
Steam news
Full Steam announcements and update articles for this title.
Endless Mode is now only accessible on Unfair+ and Incremental difficulties.
The difficulty increases every 5 floors.
Every floor that increases the difficulty is now also a Survival Trial.
Endless Trials now last 2 minutes.
Increased monster density by 30%.
Increased the default Elite count from 3 to 5, scaling up to 6 by the end of the level.
Monster Health is now always one of the two stat available on endless cards.
This is probably the biggest change. It is designed to ensure that, eventually, you will face enemies that are stronger than you.
Removed floor skipping.
With the difficulty increasing every 5 floors and maps being shorter, Endless Mode should feel smoother while hopefully providing a meaningful challenge for your builds.
Reworked Frost Ball of Galaxy. It is now more or less a brand-new spell! It keeps the same fantasy, but it is much cooler.
Changing constellations multiple times can't make you roll again in the same constellation unless you've seen all the constellations.
Rerolling constellation when your spell bar is full can roll into the constellation you don't currently have.
With this change you can still get the cool evolution you want even though you don't have the constellation right now.
Skill descriptions are now displayed in blue.
This should improve the readability of specific stats. Let me know how you feel about this change!
Added damage descriptions for Ignite and Bleed.
Added a new Codex entry display to cards.
All spell card stats are now ordered correctly across all spells
Fixed mismatched skill descriptions and colors.
Fixed an issue where Damage over Time effects scaled their damage twice.
Possibly fixed keychron keyboard detected as a controller
If you feel something should be prioritized, feel free to share what you think!
PS: If you encounter any issue, feel free to leave us a message on Steam or on Discord!
Added a Skill Opacity Setting (you can adjust the opacity of skills via the options menu, or by pressing 'I' and 'O' on the keyboard).
Added upscaling technology support based on GPU manufacturer and/or Operating System (this should increase overall performance slightly).
Purification Well
Stay near the well while killing monsters to purify their souls into experience.
The difficulty scaling past Unfair+ has been adjusted. Previously, each +1 increase was equivalent to only half the difficulty jump from Unfair to Unfair+. Now, each subsequent difficulty level will increase stats by the exact same amount as the initial jump from Unfair to Unfair+.
Monsters will now build Slow Resistance the more you slow them (1% Slow Resistance per stack applied).
Contagious Spread Of Nature base damage increased: 12.5 -> 20.
Reduced the monster threshold required to chain infinitely: 5 -> 3.
Base chain chance increased: 2.5 -> 4.
Lava Rift Of Bloom minimum cooldown capped at 3.5 seconds.
Fixed an issue where Firestorm Of Apocalypse and Sword Fall were dealing 0 damage.
Mines now properly bounce off walls.
Holding the attack button will now correctly launch attacks when switching from auto to targeting mode.
Fixed an issue where Contagious Spread Of Nature was dealing no damage.
Another trial could not make it into this week's patch, but it will be added next week.
New physical spells centered around poison are currently in development, and the plan is to add them alongside a new class and constellation.
Many of you have reached unbelievable levels of power and, more often than not, points where game performance can drop massively. We are currently putting work on other features on hold to make sure the spell system can handle the apocalyptic load thrown at it. This will most likely be our focus for the coming weeks, along with new content to spice things up.
The endless leaderboard will be added to the game at some point. For now, we want to make sure the endgame is in a good place before releasing it. I will also look into adding the DPS meter as a toggleable setting.
If you feel something should be prioritized, feel free to share what you think!
PS: If you encounter any issue, feel free to leave us a message on Steam or on Discord!
Cleansing Fire Damage Output
At high investment, Cleansing Fire can currently outperform 99% of other spells.
Cleansing Fire (default and Cleansing Fire Of Weakening) can now gain up to 50 base Fire Damage. This does not mean the spell cannot be scaled further; it means no additional base damage is gained beyond 1000 player HP.
The spell can still be scaled further, for example by taking increased Fire Damage.
Cleansing Fire Of Power can now gain up to 75 base Fire Damage (no additional base damage is gained beyond 1000 player HP).
Life Steal
Reduced the regeneration gained from Life Steal on Elite kills from 5 to 2.5.
Reduced the regeneration gained from Life Steal on normal kills from 0.25 to 0.125.
Fixed new spell descriptions being displayed incorrectly in multiple languages.
Fixed the Elite Monster count for Exterminate updating incorrectly.
Fixed one of the two projectiles from Interlaced Shot dealing 12.5 damage instead of 15.
Two new trial types are on the way!
Cleansing Fire Of Power no longer deals % current health damage.
Dev Note: The bonus was way too strong and trivialized damage. The evolution is now a better and stronger version of the default spell.
