PSA: Lone Survivor Comes to Steam at a Discount

Jasper Byrne’s side-scrolling survival horror title Lone Survivor is a pretty good time if you’re into spooky games that focus on inventory management and not getting eaten. It also does a fine job of making you wonder if the protagonist is — and by extension, you are — crazy.

And if you haven’t snagged it already from Byrne’s website, you can now get it through Steam and give Valve a cut of the proceeds. That might be worth your while, considering the normally $10 indie game is down to $7.99 as a Steam game.

The Steam version is actually a different version of the game, dubbed Lone Survivor CODENAME: RED, version 1.1 of the game. That means some practical changes have been made, according to Byrne’s blog:

  • Allows ESC to quit from the title screen or game over screen
  • Hunger increases 10% slower
  • Stealth movement 10% faster
  • Thinman patrol pause shortened
  • Red ending ‘officially’ added (although will be extended in LS:YELLOW later in the year)
  • Red ending requirements changed
  • Blue / red path ranks made more difficult
  • A few more contributing factors added
  • A new logo and icon
  • Tweaked art in the basement / ground floor to remove pure black pixels
  • Removed glitchy pixels from the side of the ammo store
  • Tin of pickles now has a description
  • Elevator upstairs gives message if powered
  • Save game is cleaned up: all traces of the old system removed
  • Save game no longer creates a Flash Shared Object except for volume settings
  • Numerous typos corrected
  • ??? won’t trade unless you’ve met him
  • ???’s name only appears once you’ve met him
  • Map hints disabled if not carrying the correct map
  • Some small, secret mechanic changes, mostly fixes
  • Some re-balancing to mental health-dependent descriptions
  • Can opener room door made a tiny bit clearer
  • The cat works

And these things are fixed:

  • Mac black screen issue no longer an issue
  • Panic attacks disabled in the boss sequence (which could rarely cause a corrupted save)
  • Fixed bug where it was possible to re-trigger the elevator sequence
  • Fixed bug with text boxes not reverting to interactive mode on game completion
  • Fundamental engine changes in cutscene / dialogue handling:
  • All world and object descriptions now have the player non-interactive
  • Last-resort freeze check & correct for scripts that don’t return control
  • Tweaks to the way sprites allow player interaction when simulating hotspots (solves the freezes related to positioning)
  • Cat / doll / stove / Gamejoy / bucket / hospital door freezes fixed by the above methods
  • Rare slowdown issue fixed (related to AIR system chrome setting, now disabled)

Byrne also says he’s working on a way to get the v.1.1 update distributed to existing customers, an announcement that he says should be coming this week. We’ll keep an eye out for when that might be and bring you the news.

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