
Steam news
Full Steam announcements and update articles for this title.
Today we’re releasing Patch 1.1, designed to make towers stronger, more exciting and just a little more unhinged.
You can now give a tower one of your hero’s weapons when building it - and the tower will use that weapon’s actual attack. If your hero only has their starting weapon, the tower will equip it automatically.
The number of available towers has also been increased. Towers now have their own dedicated construction scaffolds and the Builders’ Guild has received an additional tower upgrade 🏹
After defeating the final boss of each stage, a powerful siege wave will begin.
For two minutes, enemies will attack your towers, buildings and the Beacon. You’ll need to stop them and survive until the Beacon becomes available again, allowing you to activate it and move on to the next area level.
Keep in mind: destroyed buildings and the Beacon will only be restored after you advance to the next level.
And if you survive for a ten minutes+- after the final wave begins, there might be a little surprise waiting for you 👀
\ Towers can now be equipped with one of the hero’s weapons. Available weapons will appear when the tower is built. If the hero only has their starting weapon, the tower will equip it automatically.
\ Added the Siege Wave mechanic. After the boss is defeated, enemies will attack the Beacon for two minutes. The Beacon can only be activated to advance to the next stage once the siege is over.
\ Fixed an issue where building health would not recover.
\ Fixed an issue that could cause two Beacons to appear in the same area.
\ Added a sound effect for activating the Beacon and advancing to the next stage.
\ Adjusted game balance across units and buildings:
Reduced the damage and health of hero units.
Changed building modifiers for regular and unique unit health and damage from percentage-based values to flat values.
Increased Barracks training time from 2 to 5 and reduced unit capacity from 4 to 3.
Reduced Barrier recharge rate from 50 to 25.
Added tower damage percentage and game-over control-locking properties to heroes.
Increased the spawn interval reduction modifier from −5% to −10%.
\ The hero’s units now receive stat bonuses from the hero.
\ The hero’s stats are now correctly applied to Unicorns.
\ The hero can no longer take damage more than once every 0.4 seconds.
\ Removed incoming damage numbers from allied units.
\ Allied units now contribute to filling the Bear Altar.
\ Fixed an issue where an allied elite unit could remain standing in place after respawning if it died while using an ability.
\ Fixed allied units getting stuck in their attack animation after dying.
\ Fixed an issue where the Golden Cuirass could grant more gold than the hero’s current health.
\ Fixed an issue that caused the Hand boss to constantly jump around.
\ Added an achievement for defeating the Hand boss.
\ Fixed the incorrect visuals on Niyer’s Ghost Forge.
\ Added a kill-counter progress animation to the Bear Altar - displayed as a circle on the ground.
\ The Bear Altar’s area is now limited vertically to match its visual sphere and has been slightly increased in size.
\ Bear Altar chests will no longer spawn in the same spot.
\ Added an activation sound for the Wolf Altar.
\ Added a sound effect for the Bear Altar while it is active.
\ The Bear Altar sound now stops correctly for clients.
\ The Fire Altar capture sound is now synchronized with the actual capture duration, including when using the Torch artifact.
\ The roulette has been moved to another part of the screen and no longer gets in the way of leveling up.
\ Added unique damage sounds for the Doll and the Pig.
\ Footstep sounds no longer play when the character has almost completely stopped moving.
\ The Skull Cup weapon’s attack sound is now synchronized with the appearance of its wave.
\ All sounds now stop correctly after returning to the main menu or restarting a run.
\ Increased the launch distance of jumppads.
Added various performance optimizations, stability improvements and other minor fixes.
The next update is coming very soon. It will include:
🏗️ The return of building construction in the hub lobby.
🦸 A new character and new skins for them.
💰 A Supporter Pack with its own special features.
🗺️ A new roadmap covering our future plans for the game.
✨ And plenty of other improvements.
We’re glad to have you with us. Thank you for playing, following the updates and sharing the game with your friends!
