THAT IS A LOT OF PATCH NOTES. You should watch this excellent video for a summary:
System changes
Damage/Time-to-Kill
We’re trying to live in this narrow sweet spot of time-to-kill (TTK) where 1vN potential lives (even at the highest level), but there’s still room for back-and-forth fencing. Any higher (ie. high TTK, low lethality) and fights become attrition-heavy with no sharp turns or counterswings (we call these slow plane crashes). And obviously if TTK goes too low (aka super high lethality), we get into “what the hell killed me?” territory. It’s a fine line to walk. We’ve also taken on a lot of complexity/noise with our new evolving equipment, so finding that zone is an ongoing journey. If you’ve been following us closely: in our September open test, we increased time-to-kill with a number of armor damage reduction buffs (and tank items were VERY GOOD). Then in our veteran September test, time-to-kill went way down with AP equipment being overtuned (and we combo’d some armor damage reduction changes). Now we’re somewhere in the middle.
- Reverted a change from September playtest that increased baseline Damage Reduction and Armor Damage Reduction across all tiers
- Armor Damage reduction has been increased to August playtest levels - being unarmored hurts more again
Audio
- Audio attenuation for enemy attacks increased. You should be able to hear enemy actions from further away
- Fixed issues with enemy footsteps not playing the correct sounds that distinguish them from ally/your own footsteps
- Fixed issues with incorrect Glider sounds playing
Power Shards
I know this looks like a reason not to share your shards with your teammates, but imagine the EMBARRASSMENT when you get picked and explode like a shard piñata while your teammates look on in their green equipment. Think about that.
- Every unused Power Shard you hold onto grants +2 AP
Cremation
- Fixed a bug where stomping a Hunter who is Cremated removes the effect
- Fixing this bug does not mean Cremated Wisps get stomped faster than before
- Revive bar decay while Cremated (and not being revived) reduced by 50%
- This means you won't lose your progress reviving an ally as quickly if you have to step off
Gold Keys
- Can now be used to open Vaults instantly (they can still be used to open Armor Chests)
Hunter Mastery Missions
- Each Hunter has a unique set of challenges that, when completed, will grant XP towards your Hunter’s journey
- You can find these missions under Hunters -> Mastery in the Main Menu
- Each mission also has a unique Callsign as a reward for completion
- Please note that progress and rewards will reset one more time before Open Beta
Visual updates
A note on the ‘Soul Anchors’ - if you played in the veteran test, we reverted the abyss aiming changes but we have updated the glider balloon visual so it’s easier to understand where to aim to hit the enemy. If that thing is going crazy, hit it!!!! Also some of these changes are like... one line but lemme tell ya they're pretty big visual upgrades!

- The in-game HUD has been updated across the board for style and clarity
- All Hunter portraits have been updated
- Many monsters have had their visuals updated
- Team colors have been updated for higher clarity
- Hunters use a new aim laser
- -- The aim laser now properly follows the path of your aimed projectile up and down terrain
- -- Added “Limit Laser to Cursor” setting (under Settings >>> Game) that allows you to adjust whether your aim laser stops at cursor or extends beyond it
- Several VFX updates have been made, including (but not limited to): Geysers, Most Wanted proc celebration, Ability Reset cue, Invulnerability state (e.g. Freeze Ult), Brush, Stealth, Character fade when Hunters are in the Abyss, Soul Anchors (formerly Glider Balloons), execution warnings, effects around booping, dashing, mantling, walking on water, along with a bunch of Hunter abilities and much more
Voiceover/Localization
Non-English VO is in-progress. If you change your language settings to a non-English language, you might hear some localized voice lines, but it’ll be incomplete.
- Every Hunter has received English Voiceover lines, and several new contextual Announcer recordings have been added
Cosmetics
Twitch Drop Emotes
- Due to player feedback, we’ve swapped the “You think I’m boosted!?” voiceline to a new Twitch Drop emote, and put in a new voiceline for the previous Twitch Drop emote (he now says “Ayy Yo!”)
