
Developer diary,not press releases.
Reports from inside Survived: decisions, experiments, release milestones, and the visible features that move this project forward.

Added context cursors and combat HUD housings
Movement, interaction, and placement now communicate through the cursor while combat and exploration receive distinct metal-framed controls.

Added jump, climb, and fall damage on combat ledges
Height is now tactical terrain: soldiers can climb or drop between levels, spend time units doing it, and injure their legs when a fall is too severe.

Rebuilt the procedural wasteland terrain generator
The Survival map now rolls broader ridges, basins, ledges, debris fields, and admin-selectable terrain presets instead of repeating one flat desert.

Added terrain height, ledges, and fitted rock collisions
The desert gained real elevation, visible escarpments, concealment, and obstacle shapes that follow the rocks instead of blocking oversized squares.

Added hero voices and 21 classes of impact audio
Soldiers now call their actions while bullets, lasers, armor, stone, metal, and bodies answer with distinct impact sounds.

Added configurable controls and direct party selection
Every major command can now be rebound and saved, while F1 through F12 select individual squad members for movement and looting.

Added generators, wiring, and a day-night cycle
Placed machines can now form a small power network while the desert moves through daylight, dusk, darkness, and dawn.

Expanded the desert and added roaming automatons
Survival grew into a 430 by 400 tile wasteland where enemy packs move through the world instead of waiting at fixed encounter points.

Added portable forges, storage crates, and vehicle frames
Harvested material can now become field infrastructure, including specialist forges, persistent storage, and the first craftable vehicle chassis.

Added the drivable Rust Jackal
The first wasteland vehicle can be placed from inventory, driven across the desert, loaded with cargo, damaged, repaired, and recovered as a wreck.

Added durable saves, quick items, and Alt-Drive movement
Survival progress now survives damaged save generations while a quick bar and direct movement mode make field work faster.

Added Survival mode and robot wreck salvage
A lone survivor now enters a separate procedural desert, fights malfunctioning automatons, and strips their wrecks for usable components.

Added field crafting, gathering, and body-part medicine
Loose stone, wood, fiber, scrap, and robot parts now feed recipes for tools, workbenches, armor repair, and treatment of individual injuries.

Added the Waystation Nine campaign
A solo survivor can now trade, recruit companions, accept contracts, and return to a persistent desert outpost between operations.

Added lasers, rockets, and material impact effects
Energy beams and explosive rockets now damage bodies, armor, cover, and nearby units with effects matched to the material they strike.

Added trainable stats and character customization
Accuracy, Strength, Endurance, and Fortitude now grow through combat practice alongside selectable body types and forty hairstyles.

Added free exploration and the Soldier Codex
Outside combat, soldiers now move freely through the world while a live 3D codex manages armor, weapons, injuries, and backpack storage.

Added turn-based combat and the Dead Signal mission
Four Ivory soldiers can now assault an occupied relay depot using time units, cover, body-part targeting, ballistics, and enemy turns.

Built the first wasteland character roster
Nine low-poly soldiers, raiders, medics, scouts, and machine forms established the visual language for Survived before the first mission existed.