u/FriendlyFireStudios

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▲ 43 r/ALongSurvive+2 crossposts

Hey, Soldiers!
We wanted to share an important update with you.

After a lot of thought (and not an easy decision), we’ve decided to delay the launch of A Long Survive to May 14th.
We want to sincerely apologize for announcing this delay so close to launch.

Over the past weeks, we’ve been running internal playtests and carefully reviewing feedback. Based on what we experienced, we believe the best move is to take a bit more time to fix some issues that were affecting gameplay and further polish the core systems of the game.

We want to be transparent with you, so here are some of the things we’ve been working on:

  • Energy Grid Performance: The grid in the energy zone was using an additive material, which caused performance issues (especially during recordings or streaming due to its transparency, as reported by playtesters who were capturing gameplay). We’re replacing it and also improving the system behind it. Instead of each actor having its own grid, actors now request placement from a single master grid system. This improves the grid system’s efficiency by up to 80%.
  • Enemy Wave Balance: With the new horde system, we managed to push enemy counts much higher, but we noticed some waves felt unbalanced (some were too overwhelming, while others dropped too much in intensity). We’re working on finding the right balance between enemy quantity and difficulty. Elite Enemies Tuning Elite enemies… were sometimes a bit too elite. We’re adjusting them to feel challenging, but fair.
  • Lobby Size Adjustments: Our lobby turned out to be a bit too large. Our testers have been doing a lot of walking 😅. We’re tightening it up to improve flow and comfort.
  • Co-op UX Improvements: We’re adding new icons to improve the online co-op experience. You’ll be able to see which platform each player is on, and who is speaking (or muted) with a speaker icon next to their name.

We believe these changes (especially the performance improvements and wave balancing) are important enough to justify a short delay.

As a thank you for your patience, we’ll be offering:

  • A launch discount on PSVR2 and SteamVR
  • A discount code for new Meta Quest players

*We’ll share more details soon on our social media and Discord Community.

We really hope this delay doesn’t make you lose interest. We’re working hard to make sure the game is worth the wait.

See you on the battlefield on May 14.

Thank you all for your understanding.

u/FriendlyFireStudios — 13 days ago

The Stop Killing Games initiative has been gaining serious traction recently, especially across Europe through the European Citizens' Initiative process, where it has already surpassed the required signature threshold for formal review.

Today, the petition reaches the European Parliament with 1.2 million signatures.

It aims to address a growing issue in our industry: games becoming completely unplayable once publishers shut down their servers.

We wanted to take a moment to talk about it.

From the very beginning, this felt like a genuinely important movement. As players, many of us have been affected by server shutdowns more than once. What used to feel like an unfortunate exception has slowly become something normal (almost expected) due to how fast the market moves.

Personally, the first time I really felt this was with Anthem.
Yeah… I might be one of the few people who actually loved that game. And seeing it fade away like that was honestly painful.

So seeing this initiative gaining visibility is something we truly celebrate.

— Stop Killing Games and our game

From our side as developers, we’ve tried to approach this problem differently.

Our game, A Long Survive, uses a peer-to-peer (P2P) system instead of dedicated servers. Not just because we’re not a competitive game, but because we wanted to ensure that players who buy the game can always access it.

No matter what happens on our end, you can still jump in and play with your friends.

We believe this should be part of the conversation.
Ownership should mean something.

And you? Have you ever lost access to a game you loved? Do you think developers should be required to keep games playable?

Or do you think, like many people, that this will discourage indie developers from adding online features to their games?

u/FriendlyFireStudios — 27 days ago

Prepare for the ultimate VR survival challenge. A Long Survive is the most intense and hardest VR shooter, featuring the largest enemy hordes ever seen in virtual reality, and it arrives on SteamVR and PSVR2 on April 30.

  • Crossplay & Co-op: The game will be available across three platforms: SteamVR, PSVR2, and Meta Quest (where it is already available). Play strategically with your friends no matter the platform, or jump into co-op matches. Teamwork is essential to survive.
  • Biggest VR Hordes: A new horde system allows us to create enemy waves so massive they will fill your entire visor. Get ready for the largest hordes ever seen in VR.
  • Shooter Action: Skill and precision are key to completing missions. If you're looking for an easy and casual experience, this is not your game.
  • Build & Strategy: Manage your resources and build defenses to overcome enemy waves. Without strategic thinking, survival is impossible.
  • Heroes & Progression: Improve with every mission and unlock new abilities. Grow stronger over time. Choose between 4 unique heroes, each with their own abilities and playstyle.
  • Large-Scale Maps: Get ready to find the perfect position across a variety of large maps. Choose where to fortify and prepare your defenses carefully.

Do you think you're ready to survive? Join the Space Corp and fight against the biggest enemy hordes ever seen in VR.

These updates will also be available for Meta Quest on launch day.