Aqua Nova Damage: 30 -> 40
Aqua Nova Of Activation Damage: 20 -> 30
Aqua Nova Of Earth Damage: 40 -> 50
Aqua Nova Of Multiplication Damage: 30 -> 40
Aqua Nova Of Propagation Damage: 15 -> 25
Blessed Bell base damage: 50 -> 75
Blessed Bell Of Purification base damage: 35 -> 75
Blessed Bell Of Ramping base damage: 50 -> 75
Blessed Bell Of Thunder base damage: 50 -> 75
Chain Lightning base damage: 20 -> 25
Chain Lightning Of Chaining base damage: 20 -> 25
Chain Lightning Of Destruction base damage: 30 -> 35
Chain Lightning Of Purity base damage: 30 -> 35
Chain Lightning Of Splitting base damage: 20 -> 25
Cross Judgment base damage: 25 -> 35
Cross Judgment Of Navigation base damage: 25 -> 35
Cross Judgment Of Proportion base damage: 40 -> 50
Cross Judgment Of the Spiral base damage: 20 -> 25
Pierce and bounce count went from 5 to 8
Culling Shot base damage: 20 -> 25
Culling Shot Of Chaining base damage: 20 -> 25
Culling Shot Of Execution base damage: 30 -> 35
Culling Shot Of Humility base damage: 20 -> 25
Interlaced Shot wall damage: 10 -> 15
Interlaced Shot Of Contact wall damage: 10 -> 15
Interlaced Shot Of Shockwave damage: 10 -> 12.5
Interlaced Shot Of Triplication damage: 10 -> 15
Explosive Mine Projectile count: 8 -> 12
Cooldown: 6 -> 5
Explosive Mine Of Compression Projectile count: 8 -> 12
Base Damage: 30 -> 40
Cooldown: 6 -> 5
Explosive Mine Of Physical Trauma count: 8 -> 12
Base Damage: 40 -> 60
Cooldown: 6 -> 5
Explosive Mine Of Projectiles, Projectile count: 15 -> 20
Pierce Count: 0 -> 2
Base Damage: 40 -> 60
Cooldown: 6 -> 5
Firestorm base damage: 12 -> 15
Firestorm Of Bombardment base damage: 12 -> 15
Firestorm Of Fracture base damage: 12 -> 15
Cluster Grenades cooldown: 4 -> 2.5
Projectile count: 5 -> 8
Cluster Grenades Of Bouncing cooldown: 4 -> 2.5
Projectile count: 10 -> 25
Cluster Grenades Of Flare cooldown: 4 -> 3
Projectile count: 5 -> 8
Changed the behavior of the projectile
Cluster Grenades Of Repeat cooldown: 4 -> 2.5
Projectile count: 6 -> 10
Cluster Grenades Of Saturation cooldown: 4 -> 2.5
Projectile count: 8 -> 14
Herald Of Thunder base damage: 30 -> 50
Herald Of Thunder Of Duration base damage: 30 -> 50
Herald Of Thunder Of Repetition base damage: 30 -> 50
Herald Of Thunder Of Wrath base damage: 30 -> 50
Sub spark damage: 7.5 -> 10
Ice Storm base damage: 10 -> 20
Ice Storm Of Bombardment base damage: 10 -> 20
Ice Storm Of Earth base damage: 25 -> 35
Ice Storm Of Mark base damage: 15 -> 30
Ice Storm Of Propagation base damage: 10 -> 20
Monster card Health and Damage received a slight buff.
Experience requirement is linear past level 150
This change ensure that can keep on gaining levels even in late game scenarios, the requirement for each level will stay high but will be reachable
New spell for Libra: Sword Fall
Added the Codex in the hub to help you track evolutions you might have missed (each entry is unlocked when picking an upgrade for the first time).
Reworked lifesteal to trigger a regen upon killing an enemy. The regen depends on the enemy type (normal or elite) and you can raise the efficiency of the lifesteal.
The Lifesteal relic is now available, equipping one will activate the lifesteal.
Fixed an issue on Aqua Nova.
Rolling Magma Of Enormity is visually cooler.
You can toggle on or off the screen shake in the options menu.
The difficulty is now properly shown on the top right side of the screen
Fixed an issue where item quantity applied to experience in some situations.
Fixed an issue where item quantity didn't apply to cat coins in some situations.
Fixed player stats incorrectly resetting upon going back to the Hub.
Bug Fixes
Fixed an issue where the "Click to attack" prompt wasn't properly shown when using a controller
Fixed a bug where certain difficulty settings incorrectly included an 11th map
Fixed a visual bug with how stats were displayed on skill cards
Fixed an issue where difficulty scaling displayed incorrectly in Endless Mode
Optimized monster performance cost
Features
Incremental/Scalable Difficulty
Once you clear Unfair+ you can increment the difficulty, after beating the incremented difficulty, you can challenge the next tier (+1, +2, +3, +4, +5...)
Reworks
Frostball of Stone was reworked to shoot three salvos of projectiles in a 60° radius
The total number of projectiles has been tripled
Quality Of Life
Everything that can be grabbed at the end of the level from chests and elite enemies are always grabbed.
