SUPERVIVE · published
NOTE: THIS PATCH WILL NOT BE LIVE UNTIL OCTOBER 1, 2025 @8:00AM PT
Happy Harvest SUPERVIVERS! 1.05 is our last patch in Season 1, and the team is hard at work getting prepped for our Season 2 launch in late October. But worry not! That doesn’t mean we’re sitting on our hands this week. In this patch we’re looking to improve our game pacing by making our day/night system more intuitive and standardizing boss spawns throughout the game. We also have a global mid-autumn festival with free hunters and a double xp boost. Read on!
Many cultures around the world celebrate a mid-autumn festival that gives thanks for ancestors, family, and a good harvest. This year, we’re celebrating our worldwide SUPERVIVE community with Mid-Autumn themed skins, a double xp boost, and making all hunters free-to-play! Happy Festival!
From 10/1 - 10/12:
All Hunters will be free to play
Double XP is enabled
Brall’s LMB knockback has been a longstanding pain point - both for Brall chasing down enemies, and enemies frustrated by their movement being constantly interrupted. We’re going to remove the knockback element from Brall’s LMB - and adjust his range down to compensate for his additional target stickiness. Brall’s sustain on knocks has also been feeling a bit too strong recently. He has the base 250 health granted from Knock Resets, along with an additional bonus from his passive. We’re reducing the scaling on the passive to remove the amount of double dipping here.
Blazing Spirit (Passive)
On-kill heal reduced from 20% Enemy Max Health >>> 10% Enemy Max Health
Caldera, Molten Greatsword (LMB)
Knockback removed
Radius adjusted
Radius decreased from 400 >>> 320
Similar to Brall, Shiv has been able to double-dip on the amount of healing she receives from Knock Resets so we’re adjusting her here.
Resolve (Passive)
On-kill heal reduced from 25% Shiv Max Health >>> 12.5% Shiv Max Health
Saros has been starting to creep up in power over recent patches. His RMB damage also feels a tad high so we’re bringing it in.
Charge Sunfire (RMB)
Mana cost increased from 75 >>> 100 per shot
Damage reduced by 10%
With the removal of Rocket-High Tops we felt it was appropriate to get Wukong some of his mobility and playmaking back
Cloud Somersault (Shift)
Dash speed while RMB is active from 70 >>> 85%
Duality
The duration of 3s makes it really hard for Hunters that want to engage with this Relic to utilize it. As such we’re extending that window to make it more viable to use.
Buff duration increased from 3s >>> 6s
Percent increase for healing and damage dealt increased from 5% >>> 9%
Now has distinct icons for the different buffs
Festering Jawblade
We feel that the old 3* duration of Jawblade is what made effective as a viable antiheal option so we’re setting its value back to that level.
Duration increased from 4 >>> 8s
Armor Shredder
Often the first two seconds of combat is all you need in SUPERVIVE to cripple your enemies and this Perk was taxing armor too heavily.
Bonus shred from 50% >>> 25%
Bugfix: No longer drops on death
Days are weird in the Breach (guess that’s one of the side effects of living in the shattered remains of a magic apocalypse). The duration of days and nights has always been slightly inconsistent, since we want the pacing of the game to accelerate as teams get eliminated and the map gets smaller. However, a downside of shorter days is that it gets consistently difficult to complete objectives or realistically plan around things like Boss spawns.
We’re making some changes to timings to extend the length of most days and give you better opportunities to plan and react to objectives. Days will still accelerate throughout game phases, but in a slightly more consistent way.
Day 1
Duration changed from 3:50 >>> 3:30
Night 1
Duration remains 1:15
Day 2
Duration changed from 1:30 >>> 2:00
Night 2
Duration changed from 0:54 >>> 1:00
Day 3
Duration changed from 1:10 >>> 2:00
Night 3
Duration remains 1:00
Day 4
Duration changed from 1:00 >>> 1:40
Night 4
Duration remains 1:00
Days 5+
Unchanged
Similar to the day/night changes, we want to make boss spawns more predictable and give you more time to see a spawn coming, make a plan, and react within the span of a day. We’ve also removed the crystal phase for Meteor Bosses.
Drop Bosses
Spawn time changed from on Game Start >>> 60 seconds into Day 1
Abyssal Hatchlings
Spawn time changed from 45 seconds into Night 1 >>> 60 seconds into Day 2
Meteor Beasts
Spawn time changed from 45 seconds into Night 2 >>> 60 seconds into Day 3
Abyssal Hatchlings (2)
Spawn time changed from 45 seconds into Night 4 >>> 60 seconds into Day 4
Now that vaults are a reliable way to acquire Relics and Perks before they’re available in shops, their early game value has shot up. But later in the game, they’re much less appealing. We want to give vaults some juice so they’re worth opening even on later days.
Vaults now gain one additional item every day they remain unopened
Oracles
We want to increase the value of information Oracles provide, so we’re adding an indicator that highlights whether a scanned team is stronger than you (and by how much).
Oracles now display a different visual treatment based on how much stronger an enemy team is compared to your team.
Teams that are similar in strength or weaker are displayed the same.
Base Camp Oracles
We like the addition of these, but are looking to reduce the uptime slightly.
Cooldown increased from 75 >>> 90s
Elluna’s Soulpack (P) no longer drops wisps when travelling through an Unstable Anomaly
Mercury’s Magic Mortar (RMB)’s cooldown no longer resets when spending a charge
Zeph no longer receives the effects of Vortex Charm (Q) level 4 at level 3
Jin’s Flash Dagger (RMB) Advanced tooltip now mentions Antiheal duration
Resonating Idol no longer duplicates all of its effects when spawned naturally
Was granting 2 stacks per spellcast, and would shave off half of your stacks twice on casting another spell.
Guardian Angel now mentions it grants increased Revive Speed
The Group Teleport consumable has been reenabled
Custom Games have correctly had their Max Team count set to 40
Final Destination Storm Shift has been reenabled