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Survivors of Mayhem — patch notes and updates

Survivors of Mayhem Steam game key art
Survivors of Mayhem official Steam game artwork

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Survivors of Mayhem: Where We Are & What’s Next2026-11-03Hey everyone,I wanted to take a moment to talk about where Survivors of Mayhem is today, where it’s heading, and thank everyone who’s supported it along the way.I’m one guy making this game, a solo indie dev, and I’m a gamer just like you. I love finding a game I can get lost in, trying out builds, and telling myself “one more run” when I probably should’ve gone to bed already. Getting to make something that gives other people that feeling is a big part of why I’m chasing this indie dev dream. I’m learning as I go and trying my best, so seeing you play, share your builds, and come back for more means a lot to me.The goal has always been satis
0.7.27 - Fixes, additions, and changes!2026-10-31Today’s update brings Class Mastery progression improvements, ability balancing, and combat fixes! I know the class mastery thing is a big change, it locks some abilities behind a progression track, its a testing thing, I can easily remove it or roll it back if folks don't like it. So that being said, give it a chance! Also if the amount of experience for each class seems like too much please let me know, I'm open to tuning the amount down or up.Class MasteryUnlock abilities by collecting XP while playing each class. Progress carries across runs, and unlocked abilities become available to all classes.Added Steam backup and recovery for class
The new class dev branch testing is almost finished!2026-10-29Survivors, things are coming together!We’ve got fresh artwork for the Steam page to reflect the new classes, and testing on the new dev branch is nearing the finish line. I'm hoping to have the dev branch finished testing this week and have it merged into the main branch either this weekend or on Monday. A few of the big changes coming your way:Two new playable classes: Rogue and Cleric, plus eight advanced classes between them.Expanded class evolutions: Three signature evolution choices for every class.Three new abilities: Frost Funnel, Poison Spray, and Lacerate, with more coming.16 new boons: Pick wisely, and see how they benefit your run.
0.7.25 - Fixes, additions, and changes!2026-10-26Lots more changing with todays update. New abilities, new boons, new mini boss variants, new randomized world interactables, new boss telegraph indicators, snare effects, damage tracking fixes, music fixes, so many things! Check out the list below.Three new abilities: Frost Funnel, Poison Spray and Lacerate.Frost Funnel: Blast enemies with a wide cone of freezing wind and ice shards, dealing damage and slowing their movement.Poison Spray: Cover groups with a venom cone that deals magic damage and applies poison.Lacerate: Inflict bleeding on multiple enemies, with cursor-focused targeting when manually aiming.15 ability upgrades: Five upgrades
0.7.24 - Manual Aim indicator, and Endless scaling change2026-10-24Todays dev branch brings two changes. I added a manual aiming indicator to show what direction the attacks are going to fire in, and I changed the scaling mode for endless from a linear progression of difficulty to an exponential. After testing the linear style and watching @DumpsterfireGaming playing this test branch it seems like you can out pace the linear progression, so the answer is an exponential curve! :)New manual aim indicatorChanged endless mode difficulty curve from linear to exponentialThe images below give you an idea of the scaling change.If you are interested in testing this new branch before it goes live you can right click o
0.7.23 - New QOL changes, Manual Aiming, more juice!2026-10-23Combat camera shake: Subtle camera shake makes incoming damage feel more impactful.Stronger physical deaths: Enemies launch with varied distance, direction, rotation, and pacing, with extra force on critical kills.Standardized color for damage, dots, and crits. Removed asterisks and added a ! for critical hits.Attack-aware knockback: Projectiles and spinning axes send enemies along the hit direction; Blade Storm pushes outward, Shuriken works in both directions.Colored death dissolves: Magic kills use ability colors; DOT kills dissolve in place with orange burn, green poison, or red bleed effects.Optional extra effects: Camera shake and extra
