Apocalypse Survivors
Last seen
0Sampled 5 hours ago · not a live figure
—of peak
All-time peak
06 Sep 2026
Last seen
0Sampled 5 hours ago · not a live figure
All-time peak
06 Sep 2026
| Published | Title | Build |
|---|---|---|
| Bug Fix Patch Notes First off, my apologies for this bug lingering for quite a while. This issue occurred randomly without a consistent reproduction pattern: when randomly acquiring skills, the skill levels would sometimes fail to be applied correctly. I had a sudden breakthrough insight today pointing me to its potential trigger point. After four straight hours of repeated testing to reproduce the error, I’ve suc… | 23887135 | |
| Engine Update Notice The engine upgrade introduced several unforeseen issues, for which we sincerely apologize. After two straight days of nonstop work, the revised new build is now ready for release. · Fixed the bug preventing proper multilingual functionality post engine upgrade. · Restored dual-strike attack when equipping identical weapons in primary and secondary hands. · Modified shark combat logic to enable… | — | |
| Well-Considered Updatemajor Development of the full version of 《Complete Horror》 has made great progress. I've once again made time to update the game I created solo. After thinking for a long time, I finally decided to upgrade the engine version of 《Apocalypse Survivors》. I hope that after the upgrade, I can bring every user a smoother gameplay experience. Normally, such a risky modification shouldn't be done. But to be… | — | |
| Major Gameplay Innovationmajor It has been a long time since the last update. Besides forming a new small team with friends, I have reflected a lot on this game. One of the issues is that the map experience is too monotonous. So I researched random map logic for a while, and last month I finally found a way to create it. It made me very happy, but it also came with many problems that caused me a lot of frustration. However,… | — | |
| The long-awaited massive update is here!major Some enthusiastic players mentioned before that they really liked the flamethrower idea. Well, I thought it was pretty cool too, so I went ahead and added it. Hope everyone enjoys it.This is another big update coming just one month after the last one. Together with the character from last month, this is the final new character for now—at least that’s the current plan.I’ve been pulling all-night… | — | |
| New Character Releasedmajor After a month of hard work, the new character is finally ready! This one focuses on defense and counterattacks , and I’ll keep adding more skills later to make sure every character can form fun and unique combos together. It’s already the fifth character now, and I’ve actually got ideas brewing for the next one. Right now, I’m figuring out some design challenges — for example, how to make a fla… | — | |
| Long-Awaited Updatemajor This update has been a long time coming. While trying to create new characters in a fresh way, I encountered significant challenges, and I'm still working on finding solutions. This time, we're introducing a new zombie leader that will randomly appear at the end of levels, dropping exclusive trait armor. Yes, brave warriors, you can now obtain trait equipment earlier to help tackle the two powe… | — | |
| A Major Breakthroughmajor After a long wait, an update featuring distinctive boss monsters is finally here. I know this is just the foundation, and I’ll continue to add more interesting content like this in the future. · In the factory map, there’s a cage. After some time, the survivor trapped inside will mutate into a powerful monster. Its primary attack method is spraying venom. · In the snowy village, there’s also a… | — | |
| Emergency Update Bug Fixes: 1. Fixed the GPU crash issue with Nvidia's 50 - series graphics cards. 2. Resolved the issue where items dropped in snowy scenes could not be picked up. Login Optimization: 1. Optimized the initial login process for the game. | — | |
| Big Update Arrives as Promisedmajor About Your Feedback · I’m just a solo indie game dev, so I’m thrilled to hear all your feedback. Back in the demo phase, some players asked for controller support, and I promised I’d do my best to add it. After a week of hard work, it’s finally here! You can check out the new controller guide in the settings menu while playing. · Item pickup filtering was another suggestion from a player, and I… | — | |
| Please wait a little longer. I'm currently working on FSR and DLSS. As an independent developer, it's quite challenging to fully understand them, but I've still given it a try. I believe the update will be available to everyone soon. | — | |
| Small update This is the information for item comparison. I am currently synchronizing and adjusting the controller, which is not yet completed. Additionally, I will try to add the FSR (FidelityFX Super Resolution) upscaling feature. Please look forward to the upcoming updates. | — | |
| Fix bugs 1. The default display settings logic on the first login has a bug. 2. When accelerating and sprinting in place, the character will remain invincible and won't lose health. | — | |
