Greetings, Vultures Agents!
In this news, we will dive into the new game difficulty modes and their specificity, as well as some information on our latest patch notes and what's next! The game has also a 30% discount for the Steam Summer Sales (from June 25th to July 9th)!
New Difficulty Game Modes:
We've taken the time to work on the two difficulty game modes that are now available in Vultures: Scavengers of Death; a story mode and a survival mode.

Story Mode: The story mode has the lowest difficulty system with a good amount of ammunition and healing kit, aiming for an experience that is accessible and focusing on the discovery of the game setting and storyline. This mode is closer to what was available first at launch.

Survival Mode: We've modified the base game difficulty with direct rework in the way enemies encounters are designed for each level. What does it mean? The idea with this mode was not to just increase the zombies HP and make them harder to kill, here all zombies combat layouts have been modified with different zombies numbers and positioning in the room to increase the tactical aspect of encounters. In addition, we’ve also reworked the resources distribution (expect less resources and ammunition boxes to make the survival experience more present). Combats will be a bit more difficult to face, with more scarce ammunition to let you plan your survival with more care and tension.
⚠️ You can switch from Survival to Story mode mid-game, however once you are in Story Mode, you can NOT return to Survival Mode. Same thing if you start your game in Story Mode, you can NOT switch to Survival Mode mid-game. To summarize: you can lower your difficulty, but you can't increase it once the game is launched.
What about hardcore mode?
We know a hardcore mode, even more difficult than the survival mode, is also long-awaited by some of our agents and it is currently something we're working on, however it won't be available in today's Patch Notes, but for a later update.

This other mode will take more tweaking from our side and a complete rework of certain boss fights, its release will therefore happen a bit later. We hope that this new difficulty system of the game will create a whole new experience for you, and all feedback/suggestions you could share with us is welcome!
You can also share your ideas and suggestions on things you would like to see added to Vultures in the future in our dedicated thread in the Steam forum or in our Discord!
https://steamcommunity.com/app/2537470/discussions/0/569290059213291868/
Whether it is a feature, a game mode or a cosmetic, let us know what is missing for you in our game!

We also received an amazing review from VGTimes if you wish to take a look at it: https://vgtimes.com/game-reviews/160640-review-vultures-scavengers-of-death.html
Our latest Patch Notes:
Since our last Steam News, we've also made several Patch Notes to fix bugs and improve the quality of life of the game, and will continue to do so. You can find the complete list below:
Thank you for your support Vultures, don't hesitate to leave us a review and let us know what you think of these new difficulty modes!
PATCH NOTES:
System Rules
A set of new difficulty toggles has been implemented at the system level, several of which are exclusive to Survival Mode:
Weapon accuracy applies a -5% hit chance penalty every 2 squares, starting from the third square.
Status effects (bleeding, corrosive, burning) are persistent: direct damage no longer removes them.
Blindness recovery is disabled (no progressive fade-out).
Push stun chance decreases by 10% per successful stun on the same enemy, down to a 50% floor.
Water Cooler uses capped at 2 in Survival (3 in Easy).
Upgraded Knife Instant Kill action capped at 5 uses (unlimited in Easy). A use counter is displayed in the UI.
All rooms now trigger a finishing attack automatically when the last enemy is stunned and the player uses a melee attack.
Push and leg attacks now display immobilization and stun chances in the UI.
The following rules were considered and tested but reverted to their normal mode behavior after internal playtesting: combat mode exit requiring all enemies defeated, zombies waking up when combat begins, zombie dodge reactions, and distance-based accuracy (the distance penalty above replaces the full toggle).
Enemy Rebalancing
Riggs and Asterion are immune to Paralysis.
SWAT Zombie shields now absorb all frontal damage.
Minimum HP values defined for enemies from the Facility area onward; Hunter and Offspring minimums also updated.
Zombie Bite bleeding chance increased.
Grenade Launcher blast radius increased.
Revolver firing cost raised to 2 AP.
Spear Pierce damage reduced from 6-16 to 6-12; Circular Slash reduced from 5-8 to 3-6.
Arsenal & GUI
Explosives section added to the Arsenal view.
Difficulty mode now displayed in save/load slots.
Instant Kill use counter displayed for the upgraded Knife.
Scarcer resources across all missions: every mission has been reviewed and rebalanced. First Aid Kits, boosters, and ammunition are significantly reduced throughout. Water Cooler uses are limited to 2. The upgraded Knife's Instant Kill action is capped at 5 uses.