfixes:
- Fixed a bug which might have lead to a crash when pressing the leaderboard refresh buttons very fast multiple times
- Fragmentation projectiles can now also trigger enemy on death effects (v.0.8.1.2a)
- Fixed glaring light ability of Darokin not scaling with projectile damage (v.0.8.1.2a)
- Fixed some wrong skill descriptions (v.0.8.1.2a)
Thanks for all the feedback already, here is what update 0.8.1.1 will bring to the Demo of Striving for Light: Survival.
New Features:
- You can now enable "Highlighted Enemies" to gain additional outlines for all enemies to make them stand out more from the background. It can be enabled/ disabled anytime from the options even during your current run. It's available in the demo as well and this is how it looks like:
Improvements:
- Increased attraction speed and acceleration of light fragments to make it easier collecting them.
- Improved enemy spawn visibility of the indicator animatons.
Bugfixes:
- Fixed a bug with fragment skill not being applied multiple times to enemies.
Join the developer livestream where we play our upcoming arena survival roguelite Striving for Light: Survival and answer your questions! Livesteam is scheduled for: 8th February 2023 9:00 PM CET. We are looking forward to see you there!
With the major update 0.8.1.0 we are introducing new characters with different stats and talents for the first time ever into world of Striving for Light. Two of these new characters are already available in the Demo we have updated to celebrate the Steam-Next-Fest!
New Features
Playable Characters
- Dark Wanderer - (Available in Demo)
Nobody knows where he came from and where he will go. They tell that he channels the energy of each defeated monster to create his own monstrosities. - Darokin - (Available in Demo)
Darokin, the wise man of Ankerath. Slow but with unique magical strength. Start Skill: Glaring Light on attack. - Heleja
Heleja, the scholar of Ankerath. Outstanding range skills, but week melee skills. - Goladir
Goladir, blacksmith of Ankerath. Made for melee combat, but week ranged skills. - Farmer - Work in Progress
Once his mission was to herd the chicken, until the darkness engulfed his farm. Now he is taking his chicken to fight back. - Rogue - Work in Progress
A unknown rogue. Quick but weaker attacks.
New Skill Node Icons
New skill icon design for increased projectile damage skill nodes to make it stand out compared to the other skill nodes more
New skill icon design for increased projectile spawn angle to better describe what the skill actually does
Improvements
- Achievement unlock notification now displays more information about which skill or weapon has been unlocked.
- Boss soundtracks have been implemented for waves which include a boss fight.
- Incrased wave lenght to 24 s (was 22s)
- Increased light shard movement and acceleration speed
- Improved visibility of enemy spawn indicators, they should now not be covered by projectiles and other enemies
- Added additional ability information on character tooltips
- Added damage number for glaring light skill effect
Balancing
- Enemy spawn algorithm has been reworked which should smoothen out the difficulty jump between Map Tier 2 and Tier 3. Map Tier 2 should be a bit more challenging now.
Bugfixes
- Fixed a bug that caused glaring light to not trigger each time
- Fixed pet damage numbers from melee attacks not being visible
- Fixed stats from successful runs being kept on fresh run
- Fixed bursting shot being persistent from previous run
- Added missing information on glaring light skill tooltip description
Join the developer livestream where we play our upcoming arena survival roguelite Striving for Light: Survival and answer your questions! Livesteam is scheduled for: 6th February 2023 10:00 PM CET. We are looking forward to see you there!
Thanks for all the feedback already, here is what update 0.8.0.3 will bring to the Demo of Striving for Light: Survival.
Improvements:
- Increased light shard attraction speed to make it easier collecting them
- Leaderborad window is now responsive on ultra wide monitors
- Added tooltips to different difficulty tiers on select map screen, displaying what the difficulty tiers actually change
- End of wave sfx is now triggered for the remaining 6 s ( was 5 s)
Balancing:
- Increased base wave time to 22 s (was 20 s) this should give you more time to collect those light shards especially in the first waves
- Life leech does now has a base leech of 1/60 (was 1/50)
- Corrupted light enemies on basement have larger AoE fields
Bugfixes:
- Fixed activating skill nodes in skill tree with enter triggering exit dialog
- Fixed typo for Increased Collect Range skill node
- Fixed some not unlocked skills being included in the skill spawn pool (i.e. life leech and
Thanks for all the feedback already, here is what update 0.8.0.2 will bring to the Demo of Striving for Light: Survival.
