Developer posts

17.08.2017, 10:27

In late July, we organized a collection of questions for the developers of Survarium.

Today we publish answers to some of them.

Read the interview below!

Do you plan to change or improve the system of weapon modules?

Indeed, the current system of modules is not much different from modifiers and does not allow you to intensively upgrade your weapons. In our plans - to introduce a new system of modules. The idea is that the modules become separate items that can be installed on any weapon where they can physically be installed. For example, you can choose your favorite collimator for your favourite rifle not pre-set. In addition, the modules will have different degrees of rarity and you will need time to get the most useful ones. Such a system requires substantial designing of the game, so it is difficult to talk about the timing of its appearance. Let's just say that we plan to make it a feature in one of the following updates.

What about CO-OP mode?

We are working at full speed on the new mode and are planning to present the first PvE (CO-OP) mission in the next big update. The training location provided the basics for this mission. In the end, we will try to give players a full-fledged single-player experience.

So far, only one story mission is planned?

At the start there will be one. It is necessary to collect feedback and impressions of the players before moving on. In the future, there will be more of them, of course.

How long must we wait for the revised system of anomalies?

Now we are focused on the first PvE mission. A new anomaly system is also an important task, however, we plan to amend it after the new mode is released. As always, we will inform you about all major changes to the game in advance.

When will the game have a single renderer for all systems? What changes are coming soon?

We expect that one renderer for all systems will appear in late 2017 - early 2018. We hope that nothing will interfere with our plans. As for the next innovations in the new renderer, it will be a global change in the shadows and the addition of the distortion effect. The quality of the new shadows should be better than on the old render, and the FPS - higher. It is worth noting that in the future we plan to add a Dx12 renderer, because of which the game will again have two renderers.

Are there any changes coming? It is sometimes difficult to find the enemy on the map.

Yes, we plan to redesign the lighting and all the basic textures of the game. In more technical terms, a transition to a new material model and a completely new physically correct implementation of the lighting model is planned, with the abandonment of the rudiments of the old renderer. Active work in this direction has already begun.

Are night locations planned in Survarium?

We have this idea. We have even tried to set up a similar situation for internal testing. So far, the results do not please us very much, so it's too early to talk about its appearance in the game. As soon as there is something to show the players, we will definitely do it.

What improvements to bots are planned in the near future?

In the near future bots will start using information about their deaths and will also search out those locations where they were most killed.

Are there any plans for more events?

Recently we organized a separate group of people, which will deal exclusively with the development of game events. We would like to focus on events that change the game experience and bring something new to game, and not just force players to exchange their time for rewards.

When are you planning to add the last two branches of skills development?

Note that we are not satisfied with the current skills system, so in one of the next big updates we plan to completely rework them. In the new system, skills will be more like perks / talents. As, for example, the current perk "Terminator". Each skill will give the player a new opportunity in the game, and not just slightly change the performance.

When will the mutants appear in the game?

They will appear in the next mode, but not in the first missions. We can say that they are at an early stage of development.

Are there a new developer diary video planned for the release of the new mode?

Yes, we plan to create new diary video.

Thank you for your interest in the game! See you on the battlefields of Survarium!
User avatar
by Андрияш Козловский
Forum: Game Discussion
Topic: READ: Survarium PvE & Features Interview

16.08.2017, 10:00

Make your very own Coub videos in a humorous style and stand a chance to win gold, premium vouchers, as well as spare parts for weapon and equipment modification!

Read the full competition rules below:

Make a Coub and give it a name. Do not forget to write in the title: "This is SURVARIUM (" and be sure to specify the #survarium hashtag;
The video should contain gameplay from Survarium, as well as the relevant fragment of any film relevant to the plot;
In addition, you can use any musical accompaniment in your video;
Leave a link to a video in the forum;
Place your Coub on your social networks page with a direct link to the official Survarium website:
An unlimited number of entries will be accepted from one participant, but links to them must be in one message;
Work should not violate the rules of the Survarium Community and Survarium;
Videos should be made by you and not earlier than the beginning of the competition;
The competition runs from August 16 to September 1 (inclusive).

1000 gold + 5 stash maps + 200 parts;
800 gold + 4 stash maps+ 150 parts;
600 gold + 3 stash maps + 100 parts.
In addition, the work of the finalists will be on the official coub-channel of Survarium

Participate in the contest and win prizes!
User avatar
by joewillburn
Forum: Official Contests
Topic: Participate in the Survarium Coub contest!

14.07.2017, 15:29

Play Survarium during the weekend, win in matches and get additional experience and reputation!

Each victory doubles the experience and reputation you get for the match. These bonuses stack with Premium account, booster packs and premium items, but are cumulative, not multiplicative. For instance, you will get x2.5 reputation and experience with Premium for any victory: x2 because of the event and another x0.5 due to having a Premium account.

The event starts at 04:00 PM GMT on Friday, July 14, and ends on Monday, July 17. Level up your character and climb to the highest rank in your faction!

Have a good weekend and good luck in battles!
User avatar
by Yava
Forum: News
Topic: Receive Double XP and Reputation during the Weekend!

14.07.2017, 11:58

Today we have some fantastic news for you. Following your multiple requests, we have officially launched SEA regional server for Survarium. We will continue to gradually expand our network of game servers to ensure a much smoother play experience for everyone worldwide.The SEA server is expected live by the end of the day today Kiev time and will be selectable in the lobby menu server section.

