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Apocalypse Survivors›Events›New Features and Bug Fixes
Major update

New Features and Bug Fixes

Apocalypse Survivors · published 25 Jun 2025, 08:41 UTC

All eventsPlayers around this dateRead on Steam

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 it. I'm happy to say I've brought it back to life. Plus, I made a few small upgrades to make it even better.

Hope you'll enjoy this new feature!

I also found a few bugs and fixed them. I hope my oversights didn't frustrate you guys too much. I truly appreciate the suggestions from our passionate players.

1. There will be a brief damage reduction effect when you start sprinting. This allows the sprinting action to reduce the damage you take at the very beginning.

2. I've added a cursor aiming mode. When you switch to this mode, the character's skills will be cast in the direction the cursor is pointing. (I still recommend letting the character auto-target enemies. But if you encounter a zombie that you really need to take down, you can switch to this mode.)

3. There's an auto-casting toggle. With this switch, the character won't automatically use certain skills anymore. The control over these skills is handed over to the player.

4. For the thunderstorm chip, I've narrowed down its random range. This makes it more efficient in attacking zombies.

5. Previously, you couldn't change the equipped skills when switching chips during combat. To help the character better handle sudden situations, I've changed this mechanism. Now, when you switch this chip in battle, the skills will change accordingly.

6. There was a code error in the attribute point distribution. I've fixed it now. You can normally get the attribute enhancements.

At the request of the players, I will begin integrating controller support related to gamepads in the next step. This project is relatively complex from a design perspective. As an independent game developer, I will do my best to make it better.

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