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[V0.1.2 Patch Notes] Performance Overhaul, Dash Rework & Endless Rebalance

群侠传:幸存者 · Community Announcements · August 23, 2026

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Hi everyone. Over the past week the game has gone through a series of optimization updates. With today's push, version 0.1.2 officially lands, to help you get a smoother, more natural experience with the game as it stands. Here's what the recent updates cover.

The most important thing: optimization, optimization, and more optimization

Ever since launch, frame drops and stutters in the late stages of Endless Mode have been troubling some of you. In this new version, those problems have been resolved to a considerable degree.

The rendering side (GPU):

Some immature code design from the game's early days put a real strain on graphics cards. Now, it adapts far better to different GPU environments:

The logic side (CPU):

This was the largest engineering effort in this round of optimization. What actually maxes out the CPU in the late game isn't the visuals — it's everything the dozens or hundreds of on-screen enemies do every single frame: finding paths, picking moves, shoving each other around, checking whether they've hit you. This whole area was essentially rewritten:

Also

To make these changes verifiable, I set up a dedicated low-spec test machine and turned the whole stress test into a repeatable automated process — as of today it has run ten rounds. Each round measures repeatedly under a fixed scene and a fixed enemy count. The effects of these optimizations have been verified on my equipment, and they've been pushed out to you in batches over the past week; today's 0.1.2 is a complete consolidation of them.

Of course, these optimizations can't guarantee that 100% of you will never hit a frame drop or a stutter. But at this stage I've also put some things in place so I can keep following up long-term. If you're willing, you can go to Settings → Diagnostics and export this run's diagnostic package to send to me. With data from real machines, I can tell whether a certain kind of stutter is a widespread phenomenon or something only a specific configuration runs into.

Likewise, my apologies to those of you still experiencing unexpected frame drops and crashes!!

If it isn't too much trouble, please file a report through the feedback form to help me track down the problem and make the experience better going forward:

Player Feedback Form

Optimization is a long-term project. With every version update from here on, you'll probably see the game get a little bit better.

The Dash system, redesigned

Many of you offered suggestions about the feel of the spacebar "Dash" (a sprint or active evade, as distinct from the passive dodge on being hit). In the original design, Dash was only ever a temporary mobility option for getting out of trouble. After taking your feedback fully on board, I've made some adjustments to it.

It's worth saying that interrupting isn't entirely free: the Inner Force (内力) spent on the windup isn't refunded, the cast still counts toward your attack rotation, and the art advances to the next slot. In other words, what Dash trades away is the rest of that move's damage — it doesn't make the move un-happen. I hope these changes help you deal with enemy crowds and high-difficulty bosses, or trade more active play for a smoother damage rotation. And I hope this change makes room for more Dash-based design ideas in the future.

Endless Mode difficulty balance

For those of you familiar with survivor-like play and martial arts combinations, the Endless Mode offered in the day-one update seemed to be lacking in challenge. Over the past several minor versions, I've taken a careful look at Endless difficulty and made the following adjustments:

The current version of Endless should feel somewhat more oppressive than it did at launch, and the enemy composition in the late waves is richer. Combined with the optimization work that's already landed, it should make for a smoother time. I've also prepared some related achievements for those who enjoy taking on Endless, as company on that long road.

But please note: Endless Mode is still a transitional, temporary form. Over 95% of the game's content can be experienced in full in Normal Mode.

I'm already thinking about how to offer you a richer experience during this period. If the ideas pan out, you'll see them in the next few versions — and that'll be the time to take on the challenge again.

A full upgrade to the Codex

The game's martial arts system may not be what you'd call rich yet, but I still want to help you get a fuller picture of the viable schools and styles. So this version expands and upgrades the entire Codex page. In it you can now preview every playable martial art and resonance in the game, and get to know the game's core systems through a set of glossary terms.

(Also, the Codex entry is now placed at the outermost level of the main menu. Did a lot of you not even know this thing existed?)

P.S. For players who haven't played a survivor-like before, I've put together a simple "Getting Started Guide." If you need a hand, you can find it under Settings → Beginner's Guide.

A new martial art, and a new challenge

Most of my time and energy this past week went into optimization, so I haven't been able to offer much in the way of new playable content for now. But in this version, you'll get to experience:

Balance and adjustments to game content

For a roguelite, balanced strength across different schools is an important prerequisite for players to have diverse choices. To that end, over the past versions I've made the following balance adjustments to attributes, martial arts, items, and titles:

The concrete effects these adjustments have on your play remain to be observed, but the vast majority of them have a positive influence on the game as it stands. Above all, though, their most important role is to lay groundwork for future updates — so that when you're faced with more new choices, you can freely try out different builds and schools, and get richer combat out of it.


Beyond the major points above, the game has also added, changed, and fixed a number of details over the past few versions. Summarized below:

Added:

Changed:

Endless Mode

Attributes and naming

Martial arts

Items and titles

Text and UI

Visuals and performance

Fixed:

⚠️ One-time changes (these will affect settings you already have):

[p align="start"]That's everything this update has to offer. Have fun out there.

Finally, a few things I'd like to say

Thank you all, sincerely, for the affection, the suggestions, and the patience you've shown this game!

Qunxia Survivor is just a little homework assignment I made off a simple thought: "I want a game that's fun to play." That it has drawn this many friends to follow and play it, from launch until today, is more than I — a rookie developer — ever expected.

To this day I still haven't worked out which decisions produced the parts you found genuinely "fun" and "different." But one thing is certain: I've played many excellent survivor-likes and wuxia games, and every one of them gave me experiences I haven't forgotten; in making this game, perhaps all I did was translate those experiences, clumsily and in fairly simple terms, into this "half-finished thing" of my own — and in doing so, managed to pass along the parts that moved me.

And so, I'd like to once again offer my highest respect to those games in the same genre that gave me inspiration and ideas.

With the optimization problems eased for now, my focus in the next stage will shift to expanding content. I've been thinking about plenty of interesting things lately — a genuinely challenging mode, an expanded map of martial arts, a richer and fuller enemy roster, and maybe some interesting stories too?

Look forward to what's coming! And if there's content, mechanics, or builds you'd like to see, feel free to leave a comment on this post and tell me!

See you at the next big update!

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