See you in the game!
User avatar
by Yava
Forum: News
Topic: Survarium Launches SEA Server!

21.06.2017, 09:38

Recently the weapons and equipment system in Survarium underwent a major change. We understand that some players, and especially beginners, need time to get used to the new innovations in the game.

We hope that our new video will help players adapt faster and improve their personal performance. Watch the instructional video and subscribe to our official channel to make sure you never miss out!
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by Андрияш Козловский
Forum: News
Topic: Survarium Video Guide: Weapons and Equipment

13.06.2017, 14:50

Over two months passed since the release of Survarum Update 0.46, and it’s time to tell you about the new features soon to be introduced into the game. Update 0.47 is just around the corner, and today we talk about the key changes the Survarium team is preparing for you.

Story-driven Tutorial Mission
We continue to improve the first steps of the newcomers and for this created a brand new tutorial mission explaining basics of the game. The mission has a location made from scratch, including new anomalous trees, buildings, and landscape. Hopefully this mission will be interesting not only to the new players, but for Survarium veterans as well. The mission will be available to all players from the menu.

Game Mode: Slaughter

For the fans of action-packed battles we are introducing a new experimental game mode called Slaughter. The idea is simple: fight as a pit lion and kill as many opponents as possible in the given time. You will battle on the smaller maps (we use current Survarium locations, but only parts of those are available in this mode) in team deathmatch mode, so expect to see maximum action and a lot of kills per minute.

New Weapons
Survarium Update 0.47 introduces a new tier 5 shotgun KS-23 which is available as a trophy in Treasure Hunt. There are two versions of KS-23, using slugs and shells respectively.

We are also adding a rare PPSh with a drum magazine (unlike its unique V-E Day counterpart, this one won’t have a special red camo). As usual, you can weapons in the Shooting Range (option available from the weapon context menu in the shop if you don’t own a weapon) and decide which ones you like better.

Changes to the Equipment Profiles

Since Survarium Update 0.46 release equipment profiles were one of the hottest topics on Survarium forums and social network pages. The polls we conducted and your numerous messages indicate that we do need to change the system further, and we are happy to do that in Survarium Update 0.47.

By default all players, even the ones with the Premium Account, will have only one equipment profiles. Up to two additional profiles can be bought using silver, and the profiles you buy are yours forever!

To compensate for the equipment profiles, we will be adding a new bonus for the Premium, increasing a number of spare parts you receive after matches. Moreover, current Premium Account bonus to silver will affect all battle rewards, including medals.

More Maps Variations
After the introduction of maps variations into the game we received a lot of positive feeback from you, so we continue to move in that direction. Expect to see five more variations of the maps in Survarium Update 0.47. two variations of Chemical Plant, two – of Vostok Radar Station, and another one of Cologne Bridge. Thanks to a large variety of locations the game will be more unpredictable, and you will be able to come up with new tactical choices depending on the variant of the location.

Animation of Special Items

For a long time Survarium did not have animation characters using medkits, bandages, and other special items. Not only that made gameplay less realistic, it also was confusing for the players who couldn’t understand why the opponent doesn't die after taking a lot of damage.

Finally, Survarium Update 0.47 will make situation like this more clear: the game will have animations of characters using bandages, medkits and antitoxins. But keep in mind: you won’t be able to shoot during the special item animation, so you need to find a right moment to patch yourself up in a battle. These are only the first steps in this direction: we plan to add more animations of special items in the future.

Aside from the changes mentioned above, Survarium Update 0.47 will have more other improvements including weapons rebalancing, new booster mechanics, and other interesting features. Stay tuned for more news about the test version of Survarium 0.47 on the PTS!

by Survarium DevTeam
Forum: News
Topic: Survarium Update 0.47 Preview

31.05.2017, 13:32

Hi everyone!

There is new FAQ for you, guys!

Q: It looks like the issue with texture flickering on the renderer for slow PCs hasn’t been fixed by 0.46e4, can you comment please?

A: In case you have texture flickering on the renderer for slow PCs we can recommend to set resolution scale at 100%. This is a temporary solution. We are working further to get it fixed.

Q: When can we expect a new preview of the next update?

A: We plan to deliver the Survarium update 0.47 preview next week.

Q: Are you planning to change the movement speed of the characters using different sets of equipment?

A: Yes, we plan to reduce movement speed a bit in Survarium 0.47.

Q: Can we expect any changes with the OLD weapons?

A: Yes, expect changes to be introduced with Survarium 0.47 update.

Q: You showed an image of the Anomalous tree yesterday. Will we see it in the tutorial location?

A: That’s right. This Anomalous tree will be a part of the tutorial map. Later similar mutated plants will be added throughout the current PvP maps too.

Q: By the way, is that tree an anomaly?

A: This is rather a part of the environment. Yet, this tree can well damage an incautious player, so beware.

Thanks for your interest to Survarium and let's keep in touch!
User avatar
by Андрияш Козловский
Forum: News
Topic: Survarium Update 0.46 is Live. Play Now!

26.05.2017, 15:11

This weekend we are having the Stolen Parts event again. During the event you will get a spare part each time you kill the enemy character. The more frags you have over the course of the battle, the more spare parts you get after the match. Bonus spare parts along with the rest of the rewards are awarded after the match ends.