Balancing
Currently, Endless Mode fails to deliver strong enemies and, more often than not, monsters fail to keep up with player power. To address this issue, the following measures have been taken:
Adjusted experience curve to require more experience at high level, this change mostly affect the endless mode and It will make you need more experience to level up past level 100.
The intent behind this change is to give monsters a fair chance to fight back and to reduce the amount of time spent selecting cards with less than important upgrades.
In the endless mode starting from floor 60, the incremental difficulty will scale the base monster stats
Changed the default damage increase of class to a damage multiplier, this change should make the default classes stronger
Removed the damage multiplier skill card from the skill card pool
If you feel like something should be prioritized, feel free to share your thoughts! PS: If you encounter any issues, feel free to leave us a message on Steam or on Discord!
Bug Fixes
Missing text from stat menu
Save file could be lost in a BSOD
Potential other crash sources fixed
Full keyboard control should work
Features
Constellation Ban
Cost 3 dices and you can ban any constellation, as long as you don't have any spells from them.
Endless
Depending on your chosen difficulty level, you will start at a different "floor" within the Endless progression.
Each floor is a trial (Extermination / Survival / Escort / Ritual) ◦ You will continue to earn experience at a 1:1 rate.
After clearing a floor, you must select a Monster Card (a new card type that buffs the monsters in various ways).
Once a trial is complete, you can either climb one floor or choose to skip up to 5 floors at once. If you choose to skip 5 floors, you will have to take 5 Monster Cards.
Everyone within the same relic bracket will be ranked on the same leaderboard.
This means that if you manage to clear a high difficulty with a relatively low relic count, you will start on a higher floor.
The steam leaderboard will come with the next update
Quality Of Life
Changed how the stat are displayed on card to make it easier to read
Cards are bigger
You can toggle clicking to enable attack
Remove all relic button
Rework
Escort mission
You need to stay a cumulative time of 90s in order to get the maximum reward
The escort filler bar starts at 0
The escort drops 100% more experience
Leaving the escort doesn't make the filler go down
Lava Rift
Now has a chance of "not" continuing, this mean that lava rift can now cross the map by default and it should make the spell more useful.
Also this change made the spell more performance friendly
Content
Added a new Gemini spell Black Hole, alongside 3 evolutions.
VFX Tweaks
Reduced the amount of particle of the Rolling Magma Of Holy
Added small camera shake to the Firestorm Of Apocalypse
Balancing
Lava Rift duration
Rolling Magma Of Multitude now adds two projectiles for each projectile
Rolling Magma Of Enormity base damage per projectile increased from 10 -> 20
Elite Monster now have an innate slow resistance
Default amount of fate dice 3 -> 5
Bleed damage now deals 12.5% of the damaging physical hit every 0.33 seconds for 2 seconds (for a total of 75% physical damage)
Culling shot of humility now deal 5% Max health (unscallable) bonus damage upon hitting an enemy above 80% life
NEXT UPDATE (Next week)
Next week we want to bring you what we couldn't but we will focus on the Endless Mode
Steam leaderboard
Spell and Evolution Codex
Ailment description in game (tentative)
If you feel like something should be prioritized feel free to share what you think! PS : if you encounter any issue feel free to leave us a message on steam or on Discord!
Hello everyone! We are super happy to see so many of you joining us on this journey to make the game awesome. As we continue to develop, I want to share our current roadmap and our vision for the path to our 1.0 release.
We anticipate being in Early Access for at least one year. By the end of this journey, we expect the game's content to triple in size. Our goal is to ensure that when we hit 1.0, the game feels complete, polished, and robust.
Endless Endgame - 0.1.7
Infinite scaling for spells.
Leaderboards for all difficulties.
Endgame map monster layouts.
New "Black Hole" spell implementation.
Content Expansion & Codex - 0.1.8
Full Spell and Evolution Codex:
Track every spell and evolution
Also track every evolution you have yet to find
Quality Of Life Features
New Spell Evolutions
Quality of Life & Accessibility - 0.1.9
Ongoing focus on bug fixes and stability.
Refining player experience and accessibility settings.
Continued optimization to ensure the game performs better on all hardware.
Relic System & Progression - 0.2
Expanding the Relic System.
Passive skills that can activate when certain condition are met.
High-rarity relic collections.
Balancing the experience when playing at a High Relic count
New Event Type
New Spells
Most minor patch post 0.2 will most likely be about :
Optimization
New Spells
New Evolutions
New Difficulty Tiers
Quality Of Life Features
Major Patch will bring
More Constellations
More Spells
More Evolutions
More Classes (Ideally one for each Constellation)
More Biomes (at least 3)
More Monsters (A lot)
More Events
Accessibility and more!
The Last feature we are looking to do will most likely be
Co-op Multiplayer
We are taking a huge gamble on what we consider our biggest, most challenging feature: Co-op Multiplayer.
This will be the final major feature of Early Access, taking multiple months to develop. We believe the game experience will be vastly enhanced when played with friends, and this will be the final piece that truly marks our 1.0 milestone.
