- Biome POIs have dropped! - 13 August 2026
Custom TilesIn Survivesmith, the maps have always been randomly generated, 100% of the time. While their content were all hand-made and hand-animated, the map itself placed those content (trees, rocks and other objects) randomly all over the tiles. Now, we have created a bunch of "Custom" tiles that were handcrafted by ourselves!The custom tiles basically don't generate anything via random placement within that tile, i.e: all its content were placed at the exact positions deliberately by us.Survey SitesRemember defeating creatures or collecting resources randomly to fill up the "Biome Points" bar at the bottom, to progress the game? Well no more! Introducing, survey sites!Survey sites are custom tiles with a surprise in the middle. Rather than having to do random stuff in order to progress through a run, now the player only has to discover these survey sites and place their trusty Surve…
- Gears, modifications and upgrades! - 21 July 2026
Equipment -> GearsSub-weapons and Armor modules used to be collectively called "Equipment" up to now. But we decided that term was too broad and changed it to "Gears". Doesn't that sound a lot cooler?At a glance, you might not recognize any of the above gear. That's because all the gear got a new face now (for UI displays like this) but more importantly, "armor modules" are now more apparent as something that enhances the character's armor rather than being a generic icon.2 Sub-Weapons, 1 Armor module per runNow, you can only obtain a maximum of 2 sub-weapons and 1 armor module during a run. This might confuse some of you since most great bullet-heavens are better with more weapons. But we don't want to follow the same formula as every other bullet-heaven out there, and decided to give more power and more customizability to the few gears you obtain instead.As the first step in this chan…
- Shaping up the meta - 27 June 2026
Meta progression?Yes, Survivesmith being a rogue-lite game, meta-progression was bound to play a big part in the game. While all the previous playable builds of the game introduced some form of unlockables or upgrades for you to grind on, they were never the actual intended meta-progression in the game (most of them at least).With the opening of the new Bio-Lab, Survivesmith is finally starting to get serious with meta-progression of the game.Bio-LabThe bio-lab is the main research hub of the base. You come here to do some research and unlock new stuff in the game. This is where you unlock 'most' of the new items, but not all of them (more on that later). You can unlock new terminals (machines in the base), weapons, buddies, modules, survival kit items, etc., here every time you reach a new research level.But what is the currency used for new research?Knowledge!!!Nah just kidding... or…
- End of SurviveSmith - Playtest #2 - 6 June 2026
This is it! The 2nd playtest has officially ended!We expected quite a lot going into this playtest; a lot more players, more feedback, and an overall better view from the gaming communities around the world. While we did not meet the standard of an audience we wanted, this playtest performed a lot better than the first one!For instance, 3 new members joined our discord, we got 3 reviews/gameplays from some awesome YouTubers (links to those video on our previous post), and we got a lot of feedback as well!Thank you for everyone who participated! Whether you played the game, joined our discord, or even told a friend about the little game we are making, thank you with the bottom of our hearts!We will re-launch our demo for the duration of the Steam Bullet-Fest since that is a one-of-a-kind opportunity to showcase our game. The demo will be the same build used for the playtest. If you think…
- Playtest #2 ending soon! - 4 June 2026
Playtest #2 is ending soon. If you were holding on to trying the game out for the first time, now is the best time to give it a try!We fixed a bunch of bugs and improved a lot of stuff with your feedback. But there's always more room for improvement. Your contribution is still invaluable to us!In the meantime, here are some gameplay videos done by a few awesome YouTubers (they rock!):YigTinToddGaminLowresJesterWe hope you have the best out of the final hours of the playtest. This might be the last public playtest we do before the Early Access release coming by the end of this year.Hope you have fun!-MaRK
- SurviveSmith - Playtest #2 is now live! - 27 May 2026
Time for playtest #2!Hey there! We are back with the 2nd playtest for SurviveSmith (yes, I'm trying to call it that way now instead of SurviveSmith as a single word). There are a lot of changes this time compared to the demo vs playtest #1. It's mostly system changes, improvements, better tutorials and (hopefully) a lot less bugs. There are some new content as well but new content isn't our focus for this playtest.Purpose of the playtestThe purpose of this playtest is as same as the last one, hearing from you about how much fun you can have with the game, if the game is easy to understand/to play, and about the difficulty. You can find all of the questions we have in the survey form and in the game as well.State of the gameSurviveSmith is still early in development, too early to say that this is the final experience you will get. However, we're much closer to the Early Access release th…
- End of Playtest #1 - 10 March 2026
The very first playtest of Survivesmith has concluded successfully after exactly one week!We expected zero results but hoped for the best when going into the playtest. The results have far exceeded our expectations!The ResultsA total of 26 players have actively participated in the playtest.Those players have played the game for a median playtime of 32 minutes.Received very valuable feedback from around 10 players.2 new members joined our discord, making the total to 6 members.Got not one, but 2 awesome review/gameplay videos from YouTuber NerfedReflexes....and a load of newfound hope and confidence for working on our game!ConclusionWhile these are very rookie numbers, it was the most appreciation and value we've gotten for Survivesmith ever since we announced the game in public. So we consider this a big win!With all your feedback, we thrive to make the next experience a much smoother a…