New features:
New Skills
Two new skill nodes have been added to the game.
Life Leech : Gain 1 health after defeating a certain amount of enemies, the required amount of enemies is decreased depending on how much life leech nodes you have skilled.
Increased Collect Range Your collect range is increased by 20%.
New Achievements
7 new achievements have been added to the demo. Two achievements to unlock the above mentioned skills and 5 very advanced achievements which will require some thinkering on how to unlock them.
No Move Achievements: Complete waves without moving more than 10.000 units, which is around 3-4 times the arena width.
Balancing:
- Granted boss exp has been increased by 25%.
Bugfixes:
- Fixed not triggering range attacks on high attack speed values
- Fixed tooltips clipping out of window
- Fixed a lagg spike on player level up
- Fixed super boss exp not being as high as intended
- Fixed not being able to assign space key in the key binds (v.0.8.0.2a)
- Play online tutorial is now only showing up in offline mode (v.0.8.0.2c)
- Increased collect range is now not going to infinite when activated (v.0.8.0.2c)
- Hotkey "T" can now again be used to exit the skill tree along the ESC button or Space after all skill points have been spent (v.0.8.0.2c)
- Bosses now spawn more in the centre which should yield better endboss placement (v.0.8.0.2c)
New features:
- You can now rebind the keys for panning the camera in the skill tree
Improvements:
- Changed the standard keys for jumping between nodes to WASD and for panning the camera to arrow keys
- You can now press buttons with space and enter key on keyboard
- When you spent your final skill point the focus will directly jump to the continue to next wave button, so you can hit space/enter or A/select button on controller to progress to the next wave immediately
- End of wave screen now has a fade in effect
- Added spinning animation to metal blade projectiles
- Improved visibility of enemy projectiles
- Player is now always spawned in the centre or the arena on the next wave (0.8.0.1a)
Balancing:
- Slightly increased endboss HP
Bugfixes:
- Fixed game unintended unpause of game when leaving the survived window at the end of a run
- Fixed a bug which caused virtual keyboard in skill tree not to close when pressing RB on controller again
- Improved description for exploding projectile achievement
- Fixed key rebind menu not being able to exit when accessed during an active run
- Fixed not triggering range attacks on high attack speed values (0.8.0.1a)
- Fixed tooltips clipping out of window (0.8.0.1a)
Balancing:
- Decreased enemy spawn interval to make early game more interesting and challenging
- Decreased the wave duration slightly for endgame waves
- Increased low tier enemy spawns on waves 9-15 to keep enemy densety consistent
Improvements:
- Increased clock sfx volume
- Increased collect sfx volume
The Striving for Light: Survival Demo is out now!
[previewyoutube=TUs24n17ml4;full][/previewyoutube] You can now explore the first 2 maps on all 3 difficulty tiers with a selection of achievements to unlock! Leaderboards are also already set up so you can challenge each other on a total of 6 leaderboards! We wish you a lot of fun diving into this new experience and are looking forward to hear your feedback! Join our discord and engage into the active development of Striving for Light: Survival: Join the official Discord server!
Striving for Light: Survival
Igniting Spark Games
Igniting Spark Games
2023-02-20
Indie Casual RPG Singleplayer EA
Game News Posts 123
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(111 reviews)
https://www.strivingforlight.com/
https://store.steampowered.com/app/2286450 
[531.54 M]
Key features:
- Experiment with more than 50 skills in an procedurally expanding skilltree
- 10 maps with different enemies, traps and multiple difficulties to unlock
- 8 different player characters
- Over 30 weapons to unlock
- Over 20 unique enemies, over 20 unique bosses and 10 unique endbosses
- Use dodge skillfully to avoid and escape attacks
- Everything is hand drawn, self-composed soundtrack with about 1 hour playtime
- Compete in multiple online leaderboards with seasons and private league system
Striving for Light: Survival is a standalone arena survival game originated from Striving for Light. We wanted to create a different player experience with a new combat and progression system. Both games can be played independently.
Check out Striving for Light
https://store.steampowered.com/app/1646790/Striving_for_Light/
- Processor: 3 Ghz or higherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX960 or equivalent
- Storage: 1000 MB available space
- Storage: 2000 MB available space
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