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Recent Performance Work: What's Done, and What's Next

群侠传:幸存者 · Community Announcements · August 15, 2026

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Hi everyone. Since V0.1.1.1, the four versions shipped over the past few days (V0.1.1.2 → V0.1.1.5) have gone almost entirely into one thing: making sure late waves and long Endless runs stop getting choppier the further you go. This announcement is meant to give you a reasonably complete picture of what was done, how it turned out, and what I'm planning next.

The stutter work, and where things stand now

Across these versions, here is the work I did to secure your combat experience at higher waves:

On top of that, starting with V0.1.1.3 the game reports fully anonymous aggregated performance data to Steam (only numbers like frame-rate buckets and wave counts — no personal information of any kind). After collecting 158,000 waves across roughly 11,000 runs in a single day, here is where things currently stand:

One caveat: this data was collected on V0.1.1.3, so the skill-glow reduction, the damage-number merging and the error-flood protection mentioned above are not reflected in it yet. It's a snapshot of work that is half done, not the finish line. After today's update, stutter should ease further.

There's one more finding in the data that is immediately useful if you have persistent frame drops: resolution affects frame rate far more than you'd expect. Part of the game's rendering cost scales linearly with the number of screen pixels — 2K is roughly 1.8× that of 1080p, and 4K roughly 4×. So if your GPU is already struggling, running at a high resolution amplifies that dramatically.

[p align="start"]This is likely down to the current build's code not being mature enough. But if you're dropping frames constantly, I'd suggest trying the following, in this order:

  1. First, set Graphics Quality (画面质量) to Low (低) — it cuts away a chunk of rendering cost, and gameplay and numbers are not affected in any way. In the current data, it has a clear effect on weaker GPUs.

  2. If that isn't enough, lower the game's render resolution. Fullscreen follows your desktop resolution, so you'll need to switch to Windowed mode in Settings and pick a smaller window size (or simply lower your desktop resolution before launching). This step is usually more immediately effective than the quality setting.

There's another kind of problem in the reports: some players whose frame rate is perfectly healthy (even one or two hundred FPS) suddenly find things slowing down and the screen freezing at some moment, leaving a forced shutdown as the only way out. Almost all of these reports come from machines with NVIDIA discrete GPUs. I've already plugged one suspicious path in the latest version (a per-frame error-log flood), but its true root cause still has to be confirmed in a later build.

To everyone still dealing with stutter or crashes like this — I'm truly, truly sorry!!

The good news is that I now have ways to keep watching. The anonymous Steam telemetry above gets read back every day, so I can see how the share of low-frame waves moves after each release. And the latest version adds finer instrumentation on top of that: per-wave GPU frame time and render resolution are now reported separately, which lets me separate GPU-side from CPU-side bottlenecks using real player data.

With that data behind it, the next round of frame-rate work will be far more targeted and purposeful. What this data can't do, at least for now, is tell me exactly what was happening when you hit a crash or an unexpected exit. So if you run into a freeze, a crash, or persistent low frame rates, please do submit the diagnostic report the game generates along with your feedback:

👉 「群侠传:幸存者」Bug Report & Feedback Board

The diagnostic report contains per-wave frame-rate summaries, your hardware and quality settings, and the log right before the crash — things that aggregated data can never give me. Many of the optimization directions above came out of cross-referencing the diagnostic reports players submitted; the protection against that error flood came from the tail end of one player's uploaded log. Every single report submitted really does get read and attributed, one by one.

Other updates beyond optimization

Alongside the performance work, a number of content-side improvements and changes shipped in the same builds:

Added

Changed

Fixed

What I might work on next

I want to repeat something I said in the last announcement: when this game first released, it was positioned as a small project with a bit of a "homework assignment" quality to it. It has a complete gameplay loop, but overall it's still very much a half-finished product. I can now see the number of people who've played it and their playtime on the backend, and honestly, both are several orders of magnitude beyond what I originally expected.

There are things I genuinely want to add to this half-finished product. Since I'm writing this announcement anyway, here's a quick rundown:

My development pace right now is mainly limited by sheer workload. Even with heavy AI assistance throughout development, designing a set of new enemies, content and mechanics — and producing the matching visual assets — still takes time. I also have a day job to deal with alongside this game, so I really can't promise you a schedule.

What I am fairly certain of, though, is this: making this game, and watching people enjoy it, has been a genuinely delightful process for me. So I'm more than willing to spend more time on it and get the things you're hoping for into the game.

If at this stage you find the challenge too easy, or feel there aren't enough martial arts, items, or enemy attack patterns, or if the frame drops and optimization issues are still bugging you — all of these are things that can realistically be solved in the future. Until then, I'd honestly recommend going off to play other, better, more mature games first, and coming back at some point after a major update to see the new content. So in short —

JUST GIVE ME SOME TIME TO UPDATE IT AAAAAAAAAHHHH!!!!!!!!!

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