Lone Survivor Getting Steamy

Lone Survivor, which was reviewed here earlier this month, is now on Steam for both Mac and PC. Pick it up during the first week and you will receive 20-percent off the regular price of $9.99.

But, what’s different about this release? What if you already purchased Lone Survivor directly through superflat games? There is much to cover, so you can find all of this out after the break.

If you already own Lone Survivor, Jasper Byrne is hoping to make free Steam keys available sometime in the near future. Barring that, the updated version will still be made available. Unfortunately, both methods will take time. Byrne has requested that existing customers be patient and watch the blog for details.

Lone Survivor v.1.1 (Codename Red) features the following changes/fixes:
- Allows ESC to quit from the title screen or game over screen
- Hunger increases 10% slower
- Stealth movement 10% faster
- Thinman patrol pause shortened
- Red ending ‘officially’ added (although will be extended in LS:YELLOW later in the year)
- Red ending requirements changed
- Blue / red path ranks made more difficult
- A few more contributing factors added
- A new logo and icon
- Tweaked art in the basement / ground floor to remove pure black pixels
- Removed glitchy pixels from the side of the ammo store
- Tin of pickles now has a description
- Elevator upstairs gives message if powered
- Save game is cleaned up: all traces of the old system removed
- Save game no longer creates a Flash Shared Object except for volume settings
- Numerous typos corrected
- ??? won’t trade unless you’ve met him
- ???’s name only appears once you’ve met him
- Map hints disabled if not carrying the correct map
- Some small, secret mechanic changes, mostly fixes
- Some re-balancing to mental health-dependent descriptions
- Can opener room door made a tiny bit clearer
- The cat works
- Mac black screen issue no longer an issue
- Panic attacks disabled in the boss sequence (which could rarely cause a corrupted save)
- Fixed bug where it was possible to re-trigger the elevator sequence
- Fixed bug with text boxes not reverting to interactive mode on game completion
- Fundamental engine changes in cutscene / dialogue handling:
- All world and object descriptions now have the player non-interactive
- Last-resort freeze check & correct for scripts that don’t return control
- Tweaks to the way sprites allow player interaction when simulating hotspots (solves the freezes related to positioning)
- Cat / doll / stove / Gamejoy / bucket / hospital door freezes fixed by the above methods
- Rare slowdown issue fixed (related to AIR system chrome setting, now disabled)

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