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Major update · published by the developer

Update 1.2: the abyss expands

On Steam

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Thank you for playing Lovecraft Survivors! This is the biggest update since launch, and it brings together everything from 1.1 and 1.2: six hidden characters earned through challenges, new abilities, two maps, two bosses, primordial horrors, horde events, the Emissary of the Elders and a progression that no longer stalls mid-run. Your save carries over.

What's new

  • Six hidden characters. Each one is earned with a challenge and brings their own trait, weapon, arrival and sounds. Challenges count from this update on, and they're saved the moment you complete them, even if you then quit the run.

  • Paladin (as the Knight, defeat the Avatar of Cthulhu): golden escort of Celephaïs. His shield stops a whole blow every 8 s, and while it recharges he wears it broken above his head. His Hammer of Celephaïs drives the horrors back and evolves into the Whirl of Ooth-Nargai. He arrives down the steps of the gates of Celephaïs, which open at dawn.

  • Tracker (as the Archer, defeat the Dunwich Horror): huntress of the Dunwich hills. She shoots the Arrows of Ibn Ghazi without pause, and whatever they hit takes 15% more damage from all your weapons for 3 s. She arrives following a trail of footprints in the dark.

  • Scholar (as the Wizard, evolve the Forbidden Tome into the Devouring Tome): a Miskatonic professor with +2 rerolls and +1 banish, but less health. His Dho-Hna Formula is a glyph of cold light that bursts on impact. He rises from a formula that writes itself on the ground.

  • Undying Knight (defeat The One Who Awakens after falling and coming back with the Last Breath): his flesh is frail, but the first time he falls he rises again with 40% health. His Sepulchre Blade deals a wide sweep of ash and a cold edge, and evolves into the Round of the Sepulchre. He climbs out from under his own tomb slab as it splits.

  • Sentinel (in the Mountains of Madness, defeat the Wendigo): watcher of the towers of Lomar. Her Bow of Thapnen shoots slowly and from afar, pierces the line and wounds up to 60% deeper the farther the arrow flies. She appears out of the frost, under a cold star.

  • ??? (when the other eight have answered, seal the whole Pact and defeat The One Who Awakens): the last one has no name until they answer.

  • Characters with identity: the Knight is tougher (more health, less damage taken); the Archer is faster, crits more often and her arrows pierce; the Wizard recharges faster and covers more area. And each one arrives in the run in their own way.

  • New abilities: the Sickle of Nyarlathotep, the Breath of Ithaqua, the Chains of Nodens and the Loyal Spawn, a shoggoth spawn unlocked with souls in the Pact with the Elders. Two new evolutions: The Net of Nodens and Tekeli-li.

  • Night-gaunts of Nodens: they replace the Whispers of the Void. Black, faceless winged creatures swoop down, snatch a horror off the ground and slam it into the densest group in sight; a boss just gets raked by their claws. Their evolution, The Vale of Pnath (with Aegis ×3), is a flock that rains horrors on the horde and leaves one on guard to carry off whoever bites you.

  • Two new maps: R'lyeh, the sunken city under the rain, and The Mountains of Madness, in the snow. Infernus has been remade too: breathing lava, ash and embers. You choose the map when you descend into the abyss, and each one keeps its own best time.

  • Two new bosses: the Dunwich Horror and the Wendigo. And The One Who Awakens, the final boss, has been reworked.

  • New enemies: the watcher and the flying polyp. Enemies also get new attacks telegraphed on the ground (charges, bites, stomps, acid), and elites become enraged at half health.

  • Primordials: from minute 11, every two minutes the greater version of a horror arrives, and within three minutes it replaces the usual one. They're bigger and darker, amber eyes open and close across their bodies, and they have four times the health, hit a bit harder and give triple experience. From weakest to toughest: the initiate of Dagon (11:00), the cult high priest, the primordial watcher, the primordial polyp, the primordial flesh eye, the dark young, the primordial shoggoth and the primordial Goat (25:00).

  • Horde events: stampedes, encirclements and tides between bosses.

  • The Emissary of the Elders appears mid-run (around 1:30 and after each boss) and sells you permanent upgrades, also with that run's souls.

  • Soul harvest: every few minutes the Shining Trapezohedron appears; grab it and every horror in sight dies, its soul flying to you.

