Vibin' & Survivin' Playtest
Last seen
0Sampled 2 hours ago · not a live figure
—of peak
All-time peak
011 Sep 2026
Last seen
0Sampled 2 hours ago · not a live figure
All-time peak
011 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | v0.30.0 Framerate · Roughly Double, Everywhere: In the built-in benchmark, sustained framerate at full load went from around 46 to around 92 on desktop, and the Steam Deck went from about 1,180 rendered frames in a 30-second run to about 2,300 — near enough double in both cases. · Smoother Under Pressure: The worst frames improved along with the average, so heavy waves feel steadier rather than just re… | 25020811 | |
| Game update | v0.29.6 Fixes · Boss Death Animations Are Back: Bosses once again play their full themed death animation instead of vanishing the instant they die — the regular bosses' send-off, the Core Architect's dramatic five-second finale, and the Corrupted Glitch Hopper's detonation. The kill itself always worked correctly; only the visual had gone missing. · Broken Icons on the End-of-Run Damage Screen: Weapon… | 25010110 | |
| In-game event | v0.27.0 Vibin' & Survivin' — v0.27.0 Released 2026-08-26 A major gameplay and combat readability update introducing a dedicated 2-step Full Inventory Weapon Swap view with 100% upgrade point refunds, a complete visual and audio overhaul for the Blaster, crisp enemy attack telegraphs with dedicated audio cues across multiple enemy archetypes, a dangerous Shadow Necromancer swarm overhaul, interactive li… | 24956583 | |
| Game update | v0.26.1 Performance Benchmark Tool · New "Run Benchmark" in Settings, under Display. Runs a fixed, repeatable 30-second stress test — enemies, three bosses and your own weapons all ramp up together — and reports average FPS, 1% lows, average frame time, and a graph of FPS across the whole run, so you can actually tell whether a setting change helped instead of eyeballing it. · A live FPS overlay you ca… | 24891386 | |
| In-game event | v0.26.0 Difficulty Tiers · Two new difficulties, earned per survivor. Every character starts on Normal. Beat Round 20 with them and they unlock Overdrive ; do it again and they unlock System Overload . The unlock belongs to that survivor — clearing Round 20 with the Soldier does nothing for the Guardian. · Choose your difficulty before a run. The flow is now Play Game → Choose Your Survivor → Choose Yo… | — | |
| News | Playtest is live The playtest is open. WHAT'S IN THIS BUILD This is v0.25.0, and the arenas are new. Every round now takes place in a bounded space with its own look, scattered obstacles you can take cover behind, and — from round 6 — hazards that escalate as you go: destabilising floor tiles, then discharge pylons that arc lightning between themselves, then rotating firewall beams. Rounds 21+ get a corrupted a… | — | |
| In-game event | v0.25.0 The Arena · The world has edges now. Every round takes place in a large bounded arena rather than endless open space. There is still plenty of room to kite, but the walls are a real consideration, and materialising into a round makes the containment field flare so you know they are there. · Five distinct looks. The arena changes its palette every five rounds — a cool blue-teal from round 6, amb… | 24840859 |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.