- You can still get both emotes from Twitch Drops during Steam Next Fest
- If for some reason you miss this at the end of Steam Next Fest and have the “Ayy Yo” emote but want the “You think I’m boosted!?” emote, you can DM us on Discord but you'd better have a good reason!!!
Vive Points Update
- Vive Points have been divided by 100 but have the exact same functionality - so number smaller but functionality same
Currency
- Have been reset. We will reset at least one more time at Open Beta, so feel free to spend it on cosmetics during the playtest
Map
Map Visuals
- BIG VISUAL UPGRADES ACROSS THE BOARD. We put a lot of work into upgrading our ‘basekit’ for the map, which means a lot of base map textures were improved everywhere
Plane drops
- New plane path/drop types have been added. Expect some rare plane paths that are not straight lines!
Hot Zones [Zones with Gold Armor spawns]
Gold Armor zone can be in any biome, not just the outer ones
- Gold Armor zone can be on the train
- Chance of all Gold Armors spawning in a single biome increased from 10% >>> 25%
Academy
We like the added texture that Academy brings in giving teams an early XP advantage, but seeing you gremlins come out at level 8 in the first three minutes was less cool.
- Green Books removed, replaced with more Blue Books
- Blue Book XP decreased from 125 >>> 50
- Red Book unchanged
Vault
Vault Power drop rarity adjusted:
- Common Powers (runes) 20% >>> 15%
- Uncommon Powers 60% >>> 75%
- Rare Powers 20% >>> 10%
Equipment updates
General
- Tier 0 and Tier 1 Equipment no longer drops. Instead, killing minions will drop Scraps that can be picked up to upgrade your items.
- Scraps will prioritize upgrading your lowest tier Equipment. Once both Equipment is Tier 3 (Blue), Scraps will go towards your Boots.
- - 5% of the time, when a Scrap would drop, a Purple "Hyper Scrap" will drop that grants 3 pips instead
Individual equipment changes
“Stat stick” items are getting a particular nerf to make more space for the less vanilla options.
Boots
- (NEW) Wisp Kicks (replaces Alchemist) - Jumping onto enemy wisps kick them away from you
Bladed Helm Upgrades
- All Bladed Helm items give 5% less health
- (NEW) Persistence (replaces Equalizer) - While in combat (aka dealing/taking damage), build up to 3 stacks. At 3 stacks, your next LMB against an enemy Hunter will heal you for 3% of your max HP and grant permanent max Health, scaling with your Toughness.
- Gigantism - Max HP to AP conversion % changed from 7.5% >>> 5%
Mana Blade Upgrades
- Bubble Blade - Fixed a bug that caused repeated shield instances on spells that ticked several instances of healing. Notably: Elluna’s Moonlight Blessing (Q)
- Mindblade - Max Mana to AP conversion % lowered from 33% >>> 10%
- -- Fixed a bug that dropped your stacks when you died/dropped the item
- -- Now only procs against enemy Hunters
- Rampage - AP per stack lowered from 10 >>> 5
- -- (NEW) Doubles granted bonus AP at max stacks. This means that it will give less AP than before until it reaches max stacks, at which point it will give the same value as before
- -- Stack falloff time lowered from 5s >>> 3s
Mana Helm Upgrades
- All Mana Helm items give 5% less health
- Ambrush - Once again spawns Brush while you are stationary
- -- Baseline armor shred lowered from 200% >>> 50%
- -- Armor shred in Brush lowered from 400% >>> 200%
- Glacial Comet - Lob time and damage lowered
- (NEW) Scholar (replaces Intensity) - Every minute, gain an additional +2 x Toughness HP and +5 Mana. Max 10 stacks
Quickblade Upgrades
- (NEW) Big Game Hunter (replaces Gun Knife) - Gain movement speed stacks for killing major creeps (minibosses + bosses). At 5 stacks, transforms into Zenith Blade, which grats AP based on 25% of your bonus movement speed
Tech Blade Upgrades
- Interweaver - Seeker missile damage lowered from 70 (+10% AP) >>> 10 (+8% AP)