  • Carter's Clock: Randolph Carter's coffin-shaped clock shows up on the map now and then. Grab it and time stops for the horde for 7 seconds: the horrors fade to a cold silver and freeze along with their projectiles, while rain, snow and embers hang in the air. You can keep hitting them. It never appears during a boss.

  • The Yellow Sign: an optional curse in the Fate row of the Pact with the Elders. It's free, and you can raise or lower it whenever you like, from 0 to 5: each grade brings 10% more horrors, a little tougher and faster, in exchange for 10% more souls. Bosses are unaffected.

  • New chests: they open with a short pause, release souls and let you choose one of three upgrades. When an evolution is ready, it shows up in a chest, as the first card; if two and a half minutes pass without a chest, it shows up on level up too.

  • Reroll, banish and skip: when levelling up and in chests you can reroll the options, banish one so it never comes back, or skip the choice.

Progression and balance

  • Levelling up no longer stalls: from level 12 it costs much less, the first levels need less experience, and experience grows with the horde's toughness.

  • Every weapon grows stronger as it levels up: it gains damage and speed, and its card tells you how much (for example, "+25% damage · +4% speed"). That's why Conviction and Hastened Ritual are gone, and the Aegis comes in, a new passive: -3% damage taken (up to five times).

  • Evolutions start at level 5 and can be levelled up to 7. The ranged characters' Basic Attack, the Sickle of Nyarlathotep and the Breath of Ithaqua also go up to level 7.

  • Some evolution requirements change: the Devouring Tome now needs Drawing Eye, the Cosmic Storm needs Light Feet, and The Net of Nodens needs Aegis.

  • Evolutions now hit harder than their level-5 weapon: The Blasted Heath, Chalice of the Drowned, Devouring Tome, Cosmic Storm, Cosmic Verdict and Swift Slash, whose three slashes now all loose their wave. Silver Butchery fires three daggers that pierce two horrors. Relic of Light gains a little less at level 4, and the Hunter's Dagger drops from 14 to 12 damage.

  • Forbidden Tome: whatever the book touches, it damages (grazes used to do nothing). The Devouring Tome keeps the nine books of the level-5 Tome, burning, and the outer ones explode.

  • The Unspeakable Ichor becomes the Fallen Colour, with more damage; its evolution is now The Blasted Heath.

  • Permanent upgrades are much cheaper, and there are four new ones: Second Reading, Seal of Banishment, Shoggoth Hide and Sacrilegious Strike. Revive is now called Last Breath and costs 8,000 souls.

  • Favor of the Elders grants 10% more souls per level, also on horrors that drop a single soul.

  • Hand of the Dead God multiplies the damage each weapon gains with its level. To make up for it, the Pact's attack upgrades give horrors more health (×2.3 with all four maxed).

  • The horde no longer traps you in a ball: it comes in two to four streams from the edge and chases where you are, without cutting ahead of you. And if you keep fleeing the same way, it will come at you from the front too.

  • A calmer start: fewer horrors at first, slower and hitting softer, with a new type arriving every so often until they're all in by 12:00; each newcomer leads its own stretch of the horde. The first stampede comes at 2:00.

  • From minute 8 there are fewer horrors on screen: the cap is lower, after a boss the horde returns gradually, and tides are gentler. In exchange, each horror gives a bit more experience from minute 7.

  • Cult priests take turns to shoot, so hexes no longer rain down when many of them gather.

  • To make up for the enemies' new attacks, contact damage is 20% lower.

  • Experience you leave behind stays on the ground much longer, and when there are lots of gems they merge without losing anything.

  • Elites drop a chest now and then (0.6%), and bosses always do.

Bosses

  • They no longer trap you in a ring of bonfires (except the final boss): they fight in the open, and there are never two at once.

  • They arrive through a rift while the horde flees, and fight with their own moves that warn you before they strike, each in its own style.

  • They warn you of their phase 2. Between 60% and 50% of their health, every hit they take opens cracks of light in their colour. When it begins, the world holds its breath (the music drops, the light dims and the horde flees), then they burst with light and roar with their own voice. In phase 2 their cracks pulse like a heart, and each one shows it in its own way.

  • Their health follows your level: if you're well ahead they last longer, and if you're struggling, less. The One Who Awakens is unchanged.

