- DEV DIARY #9 - 28 November 2025
Hello there!Welcome to a new developer diary! Today, we’re going to talk about the card mechanics and I’ll be sharing a few card examples with you. So, let’s get started.Permanent Cards!First of all, I want to clarify something important: every card you earn is completely permanent. One thing I personally dislike in many rogue-like / rogue-lite games is losing all your upgrades every time you die.NOT ANYMORE! In Survivors of the Mare Vitalis, YOU WILL NOT LOSE THE CARDS YOU EARN! Your progress stays with you.Ways to Earn CardsRight now, there are five different ways to obtain cards:• Enemy-Dropped CardsThese are cards that drop frequently but are not very strong on their own. However, collecting them over and over increases their power. They contain items like a creature’s fang or tail.• Map Object DropsScattered across the map are various breakable objects. These can drop cards as well…
- DEV DIARY #8 - 23 October 2025
Hello there, I’m back with a brand-new developer diary! This one will focus on the new user interface (UI). In the previous devlog, I mentioned that I had completely changed the UI — and now I’d like to share more details about it. The new UI has been redesigned from the ground up to look more modern and clean, leaving behind the old interface’s rusty and outdated feel. I’ve added several touches to make it fit better with the overall sci-fi theme of the game. Please note that the images I’ll be sharing below are not final — they are subject to change as development continues.Our first image is the main menu A screenshot of the in-game main menu interface You’ll also see a few in-game logos and visuals, though keep in mind that the pixelization and new art style integration (as mentioned in previous devlogs) are still in progress.Some of the new in-game logos;Danger scoreKill countCredi…
- DEV DIARY #7 - 31 August 2025
Hello there,I finally remembered my password, lol. Actually, I was at mandatory military service and dealing with some medical situations, so I am finally back. I want to start this diary with some major changes. I wasn’t happy with Survivors of the Mare Vitalis’s situation—graphics weren’t that good, gameplay wasn’t satisfying enough. I must confess there’s a lot to do: it needs polishing and a new roadmap. I know. Let’s discuss the news:New UIAll of the UI has changed—yes, totally. I had already changed it before, but since it wasn’t polished, I didn’t publish it in the past weeks. The new style of the UI actually satisfies me more than the current one, and I’m working on a more modern design. It’s also built for the new mechanics.New MechanicsYes, I was working on new mechanics: cards. These cards can be dropped by enemies or earned by leveling up. All buffs and debuffs will be deter…
- UPDATE 0.1.7 CHANGELOG - 15 May 2024
Hello there, I'm here for the 1.0.7 update notes. Below I list the contents of the 1.0.7 update, which includes many new content, bug fixes and improvements. NEW CONTENTS Craters have been added to the map. A new enemy has been added inside the craters. Meteor with Radioactive Tentacles. They lie dormant on the map and may wake up as they take damage. Once awakened, they behave like a normal enemy. There is no possibility of spawning in the Stage system. Added interactable/breakable chests on the map. Added purple collectible worth 500 Credits. A companion has been added that rotates around the player and damages enemies with beams that hits the ground. A new object type has been added to the Gorith map. Nests! These nests are located in certain numbers on the map and do not activate unless they receive damage. When Nests take damage, they have a certain chance of awakening Stone Heads.…
- DEV DIARY #6 - 15 May 2024
Hello there, It's nice to be here again, in this weekly report ahem Developer Diary i will give you some news, plans and information about the upcoming update. First of all, the name of the Weekly Reports has changed. Since I could not write these reports regularly, I thought a name change would be appropriate. I've listed below some of the things I've been working on this week; Optimization of the nests has been improved. Added sound effects to nests. Added sound effects to chests. Added sound effects to the radioactive tentacled meteor. Sketches have been made for the next map. The background of the next map has been prepared. The update, which includes the features I have been working on in recent weeks, will be released today. I'm currently doing some polishing and checking. I will publish the content of the update in a separate news. In addition, I would like to touch upon some fea…
- WEEKLY REPORTS #5 - 24 April 2024
Hello there, In this week's report I will talk about the bug fixes, improvements and high performance increases I have been working on. First of all, the improvements and bug fixes have increased the game performance considerably, while there are currently 500 active enemies in the game and every setting is at the highest, the fps is over 100. (Over 500 active enemies is a number you can generally reach in late-game). Considering that my computer has a 2070 graphics card and since these fps numbers are taken in Unity Editor, the fps will probably be higher on your computer lol. Below I list the things I did this week, including the improvements I mentioned; Some improvements have been made to improve game performance after the player dies. Fixed the bug that did not delete some crystals on the map after the player died. Fixed the issue where projectiles were not destroyed when hitting t…
- WEEKLY REPORTS #4 - 11 March 2024