- -- No longer reduces ability cooldowns by 0.5s per missile
- (NEW) Power User(replaces Thunderbolt) - Gain 15% stacking Power haste for opening Vaults (Max 2 stacks). At 2 stacks, transforms into Power Master - your Powers also become Soulbound
- (NEW) Amplifier(replaces Rampager) - Abilities refresh 5% faster. This effect stacks up 10x until you cast another ability
Tech Helmet Upgrades
- All Tech Helmet items give 5% less health
- Soulbound - Soulbound damage no longer causes you to be spiked (this was very funny to learn)
- Vive Infusor - Heal on dash converted from a full instant burst heal to 50% burst, 50% heal-over-time that is removed on damage. Now has an internal cooldown of 5s
Vamp Blade Upgrades
- (NEW) Soul Drain (replaces Executioner) - Stomping or executing wisps heals you for 200 HP per second
- Swiftblade - Bonus damage at full charge lowered from 80 >>> 20
- Overdrive - Now has +3% omnivamp and overheals generate a shield equal to 50% >>> 100% of the overheal
Powers
Lots of powers have been reintroduced or had their rarity, icons, or names changed. Rather than listing all of those changes, we’re taking the easier route by just… listing all of the powers, by rarity (lol). Since we’re not listing tooltips, you may look at some of these (NEW) items and be like, “Wow that sounds cool what does it do?” to which we’d say, “Please check out the LEARN tab in the main menu!”
Exotic Powers (14):
- (NEW) Icarus Glide
- (NEW) Wisp Vacuum
- Abyssal Eye (formerly Kaiju Eye)
- Abyssal Fang (formerly Kaiju Scale)
- Abyssal Scale (formerly Kaiju Heart)
- Armor Shredder (formerly Radioactive)
- Blinkstone (formerly Veil Piercer)
- Delicate Disguise
- Fate Rewinder (formerly Be Kind Rewind)
- Guardian Archangel
- Mega Cluster Nuke
- Power Shuffler
- Replicate
- Team Frog Jump (formerly Frog Jump)
Non-Power Exotics (4):
- (NEW) Endless Reaper
- (NEW) Glide Boots
- Gnarl Heart
- Respawn Beacon
- Soulstealer
Rare Powers (23):
- Abyss Specialist
- Air Blast
- Anti-Mobility Field
- Berry Eater
- Brushwhacker
- Bungee Shot
- Chonker Cannon
- Delicate X-Ray Goggles
- Fixer (formerly Multitool)
- Glider Jet
- Grappling Hook
- Guardian Angel
- Health Packs
- Hover Wings (your mass is slightly increased when using these now)
- Little Cook
- Robber Raccoon
- Sand Wall (this got buffed)
- Stealth Cloak
- Tactical Nuke
- The Chonker
- Touch of Life
- Tree Prison
- Two Way Teleporter
Uncommon Powers (29):
- Bloodstone
- Brush Boar
- Burning Core
- Creep Cloner (we reworked the input paradigm: press to capture, press again to release - no more holding down the button)
- Delicate Barrier
- Delicate Mana Battery
- Emergency Platform
- Fishing Pole
- Forestwalking (formerly Forestphasing)
- Friend of the Forest
- Ghillie Suit
- Green Thumb
- Homing Missile
- Instant Vive (formerly Water Bottle)
- Iron Fist (punching a tree refunds half of Iron Fist’s cooldown)
- Radar Jammer
- Mana Cloud
- Money Tree Seeds
- Mortar
- Rally
- Raven Spy (rework of Tree Drone - this ones for you @MajorPleasure)
- Regenerative Armor
- Remote Laser
- Rescue Grenade
- Scuba Gear (now works in Ice Water (aka Spicy Water))
- Throwing Axe (formerly Timber)
- Touch of Mana
- Touch of Speed
- Tree Costume
COMMON POWERS (3):
- Mana Rune
- Omnivamp Rune
- Ability Haste Rune
Hunter Changes (Kit/Balance/Ability Leveling):
Two goals here: one is our eternal fight for perfect Hunter balance, which is actually impossible because the metagame of SUPERVIVE changes so dramatically day to day and the average player skill level is constantly shifting so please stop complaining we’re trying our best. The second goal is us continuing to update our Hunter ability level upgrades. We heard your feedback that you want ability upgrades that aren’t just stat upgrades or small number changes, so we’re working on it.