Good luck on your co-op adventures - and don’t let them break the Beacon 🔥
Hey everyone! 👋
It’s Friday, so we decided to drop another update before the weekend.
Three new altars have appeared in the game: the Bear, Wolf and Bunny Altars. Each one has its own unique effect that can either make your run much easier or turn it into a deadly challenge. Take the risk or keep moving. The choice is yours 🐻🐺🐇
We’ve also finally added a short delay before the victory and defeat screens appear. After taking a fatal hit, your character now smoothly enters their death animation, the screen gradually fades and you get a moment to see exactly what killed you. The final stats screen appears afterward.
The victory screen now has a similar transition. The end of a run no longer cuts off abruptly and should feel much smoother.
This is our first post-release update focused on expanding the game’s content. You can find the full list of changes below.
\ Added the Bear, Wolf and Bunny Altars. \ Added a delay before the victory and defeat screens appear.
\ Player-controlled units now behave more aggressively. \ In co-op, enemies from incoming waves should no longer spawn too close to players standing near each other. This change does not affect dens. \ Map icons now use different colors to make them easier to tell apart. \ Added death sounds for bosses. \ Improved save reliability in case of a crash.
\ Fixed an issue that caused item tooltips in the pause menu to appear inconsistently. \ Fixed the fourth item slot not being displayed for other players. \ Fixed map selection becoming locked after opening it from the character selection screen. \ Unlocking content on the Collection screen no longer resets the focus to the first item in the grid. \ Quest rewards are now claimed by pressing the reward button rather than selecting the quest itself.
Our story trailer is also available starting today, complete with awesome professional voice acting, just like the rest of the game! It offers a deeper look at the game’s world, atmosphere and the events unfolding in the arena.
Since the game launched, we’ve released several hotfixes and more than four major updates. Each one has fixed bugs and improved performance, co-op, the interface and the game’s core mechanics.
You can catch up on everything we’ve done so far here:
Day One Patch: https://store.steampowered.com/news/app/4227400/view/669494515959075602
Co-op Update: https://store.steampowered.com/news/app/4227400/view/695390848783746180
Community Items Are Here: https://store.steampowered.com/news/app/4227400/view/695390848783748263
Tooltips, New Mini-Map and Balance Update: https://store.steampowered.com/news/app/4227400/view/695390848783749601
And we’re not stopping there.
Over the next few weeks, we’re planning to add:
a new playable character;
a reworked version of hub construction;
special waves that attack the Beacon, buildings and towers;
expanded tower defense elements;
new bosses for the Mushroom Vegas biome;
further balance and difficulty improvements;
a separate no-building mode for players who prefer a more traditional survivors experience.
Our plans continue to evolve alongside the game. We’re constantly reading your feedback, reviewing your suggestions and looking at which mechanics players enjoy and which ones still need more work.
Next week, we’ll publish an updated roadmap that takes everything we’ve learned since release into account.
Thank you for all the support, attention and ideas you’ve shared with us. We can see a real community forming around the game and we hope it keeps growing ❤️
Starting today, the official soundtrack is available for purchase on Steam:
It includes the tracks in both standard and high-quality studio formats. We wanted to give you the chance to hear the music in the original quality created by our sound designer and composer.
Thank you for playing Sineus Arena Survivors.
Have a great weekend! 🎮
We are thrilled to welcome you to the launch version of the game. Dive into the ultimate arena challenge, experiment with powerful new builds, and see how long you can survive the ultimate horde. Special thanks to creator JizzlePop for providing today's gameplay broadcast! You can check out his channel here:
Hey everyone! 👋
We’re still hunting down memory leaks, improving readability and adding the things the game was clearly missing.
This big patch adds a lot of new tooltips that explain key mechanics, items and stats. We also fully reworked the mini-map. It now has new icons, fog of war and a full-size view you can open by pressing M.
Because of the major balance changes, we’ve reset the leaderboard. Going forward, we plan to reset it once a week so the board stays fair after larger updates.
Full patch notes below 👇
\ Added new tooltips for key mechanics, items and stats.