0.7.22 - New Signature Evolutions2026-10-22The next update is ready for testing, bringing new weapon evolutions to the existing classes and the rest for our newly added classes. The other big takeaway is that Endless mode is now enabled for you to try out. :)New Endless Mode: How long can you survive? Face increasingly dangerous waves, choose boons to strengthen your build, and take on recurring minibosses and bosses. Push your run as far as you can and compete on dedicated Endless leaderboards!Expanded signature evolutions: all five classes now have three choices, giving you 15 ways to evolve your signature attacks.New Warrior evolutions: Double Attack and Whirlwind.New Archer evolut
0.7.20 - New Classes and Performance changes!2026-10-08The next update is ready for testing, bringing two new classes, eight subclasses, and new weapon evolutions!Two new playable classes: Rogue and Cleric.Four Rogue subclasses: Assassin, Duelist, Shadowblade, and Trickster.Four Cleric subclasses: Paladin, Inquisitor, Templar, and Oracle.Eight new achievement challenges to unlock the new subclasses.Venom Blades evolution: Rogue daggers become piercing, poisonous projectiles fired forward and backward.Judgment evolution: Cleric’s Holy Beam also damages enemies near its target.New subclass icons and descriptions.Achievement fixes: Improved recovery of Steam achievements and synchronization with loc
Graduation & Performance Improvements coming soon!2026-09-22Hey everyone!I recently wrapped up school and graduated with my bachelor’s degree! It’s been a big milestone, and with that chapter finished, I’m looking forward to putting more time into Survivors of Mayhem.Development is still moving forward. Lately, I’ve been focusing on performance, particularly the behind-the-scenes work that adds up when enemies, abilities, and damage numbers fill the screen, I've had a few edge case reports of the game crashing after hours and hours of folks playing so I've been trying to really clean up the back end on things to help prevent that.Here’s what I’ve been working on:More efficient player stat calculations
0.7.10 - Leaderboard Seasons2026-07-10Today build is the start of adding some more hardening to the security for the leaderboard system. I'm going to end the current leaderboard season and start a new one up in August. I've added some pretty in depth Steam validation and token validation systems so that I have a more secure back end for the leaderboard. Stay tuned!
Thank You for an amazing Bullet Fest!2026-06-15I just wanted to say thank you to everyone who supported Survivors of Mayhem during the Bullet Fest.As a solo developer, seeing over 100 new players join the game during the event was incredible and means a lot to me. Every purchase, review (and if you haven't left one yet, I'd really appreciate it!), and piece of feedback helps keep development moving forward. Making games has always been my passion, and every person who picked up a copy reminds me why I continue chasing this dream. I truly appreciate all of the support. I'm already working on future updates and have more content planned, so stay tuned.Thank you all for helping make this eve
Linux and SteamOS build available!2026-06-10I have created and added a new Linux + SteamOS depot for the game and pushed up my first Linux build. I do not have a linux test system or SteamDeck to test this on but I will see if I can figure something out. That being said, I have a new build up for those of you running on Linux or who have a SteamDeck. I've seen a handful of sales on those platforms so I figured it was time to push out a native build. As always if you find any issues or have anything to report please contact me and I'll do everything I can to help resolve the issue. I appreciate everyone that has been checking out the game during the Bullet Fest.