  • Your weapons aim at the boss when it's in range, unless the horde is right on top of you, and what you see touching a big boss now damages it.

  • If you run away, the boss reappears through a rift near you, and a red arrow points to it when it's off screen.

  • New health bar, thin and crisp: it marks where phase 2 begins and briefly shows the damage you've just dealt.

  • The Avatar of Cthulhu, the first boss, is much bigger and still sharp.

  • The final boss is harder to dodge, but has less health.

Look

  • Most weapons have been redrawn: Relic of Light, Blood Pact, Abyssal Portal, Forbidden Tome, Cosmic Ray, Cosmic Judgment, Hunter's Dagger and Chalice of the Drowned.

  • The melee characters' slash is a crescent that sweeps along with the weapon: steel for the Knight, gold for the Paladin and violet ash for the Undying Knight. Swift Slash draws a single whirl that goes all the way round.

  • Every ability has its own animation when you pick it; the Paladin's splits the ground into cracks of gold.

  • Experience drops as blood carved into gems, with one colour per value.

  • Elites burn along their silhouette, enemy projectiles are orbs of energy, and hits make blood fly.

  • Soft shadows at everyone's feet, candles that really light up, and cleaner maps.

  • New, more readable damage numbers that add up consecutive hits.

Interface

  • Redesigned main menu, with your investigator on a summoning circle and room for all nine: three pages of three, with diamonds below to jump to each one. A sealed character shows as a silhouette with a wax seal, their challenge and a hint; when you earn them, the seal breaks into gold dust. It can be navigated with mouse, keyboard (WASD too) or gamepad.

  • The level-up menu deals cards, and a banished card burns.

  • New HUD: an emblem with your character's portrait, a health bar, an experience reliquary showing your level, and clearer ability cooldowns.

  • Auto-aim and auto-attack are on by default (R and right click turn them off).

  • The run clock counts up, from 00:00 to 30:00. It turns amber at 25 minutes and red at 29.

  • The pause book shows each weapon with its level, the damage it has dealt and what it needs to evolve, the new characters' trait, and statistics and options tabs.

  • The game over screen is the last page of the book: an epitaph with who killed you and where, your numbers, your record, each weapon's damage and, if the run earned you someone, who has answered.

  • New options window (screen shake and damage numbers can be turned off) and new achievements window.

Sound and music

  • The whole mix has been rebalanced: weapons no longer cut each other off, and boss and event sounds come through clearly.

  • New sounds for chests, the soul harvest, arrivals, rain, snow and magma, and a toll of its own when you die.

  • Sounds of their own for the six new characters: their weapons, traits and arrivals, the voices of the two new archers and their seals in the menu.

  • Each boss sounds different when entering phase 2: the crack, the break and its own voice.

  • Carter's Clock ticks low once a second and, when time returns, tolls in reverse. The Night-gaunts bring the wind of their wings and the crash of their drop.

  • The in-run music now loops seamlessly.

Performance and fixes

  • Better mid-run performance on modest PCs: if yours can't keep up, the game lightens its physics on its own. Experience gems now cost almost nothing in performance, even with hundreds on the ground.

  • The level-up menu no longer offers a weapon you've already evolved.

  • The Enlightened and Transcendent achievements can now be unlocked (Transcendent now requires level 40).

  • The animated skulls in the main menu and on the kill counter were missing from the Steam version: they're back.

  • An attack click no longer picks an upgrade by accident when the menu opens.

  • Moving a volume slider now unmutes it.

  • The horde now spawns correctly on ultrawide screens.

  • The Sealed Yoke no longer lowers the Abyssal Portal's vulnerability when it evolves.

  • Fixed a few rare freezes and many small bugs.

Credits

  • Chains of Nodens sound: "CHAINHndl_Chain Metal Rattle 03_KVV AUDIO_FREE" by KVV_Audio (Freesound), licensed under CC BY 4.0; trimmed for the game.

  • Paladin's shield sound: "bump3.wav" by bumpelsnake (Freesound), licensed under CC BY 4.0; adapted for the game.

  • Eldritch cry (The One Who Awakens' arrival, the Wendigo's feast and elite fury): "Eldritch Monster Cry #1" by SilverIllusionist (Freesound), licensed under CC BY 4.0; edited for the game.

  • Paladin portrait: Characters by SovDigital (sovdigital.itch.io).

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