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Performance Review: Survivor BetaEventsv0.2.1-performance-pathing
Game update

v0.2.1-performance-pathing

Performance Review: Survivor Beta · published 19 May 2026, 01:33 UTC

All eventsPlayers around this dateRead on Steam

Performance

Major late-wave performance pass focused on smoother combat at higher enemy counts.
Added distance-based enemy update LOD so far enemies think less often while staying visible.
Added lightweight enemy movement behavior during heavy population moments.
Added shared spatial enemy queries so AoE weapons no longer scan every enemy every tick.
Reduced expensive enemy separation checks at high population.
Added render LOD for enemy proxy updates in the 3D perspective renderer.
Capped combat damage numbers during heavy fights to reduce UI overhead.
Radar now refreshes less often and limits pickup dots to reduce clutter and CPU cost.
Meeting Warfare / Conference Call laptop behavior is optimized during high-population combat.
Balance

Enemy population curve reduced for stability:
Year 1 starts around 100 enemies.
Scales to 150 by Year 15.
Scales to 250 by Year 25.
Holds around 250 through Year 30.
Spawn pressure now tapers earlier as enemy population approaches the active cap.
Weapons

Conference Call target selection now uses optimized spatial queries.
Data Breach, Paper Shredder, and Venti Latte now use optimized radius checks.
Meeting Warfare limits laptop drops during high-population fights.
Conference Call laptops use a high-pop mode with capped damage/slow targets.
UI / Debug

Added optional performance stats overlay showing population, FPS, CPU/physics timing, draw calls, 2D objects, and enemy update stats.
Added a settings checkbox for “Show performance stats.”
Performance stats now save/load with settings and are hidden by default.
Debug population/FPS display now respects the settings toggle.
Hiring Screen

Signing a contract now asks for confirmation.
Fixed signing behavior so the clicked department is the one that gets signed, instead of whatever department was only previewed.
Stability

Hardened enemy queues and spatial-grid loops against freed/stale enemy references.
Cleans pending enemy state when enemies leave the scene.
Reduced high-pop combat UI spam from damage numbers and immune/zero-damage text.

More from Performance Review: Survivor Beta

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