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 free update to support ultra high fps monitors, as well as a host of other improvements, and the all-new artwork you can see below!
the game is also on sale for 70% off 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...)
basically 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 here 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!
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, 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 changelog in 4.09 (codename black rc5):
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 zombie 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