The event starts at 3:00 PM GMT today and will last until May 29, 9:00 AM GMT. Get bonus spare parts and upgrade your equipment to the maximum!
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by Андрияш Козловский
Forum: News
Topic: Get Spare Parts for Frags on the Weekend!

19.05.2017, 14:12

Since the publication of the interview with Survarium level designers, we’ve been receiving requests from the community to organize yet another interview with the project’s programmers.

We have heard you and prepared a new material featuring Survarium lead programmer Dmitry Yasenev!

See the interview below!

Some time ago the developers informed the community about a new rendering programmer working at Vostok Games. How soon will the users be able to see the results of his work?

We hope it to be quite soon. However, the first results are going to be bug fixes, and only then new features.

In your opinion, which renderer issues should be resolved in the first place?

First and foremost, we’re planning to fix objects flickering on camera rotation and movement, as well as decals shimmering and non-functioning anti-aliasing on low resolutions.

When do you plan to fix the anomaly on Tarakanovsky Fort location? Currently it is easy to aim right through it on new renderer, while the view is obscured on the old one.

It is one of the important tasks that are to be handled by the rendering programmer right after those described earlier. As a temporary solution, we can disable the distortion on the old renderer to even the chances of players using different renderers.

Some players are complaining about FPS drops after the 0.46 update. Would you share your ideas on why it happens and how it can be fixed?

There may be plenty of reasons. Some of them are already resolved by our rendering programmer. The fixes will be included in one of the upcoming updates. Follow the news to be the first to know!

One of the FAQs states the programmers are working on the navigation mesh. Tell us, when are there going to be visible results? Also, some players may be wondering what navmesh is needed for.

From the start navigation mesh has been developed for the character controller to use pre-calculated information instead of trying to compute it by itself every time. It would allow us to reduce the load on the processor, as well as make the controller more comfortable for the players. For instance, it would prevent the camera from going inside the objects and make going up the stairs more comfortable by prohibiting the character from jumping out onto the railing. As for the terms, we wouldn't want to disclose them now to not get ahead of ourselves. I can only say that we’re working on it, and we do understand how important it is for the project.

Don't you think the bots are too hardcore right now? It takes for them only 50 ms to aim, and they don't have any recoil while firing in long bursts. Also, when are they going to learn to avoid anomalies and allies’ traps?

Currently we’re planning to increase the interval between shots in bots. This way they will become less “hardcore”. As for the traps and anomalies, we will most probably teach them to “think” about such things after adapting the navigation mesh for their use.

What bots improvements may we expect in the foreseeable future?

We’re planning to teach them to look in the most dangerous directions, based on the incoming damage statistics. Currently we have the following features implemented: statistics collection, its processing and including the processed data in subsequent matches. We’re hoping for the players to see the results for themselves in the nearest future.

Some players have been experiencing latency fluctuations up to exactly 501 ms. What could possibly be the reason? And when will this unpleasant issue be fixed?

There may be various reasons to this problem. For instance, it may have something to do with the ping increase, high lost packages count or low computer performance.

You’ve stated earlier that there was no need for a server-side anti-cheat with the Battleye service installed. Haven't you changed your opinion since then?

No, it hasn't so far. We must note though that we’re monitoring the situation and are ready to respond to any changes.

What is going to happen to 32-bit systems in Survarium?

We’re planning to abandon them altogether, since they're stalling the implementation of the new resource-consuming features.

What is your advice to the players experiencing technical issues with the game e.g. FPS drops, re synchronization etc?

It’s difficult to give advice without reading the match journal. The most logical first step would be to submit the match journal to Support after the game ends and explain the problem in order to receive further directions.
User avatar
by joewillburn
Forum: Developer Answers and Feedback
Topic: Read an interview with Dima, lead programmer

18.05.2017, 12:19

Let us remind the Victory Day event is about to end shortly. You have a few final hours to collect the special currency: helmets, flasks and flags to exchange those to the unique decals – ‘May 9th’ and ‘1945’, as well as the exclusive PPSH-41 ’Star’ with drum cartridge of 71 bullets!

For those who won’t be able to collect the needed amount of special currency, don’t lose hope – until Monday, May 22, that currency will still be available for purchasing in our Survarium shop.

So, hurry up to take part in the in-game event and gain the unique rewards!
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by Андрияш Козловский
Forum: News
Topic: Survarium Update 0.46 is Live. Play Now!

14.02.2017, 13:09

In Survarium Update 0.46 you can expect the first part of the game changes announced earlier. Read on to find out the key innovations arriving to the game soon!

Reduction of tiers of weapons and gear

In order to speed up the matchmaking, in the coming update we will reduce the total number of tiers for weapons and gear from 10 to 5. This decision will also allow us to diversify the assortment of each faction within one level. As for the items you already own, the current levels of weapons and gear will be proportionally preserved and adapted in line with the new system.

Gear system redesign

In Survarium Update 0.46 we will introduce a more transparent and structured system of gear. All the armor in the game will be split to three classes: light, medium and heavy. New ‘protection against explosion’ parameter will be added to the armor, while the weight of the equipment and weapons will directly impact the speed of your character’s movement.

Additionally, we’ve implemented the notion of equipment sets: the more items from one set you put on the character, the more bonuses you get. Various sets provide different bonuses, so the players can experiment with the gear.