We will also look into evolving spells past their limits
Adding Bosses
Adding cosmetic palette and unlockable skins!
I want to make sure that the Roadmap Image doesn't contain any translation issue and it will most likely stay only in English.
*On a sidenote you can expect the Endless 0.17 as soon as we have reworked it, we will try to get it for this week but if we can't, it might be next week!
PS : if you’ve fallen in love with a spell or just want to suggest something you’d like to see in-game, feel free to share ! We are available on Discord and if you feel like chatting or just complaining about how unbalanced the Bats are feel free to hop on !
Bug Fixes
Missing text from stat menu
Save file could be lost in a BSOD
Potential other crash sources fixed
Full keyboard control should work
Features
Constellation Ban
Cost 3 dices and you can ban any constellation, as long as you don't have any spells from them.
Endless
Depending on your chosen difficulty level, you will start at a different "floor" within the Endless progression.
Each floor is a trial (Extermination / Survival / Escort / Ritual) ◦ You will continue to earn experience at a 1:1 rate.
After clearing a floor, you must select a Monster Card (a new card type that buffs the monsters in various ways).
Once a trial is complete, you can either climb one floor or choose to skip up to 5 floors at once. If you choose to skip 5 floors, you will have to take 5 Monster Cards.
Everyone within the same relic bracket will be ranked on the same leaderboard.
This means that if you manage to clear a high difficulty with a relatively low relic count, you will start on a higher floor.
The steam leaderboard will come with the next update
Quality Of Life
Changed how the stat are displayed on card to make it easier to read
Cards are bigger
You can toggle clicking to enable attack
Remove all relic button
Rework
Escort mission
You need to stay a cumulative time of 90s in order to get the maximum reward
The escort filler bar starts at 0
The escort drops 100% more experience
Leaving the escort doesn't make the filler go down
Lava Rift
Now has a chance of "not" continuing, this mean that lava rift can now cross the map by default and it should make the spell more useful.
Also this change made the spell more performance friendly
Content
Added a new Gemini spell Black Hole, alongside 3 evolutions.
VFX Tweaks
Reduced the amount of particle of the Rolling Magma Of Holy
Added small camera shake to the Firestorm Of Apocalypse
Balancing
Lava Rift duration
Rolling Magma Of Multitude now adds two projectiles for each projectile
Rolling Magma Of Enormity base damage per projectile increased from 10 -> 20
Elite Monster now have an innate slow resistance
Default amount of fate dice 3 -> 5
Bleed damage now deals 12.5% of the damaging physical hit every 0.33 seconds for 2 seconds (for a total of 75% physical damage)
Culling shot of humility now deal 5% Max health (unscallable) bonus damage upon hitting an enemy above 80% life
NEXT UPDATE (Next week)
Next week we want to bring you what we couldn't but we will focus on the Endless Mode
Steam leaderboard
Spell and Evolution Codex
Ailment description in game (tentative)
If you feel like something should be prioritized feel free to share what you think! PS : if you encounter any issue feel free to leave us a message on steam or on Discord!
Bug Fixes
UI getting stuck when interacting with surrender
Legion GO controller not detected (tentative fix)
Save data could be corrupted when crashing
Surrendering with a levelup no longer bring you back to the hub with the levelup interface
Portal SFX being played when in pause menu
You can no longer change the difficulty while in the pause menu
Fixed performance hungry spells
Bleed damage
Card displaying incorrect values
Features
Stat menu
You can now inspect each spell and see all the stat they interact with, also you can check any stat currently available to the player.
Auto Save
Leaving a game underway isn't an issue anymore, if you leave the game you can start again from where you left.
Input remapping
You can now remap your inputs
Game Credits
We are a team of two working on Trials Survivors but we've received the help of multiple artists and plan to work with them again!
2D Character Artist : Mikael Maggio : https://leaakim.artstation.com/
The artist behind our awesome constellation artwork
3D Monster Artist : Thavirouaysap Chaleunhoungheuang : Nefez
He helped us out with our 3D monster models
Soundtrack : Potriel : https://x.com/Potriel_
We have over 1 hour of in game soundtrack and it's awesome, he is the one who made it!
Quality Of Life
The chest and the portal will now spawn near the player at the end of a round
Card rarity is also now displayed with stars
You can left and right click on the relic visual interface to either add or remove relics
You can now use 1 2 3 4 5 to select skills
Performances
Optimized monster performance cost (big improvement)
Content
Added 8 new hidden evolutions
Victory and Defeat Track
VFX Tweaks
Reduced the amount of bright light from some spells
Cleansing fire visual was improved
Balancing
Some damage over time abilities were performing too well and had a slight damage decrease.