\ Added voice lines when selecting a character in the main menu.
\ Added character stats to the escape menu.
\ Fully reworked the mini-map with fog of war, new icons and improved readability.
\ The map can now be expanded by pressing M. You can change this key in the control settings.
\ Increased the max level of weapons and scrolls to 30.
\ Damage multipliers and some other modifiers now stack additively instead of multiplying each other.
\ Reduced the density of shot sounds during heavy volleys.
\ Chests now disappear 10 seconds after being opened.
\ Updated the random chest drop algorithm for elite enemies. The drop chance now depends not only on upgrades but also on the number of chests already dropped and the time spent in combat.
\ Artifacts in the disable menu now follow the intended logic. You can only disable artifacts unlocked through meta-progression. Artifacts available from the start always stay enabled.
\ We’ll apply the same logic to weapons in the next build.
\ Updated game difficulty and progression.
\ Added separate buff variants for elite enemies and bosses to make their scaling feel more distinct.
\ Adjusted weapon damage, crit chance, crit damage, size, cooldowns and scaling across all weapons.
\ Updated building modifier values and hero upgrade progression.
\ Updated the luck system with new rarity multipliers.
\ Simplified enemy buff modifier values.
\ Updated the final wave balance and knockback resistance growth.
Enemy health growth increased from 10% to 15% every 30 seconds.
Knockback resistance now only grows between stages and during the final wave.
During the final wave, elite enemy health now grows by 300% every minute instead of 100%.
During the final wave, regular enemy health now grows by 100% every minute instead of 50%.
\ Fixed a memory leak when restarting a scene.
\ Fixed an issue where the lair reward chest and the chest from an elite enemy could spawn in the same spot.
\ Fixed chests generated at the start of a level spawning on trees.
\ Fixed dropped items, including power-ups and chests, spawning on trees and some other objects.
\ Fixed possible negative health values on upgrade and level-up cards.
\ Fixed elite barrel crowns disappearing.
\ Fixed an issue where leveling up could offer fewer cards than intended.
\ The tower respawn duration upgrade in the Builders Guild now works correctly.
\ Optimized Double Soul.
\ Added a max projectile cap per weapon: 70.
The next major update is coming soon.
Thanks for playing, leaving reviews, reporting bugs and sharing your ideas. We’re reading everything and we’ll keep improving the game
Hello there, survivors! 👋
Valve has approved our Community Items, which means you can now collect Trading Cards, craft Badges, unlock Profile Backgrounds featuring artwork drawn by our artist and use a few little emoticons ✨
You can check out everything we added in the collage below.
Have fun out there and stay tuned. We’ve got plenty of cool updates and news coming soon! 🔥
Hey everyone! 👋
We’re still working on Sineus Arena Survivors and update 1.06 is now live.
This patch mainly focuses on effect settings, something a lot of you asked for. You can now lower the visibility of certain effects or turn them off, mostly projectile effects. So getting millions of points, breaking the game and surviving inside that beautiful little disaster should be a bit easier. Your eyes may even forgive us 👁️
\ Added a new setting for effect transparency / disabling effects. This mostly applies to projectiles.
\ Optimized Anho collection. \ Added new meta quests. \ Updated localization.
\ Players are now teleported back to the base when changing stages. \ Fixed an issue where altars could spawn on slopes that were too steep, making them unreachable. \ Fixed an issue where some bulls did not deal damage. \ Fixed Helma’s passive, which was giving several times less speed than intended. \ Fixed several building upgrade bugs: — the unique Tavern upgrade that increases minimum rarity; — the unique Tavern upgrade that grants legendary artifacts; — unique upgrades for any buildings that grant maximum level. \ Bosses no longer receive increased damage from upgrades that are meant to increase damage against elites. \ Bosses can no longer spawn a second chest from the elite chest spawn upgrade. \ Fixed an issue where players could select a locked skin when switching characters. \ Fixed an issue where the stats window could cause FPS drops during intense matches.
\ This patch also includes additional optimization fixes and other small improvements.