Weapons in the game get a bunch of new characteristics: piercing of materials, chance of bleeding, stopping power, running speed, speed of running in aim, accuracy from the hip, recoil of first shots. Moreover, the set of characteristics for weapons of various classes can differ. For example, the chance of bleeding will be characteristic for sniper rifles only. As for piercing of materials, we will introduce the new formula of calculations. Thus, for instance, the armor-piercing bullets will now reduce the effective distance, but increase the piercing of materials.

Another innovation towards the recoil parameter: now every weapon in-game will have its own characteristic profile of recoil when shooting. The automatic weapons will also get an additional parameter of recoil for the first bullets: they will fly predictably, which will allow the players to use adjustment fire. To avoid use of macros, the recoil profile will always have an element of randomization. Therefore, the ‘scatter’ parameter will be completely removed from the game: now the bullet flies exactly where your sight is looking, the weapon dispersion is brought in correspondence with the real counterparts. ... 11x590.jpg

Such approach will allow us to ensure the behaviour of each weapon in-game is truly unique and will let the players pick a weapon most fitting their style of play.

Changes to the In-game supplies

For all the grenades we will considerably increase the parameter of piercing obstacles and chance of break of extremities. We will add two new medkits, the current ones will undergo changes. Anaesthetic will now become a supply too. The healing totem will yield protection from damage, while traps will always break legs. The tiers of multiple supplies and their parent factions have been overhauled.

New FOV for weapons

We are redesigning the field of view (FOV) for weapons to make the feel of using weapons in the game more realistic and comfortable. See the current and new weapons FOV compared on the screenshot below. ... 6x1038.jpg

New game maps variations

In the Survarium 0.46 update the already known game maps will receive a few new modifications. Thus, a traditional passage in the corridor may now be inaccessible, while an anomalous tree can replace the usual rusty car in the hub of the map. Such changes on the maps are designed to diversify the game tactics and add more unpredictability to the game. On top of the standard version each map is planned to have 3-4 modifications.

One more map-related change is about the ammo refill crates. We will introduce 1-2 additional ammo crates on each map. This will free up the need to return to the base: if you run out of ammo in the heat of the moment, just find the crate nearest to you and refill your stock. The time to use the crate and resupply has been halved. To prevent any abuse, once utilized, a cooldown timer will start. Until that cooldown time is over, you’ll be unable to refill ammo.

Start of public testing

We have already been testing the changes to the game modes on PTS and will be updating the test server as other changes get added to the test build of Survarium. Soon all the innovations mentioned above will be available to test on the PTS server. Stay tuned for more news coming!
User avatar
by Андрияш Козловский
Forum: News
Topic: Survarium Update 0.46 Preview

03.02.2017, 18:18

Around 6 PM GMT today, on February the 6th, we will update the PTS version of Survarium to include weapons with new FOV and technical improvements! Read more in the whole version of the news. Also read the previous changes in Survarium 0.45c0 on the PTS.

The Complete List of Changes in PTS 0.45c1

- The players get points basing on the distance they carried the artifact, and additional points for delivering the artifact to the base. Thus you will get maximum points if you deliver the artifact all by yourself. If several players worked together to deliver the artifact, each of them gets corresponding amount of points.

Visuals and Animation

- Changed field of view (FOV) for all weapons.

Technical Changes

- High delay should no longer cause fps drops.
- Also fixed situations when a character could die and resurrect (or his HP changed) during a shootout.

by Survarium DevTeam
Forum: News
Topic: Test updated game modes on the PTS!

01.02.2017, 18:14

Test out two updated Survarium game modes on the PTS: we reworked Battery Retrieval and added an additional round in Artifact Hunt. Participate in the test by downloading new game version or updating Survarium PTS v. 0.45. Please note that the temporary shutdowns of the PTS are possible when installing updates and making urgent changes.

You can participate in the test if you registered in Survarium no later than December 5. Unfortunately, you won’t be able to login to the PTS if you have registered via Steam due to a different authentication system.
All testers will receive 10 thousand spare parts, 10 million silver, and 10 thousand gold to make purchases on the PTS. Characters and progress in the main game as of December 5 will be copied to the test server. However, the progress you make during the test will not be transferred back to the main server! The PTS has no way if receiving payments, so purchases made in Survarium shop are automatically credited to your account on the main server.

Please find the update notes below. Keep in mind those are not final and the changes will most likely go into Survarium Update 0.46. See you on the PTS!

The Complete List of Changes in PTS 0.45c0

Final Round in Artifact Hunt

- Final round starts if both teams have equal score when the match ends (15 mins pass). The final round lasts additional 3 minutes.
- You can't resurrect in the final round. The team which delivers the artifact or kills more enemies wins.
- If the final round ends in a tie, both teams lose.

Changing Batteries in "Battery Retrieval"

- A battery is considered lost if it's not in the spawn point, in the base or in the character's hands.
- Lost batteries gradually lose "health". It loses 100% in 45 seconds.
- Upon reaching 0% battery explodes and deals damage to everything around it: characters, devices, other batteries.
- Battery makes a specific sound before exploding.
- Battery explosion creates explosion particles and also makes a sound.
- Battery can be damaged by grenades, bullets and by other exploding batteries.
- When a battery falls it also receives damage depending on the fall height.
- Batteries immediately explode when falling down from a location.
- Destroyed batteries respawn in 30 seconds.

by Survarium DevTeam
Forum: News
Topic: Test updated game modes on the PTS!