- Survivesmith - Playtest #1 is now live! - 4 March 2026
The first playtest is out!We are happy to announce that we are now holding our very first playtest on Steam. This playtest is formed as a way of gathering feedback from you about the direction of the game that we are taking. If you are among those who tried our demo last Next Fest, there will be quite a few changes (listed at the bottom of the post).Purpose of the playtestThe main purpose of this playtest is, as mentioned above, to hear from you what you think about the direction we're taking with the game. Does the game feel fun? Are the systems too complicated or a hassle to work with? Do the weapon mods make sense? Questions like this went unanswered in our heads for too long. That's why we decided it's finally time to ask the experts - the players.State of the gameSurvivesmith is at a mid-point of its development. Although it has taken us more than 2 years already, the game went thr…
- Power Core Redesign - 20 November 2025
Power Core OverhaulPower cores are now passive bonus providers for your runs. While they are equipped to your primary weapons, their bonuses are not strictly bound to the weapon itself.The new effects are triggered based on various conditions. Find the effects that seem the most useful for your playstyle, and remember the conditions to trigger them. Slot different power cores to different weapons to boost their effectiveness and combine with matching Weapon Mods (previously "Charged Cores", obtained within the level) to create the ultimate effect combos!More Status Effect icons!The added player status effect icons will help you understand exactly what and when your effects are triggered.Improved Camera shakes and VFXTweek the game to your preferences! With new screen shakes, camera follow effects and juicy new visuals, you get to select what you want to keep and turn off anything that f…
- The Biomes Fight Back! - 27 October 2025
Sub-Biome HazardsThe term "Biome Hazards" used to describe the random environmental hazard events that occurred throughout a level. "Sub-Biome Hazards" are however, persistent within all sub-biomes, until you get the equipment necessary to navigate it (more on that later).Each sub-biome throws a completely different type of challenge for you to conquer. None of the sub-biomes are "easier" to navigate than the other due to their unique nature. Here's an overview video of the different aspects surrounding the new sub-biome hazards:For those of who you prefer reading over watching the video or want to understand better about all of that, here's a summary:Sub-Biome hazards pose a unique navigational challenge on each sub-biome. However, these can be counteracted with the new "Haz-Pro" recipes that can be crafted at the Forge Pod.A random haz-pro recipe will be given to you at the start of a…
- The Gameplay Loop - 28 June 2025
Dev Update (Alpha): The loopSurvivesmith is a bullet-heaven / reverse-bullet-hell game, and that genre comes with the "roguelite" tag attached to it. The core loop of the game revolves around you, the player, jumping into a level, exploring the biomes (there are 5 biomes per level), finding treasures, hunting / mining / foraging for resources (permanent & on-field), and completing achievements for unique unlocks all while surviving hordes of robotic enemies chasing you down across time. Skilled survive-smiths will face mighty bosses and reap extra rewards within a run.While the core loop is very similar to other games of the genre, there are tiny dissimilarities which (hopefully) would make the game feel more fresh. Some of them include:Different categories of enemiesThe 'waves' of robotic minions, biological & mythical enemies of the biome, random enemy reinforcements, weather based en…
- Yet another 'Reverse-Bullet-Hell'? - 7 April 2025
... to answer the question... Yes, it pretty much is another bullet-heaven game. It has the same core gameplay loop with slight alterations in an attempt to make it a more refreshing experience to all you bullet-heaven fans. Why this genre? Isn't it crowded enough? As a big fan of the genre myself, I had so much fun playing similar games. I can think 3 games that got me into the genre; Vampire Survivors, Mars Survivors (mobile) and DRG-Survivor. When I played those games, I had a ton of ideas that I wished were in those games and I hadn't started my game development journey yet. So when I finally did get into gamedev, I decided that I'll keep my first game simple but also make something that I genuinely would enjoy making, and playing. It's been a year since we started making Survivesmith and a lot more bullet-heaven games have come out within that period. I knew the genre was going to…
- Current state of the game - 22 March 2025
Hi all! Mark here. Since this is my first ever post on Steam, and on Survivesmith, I'll keep it simple yet detailed enough. Let's look at what this game is all about, how it's any similar/different to other bullet-heavens, and the plan for its releases. What is Survivesmith? If you found this game, you're most likely familiar with the Bullet-heaven genre, and already knows the deal. But for those who are not (skip to the next paragraph if you know the deal), it's a type of game where you shoots hails of bullets (and other things) at massive hordes of enemies in order to survive a set amount of time and win. This genre comes in many sizes, with many twists, perspectives and dimensions. It's a fun genre to explore, with limitless possibilities. Why is Survivesmith similar/different to other similar games? I won't brag about how the game has this and that feature that "no other game has do…