General
- Several Hunters have received updates to their ability names
- Most ability tooltips have been updated
Bishop
TL;DR - We’re nerfing Tank Bishop’s damage output, as she was doing too much damage for her survivability last playtest. Glass cannon Bishop damage should be largely unchanged.
- Toughness lowered from 5 >>> 4.5
Rocket Launcher (LMB), Displacement Charge (RMB), Haymaker (Q), and Blast-off! (R)
- Damage makeup tuned from roughly 66% Base and 33% AP >>> roughly 50% Base and 50% AP
Displacement Charge (RMB)
- (NEW) Level 3 Upgrade - Now resets Haymaker (Q) cooldown if you punch a Satchel
Brall
- LMB damage reduced by 5%, and Empowered State damage reduced by 5%
- Adaptive Strike (RMB) damage increased by 10%
Flame Step (Shift)
- (NEW) Level 3 upgrade - Dashing leaves a clone behind. If the clone is hit with a projectile, Brall gains stacks of Blazing Spirit (Passive)
Feysteel Chain (Q)
- Tether speed reduced from 2350 >>> 2150 (at soft cap) and 2700 >>> 2550 (at full speed)
- Fixed a bug where the Level 3 upgrade was not working
Elluna
- Toughness lowered from 4.5 >>> 4
Crescent Bolt (LMB)
- Base damage and damage per stack increased by 10%
- Max burn stacks increased from 4 >>> 5
- Movement Speed penalty when firing Crescent Bolts reduced
Felix
- Toughness lowered from 5 >>> 4.5
Ignite (Passive)
- Once again reduces the cooldown of his level 3 ability by 20% when Felix applies or upgrades Ignite
Heat Shield (Q)
- Cooldown increased to compensate for the passive change from 12/8 seconds >>> 12/10 seconds
Ghost
Spike Grenade (RMB)
- Daze duration on directly stuck enemies increased by 0.2s
- Daze slow increased from 30% >>> 40%
- Now respects Line-of-Sight
Combat Slide (Shift)
- Minimum cooldown on tap-dash increased to 4s
Arcane Railgun (Q)
- Beam damage increased by 10%
- Yaw dampening lowered by 10% (this means you can move your beam around more after you cast it and before it fires)
Summon Napalm (R)
- Colors updated to make it easier to distinguish between ally and enemy Napalms
Hudson (formerly known as Gunner)
Following through on his mini-rework.
