Update 15 is out!

This update is heavily focused on Quality of Life Improvements. We've spent the last 8 months listening to your feedback and addressing reported bugs. Thank you to everyone who reported in Discord or in-game, especially those who took the time to share video footage.

There are a few new things in this update, but we have mostly focused on bug fixes. We also spent several months performing major upgrades on our core engine (Unity) + VR SDK. These upgrades were a bit painful and time-consuming but were extremely overdue and set us up for longer-term support of the game.

Probably our biggest improvement to the game in this update is a 2nd Weapon Shoulder Slot, along with reworked UI feedback for your back weapons. We hope you enjoy it!

Weapon Shoulder Slot

Note for SteamVR players: The SteamVR version is currently still a beta release. We're actively working on it and will release the full version soon. You can follow our progress and provide feedback on the Steam beta post.

Please check out our full changelog below.

Looking Ahead to 2026

We're still hard at work on our (as-of-yet-unannounced) new game, which is taking up most of our focus. Please check our roadmap for further details on our plans for Sweet Surrender. After four+ years of updates, we would love to continue to support Sweet Surrender for many years to come but it might become difficult due to financial reasons and limited resources. Fingers crossed!

Thanks to each and every one of you for your support over the years!

Full Changelist

Improvements

  • Two over-the-shoulder weapon slots (with UI feedback and improved haptics)

  • 20 new chip variations based on existing chips

  • Progression unlock/restore based on your achievements

  • Increased throwing knife damage

  • Improved rotational recoil

  • Usability: new weapon/hand settings for horizontal angle and x, y, z offsets

  • Usability: improved chip pop-up behavior to be less annoying. New UI option to disable tutorial text.

  • Humor: Save&Quit station is physically destroyed when you leave the start room

  • PSVR: capacitive grip touch support

Fixes

  • Classes: fixed Grenadier progression (can progress again on the “Kill X enemies with a grenade launcher”)

  • Balance: doubled self-damage from explosions

  • Usability: improved grabbing robot parts and holding them. Currently uses Tomato Presence mode (no hands)

  • Usability: fixed robot part jitter

  • Usability: fixed broken occlusion of spider parts

  • Usability: Back slot icons now work for all weapons, even when transitioning to new level

  • Usability: improved teleportation into acid pools. Prevent teleporting if acid is still up

  • Usability: improved behavior of teleporting into jump pads

  • Usability: fixed weapon tier visuals on a couple weapons

  • Usability: trophies can be picked up

  • Usability: improved floor, lava and teleport detection - should hopefully address the height issues some players have reported

  • Usability: fixed tutorial handgun not being throwable

  • Usability: fixed a number of chip descriptions Explosive Returns, Blood Frenzy, Vigorous Vitality, Fuller Auto)

  • Usability: fixed missing Tunnel Man, and tweaked some confirmation text

  • Usability: Improved grappling hook behavior to avoid permanent fly mode when used in combination with jump pad

  • Achievements: fix for “no shortcut” achievement when using Save&Quit

  • Stims: nano stims no longer applied twice

  • Stims: prevent nano stims from being applied while transitioning levels

  • Chips: fixed a number of chip behaviors in edge cases

  • Chips: fixed status description of Vigorous Vitality (gameplay was fine, just the text feedback)

  • Chips: fixed Last Stand upgrade

  • Chips: removed last uses of Toughness chip (medic class)

  • Enemies: fix for unkillable AI (this was a super tough one to track down)

  • Enemies: improved enemy path-finding and patrolling behavior

  • Enemies: will move if they stay in one spot for too long

  • Enemies: Improved drill bot search for crystals

  • Enemies: less likely to hit other objects

  • Enemies: grenadier robots shoot at you again

  • Enemies: improvements to spider gunner enemy navigation (should fix it spawning in ceilings)

  • Enemies: improved large robot behavior in Industrial Area when it comes to alarm buttons

  • Enemies: Improved Drone behavior (they were colliding with their own colliders, which caused weird movement behaviors)

  • Levels: fixed fuel cell and acid grenade spawning behaviors

  • Levels: fixed several missing enemy spawns

  • Levels: fixed a few missing models in Slums, removed some extra barrels

  • Levels: switched some windows in Industrial Area to breakable glass

  • UI: Show katana icon correctly when holstered

  • Visuals: adjusted all bullet impact decals to only use local scaling (no more stretched bullet marks)

  • Visuals: improved transparency on bullet marks (for Quest 2 non bloom mode)

  • Visuals: fixed acid vignette color

  • Stability: fixed double-barrel + double mag chip combos crashing the game

  • Stability: removed camera from a room in the mines that caused weird things to happen

  • Stability: fixed colliders on Slum Explosive barrels

  • Stability: better error checking in enemy targeting

  • Stability: better logging to track down room occlusion issues

  • Audio: reduced the chance of audio crunching during heavy fire fights.