| Minor update I’m sorry, guys. I’ve updated again in a hurry. I’m gradually debugging the gamepad function. During the game, after disabling auto - casting, I found it very hard to cast skills by pressing the number keys in the middle of a horde of zombies. It’s also not easy to cast skills after changing the keys. So I took it upon myself to make use of the left and right mouse buttons for casting. I hope y… | — | |
| updated content Hey everyone, I know the last update just dropped, but I still want to push out this new patch. It tackles some stuttering caused by graphics card performance—just a small improvement, but I feel it’s necessary. Also, I reworked the visual effect for the chip skill Thunderstorm. The lightning won’t mess with your view anymore. If you run into any issues while playing or have some cool ideas you… | — | |
| New Features and Bug Fixesmajor Hey guys, A few of you have suggested adding the ability to switch between auto-combat and manual combat modes. This way, you can take control and decide when to use those crucial skills. You know what? This idea actually aligns pretty well with my original design concept. And I'm lucky that the project still has the source code for this part. So, I spent a couple of days modifying and testing… | — | |
| Thank you to our passionate players In the demo feedback, some players mentioned that zombies shouldn't always move so fast, while others felt that the difficulty was too high for beginners. After careful consideration, I made some improvements. I adjusted it so that some zombies wouldn't move as quickly when they were far from the player, only slightly increasing their speed when they got closer. This change allows melee weapons… | — | |
| Formal Version Instructionsmajor Thank you all for your support and suggestions. Recently, I have been focusing on fixing the issues encountered in the functions of the formal version. I have received some excellent suggestions that were not originally in my design, and I will arrange to add them gradually over time. From a small team to working alone, I will keep updating. I look forward to your messages or your joining my “D… | — | |
| Update Content Update Content 1、To allow new players to experience the melee skill attack effects more quickly, I have made the situation where no weapon is equipped in the off-hand the same as the situation where the off-hand is equipped with the same weapon as the main hand. In both cases, players can enjoy the mechanism of melee weapons being able to cast two skills, as well as the mechanism of ranged weap… | — | |
| Update Announcementmajor Innovation Content 1. Some skills have had their casting animations removed. 2. More zombies have been added to the game, with their distribution made more even to prevent them from all following the player. 3. Characters will now start with two weapons by default to avoid the limitation of having only one weapon and to enhance the gaming experience. 4. Vincent will start with a rifle, with the… | — | |
| Feature Update In this update, equipment modification has been upgraded. Each modified piece of equipment can now not only be enhanced with stat-boosting chips but can also be embedded with skill-infused chips. These chips enable the equipment to automatically trigger various skills in a loop during battle, without any cost. New Chips: 1、Minor Health Regeneration – Gradually restores a small amount of health… | — | |
| Update Content:major Update Content: 1. Critical hits will cause monsters to stagger, making critical hit rate more effective in combat. 2. The progress of game levels will affect the difficulty of combat within the map. 3. The "Buff" that increases movement speed has been modified to add 150 points of movement speed for 25 seconds. 4. Adjusted the stamina consumption for sprinting, increasing the efficiency of spr… | — | |
| The first step of the major updatemajor New Features: 1. Added new equipment items for: upgrading and modifying equipment. These items allow equipment to be upgraded and modified. 2. Equipment Upgrade: This feature enhances the attributes of equipment and reduces the difficulty of challenge maps, thereby increasing the efficiency of character progression. 3. Equipment Modification: This allows equipment to be fitted with chips, which… | — | |
| New Features and Patch Update Contentmajor 1. A new game character selection interface. 2. The icon for obtaining Buffs from a chest will be displayed on the minimap. 3. Added random skill pickups on the map. These skills are different from the skills obtained through leveling up and can allow characters to hold an additional 2 skills. 4. Fixed the bug where monster collision damage was not working. 5. Adjusted the probability and mecha… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 10 Sep 2026new | Thu | 13:23 | No patch notes · unannounced build | 25230425 | public | 1 | — |
| 24 Jun 2026 | Wed | 11:56 | Bug Fix Patch Notes | 23887135 | public | 1 | — |