- Toughness lowered from 5 >>> 4.5
Salvager (Passive)
- (NEW) Hudson regenerates 1% of his armor per second when out of combat
Minigun (LMB)
- No longer has a Heat/Overheat mechanic
- Fires immediately on press at a slower, base fire rate
Overclock (RMB, formerly Q)
- Press and hold to increase the spin rate of your Minigun barrels, release the button to spin them back down
- Spins up and down over 1 second
- The faster your barrels spin, the slower you move and the more your turn rate is restricted
- At 90%+ bonus spin rate, your shots become Empowered, dealing 10% bonus damage and healing you for 0.3% of maximum health every time they hit an enemy
Hover Jets (Shift)
- Now has 2 charges
- Recharge rate is 13 seconds, 10 seconds at Level 2
- When colliding with an enemy during Hover, you now deal low damage to them and knock them back. Damage and knockback scale with your momentum
Salvage Hook (R)
- ‘Salvaging’ an enemy this way drops a Scrap Engine pickup for your allies, which restores +25% health and armor
Jin (formerly known as Stalker)
"oh no he’s hot now" (think about this when you’re getting stabbed to death)
Ash'gara Warblade (LMB) (that’s the name of his weapon)
- No longer applies a mark on enemies (RMB Level 3 upgrade still applies the mark)
- Reduced bonus armor shred by 1
- Added 0.1s winddown to attacks
Flash Dagger (RMB)
- Visuals updated
- Damage at max range reduced
Feylight Clone (R)
- Clone now aims at cursor/is generally better at following orders
Joule
fridge.gif (sorry lol)
Lightning Strike (Q)
- Ability warmup visuals updated to be much louder/noticeable
Voltaic Spear (RMB)
- Now does Explosive damage
Kingpin
Primal Slam (Q)
- (NEW) Level 3 upgrade - Now applies up to +75% bonus damage based on Kingpin’s distance from the ground when cast.
- -- For reference, a Jump into Dash into Primal Slam will give around +30% bonus damage with this upgrade. It’s up to you to imagine how you can go even higher.
Myth
Some changes aimed at raising Myth’s skill floor while also throwing in some necessary nerfs. For those health changes specifically; as one of the most elusive Huntresses around, we think if she does get caught… that’s on you, dawg.
- Base Health lowered from 950 >>> 850
- Health per Level lowered from 57 >>> 51
Greenwood Bow (LMB)
- Adjusted timing for Green shots to feel more linear (less of a pause in the middle)
- Fixed a bug where Perfect Timing green shots were not going the full distance shown on the laser
Heartpiercer (RMB)
- Knockback amount is weighted much more towards charge time and less towards distance of shot. Meaning: you’ll knock back less with quick fires at close range than before, and knock back much more with full charge-ups at longer range
- Minimum charge time before firing 0.35s >>> 0.4s
- Can no longer hold infinitely, auto-fires after 1.9s (1.5s after warmup)
- (NEW) Level 3 upgrade - Now gains a charge of Phase Walk (Shift) whenever you successfully wallstun with Heartpiercer
Rain of Arrows (Q)
- Arc width increased up close, decreased at long range
Oath
Oath has had a big presence in the last few playtests - especially at high skill levels. With these changes we’re trying to nudge him closer to a tank/melee playstyle, while giving him some more interesting options for Level 3 ability upgrades.
- Toughness lowered from 7 >>> 6
Magnetic Hammer (LMB)
- Now charges twice as fast
- Damage ratios have been adjusted from 50% base damage / 50% ratios >>> 33% base damage / 66% ratios
Spin Dash (Shift)
- (NEW) Level 3 Upgrade changed - Hitting an enemy with Spin Dash resets Shield Bash (RMB) cooldown
Shiv
As our premiere mechanics hunter, we should see Shiv’s relative power/winrate improve from low skill to high skill (meaning: she should see more success in high-skill games as a high-mechanics hunter), but this just isn’t true. We want to make it true. So here are changes to make it true.