Most of the spells from Gemini received a damage buff
Most of the cold damage abilities received a buff
Pyromancer utility skill now create an explosion at the end of the dash
Cryomancer utility skill now shoots ice arrows that can pierce
Decreased the chance of getting the escort mission by about 33%
Firestorm of Apocalypse can now shoot multiple giant meteors (scale with additional projectile count)
NEXT UPDATE (Next week)
Next week we want to bring you what we couldn't but we will focus on the Endless Mode
Endless Mode
Click to toggle attack instead of Hold mouse button (we tried getting it in but we had too many changes to work on)
Ailment description in game (tentative)
Steam Achievements (tentative)
If you feel like something should be prioritized feel free to share what you think!
PS : if you encounter any issue feel free to leave us a message on steam or on Discord!
Bug Fixes
PS4 and PS5 controller should work as intended
Fix more crash sources (rare)
Performance improvement on end screen background (spell removal)
Map portal rotation
The MacOS version should now properly start on either Intel64 or Apple Silicone
NEXT UPDATE (Next week)
Next week we want to bring you :
Statistic menu (We tried bringing it this patch but this feature will be delayed till next week)
More unique Spell Evolutions
In game save
Ailment description in game
Steam Achievements
Chest and portal near you at the end of a map
Interactable relic equipped slot
Our intent with working on quality of life first is to make sure that everything is in the game so we can better focus on delivering content.
PS : if you encounter any issue feel free to leave us a message on steam or on Discord!
Bug Fixes
Mouse input after clicking a spell card should no longer require you to click again to attack
Monster despawn animation is faster
Frost mage stack reset upon use
Fix number opacity and bloom not saved upon quitting
Fixed some potential crash sources
Potentially fixed some controllers not working properly
Fixed textures which could cause bright flash
Gameplay
Map portal opened after chest reward is opened
One city map (the arena) was overhauled to contain more breakable jars and visibility across it should be better
Rerolling the value of a card will no longer roll on the same value.
Achievements now provide a bigger amount of relic weight (retroactively give you more relic weight if you already have unlocked them)
Chakram of shuriken change =>
No longer create chain lightning but create lightning explosion in an area of effect
Damage went from 4 to 8
Base Area Of Effect is now 0.5
Holy ground (all of them) change =>
Now target random enemies rather than random position on the ground
Contagious spread of proliferation change =>
From 100% to 33% chance to proliferate upon Debuff expiration
Cleansing fire of layering change =>
Base damage +50%
Cleansing fire of power change =>
Enemy missing health damage from 1% to 0.5%
Storm orb of spark change =>
Now generate 1 spark each time it triggers (4 triggers per second)
Graphics
Reduced the intensity of some visual effects
Option Menu
Added fps settings
120hz
144hz
240hz
Vsync option
Localization
We did a pass on localization to make sure the translation across the board made more sense between stat title and text.
NEXT UPDATE
We are currently working on a statistic menu, it will be in game tomorrow!
PS : if you encounter any issue feel free to leave us a message on steam or on Discord!
Bug Fixes
Korean font should now be properly displayed when a constellation is showing up!
Sometime you could lose the ability to launch spell entirely, this one is still under investigation but we applied a change which should fix the issue.
Resume button is now in CAPS
Graphics
You can now reduce the glow of spells from the option menu
You can apply opacity to the the damage number displayed above monsters from the option menu
Health orbs are now Hearts!
UI
Improved button readability for relics
Magic tier is now called "uncommon"
Other Changes
Area of effect is now displayed in m²
You should be able to collect floating experience!
PS : if you encounter any issue feel free to leave us a message on steam or on Discord!
Hello Everyone !
Just a head's up that the early access of Trials Survivors is OUT NOW.
We added tons of new elements to the game pushing the amount of spells, constellations and expanding all the waves available into 6 difficulty settings. There is no level cap and you keep on progressing and becoming stronger, feel free to iterate and create your very own build by collecting and equipping relics !
What we offer in the Current Early Access Version :
Difficulty settings :
Challenge up to 6 difficulty tiers with increasing amount of monsters and challenge.
More of them will come out as we progress into early access to match the endless progression curve.
Lots of content :
New monster types, new monster variation and new spells are available.
Many spell evolutions are hidden, feel free to explore and try out various combination!
2 Biomes packed with monsters and individual soundtrack created by Potriel
Achievements :
Completing in game achievements will yield you more relic weight, making you able to grow even stronger !
Correction & Optimization :
Lots of bug fix !
Improving performances load on ram by a factor of 3, reduced cpu load in high intensity scenario, reduce performance cost of spells.
The game should run just fine on Steam Deck, highly intensive scenario might lead to performance dip.
What is the next update ?
Endless Gamemode :
Tackle a 30 minute survival round at the end of a match and score as much points as you can, you will be able to see the score of your friends and people from all around the world.
The high score ranking will be separated depending on the quantity of relics equipped.
More performance optimization and lots of quality of life features
Steam Achievements, seeing what relic is looted and makes playing better !
PS : if you’ve fallen in love with a spell or just want to suggest something you’d like to see in-game, feel free to share ! We are available on Discord and if you feel like chatting or just complaining about how unbalanced the Bats are feel free to hop on !
