SUPER LONE SURVIVOR 4th anniversary update!
hey friends,
i’m so happy to announce that today, as the game approaches its fourth anniversary on halloween, SUPER LONE SURVIVOR has had a major update on Steam and all new artwork!
the game is also on sale for 70% off on Steam this week which is the biggest discount yet. less than $5! (and less still if you own the original… be sure to grab the bundle in which case…)
in case you missed it first time around, SUPER is an totally rewritten version of the game which supports controllers, has remastered audio, new sidequests, over 20 new songs, new enemies, new foods to craft, steam achievements, extensive 4:3 support and redrawn art in taller aspect ratio with additional parallax scrolling layers, and now with ultra high fps support. it was released on 31st october 2022… but now is the best time ever to play it!
the idea to go back in on the codebase really came about since moving to a 240Hz OLED monitor. having a super high framerate is awesome as are the black levels, and i realised that this is where things are heading and it would be a really good time to update SUPER to make it futureproof for ultra high framerates, as the original release aimed to do with high resolution displays.
so i spent a couple of months digging deep into the code, running a beta with the aid of the amazing community on Steam. i went into all the threads that had bugs or issues or concerns about balance and tried to address them through a series of updates. many thanks especially to James whose almost 70-post thread has lead to a lot of the improvements.
i really hope i can find a new audience with those who were too young for the game first time around. if you know any streamers or influencers who you think might like it, tell them to hit me up on https://bsky.app/profile/jasperbyrne.bsky.social. or https://twitter.com/jasperbyrne and i’ve got the dl codes ready!
any help in spreading the word is so much appreciated, whether it’s telling your friends, gifting copes, leaving reviews, whatever! i thank you for whatever support you can manage.
i’m really excited about where the game is at. i hope you enjoy the new version of the game, and the new art (with portrait by bime.) hopefully this is my ‘Final Cut’ but you never know eh?
peace + love,
~jasper

PS here’s close to the full v4.09 (codename black) changelog:
- added P to pause
- improved scanlines
- improved grain to be closer to the original game
- reduced intensity of chromatic aberration
- added quit menu
- new titlescreen
- added player ‘getting into bed’ animation
- added ESC to quit, made options screen use ENTER instead. map is now ‘M’
- disabled pause menu while during cutscenes
- made insanity, grain, light + fog, heartbeat effects framerate independent
- fixed a bunch of high framerate issues such as the titlescreen, splash and enemy AI
- fixed an issue where taken items appeared lower down on the screen briefly in high fps
- rebalanced purple book: more shells less candy. more drops from dead monsters. less random encounters while scavenging. more shells less candy drops during encounters
- slightly moved hard mode monster outside meat hook
- made headless slightly vulnerable to flares
- made it impossible to revisit the morgue
- interact icons showing while moving on made invisible but still interactive
- added vignette to game over screen to improve the look in 4:3
- altered how prompts are displayed + handled to reflect the original game
- new pixel snapping system that echoes the original game’s collision pixels, while also moving to the most appropriate virtual pixel border depending on motion and collision. makes movement feel smoother while respecting pixel boundaries
- fully resizable windowed mode. adjusts aspect ratio automatically
- fixed an issue where it could be possible to fire a shot unintentionally during the Apartment 203 scene
- fixed blue ending scrolling and extended the art vertically for 4:3 mode, made some tweaks to lighting and shading
- fixed a potential bug with bloodmen audio triggers
- added some new item descriptions for the body key parts and fixed a typo
- made the vein room challenge a bit easier to do without flares by combining two hiding spots and enlarging another
- made ending brighter and added the new logo
- slightly adjusted frequency of hunger and exhaustion complaints so they’d be more noticeable. still less than the original game, however
- added a bit more flavour text to the escape diary
- fixed b1f south save camera position in 4:3
- made the old subway easier, removed two enemies and altered positions
- added a new song (“bando”) to the purple book for encounters
- brightness of certain scenes rebalanced to work better across LCD + OLED
- flares: in high fps now they last the correct time
- a typo in the ‘Chuck’ post-credits scene
- added test for True Survivor achievement on the titlescreen in case the player quit without finishing the summary screen
- altered a fundamental behaviour with script timers that could cause issues in high framerates
- made buildings move more smoothly on the titlescreen
- greatly increased performance of post-process effects
- increased bloom quality
- greatly improved the HAL parser speed by caching Unity object names
- fixed a minor issue where it was possible to hear the pickup sound for Chuck’s ‘plant food’ but not get it without repeating the dialogue
- fixed the movement speed of multiple entities including enemies in high framerates
- fixed an issue where enemies could be slow to aggro with the flashlight
- improved several door and hide spot hotspots and access points
- fixed several issues related to enemies patrol lengths
- fixed Diary Page 4 calling itself Diary Page 3
- added an additional hint to Diary Page 4 regarding the vein room puzzle solution
- fixed typo on the ‘Retrobrite’ cassette tape
- several adjustments to the font for legibility
- made it impossible to swap tapes without the personal stereo
- changed how difficulty is saved and loaded to guard against rare cases where it could be altered
- shortened the root beer and hotdog pickup descriptions
- adjusted brightness of titlescreen and game over
- made enemies slower in hard mode, and made normal the same as easy (= the same as The Director’s Cut)
- adjusted the tape collection pixel position and altered the positions of the collections, redrew the symbol for items not yet found
- fixed a semi-rare bug where enemies could get stuck on walls
- slightly increased enemy recoil time
- fixed a bug where reloading occurred immediately after shooting up or downwards on an empty clip
- adjusted the gamma range
- made control prompts aware of 4:3 mode and added a ‘red fadeout’
- made the chromatic aberration ‘breathe’ when exhausted
- reduced sprite shadow strength
- various other small fixes for high framerates with the bosses + enemies
- made headless randomly aggro each other psychically
- reduced likelihood of enemies entering their retreat phase
- added thanks for certain testers from the steam forums to the ending <3
- fixed it so that multiple meats would not be triggered at once
- fixed a double door opening animation on 33rd Street
- fixed the flare sound not always coming through
- fixed Mother + Fatman ambiences not looping
- fixed Mother ambience not triggering
- fixed potential meat room outside-monster soft-lock
- for the new ‘getting into bed’ animation, when your cat is fully adopted, added new cat behaviour to move out of the way
- fixed double door-opening animation when first unlocking Wing Court fire escape
- made sure you can’t get more tired or hungry in the ‘white corridor’ so neither of those factors could invisibly reduce your mental health as you complete the room’s challenge, locking you out of the white ending
- fixed ‘old note’ not showing in the inventory
- made sure the Hank pills sidequest ending worked correctly
- added radio hints about the way to unlock 104 and where to find books
- added some more tester credits
- made it so that holding the weapon-away button didn’t get the weapon out again when held on keyboard
- added new radio dialogues for when a certain main character is no longer visitable
- added a new alternate dialogue for an important cutscene for when you haven’t already met that character
- fixed food collection positions
- improved some collection sprites
- fixed a character’s final scene not registering
- fixed a character’s name being ‘???’ when it oughtn’t