All of this will be available on April 30.

Add us to your Wishlist and support the game!

▬ ⭐ GET IT NOW ▬▬▬▬▬▬▬▬▬▬
https://vr.meta.me/s/2gmkw6MB797zOKQ

▬ ⭐ WISHLIST ▬▬▬▬▬▬▬▬▬▬
STEAM: https://store.steampowered.com/app/2366100/A_Long_Survive?utm_source=reddit_post
PSVR2: https://store.playstation.com/es-es/concept/10017972

u/FriendlyFireStudios — 2 months ago

We’re incredibly proud to share that A Long Survive won Best VR Game at the Devuego Awards 2025.

For those who may not know, the DeVuego Awards are a well-known initiative within the Spanish video game community. They highlight games developed in Spain and are heavily supported by both players and fellow developers. The fact that the voting involves the community directly makes this recognition even more meaningful to us.

As an indie VR team, this award hits differently.

Winning Best VR Game in Spanish Community feels like validation. Not just of the final product, but of the entire process behind it. It tells us that the risks we took, the systems we rebuilt, and the direction we chose resonated with people.

But more importantly, it reminds us that community matters.

And we’re not slowing down.

We’re currently deep into the next wave of updates 🚀
We’re refining mechanics, improving performance, expanding content, and polishing systems that we know can be pushed further.

We want A Long Survive to feel bigger, smoother, more intense, and more rewarding with every update.

Our next goal is a Visual Update, and then; the launch in SteamVR and PSVR2!

This recognition fuels us. It pushes us to iterate harder, test more aggressively, and aim higher with every build.

To everyone who voted, supported, tested, or simply followed the journey: thank you.

And to fellow devs here: keep building. Even when it feels slow. Even when iteration is painful. It’s worth it.

We’re just getting started.

u/FriendlyFireStudios — 3 months ago

https://preview.redd.it/fqx4lvzw1qig1.png?width=1200&format=png&auto=webp&s=82ea769c4f7093d5075aecd63040a3ffc355ade2

Hey everyone 👋
Just wanted to share a bit of what we’ve been working on lately.

We’re a small indie team working on a VR game, and over time we’ve been improving the game step by step (refining mechanics, pacing, and the overall experience).

Recently, we felt it was the right moment to put a stronger focus on the visual side of the game as a whole. Of course, this doesn’t mean we’ve stopped improving gameplay (in fact, we’re currently working on something HUGE). This next update involves significant improvements across lighting, textures, and models, aiming to raise the overall visual quality.

These changes will be noticeable on Quest 2, but the biggest leap happens on Quest 3. With this update, we did a Quest 3 Enhanced version so we can fully take advantage of Quest 3’s hardware and push the visuals further than before.

Within this visual pass, character models became one of our main priorities. We decided to go back and rebuild them at a much higher quality level, rather than just iterating on what we already had.

Originally, many of these models were built pretty early in development, with heavy constraints:

  • limited time
  • limited resources
  • and a big focus on “good enough to keep moving”

Here are a few rough shots from the modeling phase, showing how things looked while we were working on them (and some of them are honestly rough 😅):

https://preview.redd.it/vk4x13g22qig1.png?width=1200&format=png&auto=webp&s=63df02405813d4619c0197ba5ad7865a4ace6109

That’s fine early on, but VR is especially unforgiving when it comes to characters. You notice silhouettes, proportions, materials… everything is right in your face.

So we decided to stop and rework them properly.

The goal wasn’t just “more detail”, but:

  • Strong focus on facial quality, improved skin color, higher-quality materials and a more “human” look in the eyes.
  • More expressive feature.
  • Better proportions.
  • Giving each character more personality overall

For this pass, our main focus has been on faces. Body improvements are already planned and will come in a future update.

Here’s where we’re at with the character bodies right now (screenshot taken just now):

https://preview.redd.it/9vwt5uus2qig1.png?width=1200&format=png&auto=webp&s=3e6674e6799bc1a9fbfd071a4e7cc45057eee48b

Here are the before/after comparisons for each character so you can see how they changed:

https://preview.redd.it/id6hlsk62qig1.png?width=1200&format=png&auto=webp&s=80e190aa5fb2f998226ba15f5c66f8e3cf223cab

https://preview.redd.it/4glq48592qig1.png?width=1200&format=png&auto=webp&s=a590ca6d0bf7dbc36372b4b757d80fb10e41a9a6

For us, this has been one of those moments where you realize how decisions you make early on set the foundation for the project, and how scary (but necessary) it can be to revisit them later.

Would love to hear from other devs:

  • Have you gone back and redone core assets mid-development?
  • And in VR specifically, what do you prioritize most when it comes to character design?

Thanks for reading 🙏

reddit.com
u/FriendlyFireStudios — 3 months ago