Content
Relics are added
You can drop relics and slot them inside your relic cube
All the accumulated relics will carry over to the main game
Reworked class experience
Experience is now global across all classes and makes you able to equip relics
Class experience will carry over to the main game
Demo caps the maximum progression level to 15, there is no limit in the main game.
Added Cat Coins which is the currency used to buy relics from the shopkeeper
The shopkeeper isn't available in the demo
Coins will carry over to the main game
Balancing
Utility skills all have 3 charges and are also dealing more damage.
Graphics
Reworked the color palette of multiple assets leading to better colors in game.
The hub should look better now
The characters also had their weapons brightened a bit
Characters should also look better
UI rework
Reworked the class selection UI
Settings
Added full language support for :
Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Indonesian, Norwegian, Romanian, Swedish, Thai, Vietnamese, Turkish
Added the option to change the display on which the game is running
Optimization
Monster pool batching
Might increase load time by a second upon entering a map but the key tradeoff is not having to raise the monster pool as much during gameplay.
This change is a performance uplift
Bug Fixes
Safeguards against save file corruption
Bluetooth keyboard recognized as controller
Fixed one instance of spell visuals incorrectly displaying a smaller radius of impact
Optimization
Updated the monster pathfinding to reduce the load on the monsters
This means that monsters now should flow more smoothly between obstacles and between themselves if one of them is going faster than the others
This change does also bring a huge performance uplift on the CPU load
Bug Fixes
Swapping between keyboard and mouse now works properly inside the levelup menu
You can also select cards with "Spacebar" or by pressing either "F" or "Enter"
You can also leave the reroll menu by pressing "Escape" and or the "B" button on a controller
Life steal is also fixed
Optimized memory allocation regarding the in game UI to avoid unnecessary performance cost
Developer Notes
The new change to the monster pathfinding makes monsters stick a bit more closer together, this means that all the Area Of Effect abilities are more useful.
Monsters are not as much hindered when being close to each other and they can fit through gaps in greater numbers.
Balancing
Room Flow :
Chest rewards are boosted to match the challenge you face in each room
Escort :
Updated the escort mission, you can leave the escort and come back to fill the escort meter. This way you can still explore and come back to complete the trial but you will miss out on the frequent exp drops !
Spells :
Shock effect wasn't felt, all instance of shock now grants 15% more damages per shock on the enemy. This increase makes you able to use each element to either deal damage, control and or boost the damage of every ability.
Chain lightning damage was underwhelming, the damage was increased to make it more competitive with other spells
Spark default shock chance was upgraded, the rarity upgrade of sparks also have increased shock value. The damage of spark was also boosted slightly to help the early room progression.
Overall with the change to shock and the reworked value, Spark can enable the damage of itself and other spells !
Visual
Fixed elite bats outline
Bug Fixes
More backend performance optimization
Developer Notes
If you feel like you lose performances at some point, feel free to help us out by leaving a comment with what caused it or at which moment you tend to notice the issue !
Balancing
Room Flow :
Added an onboarding of the elite monsters in room 2 that requires you to kill 3 of them to get the max reward.
The intent behind this is to present the menace and make sure that you have enough power to tackle the challenge that will come up in room 3 / 4 / 5
Escort :
speed updated, radius in which you can stay increased and increased the frequency at which the escort drops reward.
Ritual :
Updated the health pool of the totems to be easier to break,
We will probably introduce more destroyable parts that yield rewards in order to make the totem destruction feel better.
Spells :
Updated the damage value of all the cold damage abilities to be stronger.
Upped the damage value on Rolling Magma and it's evolutions
Boosted the damage of the fire trail left by the dash skill of the fire mage by 150%
Spark damage was overwhelmingly more powerful, the spell is still strong but the damage was tuned down a bit.
Visual
Reduced the intensity of the light on Rolling Magma
Bug Fixes
Fixed the description of the escort challenge
Monster kill counted the enemies culled at the end of the round
Misc
Removed some of the option settings to avoid unnecessary performance drop.
Developer Notes
Hopefully the flow is better and if you have any feedback regarding what should change feel free to share them !
Hello Everyone !
Just wanted to give an update regarding our release date and when you can expect Trials Survivors.
We are on track for a release on : June 8th
Compared to what we first had in mind, we have doubled the number of spells and included multiple secret spell evolutions that can be unlocked when you have two matching constellations. (You can find out more on Youtube where I'm creating daily coverage of spells and more)
We've also updated the demo to include :
New Event Types :
Extermination : Face off against elite monsters (they are tough and dangerous !)
Ritual : This is an event where you have to destroy ominous pillars on the map; destroying them will reward you with a chunk of experience.
Escort : Escort a strange device that rewards you as long as you stay near it.
Updated level difficulty and soundtracks :
The new levels include elite monsters as well as the new soundtrack.
Spell visual update :
Spells now look better, and edge cases that led to weird chaining behavior should also now be fixed.
