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Supervive

Platform(s): PC
Genre: Online Multiplayer
Developer: Theorycraft Games

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PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Supervive' REaches One Million Players, Rolls Out Week 1 Patch, Reveals Content Roadmap

by Rainier on Nov. 26, 2024 @ 3:26 p.m. PST

Supervive is a free-to-play, squad-based hero battle royale, has players team up in groups of two or four to battle enemies across a vast, sky-bound map while a deadly storm encroaches upon them.

Supervive is a neon-apocalyptic hero BR, set in an improvisational action sandbox where strategic, explosive shootouts meet a new era of storm chasing hunters - all with the aim of becoming the world’s next “10,000-hour game” for competitive squads.

Supervive has players team up in groups of two or four to battle enemies across a vast, sky-bound map while a deadly storm encroaches upon them.

To win, your squad will drop on a vast, expansive map to kill monsters and pursue a wide variety of map objectives. Doing so will grant you levels, rare powers, and equipment, which you can use to your advantage in defeating enemy teams. Along the way, you’ll find unique powers and equipment, dream up crazy strategies, and outplay other teams in sprawling, free-flowing combat.

Supervive will always be free-to-play and is designed to ensure that cosmetics are the only in-game purchases, with no pay-for-power elements, ever.


One week after the Open Beta for Supervive began, Theorycraft Games is proud to announce that they have tripled their playerbase since Steam Next Fest last month and have crossed the one million lifetime player milestone since they began development.

To keep the hype (bullet) train rolling, Theorycraft has teased what’s to come in the months ahead in a content roadmap, including:

  • A limited-time, festive event in December
  • New environments, mechanics, and hunters in Q1 2025
  • Additional new hunters and Abyssals in Q2 2025
  • And a Week 1 Patch live TODAY, including balance, hotfixes, and medium-sized changes to how ranked works.

Since a majority of you are joining us from either Steam Next Fest or Open Beta (right now), you might not know how we’ve been developing SUPERVIVE in the open. With almost every monthly patch, we’ve done some combination of:

  • Big swings to improve major parts of the game (like the entire evolving equipment system or our strategic objectives rework)
  • Sweeping art passes as we elevate Hunters, the environment, the lobby, and the UI to our ideal vision
  • A whole lot of balancing and polish
  • And a ton of changes big and small based on all of your feedback

We’re not going to stop doing all of these in Open Beta and beyond - as you can see from our very first post-open-beta patch. That said, moving forward we are thinking about how we want to package these into something more… eventful.

NOV/DEC - OPEN BETA & THE COSMIC WINTER JUBILEE

We love seasonal events because they give us clear thematic ideas to work with, and we get to… go crazy. And even though open beta  just happened, with winter around the corner we knew we had to do something fun for the holidays.

SO. This December, we’d like to invite you all to our Cosmic Winter Jubilee. With it will come new Powers, new Storm Shifts, new game mechanics, new cosmetics, and thematic changes to the Breach (that’s our map). You might also meet someone… new in your adventures. Who says no to free gifts?

JAN/FEB/MAR - SEASON 0, ARC 1: [REDACTED]’S WARPED TOUR

Not only will we have new environments, mechanics, and Hunters on the way, we’re also going to be taking some swings at a few parts of SUPERVIVE’s gameplay - similar to how we evolved equipment.

Now, because of the way we iterate with your feedback (and learn as we go), there’s no promise we’ll have new features or systems that we want to move forward with. But there are some design spaces we think are worth investing time and development into.

Examples: we’d like to come back to equipment in some way, if just to continue expanding on your available build options or adding more spice to your high-rolls. We’re also looking to lean into that ‘warped’ theme, with new reinterpretations of classic zones, powers, and items (classics of all of two months, hah). Finally, we’re interested in exploring more endgame variance and how your gold/shard economy works together.

Once again, like everything we do, these aren’t set in stone as we’ll learn a lot from your feedback, and likely add in new priorities based on that feedback. For example, ranked improvements have shot up our priority list (as demonstrated by our week 1 patch - and more coming), as well as getting improved social features and looking into better support for solo queue players (fair warning: a pure solo queue is likely not it, as that has massive knock-on effects for squad queue).

We’ll also be rolling out our very first battlepass for you to progress. To note: we’ll have some VIVE Points in there for you to unlock for free, and once you’ve purchased one battle pass, we do plan to let you go infinite (that is, earning enough through regular play to unlock the next).

So this is us sharing our current priority list for the next couple months. We’ll continue updating as we go.

APR/MAY/JUN - SEASON 0, ARC 2: [REDACTED] of [REDACTED]

Let’s not get too far ahead of ourselves here. We’ll just say: we’re cooking! We’ve already got some hunter prototypes in development, as well as an overarching theme to do with the  Abyssals of SUPERVIVE. Don’t know what those are? You will :^)

All up: we have big surprises in store for next year and we want to build with all of your feedback, so keep it coming and we’ll share more at the start of 2025!

P.S. If you haven’t already, we’d love for you to review the game! We promise we’re reading every review (positive or negative) and prioritizing accordingly.

P.P.S. Also: heard on the OCE server (or lack thereof) sadness. Totally understand the negativity; playing on 170 ping is brutal. Just to be honest: our biggest challenge with OCE servers is maintaining a healthy queue population, which affects matchmaking, queue times, etc. Much bigger studios with much bigger games have launched OCE servers and had to shut them down due to low population. Ultimately it’s a risk we can’t yet take as a new, independent studio that isn’t yet profitable. One day we’d like to at least have servers closer to OCE, but we gotta get this plane off the ground first. Thank you to those playing through the ping and supporting us - sorry we don’t have the answer you’re looking for!

Key Features: 

  • An Improvisational Action Sandbox: Supervive embraces open-ended abilities, powers, items, and world interactions, as well as physics-based combat and movement, allowing for expressive and intuitive action and traversal.
    • Combat and movement is easy to pick up, but also allows for endless depth and challenge in optimization
  • Play With Friends: Players can choose a number of ways to play, including a 4-player squad, 10 teams per lobby battle royale; a 2-per-squad duos battle royale with 20 teams; and 4v4 deathmatches.
  • Build Your Team of Storm Chasing Hunters: There are currently 15 hunters available, with more in-development for launch. While hunters do fall into one of three major archetypes (fighters, controllers, and supports), all are designed to be self-sufficient playmakers. All hunters have unique abilities (4 abilities, 1 ultimate, and a passive) and are all unlocked through regular play.
  • You’re Never Out Until You’re Out: There are many ways to bring your team back, including team-wide resurrection beacons, picking up downed allies in the middle of a fight, and even the ability to revive dead allies after the action has settled. That combined with SUPERVIVE’s high lethality and playmaking depth, it’s always possible to make that winning play.
  • Map-based Objectives and Storm Shifts: Each game can feature a random ‘storm shift’ that alters game variables—such as bullet trains, which place three high-speed, lethal trains on the map; nomadic storms, which move the available playspace across large distances; and more! Unique biome-specific monsters, bosses, and other game-changing mechanics come together for a world of systematic anarchy. 
  • Beyond Launch: Theorycraft will forever be developing the game alongside the community - and the work won’t stop at launch. Expect new hunters, new storm shifts, new biomes, new powers, and lots, lots more—all for free!

Supervive is in development for PC.


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