The next patch will focus on tooltips, a new stats screen and extra hints in places where they’re needed the most.
Thanks for playing and helping us make the game better. There’s a lot more coming! 🔥
We’re actively reading your posts and bug reports on Steam and in our Discord, and today we’re rolling out an update that fixes several bugs, improves optimization, and makes co-op much friendlier for everyone playing together :chicken_wow:
\ XP is now shared between all players.
\ Required XP for leveling up now scales with the number of players.
\ Chests now give items to every player. The rarity will be the same for everyone, but the actual items can be different.
\ XP Altars now level up every player.
\ Buffs dropped by mobs now affect every player.
\ Mob health now scales with the number of players.
\ Buildings and Builder upgrades were not changed. They still work separately for each player.
\ The score counter also remains separate for each player.
\ Added sounds for opening the victory screen, defeat screen, and lobby chest.
\ Updated the roulette sounds.
\ Improved late-game optimization and fixed a memory overflow issue.
\ Improved performance during level-ups.
\ Sped up the roulette.
\ XP bonus pickups now trigger a highlight on the XP bar.
\ Fixed descriptions for the lowest-rarity unique upgrades in the Tavern.
\ Fixed an issue where the Tavern did not give a random Legendary Artifact.
\ The Market’s unique bonus now gives 5 projectiles instead of 500%.
\ Fixed an issue where pressing Y on a gamepad in the settings menu during a match could send the player back to the lobby.
And a few other minor fixes.
Thanks a lot for the support. There are many more updates ahead, including content updates. The game will keep living and growing.
:chicken_wow::chicken_wow::chicken_wow:
Hello there! 👋
One more hello from us. Today our Game Director spent a lot of time replying to negative reviews, but we also went through all the positive ones too.
There’s still a lot of work ahead, but we’re not giving up. We’ll keep improving the game until it’s stable, polished and packed with content. That’s the plan. That’s the grind 🛠️
There’s already a lot of content in the game and we don’t want to hide too much of it behind a thick wall of meta progression. So for the Day One Patch, we decided to simplify it.
You no longer need to build hub buildings to unlock meta sections. All meta progression sections are now open right away. Quest requirements have also been removed from most weapons and artifacts. Quests now mainly give rewards and achievements.
Hub building construction will return later, but with a different and much simpler purpose.
\ Meta:
Most content no longer requires completing a quest. You only need to collect shards.
The Sineus character, Black Hole weapon and Scroll of Luck are still locked behind quests.
Scroll of Projectiles is now unlocked from the start.
Extra artifacts are now available right away: Alien Mushroom, Quiver, Morn’s Shield, Dragon Scale, Smoldering Ember and Apple.
Increased acorn rewards from in-game activities.
Adjusted the number of Tricksters rewarded from quests.
\ Lobby buildings, except the Temple, have been reset to an unbuilt state. All tabs and features are now unlocked right away.
\ Balance: hero and enemy movement speed increased by around 20%.
\ Reduced size scaling speed for Aura, Ice Zone, Bowl and Tornado.
\ Increased damage and damage scaling for Swords and Trident.
\ General optimization improvements.
\ Fixed an issue with music and Aura. Easy way to check: stand near a boss and keep damaging it for a while. The music should no longer degrade.
\ Fixed the loading screen when entering a gameplay map.
\ Fixed an issue where the default Berserker model stayed at the death spot when using the Panda skin.
\ Fixed missing keys and localization issues in the lobby.
\ Fixed the “General” quests tab breaking in Chinese.
\ Fixed text overlap in upgrade cards.
\ Fixed Scroll of Size missing from the reward pool.
\ Artifact descriptions now show up on cards.
\ Aura trigger sound is now less aggressive and won’t punch your ears quite as hard.
Thanks again for playing, reporting bugs and leaving feedback. We’re reading everything and we’ll keep pushing updates ❤️
👋 Hey everyone!
