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Lone SurvivorsNewsPatch Notes: 1.4.0
In-game event

Patch Notes: 1.4.0

Lone Survivors · published 12 Oct 2026, 05:49 UTC · build 25875728

All newsPlayers around this dateRead on Steam

Patch Notes: 1.4.0 - (More) Weapons Reforged

Hey Survivors! 1.4.0 is another big one.

Every weapon can have its own opacity toggled, 22 weapons got new looks for their attacks and upgrades, there are six new post-legendaries, and a new engine core keeps far bigger late-game hordes running smoothly (cpp + adjustments). And the miner can activate his ability with the mouse (toggle in settings).

Miner Mouse Control

Turn on Miner mouse control in Options > Accessibility. Hold the left mouse button to charge the pickaxe, aim it with the cursor (the arc and its landing circle follow it), and let go, or reach full charge, to swing. Keyboard and controller work as before.

Opacity for Every Weapon

Options > Accessibility > Ability Opacity has a new Per weapon button. Give any weapon its own opacity on top of the main slider, so you can fade just the one that's too busy. Filter the list to this run's weapons or the ones you've changed, or reset them all. Weapons you haven't found yet stay off the list.
Ability Opacity also fades every weapon again: many reworked weapons drew parts of themselves that ignored it.

22 Weapons Reforged


Every one of these weapons now shows its upgrades: each legendary and post-legendary changes how the weapon looks, not just its numbers. Attacks have clearer wind-ups, impacts and reactions, and the busiest fights keep the extra effects in check.Rockfall, Ice Spikes, Flail, Royal Apiary, Minecart, Magic Beam, Axe, Club, Claws, Shovel, Bramble Whip, Spectral Blade, Lilypad, Twister, Bat Swarm, Arrow, Defense Drone, Dynamite, Echo Drum, Cursed Candle, Pestilence and Cannon Barrage.
Absolution: Purifying Light is rebuilt as a holy column that builds through three cleansing beats and pulls nearby enemies in. True Enlightenment now travels, leaving a golden wake and scorched ground behind it.Harmonic: the Echo Drum's Harmonic now works off the Crescendo. Every enemy a Crescendo hits (up to 8) gets its own square that folds onto it and bursts for 5x damage with a short stun.

Meteor: the landing ring follows its target, has a dark edge so it reads on light ground, and always shows, even with Low Effects on.

Bat Swarm: every bat flies and flaps its own way and faces where it's going.

Arrow: new art for plain, cardinal and golden arrows, in flight and stuck in enemies.

Defense Drone: hovers just above you while you run instead of trailing behind, and the first rocket of each volley lands with a small shake.

Twister: Maelstrom's twisters ride a visible lane around you.

Cannon Barrage: the Sky Galleon. Cannonballs also hit a wider area (12 px, Mega 24 px, up from 6 and 15).

Six New Post-Legendaries


Giant Shuriken! Spent shurikens fly back to you and fill a meter. When it's full you throw a giant shuriken at the toughest enemy in reach. It slows down as it grinds through enemies, and every hit in a row on the same enemy deals 15% more, up to +150%, its trail warming to gold as the hits stack.


The Reaping: every 2nd enemy a Bloodlusting Scythe cuts bursts in crimson, harder the more it has cut. At its 8th cut it stops, draws the crowd in and reaps the circle around it three times.


Final Judgment: Purifying Light now hunts the strongest enemy in reach, and True Enlightenment's journey chases the strongest one on screen and ends in a nova that takes 4% of the max health of everything nearby. Elites and bosses get JUDGED!


Supernova: spent Absorbing Mage Balls explode, wider the more they absorbed.


Lord of the Night: once Overwhelming Swarm's tide passes you, it gathers into one giant bat that dives onto the toughest enemy on screen, drains it, then bursts into three swarms.

Pandemic: Pestilence's legendary, The Host, now breathes, blowing a ring of flies out every 3.5 seconds that bites and pushes back. Pandemic makes that breath infect: infected enemies keep getting bitten, and when one dies its flies jump to the next two.

Giant Shuriken! is in the General tree after surviving 20 minutes in the endless Dungeon. Pandemic is in the Necromancer tree after an Ascension 2 win, and the others are in their class's tree after an Ascension 3 win. Bosses take a quarter of the max-health damage.

Upgrades

  • Picking a common or rare upgrade has a short beat once play resumes: the weapon's slot jumps, a ring in the card's colour opens on you, and its next attacks sparkle.

  • Every weapon glints gold for a few seconds after it turns legendary.

  • Upgrade cards keep their size: long descriptions use a smaller font, and the full details are in each card's tooltip.

Bigger Hordes, Smoother Frames

Under the hood, ordinary enemies now run on a new native crowd core. Their movement and pathing, hit detection, drawing, walking animations and affix names happen in one place instead of in hundreds of separate pieces, so late endless runs hold far more enemies at a playable frame rate. Our target for this update was 400 enemies at 30+ FPS, and many builds now get there. The heaviest crowd-control builds are next on the list.

  • Weapon effects draw in far fewer steps (Scythe, Mage Ball, Absolution, Pestilence, Spectral Blade, Flail, Dynamite, Echo Drum, Twister, Bat Swarm and more).

  • Damage over time from many sources is added up per source, so big crowds under auras, poisons and charms cost far less.

  • Fire Wizards and flying enemies no longer collide with the rest of the crowd.

  • Bloodlusting Scythe stops growing at 3x its size (its damage still grows with every cut).

  • Pestilence keeps at most 8 hatched broods out.

  • Bat Swarm flies 8 bats per flock, each biting harder so the swarm deals the same damage.

Sound

  • XP and coin pickups are much louder and clearer: they'd sunk under the weapons, hits and music.

  • Grab-Alls and coin chests sound like a haul again: their pickups pile up into a cascade.

Endless

  • Gravitational enemies actually pull you now, harder the closer you get, but never enough that you can't walk out.

  • Healers heal the enemies around them again, and Bloodlusted enemies no longer grow past their maximum size.

  • Affix names draw above enemies and danger circles, so they stay readable in a crowd.

Fixes

  • Fixed Fire Wizards dropping nothing when they died.

  • A homing Mage Ball that gets stuck now fizzles out in a puff of magic instead of hanging in place.

  • Fixed late runs slowing to a crawl when Scythe-feared enemies were pushed.

  • Fixed a rare crash at the start of a Volcano or Dungeon endless run, and a crash when an enemy in Dynamite's vortex or a Club slam's pull died at the wrong moment.

  • Upgrade card tooltips with long descriptions no longer run off the screen.

  • Fixed weapon effects sometimes flashing as solid white squares late in long fights.

  • Fixed overlapping slows, freezes, stuns and roots restoring the wrong movement state.

  • Restored damage several reworked weapons had lost (Crescendo's echo, Royal Apiary, Defense Drone, Lilypad, Cursed Candle, Dynamite, Frenzied Claws).

  • Fixed the Prisoner's leap invulnerability icon not appearing on the status bar.


Thanks for playing Lone Survivors! Let me know which reforged weapon or post-legendary is your favourite. And if an effect is too much, Per weapon opacity lets you turn just that one down.

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