Survived / Developer Diary

Developer diary,not press releases.

Reports from inside Survived: decisions, experiments, release milestones, and the visible features that move this project forward.

Interface update··4 min read

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.

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Traversal update··5 min read

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.

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World update··5 min read

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.

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World update··6 min read

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.

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Combat update··5 min read

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.

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Controls update··4 min read

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.

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Survival update··5 min read

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.

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World update··5 min read

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.

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Crafting update··5 min read

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.

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Vehicle update··6 min read

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.

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Systems update··5 min read

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.

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Mode update··5 min read

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.

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Crafting update··6 min read

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.

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Campaign update··6 min read

Added the Waystation Nine campaign

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

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Weapons update··5 min read

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.

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Personnel update··5 min read

Added trainable stats and character customization

Accuracy, Strength, Endurance, and Fortitude now grow through combat practice alongside selectable body types and forty hairstyles.

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Exploration update··6 min read

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.

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Combat update··7 min read

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.

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Origin update··4 min read

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.

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