The release is live, and we’re already moving fast with the first wave of improvements. Huge thanks to everyone playing, leaving reviews, reporting issues and helping us make the game better 🛠️
We’re keeping a close eye on your feedback and have already started a steady patch rhythm. Over the next few days and weeks, the game will be getting regular updates focused on technical fixes, localization, audio, balance and the overall feel of the game.
Last night, we released two back-to-back hotfixes. Here’s what went in:
\ Fixed incorrect info display on level-up cards for clients \ Fixed a heavy stutter when popups appeared for the first time, including damage numbers, level-ups, and other UI popups \ Fixed an issue where dead hero bodies and other objects could remain on the map after restarting \ Added minor stability fixes
\ The quest panel no longer requires building the temple in the lobby and is now available right away \ Lobby building costs have been significantly reduced
Right now, our main focus is localization, audio, stability, balance and the overall game feel. We’re already going through all reviews - both positive and critical - and turning that feedback into clear next steps 🌶️
We’ve published the roadmap and are moving forward with it. Release is not the finish line - it’s the start of active development together with the community. More patches, improvements, content and polish are already on the way.
Thanks for the support, feedback and trust. The next updates are already in progress ❤️
First of all, thank you. Seriously.
If you played the demo, wishlisted the game, left feedback, yelled at bugs, broke the leaderboard or simply believed that a cat with mystical powers deserved a full video game around him - you helped us get here.
We’re launching with 80,000+ wishlists, 50,000+ demo players and a demo rating holding strong at 85% Very Positive. That’s a huge and honestly very heartwarming milestone for our team.
This game has a lot in it already: heroes, weapons, bosses, builds, co-op, base building, weird creatures, loud magic, questionable life decisions and enough handmade chaos to keep the arena busy for a while.
That said, launch is not the finish line for us.
Sineus Arena has a ton of content and now it needs to go through the most honest test in the world: real players doing things no sane developer would ever expect. The game needs to breathe, settle, break in public a little, get patched, get tuned and become better with a much bigger audience playing it.
So yes - there will be patches. A lot of them 🛠
We’re already working on the Day One patch and after that we’ll keep pushing updates, fixes, balance changes, quality upgrades and new content. The first weeks after launch will be very active on our side.
We’ll be watching feedback closely, tracking issues, fixing what needs fixing and improving the game step by step. No radio silence. We’ll keep sharing patch notes, update plans, dev notes and anything else worth knowing 📌
The roadmap will be updated every month with new plans, new features and new ways for us to make the arena even more ridiculous than it already is.
If you enjoy the game, the best way to support us right now is simple:
➡️ Play it.
➡️ Leave a review.
➡️ Tell your friends.
➡️ Report bugs when the game decides to invent new laws of physics.
We’re a small indie team without infinite resources, but we care a lot about this game. Sineus Arena is packed with handmade content and we’ll keep polishing it, expanding it and making it better with you.
Thanks for being here at launch ❤️
Join us during Steam Next Fest to:
• Watch the developers play the latest demo
• See the new hero, Rivan Stormwing, in action
• Learn about upcoming features and plans
• Ask questions live in chat
Whether you're trying the demo for the first time or already climbing the leaderboard, we'd love to hear your feedback and share what we're working on.
See you in Sineus Arena Survivors 👉 Join our Discord
To celebrate the festival, we’ve just dropped a brand-new hero into the demo: Rivan Stormwing. Get ready to take him for a spin and explore entirely new strategy combinations! Oh, and to keep things fair and fierce, we’ve completely wiped the leaderboards. The race to the top starts now.
In just a month and a half since our big announcement, the support from you guys has been absolutely unreal:
55,000+ Wishlists and counting!
25,000+ Players have already clashed in the demo.
90% Very Positive Rating with over 150+ reviews!
For an indie game, these numbers are a massive milestone and it’s all thanks to you. We read every single comment, review and piece of feedback you leave. You are helping us make Sineus Arena Survivors the best it can be!
By the way, if you haven't joined our Discord contest yet... what are you waiting for? The prize is freaking insane, and here is a little secret: the player count is still low, meaning your chances of winning are incredibly high right now! Don't sleep on this.
