GamePatchNote Digest
Stellar Survivor Patch Notes — July 2, 2019
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

Introduction
To start off we want to thank everyone that has played our game over the last weeks! We received a lot of very valuable feedback that we can really use to improve our game.
For this patch, we put our main focus on fixing critical issues and problems within our game, in the future we will put more focus into adding more content in terms of multiplayer and missions.
Vote for new missions
Since we are very grateful for everyone playing our game we really want to get you guys involved in the development process. That’s why we are hosting a poll where you can vote on what missions we will be focussing our development on. The poll can be found here:
https://forms.gle/GGf62PJnFkZapPfy5
If you have any other mission or gameplay suggestions feel free to share them on the steam discussions or join our Discord to reach out to us!
Major updates
- Players seemed to not be able to get past the ‘Disclaimer’ screen. We investigated this issue and expect it to come from our game not detecting the proper screen resolution, we have implemented a fix for this that will hopefully solve this for most players. You now also don’t have to correctly press the button but can press anywhere on the screen to bypass it.
- Since release we have been working hard on improving our AI based on community feedback, with this patch there will be major improvements, some of these improvements will fix that enemies no longer run away from players and they will also start targeting walls. We are of course still making improvements to this system and listening to feedback but this should already be a big step in the right direction.
- Thanks to player feedback we have adjusted the game balancing to create a more challenging experience in the later stages of the game. We are still looking to improve this so feel free to give feedback on this! One of the main changes for this will be that adding multiple of the same trap will increase their price. (More info explained below)
- As a much requested feature, we have now added a mouse sensitivity in the settings menu, we are still taking input on this but it should be a big improvement for players that were struggling with this before.
- Additionally, we have done some internal testing to improve the game's overall performance.
Smaller updates:
General
- Fixed an issue where the sniper would hit the same enemy multiple times.
- Half walls can now be destroyed by enemies.
- Enemy ship will now always be invisible when they are not active.
Player
- When a player falls there will no longer be audio that makes it sound like the player taking damage.
- If a player let’s go off crouch while underneath a structure he will no longer get stuck.
- Players will no longer be able to destroy their own traps by shooting at them.
Audio
- Added sound effects for crystal gathering from enemies.
- The PowerCore now plays a new sound when under attack.
Balancing
- Improved the damage of the Assault Rifle as it was overshadowed by the Shotgun and Sniper Rifle.
- Shortened the detonation delay on Mines to improve their damage dealing capabilities.
- Adjusted the rotation speed and target location of Turrets for more accurate enemy tracking.
- Improved the stats of the base Turret. Its high price is now more justifiable.
- Adjusted the stats for the Tier 2 and Tier 3 turret so their power level increases more gradually.
- Base traps will now become more expensive the more you place of them.
- Rebalanced the waves for the tutorial and extraction mode for a more challenging and less monotonous experience.
- Lowered the damage each enemy does to the power core to prevent the new wave balance from making the game too unfair.
Building
- Players can no longer build directly on enemy spawn locations.
- Players can no longer build inside electric traps anymore.
- Added a small area directly around the powercore were the player is not able to build.
World
- Fixed some holes in the terrain of the world.
- Improved the world environment.
- The environment for the main menu has been updated.
- Removed certain rocks that were blocking enemy movement.
- Fixed some parts of the terrain to prevent the player from getting stuck.
- Improved collision on the overall world.
UI/UX
- When traps are on cooldown they will now display a red colour.
- Added warning sound which plays when an enemy gets close to the power core. This should offer more feedback when the power core is under attack
- The effect that the player receives when he heals from the powercore has been updated.
- Icons on the mini-map now only display at certain zoom ranges.
- The build version (seen at the bottom right of your screen) now matches with the actual version number.
- The ready/play buttons in the main menu are now clearer and won’t overlap with the default steam notifications position.
- In single player, the player will no longer have to ready up before he can play the game.
- Improved minimap colours and clarity.
- The powercore health will now always appear above the powercore instead of below it.
- In the settings menu, the player can now hide the on-screen buttons if he wants.
- The player can now also has an audio slider in the settings menu.
Tutorial
- The player now has to collect 15 crystals inside the tutorial map to match the cheapest trap.
- The tutorial has an improved environment.
- The first tutorial wave now contains an extra medium enemy.
- The ‘Challenge’ box at the top of the screen is removed from the tutorial as it served no purpose.
We hope you guys are as excited about the patch as we are, now go out there and kill some aliens!