19.01.2017, 16:17

We are glad to inform the January Leagues Season in Survarium starts tomorrow, January the 20th and will continue until February the 20th!

This season comes as the first one in the new year, therefore we decided to offer the players the FN P90 SMG with unique camo of this year’s main symbol – the Red Fire Rooster! ... 84x853.jpg

- As for matchmaking, we’ll provide for two equipment brackets: equipment tiers from 8th to 10th (bracket #1) and equipment tiers from 5th to 7th (bracket #2). For instance, if you queue into a ranked match with equipment tier 9, be ready to fight in a battle with players equipped with items of tiers 8 to 10.

- To participate in ranked battles you need to equip tier 5 gear or higher.

- You will get 50% more experience, reputation and silver for ranked battles. Moreover, kills for unlocking weapon modules in ranked battles will be counted with a x1.5 coefficient (for instance, 10 kills in a ranked match will be counted as 15 kills for a module unlock progress).

- Just like in the previous season, you can lose your rank when losing matches and the stars, however, it’s impossible to fall lower than the 5th rank. Attention: players to have reached rank #1 can lose their position too now.

Take part in the ranking battles, win the matches to become one of the top 100 players in the first rank who will obtain the main prize of the season!
User avatar
by Андрияш Козловский
Forum: News
Topic: January Leagues in Survarium Starting Tomorrow!

29.12.2016, 18:46

With the late December there comes a traditional time to round up the year passing by and build the plans for future. Within the past 12 months we have paid a lot of efforts to polishing the technical side of the game and developing the PvP-part of Survarium. Thus, we introduced the new graphics renderer for low-end PCs, pixel-perfect hit registration, pingless network synchronization, multiple improvements to the game’s performance and stability. A key step towards the fair play in Survarium was made with the integration of BattlEye anti-cheat service.

Among the key gameplay innovations there have been weapon modules, Artifact Hunt mode, tactical supplies, quick commands with voiceover, new user interface, changes in the Leagues system, daily quests and login rewards, as well as new weapons, in particularly pistols that we have focused on in the last few updates. Adding AI-controlled characters (bots) was yet another important step to have the project progress.

All those changes allow us build ambitious plans for the future of Survarium.

Having finalized the work on update 0.45 we got down to forming the development plans and priorities for the next year. Heated discussions are still going, but the top priority tasks have already been defined. Here’s the list:

Rebalancing weapons and gear

We want to bring the game weapons and gear to a simpler structure and make it more transparent to the players. For example, to implement a predictable scatter of fire, the more vividly defined classes of armor, make the gear weight impact the speed of movement more and so on. Additionally, we plan to reduce the overall number of equipment tiers in the game, which will not only provide more variations within each particular tier, but will also ensure faster match-making.

Modifying the system of anomalies and artifacts

We have received so many requests to revert to the old anomalies in the game that we cannot, but satisfy. We want to find the right balance between the use of static and dynamic anomalies, while ensuring they are correctly written into the canvas of the game in terms of balance between the opposing teams. In parallel to the changes in anomalies we also plan to revamp the characteristics and features of the artifacts, so as to make them more influencing the gameplay.


We haven’t forgotten and realize how important it is to develop new possibilities for the players, the traditional PvP modes aside. As first step, making use of the computer opponents, we would like to provide you with co-op missions playthrough on the dedicated maps. Further on, we plan to improve the abilities of the AI characters and add new types of NPCs, including animals and mutants, which will allow us improving the PvE component in the future.

System of skills and talents

We plan to redesign the current system of character skills to make the talent effects more sizeable, on one hand, and to make the factions differ more from each other, on the other one. Therefore, we plan to implement both universal skills for all the characters, so as individual ones, available purely with specific factions.

Advanced system of weapons modules

The system of weapons modification with modules has been a welcome addition with the players, so we’d like to expand the possibilities in that area. This relates as to increasing the overall number of weapon modules available, so as to changing the system of bonuses the modules deliver.

New weapons and gear, new maps

Of course, we couldn’t do without such things, so we are going to integrate those as our resources permit.

These are the key changes to Survarium we plan to make within the coming year. Further details on each of the features listed and more can be expected as we get to implementing those in-game.

On behalf of Vostok Games team let us share our sincere Thank You for supporting Survarium. May sound health, inspiration, joy and, of course, good luck in the battle abide with you!

Happy New Year 2017 and have a great holiday season!
User avatar
by Андрияш Козловский
Forum: News
Topic: Survarium: New Year Diary

20.12.2016, 15:12

Survarium Update 0.45 is now live! Please find the complete list of changes or watch the video overview of the update below. Have a good time playing the game!

Thank you for your help with testing version 0.45 on the Public Test Server. The PTS is closed until the next update.

Not playing Survarium yet?
Download the latest version of the game here!

Survarium Update 0.45 Highlights
Daily Rewards
Following your multiple requests we are returning the incentive to login to the game more often. You will be receiving special bonuses for daily logins. Every fifth day you will receive extra rewards and on reaching the 15th day – a unique reward.