Hello there, Long time no see! I'm so happy to be back with another weekly report! I plan to come back with a more intense and full update to make up for being a little behind schedule. It will be the most content-filled update to date. The things I worked on and completed this week, where new arrangements and improvements were made in based of your feedbacks, are listed below; Projectile sounds have been reduced. Fixed the bug where some sounds in the interface were playing when the sound was turned off. Fixed the bug where the player would make a sound when taking damage even if the sound was turned off. Fixed the bug where Queen Stone Head would start her attack animation even after dying. Fixed the bug where skill points were not synchronized immediately from the interface after spending them. The header where the item names are written has been changed. The purchase and upgrade but…
- UPDATE 0.1.6 CHANGELOG (MAJOR DIFFICULTY AND STAGE SYSTEM CHANGE) - 3 November 2023
Hello there, I am here with the 1.0.6 update, in which the WHOLE STAGE SYSTEM AND DIFFICULTY SETTINGS HAVE BEEN CHANGED with the feedback from you all. I will also write a detailed article about the stage system and difficulty, I will only express some simple things here. Let's start taking a look at the changes; The entire stage system has been changed and brought to a level that makes the game easier, especially in the early game. A DIFFICULTY SETTING HAS BEEN ADDED to the settings for those who are satisfied with the old difficulty of the game, those who think it gets easier as the game progresses, or those who still find the game difficult. You can adjust the difficulty of the game instantly without restarting the game. This setting takes you forward or backward in the stage system, determines how often enemies spawn, and which enemies will spawn. It has no effect on enemies on the…
- WEEKLY REPORTS #3 - 30 October 2023
Hello there, I'm back with the new weekly report! This week, based on some feedback I received from you, I made improvements that will make the early game easier. In addition, I also worked on late-game content. And there will be are some images of what was done this week below. Things I did this week are listed below; New companion Gece's animations revisited. (images and gifs below) New weapons drawings completed. (image below) New late-game enemy Prince Stone Heads drawing revisited. (image below) Drawings of the new late-game enemy and map object have been completed. (images below) Craters to be placed on the map were drawn. (images below) Fixed the bug where the damage taken by the worker stone head from the laser drone mk2 was not affected. Fixed the bug that prevented the sound from being turned on and off. The black effect on the camera frame has been reduced. Male spinner's dam…
- WEEKLY REPORTS #2 - 16 October 2023
Hello there, I'm back with the second weekly report, I had a lot of documents and paperwork this week so unfortunately I couldn't complete everything planned for this week. I'm adding the things completed this week below; Drawings of the new late-game enemy Prince Stone Head have been drawn. The drawings, animations and coding of the new companion Gece are finished. Interactable stone objects have been drawn for the map. Interactable nests have been drawn for the map. A sketch of a new weapon have been drawn.
- WEEKLY REPORTS #1 - 9 October 2023
Hello there, This is the first Weekly Report on what I've did and what I plan to do next week. First let's start with what I did this week; A bug fixed that causes prevented pressing other keys when opened the map selection. (Available in update 0.1.5) Collectible items have been optimized. Collectibles accumulated on the map will cause less fps drop. (Available in update 0.1.5) Sharp stones have been added to the borders of the map. No more black void. (Available in update 0.1.5) An Achievement has removed. (Available in update 0.1.5) UPGRADED LASER DRONE MK1 Achievement has been fixed. (Available in update 0.1.5) Player animations have been sped up. (Available in update 0.1.5) Player animations have been revised. (Available in update 0.1.5) Depth of field effect added. (Available in update 0.1.5) An effect that will turn the screen red as the player's health decreases has added. (Avai…
- UPDATE 0.1.5 CHANGELOG - 8 October 2023
Hello there, I'm back with 0.1.5 update.I would like to list all the changes that come with the 0.1.5 update below. A bug fixed that causes prevented pressing other keys when opened the map selection. Collectible items have been optimized. Collectibles accumulated on the map will cause less fps drop. Sharp stones have been added to the borders of the map. No more black void Sharp stones have been added to the borders of the map. No more black void. An Achievement has removed. UPGRADED LASER DRONE MK1 Achievement has been fixed. Player animations have been sped up. Player animations have been revised. Depth of field effect added. An effect that will turn the screen red as the player's health decreases has added. Enemies health increased by 10. AZERTY keyboard support has been added. You can turn this setting on or off from the Settings tab. If you are playing the game in French, this set…
- UPDATE 0.1.4 CHANGELOG AND ABOUT WEEKLY REPORTS - 4 October 2023
Hello there, It's Baran, I'm the guy who developing Survivors of the Mare Vitalis. I'll be here for weekly reports about the game besides of update notes. Also, i'm happy to announce some changes with 0.1.4 update that listed below. 3 new weapon sounds. A new bar for secondary attacks A bug that prevented flamethrower and laser gun countdowns from being displayed has fixed. A bug that prevented secondary attacks from being performed with the controller has fixed. A minor visual bug on the weapon selection has fixed. A bug that gun sounds coming even when the game is paused has fixed. A Sound on/off setting has added.