All spells that should emit light now properly emit light on their own, lighting up their surroundings and the enemies.
Character Color Scheme :
The character should now be more vibrant.
UI in-game overhaul :
New in-game UI that is cuter and also a scoring menu at the end of the playthrough.
Correction & Optimization :
Optimized navmesh, lots of corrections and optimizations, the game should be in a better state than before !
PS : if you’ve fallen in love with a spell or just want to suggest something you’d like to see in-game, feel free to share ! We are available on Discord and if you feel like chatting or just complaining about how unbalanced the Bats are feel free to hop on !
Hello Everyone !
Just wanted to give an update regarding our release date and when you can expect Trials Survivors.
TLDR: SOON, but not this month. We are now expecting the game to launch in Early Access in June.
Why June and why not now ?
We believe we can deliver a better experience with more time, and we will continue updating the demo on our road to Early Access.
I know many of you were waiting for an announcement saying the game would come out this month, but we still have work to do to ensure the experience is one you can play for hours on end.
You’ve all helped us shape the game we have right now, and we are so thankful for the time you've spent playing Trials Survivors and we ask you to stick with us for a bit longer, we assure you that the wait will be worthwhile !
What are the changes to the Early Access content ?
More Spells & Evolutions : We are adding "Cross-Evolutions" between constellations, where you can evolve a spell into a different element !
Fun Grinding Mechanics : Relics are going to be awesome with various effects that can be triggered under different conditions.
A New Soundtrack : We have a composer on board, and the tracks are great ! (The demo will get the tracks as soon as we have all them ready)
What are the plans for the demo ?
We will keep updating the demo with all the latest tech upgrades and anything that improves the gaming experience.
Also, we are nearly at 10,000 Wishlists ! From the bottom of our hearts, Thank you ! Thank you for giving us a chance by trying the demo or even just checking out our Steam page. It is a HUGE milestone for us, and we are committed to delivering a great game for all of you to enjoy ! PS : if you’ve fallen in love with a spell or just want to suggest something you’d like to see in-game, feel free to share ! We are available on Discord and if you feel like chatting or just complaining about how unbalanced the Bats are feel free to hop on !
UI
Added a tooltip on the left that showcases what an upgrade does when you hover over or select it.
Bug Fixes
Fixed an options menu bug that caused the game to unintentionally swap to a Pixel Art style.
Pressing 'F' while the constellation is displayed will now properly transition to the next menu.
Developer Notes
The idea behind this feature is to make upgrade selection more accessible and easier to understand. Spells with custom effects will also feature custom tooltips.
I'll be creating video content to showcase the spells that haven't been revealed yet, so stay tuned!
UI Rework
Reworked the Menu UI for smoother navigation with or without a controller.
Correct button prompts are now displayed for the Steam Deck.
Balancing
Ignite and Shock can now stack up to 5 times by default.
You can now apply multiple debuffs simultaneously if your ailment application chance exceeds 100%.
Bug Fixes
Fixed an issue where the player character could get stuck in unintended areas.
Fixed an issue where changing the resolution would break UI popups.
Fixed an issue with teleportation.
Developer Notes
Saves should now properly sync using Steam Cloud. Old saves will automatically port over to the new save system.
The changes to Ignite and Shock are designed to support new spells we are currently working on. We want to create more synergies and effects that make the map go "BOOM," allowing effects to replicate infinitely.
Fire, Cold, and Lightning spells will introduce ways to consume enemy stacks to create powerful, propagating effects.
UI Rework
Reworked the UI to better display charge for utility skills.
Levels & Balancing
Adjusted monster density in Levels 1–5 to provide a better challenge
Optimization
Optimized the way how monsters spawn in order to make it more performance friendly
Backend optimization to enable spell loop
Music Change
We found & are currently working with a composer to create the game soundtrack ! While the full OST isn't ready to swap in just yet, we will implement the final tracks as soon as they are completed.
In the meantime, we have decided to replace our previous music with new placeholder tracks. We previously used AI music in some places and we feel like we were short changing ourselves by doing so, we want to make a commitment to ourselves and you that we will deliver a game made by passion in the never ending pursuit of chasing what makes a game fun !
To ensure a great experience right now, all levels have been rebalanced to match the intensity and rhythm of this updated soundtrack.
Developer Note
Thank you for keeping an eye out on our patches, we are currently working hard to get everything ready for our release in early access, you can expect even more spells than originally planned !
Bug Fix
Fixed an unintended dash interaction inside the lobby
Option settings
Added the option to confine the mouse to the game window
Added an option to automatically pause the game when In background
Developer Note
Wishing you all a Happy New Year !
Dash / Utility skills
Added a unique utility skill to each class that can be used when pressing spacebar Each class will have a dedicated utility skill that will reinforce the identity of each class, the two available utility skills are :
A Dash that leave fire trails behind that can burn enemies, you are also invincible during the dash.