Daily Quests
To make the in-game quests more varied is yet another long awaited request from the community which we are also happy to satisfy. On top of the traditional missions the game will offer new daily quests which can bring you not only extra silver, experience points and reputation with the faction, but unique rewards too! These quests are simple, yet varied: win a match, play in squad, make x-number of frags with a specific weapon type, play for a specific faction and so on.

New Weapons
We continue expanding the arsenals of factions with new weapons. At the rank of Wachmeister (6th tier) the Black Market will offer a Colt M1911 pistol. This very pistol was recently voted for by the Survarium community and we are glad to fulfil the request of the players. The second new weapon in the game is Glock 17 pistol, which is to broaden the arsenal of the Scavengers.

Technical Improvements
With this update we introduce "pingless" network synchronization. In previous implementations of the network synchronization we continuously reduced the delay of player inputs, but it remained constant for everybody in the match. With 0.45 we make that value an individual one, so you are no longer dependent on the network conditions of other players. Besides, we minimize the response time to change of the network conditions, which will considerably reduce the number of input shifts without increasing the delay parameter much. All that will result in improved comfort of play regardless of the systems' performance and network conditions of other players in the match.

The Complete List of Changes
Daily Rewards

- Log into the game regularly to gather more bonuses.
- Every fifth day you will receive extra rewards and on reaching the 15th day – a unique reward.

Daily Quests

- These quests are updated daily. Daily Quests are separate from missions.
- Daily Quests are easier than missions, but cannot be further simplified.
- You will receive a reward for each of the Daily Quests.
- Complete all 3 Daily Quests and receive an additional reward: a box that contains various items including rare equipment (with a small chance).


- You can now interrupt reloading by sprinting.
- Spawn invulnerability time reduced from 6 to 3 seconds.
- Changed draw and holster times for all weapons. Sniper rifles have the longest time, pistols have the shortest.
- Every pistol is drawn in 0.4 sec and holstered in 0.5 sec.
- Batteries left on the ground in Battery Retrieval mode are now displayed on the mini-map so teams do not hide batteries.
- Batteries are not displayed on the mini-map in the following cases: a battery is on its respawn point, or it is put into the device at a base, or it is carried by a character.


- Removed spawn points near battery storage in Battery Retrieval mode.
- Removed spawn points near artifact storage in Artifact Hunt mode.
- Changed artifact spawn points in Artifact Hunt mode.

Technical Changes

- Improved network synchronization due to introduction of individual delay for each of the players.
- Now you are no longer dependent on the network conditions of other players.
- Read more about the synchronization in the preview.

Equipment and Weapons

- New pistol – Glock 17. Damage is 24, armor-piercing is 45, rate of fire is 450, weight is 0,9 кг, magazine size is 17. At the moment available only as a rare drop from a box you get when completing all 3 Daily Quests.
- New pistol – Colt M1911. At the moment available as the Daily Login reward for veteran players on the 15th day.
- Colt Python: damage increased from 40 to 60.

Bug Fixes

- Fixed various UI issues.
- Fixed all known issues that lead to crashes of the matchmaking servers.
- Fixed issues when using a mouse with a high poll rate.

Download Survarium 0.45 and check it out! Hopefully you'll like the changes.

See you on the battlefield!
User avatar
by joewillburn
Forum: News
Topic: Survarium Update 0.45 is now live!

28.10.2016, 11:26

Hi everyone,

Herewith the Q&A from yesterday's Facebook Live video in text format. For those of you who wish to watch the video, you can do so here. Enjoy!

1: Will the killcam be improved so it doesn't confuse players? At the moment it does not compensate for the “delay” in the game.
The killcam shows the game from the eyes of your enemy. The reason why you may experience a delay-related problem is basically due to the fact that between you and the other player there is always a time “distance” from you to the server and from the server to the other player. It’s impossible to remove it, yes. But generally speaking, the lower the ping difference between you and the other player, the less delay issues will be experienced. Previously we had the delay as fixed parameter, and that caused a lot of complaints, especially from low-ping players. Now we have it set to be dynamic and the number of delay-related complaints has been substantially reduced.

2: A lot of players use no recoil macros; will you do something about this?
We’re ready to deal with this issue. At the moment though we don’t understand how critical an issue it is in the game. We’d appreciate if you could provide us with more information, such as reports, videos etc. of people you suspect may be using macros. This could help us prioritize the task properly.

3: Will 3D rendered scopes be returned to the game?
These were never been removed. All the scopes in the game are in 3D.

4: Why did you decide to remove squads from the ranked matches?
That was made due to severe imbalance issues which occurred in the ranking matches. Therefore we decided it would be fairer to have individual players compete in ranking matches. In the meantime, we plan to introduce a special team-play mode to the game to support clan- and squad-play in the game.

5: Why weren't bots used as a replacement for people who leave the match or go afk?
Currently bots are inferior to players (we are improving them all the time) and cannot perform all the actions available to human players.

6: When will we have a real statistic collection for players, counting only player vs player interaction without bots?
We’re already working on a solution to reduce the effect of the bots on player stats. Not sure that we can neglect bots completely as they still pose a challenge to the player and are a vital part of the game development going forward.

7: In its actual state the spawn protection is hurting the battery game mode. Will you remove it from the battery mode?
We plan to add changes to the Battery Retrieval and Artifact Hunt modes to prevent players abusing the game mechanics. Expect that to be added with one of the next updates.