Master Assassin (Passive)
- Increased Master Assassin stack duration from 4s >>> 5s
Arcslinger Pistols (LMB)
- Base damage reduced from 62 (32% AP) >>> 60 (30% AP)
- Empowered damage increased from 72 (+41% AP) >>> 74 (+41.5% AP)
- Damager per Master Assassin stack increased from 6.8 (+4.35% AP) >>> 8 (+4.75% AP)
- -- With the changes to Master Assassin (Passive), Arcslinger Pistols does less damage at 0 - 2 Master Assassin (Passive) stacks, and more damage at 3+ stacks
Chain Bolas (RMB)
- (NEW) Level 3 Upgrade - Now applies 2 stacks of Master Assassin (Passive) to target hit
- No longer provides bonus 0.5s stun duration at Level 3
Quickflip (Shift)
- Base cooldown reduced from 7s >>> 6.5s (Level 3 still 5s)
- Speed buff after using Quickflip increased from 7% >>> 11.5%
- -- Movespeed bonus properly gets removed when you take damage
Farstep Dagger (Q)
- Now always applies a 50% slow to enemies
- (NEW) Level 3 Upgrade - Applies 2 stacks of Master Assassin (Passive) to target hit
Fusilade (R)
- Damage decrease from 45 (+25% AP) >>> 42 (+22% AP)
Shrike
Truetalon Rifle (LMB)
- Shrike can hold LMB to continuously fire her rifle
Disengage (Shift)
- Knocks always reset Disengage
- Level 3 upgrade causes the projectile to mark targets with her passive
Dive-Bomb (RMB)
- (NEW) Level 3 Upgrade - Lowers ability cooldown by 2s, and increases the Cremate burn rate of Wisps that it hits
- No longer grants a second charge at level 3
Scout Hawk (Q)
- (NEW) Level 3 Upgrade - Increased Vision Radius by 50%, duration increased to 40s
- No longer marks enemies (change from Veteran test)
Full Bore (R)
- Projectile size increased by 50%
- Damage reduced by 33%
Zeph
During the last playtest, it was Zephrey's world, we were all just living in it. Today I am learning Zeph’s full name is Zephrey, and if it’s not, well, it is now. Anyway, we’re pulling back on Zeph’s raw healing output and looking to inject tools that require more skill to play optimally.
Mending Breeze (RMB)
- Heal amount lowered by 20%
- (NEW) Level 3 upgrade changed - Now grants a short movement speed to the target
- No longer grants a 4th charge
Quality-of-Life Changes & Bugfixes
WASD Cancelling
- Several actions are WASD cancellable, including placing Chonker Cannon, repairing Armor, Cooking food, Vaults, etc.)
- Most actions are WASD cancellable 0.25s after the initial cast. Vaults are cancellable 0.5s after starting the Vault.
Trees
- Trees now have a small volume in the middle of the tree that grants you the same effect as when you're in brush (hiding you from vision unless people are very close to you)
- This allows Forestwalking and Tree Costume to hide you properly and not sometimes make you visible if players are on higher elevation than you
Cast Range on Hover
- Hovering over an ability will display their cast ranges
Settings
- You can now toggle off camera smoothing when you get hard-corrected
- You now have the ability to have the aiming laser play past the your cursor, showing full length at all times
Other notable bugfixes
- [Minimap vision cone] Fixed issue where vision cones on the minimap become pixelated/low res
- [Abyss Aiming] Fixed a bug where abyss aiming was off by about 40 units depending on camera angle.
- [Joule] Fixed a bug where the warmup state VFX on Joule’s Lightning Strike (Q) would linger after the projectile fires
- [Joule] Fixed a bug that was causing Joule’s Jolt (LMB) hits to incorrectly reduce the cooldown of Surge (Shift)
- [Powers] Two-way Telporter should now accurately use the visuals of a Basecamp when determining whether it's in the teleport area or not
- [Felix] Fixed a bug with Felix’s Flight of the Firefox (R) that prevented his Level 2 upgrade from working properly
- [Reconnect] Hunters should no longer sail into the sky when crashing while mid-physics motion
- [Performance] Addressed an issue causing crashes with some older AMD GPUs
- [Celeste] Fixed an issue that caused Celeste to sometimes get stuck while using Skate (Shift) (shoutout to DUNMUIR for calling this out to us!)
- [Zeph] Fixed an issue causing Vortex Charm (Q) to sometimes not hit large enemies reliably
- [Bishop] Fixed an issue causing Bishop’s Rocket Launcher (LMB) to double hit targets near terrain
- [Jin] Fixed an issue causing the third hit of Ash’gara Warblade (LMB) to be stuck sometimes
- [Kingpin] Fixed an issue causing Abyssal Grasp (RMB) to sometimes pull allies/enemies underground