0.7.03 - Bullet Fest update!2026-06-07Hello everybody! Today's update brings new stuff! This is a new build using Unity 6.4, this new build brings DirectStorage support! This is a blurb from Unity's release on the new feature: "This new integration allows developers targeting Windows to utilize the full potential of modern NVMe SSDs, delivering significantly faster load times and streaming capabilities. By unlocking high-speed data reads for Textures, Meshes, and ECS/DOTS data, creators can now build more expansive, detailed worlds with less friction, ensuring players spend less time waiting and more time playing. When developers enable DirectStorage support, they can see a reduc
0.7.02 - New Build, gameplay change!2026-03-19Todays update brings a pretty big gameplay change, and I'm always trying to improve and make things more fun and dynamic.This new build has enemies dropping experience shards instead of automatically awarding experience to the player on kill. This will allow for some more fun things like having experience drops from chest, more from bosses, etc. Experience shards are affected by pickup range, and are color coded, they will be different colors for higher amounts. Also I've been working on new capsule art for Steam so that's new too. :)Thanks! Strom
0.6.10 - Wave Reward / Interactable Fixes and more2026-03-18Happy Winter Sale everyone! Thanks to all the new people that have bought copies of the game over the last few days, I appreciate each and every one of you. Todays patch is some more additions based on feedback from a playthrough by a Twitch streamer named @MadChirpy. He is a fellow indie developer and took a day to play some other indie developer games on his stream. I got some more positive feedback and some other ideas to implement so this patch is some of that and a big bug fix.Fixed an issue with sounds sometimes getting stuck "stuttering" when a menu is popped up.Added a new tutorial UI for the Start of Game, Level UP screen, and End of
0.6.09 - Tutorial Additions and bug fixes2025-12-21Nothing crazy today, just an small update. Added a few tutorial screens to the start of the game, leveling up, and the end of wave shop. You can disable these by turning "Show UI Help" off in the Options -> Control panel section. They will also automatically turn off after the first wave.Fixed sounds were sometimes getting locked into playing when the game was pausedIncreased the amount of healing on dropped health potions.Fixed a bug where you could click through the epilepsy warning and sometimes change characters.
0.6.06 - Huge Optimization Patch!2025-12-19Todays update is a HUUUUGE optimization patch. As with every update on this scale it might cause issues but so far my testing looks good. If you encounter any problems or weirdness again please let me know.Optimization Changes:Removed Navmesh.SamplePosition calls: 25% performance boost in CPU reductionCaching player.transform.position for enemy destinations: ~20% performance boost in CPU reductionDecreased navMeshUpdateSpeed by .15 sec: ~15% performance boost in CPU reductionReplaced animator strings with hash strings: ~7% performance boost in CPU reductionThe game should be snappier, use less CPU and just run smoother overall now. It was pre
0.6.01 - Huge Winter Patch2025-12-16First I'd like to say thanks to everyone that has bought my game and has supported me. Life as a solo developer is not an easy one to say the least! This update brings a ton of additions, changes, fixes, and gameplay tweaks. That being said, the game is in Early Access and as such things can and will change for the better. This patch is one of those patches where some core aspects of the game has changed. Those are down below in the Core Changes section. I hope that changes like this will be welcomed as growth and forward progress on the game and not viewed as nerfs or "bad". I am open to any and all feedback in regards to any changes. Part o
0.5.10 - Magnets and Bug Fixes2025-10-17I added in coin magnets, this pickup when triggered will vacuum up any coins that are on the level. I also fixed a few bugs, once of which is an old healing potion bug, and an enemy drop on death bug. Added Magnets Fixed a bug with reroll coins, shards, and healing potions not using a unique random number when dropping. They were tied to random number for coin drops, so if a coin would drop they would also drop off that same value and not off their own chance. This is why you'd see coins and other drops stacked up. Fixed an issue with healing potions double healing internally but not actually double healing, made it look like they didn't work
0.5.07 - Leaderboard avatars2025-10-09Sorry for all the updates but I'm testing and pushing Leaderboard changes up. This brings a new wider layout, I shrunk down the advanced class tab and added in some code to grab the user avatars and toss them into the leaderboard. If anything weird happens please let me know.
0.5.06 - More leaderboard fixes and changes2025-10-08New update brings more security to the leaderboards, Megabonk got hit pretty hard by hackers on their leaderboard so I figured I should tighten mine up a bit more.Thanks to everyone for the feedback, so far things are working pretty well.