8: When playing with a high ping the delay goes even higher. Can you explain why?
Delay = Ping + time to resend messages when packet loss occurs. Which therefore means it will never be lower than your ping.

9: When will the middle anomaly on Tarakanovsky Fort work the same for both renders?
The plan is to continue improving the functionality of the new renderer by gradually adding features from the older renderer. Ultimately we want to only have the new renderer. But it should have all the functionality to make the game look very good on high-end systems. At that point the anomaly will look and work exactly the same.

10: There are fps drops with the new render (low end PCs) and even on good gaming PCs; what causes this and are you working on a fix?
Try playing with the latest 0.44d update; it contains a number of fixes which improve that. We expect, if not all, definitely the majority of players who had such issues before to notice performance improvements to their game.

11: Are there plans to add pistol stocks?
We are considering expanding the system of gun modules in the game. We’re not ready to comment on pistols yet, but we’re happy to consider that option.

12: Any new game modes coming?
You can expect to see a mode encouraging squad/clan play soon! We are also considering some other exciting ideas!

13: How's development going with the new character controller?
Currently it’s put on hold, primarily for the reason that we’ve already managed to speed up the current character controller significantly by other means. Another reason why we wanted to implement a new character controller was to remove places on levels where the player can get stuck. This is a fix we’re going to do nevertheless. So even without the new character controller integrated at this point, players can already experience performance improvements which the new character controller was designed for initially.

14: Is it possible to add a notification under a user in your friends list showing when they were last online?
Thanks for the idea, will be considered.

15: In terms of game development, are we close to a final product?
No, don’t think so. Although much has been done, there are still a lot of ideas that haven’t been integrated as yet.

16: Will you add more WW2 era weapons to the game?
There’s a decent arsenal of guns in the game already, our first priority would be to fill in the ‘gaps’ for example, with pistols, having said that, new weapons, including those of WW2 era could make it to the game as well.

17: Why do all the weapons look brand new? In the post-apocalypse, everything should be broken, scratched and dirty.
This most likely relates the new renderer for low-end systems where we had to remove all effects of scratches and wear for performance reasons. If talking about the primary (old) renderer, we have that all in place.

18: Will the Treasure Hunt offer rare equipment and not just weapons?
We’re working on improvements to that system. Currently it’s in its initial implementation, but we see the room for improvement. Certainly equipment is not excluded.

19: What do you think of announcing the winners of the ultra-rare weapons (M82, Jackhammer and such) in general chat?
We have been considering a system to inform players of important things happening in the game, especially when it refers to your friend list. There are pros and cons though: If messages appear often, there’s a risk you’d feel spammed, so you’d rather want them to be switched off. But we are happy to consider a solution to make the game more informative and social.

20: Is this possible to make the old lobby an option for players to choose?
I don’t think it’s possible, since we are talking not only about background design, but also the layout of menus, buttons etc. We’d rather be open to improvements of the current lobby. We still haven’t forgotten the idea of several lobby designs based on the faction you align with, it’s more that we haven’t had the time necessary to integrate those.

21: Does VG have a philosophy of covering most players vs. those who invested time (2+ years or so)? A clear answer would be appreciated. If yes, and the policy is to bring in new players, have them pay, are disappointed and then repeat the whole cycle again - at least this should be mentioned clearly.
In a nutshell, the philosophy is roughly as follows: improve the performance and player experience with the game for all the players; make the game smoother for newcomers; provide ‘old’ players with new experiences and content.

22: Is it possible to make the gear belonging to your current faction have lower replenishment / purchase / repair cost?
If your question relates to creating an incentive for the player to use gear from his faction only, yes, we are thinking of ways how this could be improved in the game.

23: These days, everyone seems to play TDM - the fastest match search + most frequent mode played. Could statistics confirm this?).
Currently we have two modes which are most popular: TDM and Research. We plan to add changes to the other modes in an effort make them more interesting for players.

24: Is it possible to return counters - like, how many players are in queue in which tier, in which game modes etc.?
We’ll discuss this idea, thanks.

26: Is it possible to apply different reward rates (multipliers) for different modes? E.g. TDM to have the highest rewards for kills, high KD, accuracy and least number of deaths, Research; highest reward for capturing a point alone, Batteries and Artifact hunt, on top of rewards per battery / artifacts brought, should have bonuses for killing those who assault your fellow team mate who carries the item.
Good idea, appreciated. In general, your ideas on how to make the game modes more balanced and interesting are welcome.

27: The game is unfair on all high ELO players and basically forces them to lose 70% of the time by giving them teammates with low a very low ELO. Would it be possible to tone down the meaning of ELO in matchmaking?
Yes, and we already have a solution for that. But to make it work we need more players online! Spread the word!

28: Do you think, in the future, we'll have some sort of e-sport tournaments in Survarium?
We’d love to, yes!

29: I would love to see more methods of earning spare parts in the game. We used to be able to break down items for parts but that was removed since it was too easy. Is a new system coming into place allowing for more spare parts to be earned?
We’re not ready to comment on this one yet, but we have some ideas. Stay tuned!

30: Is it possible to make more pre-sets available for saving? I don't mean having them available in-game - the premium profile philosophy is pretty clear and having 3 profiles available per match is fine. My point is enabling 3-4 to be saved per tier.
That’s already available in the game.