A lightning teleport which makes you able to cross over walls but has a bigger cooldown.
Visual bug on Linux & sometime Mac
Fixed a visual issue on Linux & Mac
Performance
Reduced enemies rendering performance cost by 50%
Performance on projectiles
Huge performance gains on projectiles, some projectiles visual effects have been tweaked.
VFX will now correctly be displayed no matter the framerate
VFX will now stay accurate to their visuals no matter the projectile speed
Controller Input on card selection
You can select current spells to check their stats
UI performance
Tweaked the UI performance to be less heavy on the hardware
Known Issue
Bluetooth connection when using a PS5 controller isn't recognized when booting up the controller during play, current fix is to power the controller with Bluetooth before launching the game
We are aiming to release the game in Early Access in March. We want to flesh out all the components and add them to the demo before going live with Early Access. Releasing in March gives us more time to polish every feature, add new content such as more monsters and spells, and integrate your feedback!
We are committed to making the demo feature complete, and we plan to progressively update it until it becomes a true vertical slice of what the Early Access version will be.
Our goal with these demo updates is to be fully transparent about what the game will become. If you've enjoyed the demo, the game will only continue to get better.
The upcoming update will introduce a defensive mechanic (Dash / Teleport) to give you more control over how you deal with monsters.
Next, we’re looking at implementing the Relics system. This will be an important part of the Roguelite progression, giving you additional player power after finishing a run.
Great in Game Performance is also extremely important to us. We want to ensure the game can run smoothly on most configurations and optimization will also be an ongoing theme in our updates.
We are incredibly happy with the reception of the demo, and I can’t stress enough how thankful I am for all the comments and feedback you’ve given us.
Thank you to everyone ! We hope you’ll continue helping us shape Trials Survivors future, please keep sharing your thoughts and feedback!
Mac OS Version
Card Redraw
Added Fate Dice, a new type of currency that allow you to redraw specific elements such as :
Redraw all the card in hand
Redraw the constellation alongside the cards in hand
Reroll the value of a card between the bracket of the card
Card Draw
Added multiple SFX & feedback when selecting cards
Better controller support when selecting cards
Constellation Display
Updated constellation visual presentation
VFX Update
Optimized how skills are made to make sure they don't take more resources from the GPU than what they need.
Controller
Fix controller control sometime losing focus when switching between PC input and controller
Collectible
Added the Fate dice to the loot pool as well as a random rare reward from chests.
Bug Fix
Health bar font wasn't the correct size when filled and not filled
Additional Fixes
Vulcan is now used by default on Linux
Performances Fixes
Backend Optimization to CPU Calculations When Using Skills
Optimized how skills are handled to reduce CPU load, hopefully improving performance on lower-end hardware.
Skill Rarity
Spell rarity now boosts the base stats of a spell, meaning that the rarer the skill is, the stronger it becomes.
The bonuses you gain from rarity can be quite powerful, as you receive increases to base stats instead of percentage-based boosts.
Spell Card Rarity upgrades now appear, allowing you to upgrade a spell’s rarity.
Skill Rebalancing
All skills can now evolve after receiving 6 upgrades.
Skill damage has been rebalanced according to rarity, higher-rarity spells gain better stats.
Spark of Bounciness
Can now also “bounce” toward another enemy.
Aqua Nova damage increased.
Rolling Magma tweaks.
Skill Descriptions
Spell descriptions now correctly reflect your current global stats and the effects of previous upgrades.
You can now hover on previous upgrades to see what you already picked
Card Rarity
Decreased the drop chance of common cards
Increased the drop chance of Magic / Rare / Epic & Legendary cards
VFX Update
Tweaked multiple VFX that had higher-than-intended HDR values, which could cause certain skills to appear overly bright.
Shader pass updates on Frost Ball and Aqua Nova.
New Card Shader Effect
Cards now feature an additional highlight layer.
Controller
Added a deadzone to the joystick.
You can move around inside the menu with the controller
Collectibles
Health pickups are now only collected when you are not at full HP.
Feature
Added auto targeting & auto casting spell
Attacking manually will make you leave the auto mode
Better logic when targeting enemies, auto mode will not target enemies behind walls
Keybinds
Added mouse middle mouse scroll wheel to change spells
The pause menu will also show input keybinds.
Balancing
Chain lightning of chaining
Base damage increased from 10 to 15
Can loop between 3 enemies
Chain lightning of splitting
Can't target an enemy which has already been hit once by the spell
Onboarding
The onboarding will stay longer at the start of each game and also display which input are tied to the auto mode and swapping spells.
Balancing
Card draw update
The first level is always the constellation of the class.
Taking more spells from a specific constellation increases the chance of that constellation appearing.
Card distribution
Global cards now match each constellation (global cards fit each constellation’s theme and the spells they give you).
VFX update
Level-up visual effects are now more visible.
Flow Improvement
The game now stops when you level up, reducing the number of misclicks during card selection.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Trials 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 Trials 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.