0.5.05 - Unity CVE patch and Global Leaderboards fixes2025-10-06Unity released a new update that fixes a CVE issue in their engine today. This is a new build that has that new fix in it, it addresses some edge case Unity player issues. Also updated the leaderboard code to show your position at the bottom slot if you aren't already in the top 10. So if you're 30th you'll see the top 9, then your entry. I'm working on the backend database stuff to get more in game ranking info when you finish a map to show your ranking. I'll have that in the next update.
0.5.04 - Global Leaderboards fixes2025-10-03This is the first update for the leaderboards. Thanks to DumpersterFireBoardGaming for showing me that I have the name entry field too short. :)I have fixed this and also enabled HTTPS on my end and the server for a more secure connection for leaderboard stuff. Thanks to everyone whos checking out the new leaderboards, any feedback is appreciated.
0.5.03 - Global Leaderboards live.2025-10-02I have rolled the test branch of the new global leaderboards into the live branch as of this morning. This update does NOT affect savefiles, it merely adds a global leaderboard that updates and retrieves information from the Survivors of Mayhem server. Currently the leaderboards will track high scores for every class you play, so you can have high scores for the Warrior, the Archer, and the Mage. I'm looking at adding in some more custom leaderboards like most gold, least amount of abilities, and fastest difficulty runs. I'm open to any and all feedback and ideas for leaderboard stuff so if you have some thoughts please share 'em.As always th
0.5.02 - Global Leaderboards test branch is up!2025-10-01Everyone loves some leaderboards! This test branch has global leaderboards that have an overall, Warrior, Archer, and Mage leaderboard categories. Right now the ranking is based off of total damage done during the run but I'm thinking about adding in some other fun stuff like highest crit, movement speed, most gold, etc.To join the test you can open the game properties in steam and click the beta column then join beta and the password is: leaderboards123Once you hit check code you should have a new drop down from the Beta Participation dropdown for "leaderboard". This update does NOT affect savefiles, it merely adds a global leaderboard that
0.5.01 - Optimization Pass, AI Tweaks, Class work2025-08-29Hey everyone! Been super busy these last few months. I've been doing some online schooling so I've been a bit preoccupied. I have a new build for you today it runs on the new Unity 6.2 engine and has some optimization changes again, I'm moving up a major version number from 0.4.x to 0.5.x so make sure you see that in the corner to make sure you're on the latest build. In addition I have some AI tweaks to make enemy pathfinding and logic a bit smoother. I'm also actively working on getting the Rogue in and enabled. Future plans: I'd like to get ability upgrades turned back on, I have them in the game I just need to balance things with them. Cu
0.4.17 - New DX12 Build2025-05-05Todays update brings new Unity 6.1 tech to the game. I have officially enabled DirectX 12 support, with fallback to DirectX 11. There should be a pretty decent graphics performance gain across the board as the new DX12 culling and optimization changes are pretty significant. Here's an example of some of the expected performance gains as detailed by Unity: As always if you run into any bugs, or have any issues please contact me here, or on Discord. Thanks!
0.4.14 - More performance optimizations2025-04-20Always optimizing! Todays update is more optimization across the board. I re-enabled the Ability and Item buttons on the main menu so you can see what abilities and items are available. Also fixed some logic on the main menu for opening and closing some windows that would sometimes overlap or remain up. I also added two legendary easter egg items for some fellow indie developers out there. Hillfort Games with his game Long Gone, and Madchirpy with his game Shroud of Gloom. Check 'em out on Twitch and here on Steam, make sure to wish list 'em as well!
0.4.13 - New Unity build and IL2CPP Optimization2025-03-15This is another optimization build. Latest x.41f build from Unity 6, with IL2CPP code generation on. Should see a decent performance boost across the board. If you see anything weird let me know. Thanks again for supporting me!
0.4.12 - Performance Optimizations2025-02-27Tonights patch brings a handful of performance optimization changes across the board. Enemy AI performance increases Player Ability performance increases URP Graphics and Shader performace increase Physics collision performance increases