31: What's the story element behind player keeping an artifact once he respawns?
The artefact is usually not easy to get in the game. Also, since combos have better effect we need to have the player preserve it and be able to combine. At least while we have the current system of anomalies and artifacts in the game.

32: Will it be possible to select the maps you want to play?
For now we don’t plan to add this functionality in Random and Rank Matches. But you can do it in the Training mode.

33: Is it possible to make artifacts spawn more often and/or in places rarely visited? Their locations are too predictable.
Not without redesigning the current artifacts/anomaly system.

34: Why are oxygen tanks automatic? Applying the same logic, the medkits / bandages or painkillers should administer automatically as the character receives gunfire or explosive damage.
We used to have it activated by a hotkey. Later this was made automatic as it was inconvenient to many players. I’d say such changes need to be considered only in the context of general redesign to how the anomalies work in the game.
User avatar
by joewillburn
Forum: News
Topic: Q&A 27/10/2016

29.09.2016, 16:51

Hi everybody!

After the release of Update 0.44 we have planned a few hefty changes to the game that we would like to share with you today.

The first change is about splitting all the battles into two variations, Random and Ranking. Now you will be able to choose whether to play a standard match or a ranking based one (League). Let's take a close look at each of the scenarios.

In the Random Battle mode:

- Both individual players and squads will be allowed;
- Any equipment tier is allowed;
- Battles are always 8 vs 8;
- Expansion of gear tiers during matchmaking is prohibited: if you are wearing a tier-6 gear, the game will match-make you into a 6-level match only;
- Instead of expanding the tiers during matchmaking the number of bots added will increase, but no more than half of the team;
- The player ranking in Random Battles is calculated individually based on ELO formula;
- The teams are balanced based on the player ranking, bots are added in equal numbers into both teams;
- As always, when searching for a game you can disable two of the four game modes;
- The results of the battle do not affect your progress in the Leagues;
- Based on the battle results you receive experience, silver, reputation with your faction and trophies (when victorious).

In the Ranking Match mode (Leagues):

- Only game characters of level 4 and above will be allowed;
- Only solo players will be allowed, no squads admitted*;
- Battles are always 8 vs 8 players;
- Expansion of the equipment tiers is prohibited: if you are wearing tier-6 gear, the game will match-make you into a 6-level match;
- Match making is based only on the gear tiers 4, 6, 8 and 10. If you equip tier-5 gear you will be matched into a 6th level match, if 7th – level 8, if the 9th – level 10 respectively;
- As always, the Leagues require a certain gear level for you to progress;
- The position of the player in ranking matches does not depend on that as in the Random Battles and is calculated individually based on the ELO formula;
- The teams are balanced as equal (in terms of summarized ranking of the players) as possible; the match-making continues until such balance is ensured;
- Choosing game modes is disabled;
- The battle result impacts your progress in the Leagues as follows (players are sorted based on the number of points gained in the match):
In the winning team:
- The top 4 players receive 1 star
- The 5th player receives 0.75 star
- The 6th player receives 0.5 star
- The 7th player receives 0.25 star
- The 8th player receives no stars
In the losing team:
- The 5-8th players lose 1 star
- The 4th player loses 0.75 star
- The 3rd player loses 0.5 star
- The 2nd player loses 0.25 star
- The top player loses nothing

Other Changes
To complete the integration of all the features mentioned above we need some more time, therefore we decided to extend the current Leagues Season by one week and to open the new Season on October 7th. It will become a bit shorter and hugely experimental, but we hope you will like the new rules.

In addition, we're planning slight changes to the Team Deathmatch mode. Now each kill will give you not 10, but 15 points. However, each death will have 5 points deducted from your score.

The launch of the game update featuring the changes mentioned is planned for October 7th.

*To support the clans and squad play we plan to introduce a "Team vs Team" play mode in one of the future updates. There you will be able to gather your team and invite another team to battle against yours (5 vs 5 players minimum).

by Survarium DevTeam
Forum: News
Topic: New in Survarium: Random Battle and Ranking Matches

15.09.2016, 15:07

Hello Survivors! As you already know, Survarium 0.44 will introduce several important innovations, such as bots, changes in the treasure hunting system, new supplies and pistols. Yet, one long-awaited addition has been kept secret until now.

We are glad to announce that starting from the Survarium Update 0.44 the game client will be protected by the BattlEye system! We joined forces with BattlEye Innovations to continue fighting with cheaters even more effectively.
It’s worth noting that Survarium originally uses the cheat-proof network protocol, which ensures protection against all possible hacks apart from Wallhack/ESP and Aimbot. Now there’s no more room for those in the game. The system will instantly prevent using such cheats in the game.

Therefore, once a player is detected using prohibited software, they will automatically leave the battle and their account, banned. Other players will be notified accordingly in the match and the in-game lobby. Our goal is to ensure fair play for all the players in Survarium, therefore we’ll stay vigilant and continue fighting against cheaters.

Play fair and win gloriously in Survarium!

by Survarium DevTeam
Forum: News
Topic: Client-Side Anticheat in Survarium 0.44

08.08.2016, 19:17

Hi everyone,

Here's a contest (very simple) where you stand a chance to win a Premium L85A2 Assault Rifle.

Enter on Facebook or Twitter
User avatar
by joewillburn
Forum: Official Contests
Topic: Win a Premium L85A2 Assault Rifle this August!