Vibin' & Survivin' Playtest
Last seen
0Sampled 3 hours ago · not a live figure
—of peak
All-time peak
015 Sep 2026
Last seen
0Sampled 3 hours ago · not a live figure
All-time peak
015 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | v0.31.1 Vibin' & Survivin' — v0.31.1 Released 2026-09-06 This minor update addresses a few issues following the v0.31.0 release, focusing on display, navigation, and visual refinements across mobile and controller. Improvements & Fixes · Post-Run Screen Refinements: Streamlined the Victory and Defeat summary layout with unified loadout scrolling, themed scrollbars, and accurate equipped gear icons matc… | 25152924 | |
| In-game event | v0.31.0 Vibin' & Survivin' — v0.31.0 Released 2026-09-05 Welcome to the Dopamine, Animations & Balance Expansion ! This update is all about elevating player feedback, visual juice, and game feel across every encounter. We've overhauled level-up sequences, weapon milestone choices, survival moments, and combat power-ups with upgraded animations, tactile hitstop, screen shake, and richer sound effects. A… | 25140870 | |
| Game update | v0.30.1 Vibin' & Survivin' — v0.30.1 Released 2026-08-30 A follow-up to 0.30.0, and an important one. The performance work in that release was real, but almost none of it was reaching the game you actually installed — the step that packages the game for release was making the code several times slower to run. That is fixed. If 0.30.0 did not feel twice as fast on your machine, this is why, and this rel… | 25022264 | |
| 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… | — | |
| Steam 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.