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SURV1V3 Update Patch Notes

Want to know what has been changed in SURV1V3? Check out our patch notes!

Surv1v3 is a zombie survival sim that delivers a ton of content from survival modes to a decent story campaign, all in VR. Players can scavenge for supplies in a vast city map that includes abandoned subway tunnels to sewers.

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There's also a vast arsenal of weapons from bows to ak47s and various melee options, all of which can be tested on either zombie or at an in-game firing range.

If crafting is your thing, you are also in luck as Surv1v3 includes a weapon upgrade and modification system and a crafting system that can be accessed via an in-game terminal.

All in all, Surv1v3 has it all and is constantly being updated with improvements and new features. Check the patch notes below to know what's being added and what has been changed in recent months.

SURV1V3 Update 1.04 Patch Notes December 13

New features & tweaks:


- survival: opening survival mode to nowhere map
- Nowhere map: performance optimizations
- Santa Carla map: performance optimizations
- multiplayer: cross-play between different stores
- graphics: enabling NVIDIA DLSS 2.2
- inventory: adding weight indication
- Prologue map: increasing zeds speed so first time players won't be too bored
- Hell Street map: increasing zeds speed
- controls: adding steamvr bindings for slide release and fire mode switch
- graphics: new shotgun ammo box texture
- core: speeding up game load on startup

Fixed Bugs


- core: fixing a few random crashes related to physics and inventory management
- melee: dropping a melee just after it sticks to a zed can slow down player
- Santa Carla map: floating no smoking sign in sewers center
- Nowhere map: player can fall in the subway area
- Nowhere map: floating some floating and compenetrating objects
- graphics: big prisoner zed is missing lighted eyes
- Prologue map: helicopters appearing out of nowhere for clients
- minor bugs

SURV1V3 Hotfix Patch Notes September 19th

Full change list:

  • - inventory: fixing stacked items random visualization glitches when opening backpack
  • - multiplayer: fixing player inventory weight replication (clients moving faster than host)
  • - survival: fixing inventory chest eating shells from shotguns and bullets from tactical revolvers
  • - survival: tweaking synchronizer physics so it can be thrown miles away despite its weight
  • - locomotion: tweaking speed reduction algorithm (crouching won't reduce speed until a specific threshold)
  • - smooth turn: fixing smooth turn speed still dependent on the frame rate
  • - localization: fixing Chinese UI translation errors
  • - minor bugs

SURV1V3 Update 1.03 Patch Notes September 13th

New features & tweaks:

  • - weapons: new tactical revolver
  • - weapons: increasing base arrows damage by 20% so players will be able to headshot zeds playing at nightmare level
  • - weapons: bow draw length is now dependent on the players height
  • - weapons: desert eagle slide can move back 1.5 cm further
  • - inventory: players can store empty mags back in their pouches
  • - inventory: new stacking logic
  • - inventory: increasing arrows inventory capacity
  • - nowhere: performance optimizations (phase 1)
  • - survival: difficulty levels
  • - survival: xp points and chances to drop rare objects depending on difficulty level
  • - survival: raising XP points cap to 999.999 (was 99.999)
  • - survival: restoring leaderboard hack check
  • - graphics: adding an option to enable VR tunnel effect in order to reduce motion sickness
  • - options: new option to disable crouch button
  • - gameplay: player won't take damage when the headset is not tracked / isn't worn / steamvr/oculus dashboard overlay is shown (10 seconds cooldown)
  • - graphics: new idle player animation when the headset is not tracked / isn't worn / steamvr/oculus dashboard overlay is shown
  • - graphics: increasing size of on-screen damage indicators
  • - tablet: enhancing sessions' navigation
  • - tablet: removing white circle marks from the map for "backpack expanders" to not confuse players
  • - tablet: adding a 2.5 seconds delay before quitting the game or going back to the main menu map, so players can get their weapon back in survival
  • - options: adding more options to the first boot wizard (eg. multiplayer session enabled, smooth turn speed/snap turn angle, ...)
  • - Santa Carla map: JFJ tombstone (thanks to Swanie)

Fixed bugs:


- core: the game process doesn't close on game shutdown when using oculus sdk
- melee: when hitting at a higher speed no hit is tracked
- melee: zombies helmets freezing for a moment when hit by a melee
- melee: machete causes no damage when hitting with its blade
- weapons: L86 and bow don't cause zeds hit reaction
- weapons: special stunning shotgun doesn't stun at all
- input: fixing a bug causing player not being able to move
- input: cosmos controllers movement input fixes
- input: removing tick dependency for locomotion and smooth turn
- input: opening car doors or drawers may not be 100% reliable
- teleport: players can reach the second floor/rooftop of buildings
- inventory: can't grab some items accurately
- inventory: using realistic assisted mag grip setting, shotgun shells are placed in the wrong slot
- dialogues: fixing a bug causing the dialogue engine to freeze, not playing any dialogue until the mission is restarted
- graphics: flickering green "safe house" writings
- graphics: should always show pc skin once died, even with semi-transparent/transparent option
- multiplayer: players shouldn't able to join sessions in the main menu map from their tactical tablet
- survival: Jeremy shouldn't explain survival mode once the player has reached level 5
- menu: changing language setting shouldn't require a game restart
- Nowhere mission: it's possible to enter the school without triggering the dialogue about reaching the school, bricking the mission
- Nowhere map: the bathroom sign on the ground floor of the police station is not attached to the wall
- steam: "life saver" achievement shouldn't be triggered outside survival mode
- steam: fixing a typo in the "Cowabunga" achievement description
- gameplay: collectibles can be grabbed even if they're invisible (e.g. in survival mode)
- minor bugs


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Author
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Andrew Vaughan
Andrew Vaughan is a Contributing Writer at Pro Game Guides that has written guides on popular RPGs and FPS survival titles for several years. Andrew Vaughan specializes in survival and roleplaying games and has been a lifelong gamer.