It’s going to be an action-packed week. Jump into the demo, try out Rivan Stormwing, smash some high scores and tell us what you think!
Good luck, Survivors
The Sineus Arena Survivors is officially open and it’s time to test your survival skills! Jump in right now, tear through the hordes, and help us make the game even better.
Here is your action plan:
🔸 Play the Demo! Download it now and experience the action firsthand.
🔸Bring Your Friends! Don't face the Arena alone — share the game with your friends, challenge them and see who survives the longest! 🤝
🔸 Leave Your Feedback! Your thoughts mean the world to us. Let us know what you loved and what we can improve — your feedback shapes the game!
🔸Dominate the Leaderboards! Show everyone who's boss and fight for the top spot. Let’s see what you’ve got!
🔸 Join the Contests! Head over to our Discord right now — we have two huge events running simultaneously with awesome rewards up for grabs!
You know how people usually get gifts on their birthday? Yeah, we’re breaking the system.
On June 5th, the free public demo of Sineus Arena Survivors drops and shortly after our studio's founder celebrates his birthday. To mark this double chaos, he is personally funding a GRAND contest for anyone who knows how to hit the record button!
If you make Shorts, Reels, TikToks or full-length YouTube videos this is your legal ticket to walk away with a 💰 massive grand prize 💰 straight from the devs.
Here is your battle plan:
- Wait for June 5th and download the free demo.
- Make any juice-dripping video about the game.
- Jump into our Discord, where all the action and community voting will happen.
We’re not going to bore you with dry rulebooks here, all the coordination and submission lines kick off directly in our Discord on the exact same day the demo drops.
Your views are your ticket to victory.
Fire up your editing software, prepare for battle and claim your crown!
Just to put that into perspective: 40,000 people is a literal full stadium waiting for our game. We are absolutely blown away.
To everyone who clicked that wishlist button, watched our devlogs, left comments, or just silently rooted for us — thank you. This is a massive milestone for our small team, and seeing so many of you following the journey is the best motivation we could ever ask for.
Thank you for being with us! ❤️
The demo is almost here 🔥
We've been getting hundreds of questions about when you'll finally be able to jump into the game — and the wait is almost over.
We're excited to share: the demo will be available on Steam in early June!
You'll get to try out the core mechanics, play through the first levels, and experience the gameplay firsthand. We'll announce the exact launch date very soon.
👉 Add the game to your wishlist to get notified the moment the demo goes live.
See you very soon!
📋 20,000+ wishlists added
🏆 Ranked in the Top 2,000 most wishlisted games on Steam — out of 120,000+
🎥 Hundreds of videos across social media with over 2,000,000 views
💬 Thousands of comments from all of you
You're absolutely incredible. We see every like, every wishlist, every comment and knowing this many people are looking forward to our game is the biggest motivation boost we could ever ask for.
Thank you for believing in this project. We're already hard at work on new content, so stay tuned — there's a lot of great stuff coming soon!
2,000,000,000,000,000,000,000,000 ❤️❤️❤️❤️❤️❤️❤️❤️❤️ from us to you
Hey everyone! 👋
Thank you to everyone who took part in the first playtest wave. Your feedback helped us make serious progress. Today, March 27, we’re launching Wave 2, 1,000 invites have been sent out, and now you can jump in and see how the game has changed for yourselves 🚀
Here’s what’s waiting for you in Wave 2:
• the biggest and most ambitious update we’ve made in the past month: the game now features 2 to 4-player co-op for more chaotic and fun sessions, with building slot balance adjusted for each player count
• an expanded map for larger player counts, reworked terrain, and jump pads
• updated mob sizes and improved combat feel
• a new character - The One Who Drinks from the Cup of Bones, together with her loyal Wyvern
• 13 new building types from the Nier faction
• a new Nier barracks unit - Deep Vampiress
• a new elite unit from the Nier Lair - Beholder
• an updated run structure
• 5 new weapon types, bringing the total to 13
• 8 new artifacts, bringing the total to 18
• UI/UX improvements, balance changes, and bug fixes
• the Wave 2 survey has also been updated - after playing, you’ll need to fill it out again so we can get up-to-date feedback on the new version
Later in Wave 2, we’ll also be adding:
• progression to the next biome level after beating the first one, with new lighting and enemy scaling
• an updated building interface
We’ll share more details later.
Your Steam Playtest access is already active. Update the game and jump in 🎮
The first stage of our closed playtest ends on March 13, but the break won't last long. We are excited to invite you to Wave 2 starting March 27! 🎮
Keep those applications coming! As soon as the major update is ready, we’ll start rolling out access. Our goal is to polish the gameplay to perfection before the official release.
What’s coming in the next update:
New Content: At least one new character and faction with unique buildings — significantly different from the first two.
Progression: Difficulty transitions between locations.
Multiplayer: 4-player co-op testing.
Scale: Expanded co-op map featuring jumpers for fast travel.
Refinement: Dozens of bug fixes and overall quality-of-life improvements 🛠
A huge thank you to everyone who has already joined, sent detailed feedback, and reported bugs. You’re helping us see the game from a fresh perspective! Stay tuned for more updates — we’ll be back with Wave 2 very soon 🚀
We’ve rolled out the first small update for the test alpha. We fixed a lot of the issues that let players break the game, abuse positioning, and basically make it impossible for mobs to reach the heroes. Enemies are now much more persistent: they path around obstacles better, no longer get stuck on rocks, and can climb onto buildings. At the same time, we’ve restricted players from reaching spots that are clearly inaccessible, like the tallest objects and the palisade. In other words - sitting in a safe little cheese spot and watching everything die on its own is going to be a lot harder now 😂
Another important change affects the flow of a match. After summoning and defeating the final boss, you can now end the session properly by activating the Stronghold - but no one is kicking you out of the map. If you want, you can stay in the fight, hold out as long as you can, and push for new records. We also added more sound feedback, new soundtracks, improved combat readability, lighting, and a bunch of smaller touches that make the game feel better moment to moment. Full changelog below.
Fixed multiple exploits that allowed players to break mob behavior and prevent enemies from reaching the heroes
Units no longer get stuck on rocks
Units can now climb onto buildings
Players can no longer reach areas inaccessible to enemies, such as the palisade
Fixed a bug where bosses would not spawn when restarting a session
Final wave mobs now scale up faster and gain speed more quickly
After defeating the final boss, the match can now be ended by activating the Stronghold, or continued infinitely for leaderboard runs
Charges for Bayun’s amulet now refill one by one instead of all at once
Each weapon and passive can now receive up to 20 upgrades maximum (temporary balance solution until higher difficulty location progression is added)
Added interaction prompts for active objects
Added a prompt when upgrading buildings
Added a language switcher to the settings window
The interface is now adaptive
Pressing Home now lets you hide the interface
Resolution and screen mode settings are now only applied after pressing the “Apply” button
Damage numbers and a hit sound now appear when the hero takes damage
Improved lighting on the map
Improved visibility of heroes and units
Added mob collision for logs
Added mob collision for hero buildings and the Stronghold
Adjusted rock collisions on the map
Updated the appearance of the Goose boss
Fixed visual issues with Kot Bayun’s buildings
Improved the visuals of chest effects
Added many new interaction and combat sounds
Added several new soundtracks
Added organ sound effects
Added a sound for hero damage
Added damage sounds for all mobs
Added a sound for activating sacks
Added the sound of the altar burning
Added the crab hit sound
We invite everyone to jump back in for another round of testing and take a fresh shot at conquering the leaderboard, which has now been reset ▶️
More than 1,000 players have already received access to the test, and very soon we’ll announce a content update - featuring a new hero, their people, and the next batch of improvements. Stay tuned for more news, and enjoy the game! ❤️
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Sineus Arena Survivors, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Sineus Arena Survivors statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.