Store data
- UK price
- £3.15
- US price
- $2.10
- Positive reviews
- 100%
- Total reviews
- 1
- Release date
- 29 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
6 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
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| Last 30 days | 3 | +1 | +50.0% | 0 | -48.4% |
| November 2026 | 0 | -3 | -100.0% | 0 | -100.0% |
| October 2026 | 3 | +1 | +50.0% | 0 | -53.0% |
| September 2026 | 2 | — | — | 0 | — |
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| United StatesUSD · US | USD | US$3.50 | $2.10 | 40% | $2.10 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Survivesmith is a reverse-bullet hell / bullet heaven game where you craft and forge your way to your final goal - getting the "Life Plant". With multiple crafting/forging/upgrading/skill systems, you create your own survival strategies to survive the hordes (and the biomes).
During your expeditions (runs), you will come across many different biomes . All these biomes have their own unique theme, look, and feel to them so you'll know immediately when you find a new one.
However, it's not all just looks. You will find many different resources to collect, creatures to fight (or stay away), and points of interests during your travel.
Each biome also poses their own hazards, making traversal difficult and dangerous. You will have to face rains, lightning strikes, sandstorms, lack of illumination, corrupted gases and more. Craft and use different hazard protection equipment (Haz-Pros) and keep them repaired to turn the tides around.
In each biome, there are many resources to find, all unique to each biome. Some are obtained from the ground, some by harvesting mineral nodes, scrap piles or trees, and some by defeating different biome creatures. Collect all you can, because you'll never know when you're gonna need them!
The protagonist mainly uses a gun as his primary weapon. While they're quite boring as they are, there are plenty of weapon mods for you to discover, combine and try on your guns to make them act in silly ways.
There are 4 different mod categories which you can slot or change at any given time during a run. Not all combinations will work, but when one does, it does WORK WELL!
Bring a helpful companion with you on your expeditions that can do various tasks from gathering resources, fighting enemies, or healing you. Unlock new growth upgrades when you play more with them, and upgrade them in multiple different ways.
Mike (the protagonist) being the engineer he is, doesn't start his expeditions without proper preparation. While the game still features many random elements in a run to keep the roguelite feel, you get to pick a lot of stuff beforehand.
Pick your weapons, buddies, survival kit items, tools, skills and haz-pros before ever setting foot into the unknown to craft your own journey before it even begins!
All your time is not just spent on exploring the world outside. Before and after your expeditions, take a breather, and take a look around your base. There are many terminals and permanent upgrades/unlocks that you can find in the base. Use the resources you collect in expeditions to complete your research on the "Life Plant" in the Bio Lab , use energy crystals on the Power Generator to keep your base running, convert raw resources to refined ones in the Refabricator, and much much more!
Don't forget to annoy your little cleaner bot, Roobie while you're there ;)
Survive, adapt, and unleash absolute firepower in Survivesmith . Discover hidden weapon secrets, master your loadout, and forge your own path to the ultimate prize—the "Life Plant" .
Do you have what it takes to outlast the human-made machine hordes and the unforgiving nature to save humanity?
Major Changes Sub-weapon stats no longer scale with player stat levels (power, vitality, agility). This scaling system caused some sub-weapons to become extremely large, have too many copies or become too fast. A new sub-weapon improvement system will be added in the near future. Different enemy formation waves (one-off waves where a bunch of enemies spawn in different shapes), enforcer robots (large robots that support other units), and biome creature spawners now appear from level 1. Other Changes Slightly toned down mecha viper pit (fire trail) visuals. Disabled all forms of enemy shields for now. Shields caused enemies to sometimes not take damage or the health bar to not function properly. They might be added back with the "elemental-reactions update" in the future. Reduced Kix beacon placement reminder interval from 60s to 45s. Removed some enemies from normal waves and added so...
Read full update on Steam ↗Major changes Biome objects no longer respawn. This applies to all collectibles and harvestables. This was done to encourage exploration more, add value to finding new resources and also to keep a clear indication to where you have been or not before. Blossoms now have constant costs (no longer increase after each awakening), but the base cost of rare and exotic blossoms have been increased. Reduced the size of mini-boss arenas to keep the fights more tight and engaging. Bug fixes Fixed extreme knockback force of some sub-weapons which sent enemies way off screen. Mining drone reward now shows the correct mining drone image. Added a check to hopefully prevent invulnerable enemies from appearing (I hate those!). Bosses no longer drop "power core fragments". This was a system left out from a previous version of the game, unnoticed. It could come back someday, but not for now. Picking th...
Read full update on Steam ↗Bug FixesFixed being unable to properly exit the bio lab after a research using the esc key.Fixed some buddies not gaining permanent XP for buddy growth in the base.When analyzing a resource, the forge will now correctly show "Ingredient Analyzed" instead of "New Weapon Mod Unlocked".Player level is now correctly reset when restarting a run.Entering the titan stage will now show the correct texts on the time panel. It previously showed "RETURN".Locked gear (sub-weapons and armor modules) will now longer appear in a run.Fixed a possible memory leak that got worse the longer you played in a single session. It might not be permanently fixed, but at least should be better.Other Changes Changed Gone Mayverick anomaly to instead have a chance for any attack to deal double damage. It previously added a chance for all boss attacks to become lethal, but actually applied to ALL attacks caused o...
Read full update on Steam ↗Major Changes Increased the research costs across research levels. It was a bit too easy to get through the levels. Bug Fixes Fixed being unable to exit the armory using the keyboard. Fixed items in the armory not properly updating when unlocking new items through the bio-lab. Fixed weapon workbench showing weapons that hadn't been unlocked yet. Fixed achievements not being tracked during expeditions. Other Changes The expedition teleporter interactable overlay now disappears with the teleporter, and vice versa. Added a cooldown between two resting phases of the forest titan. Previously, it kept running to rest whenever it lost a certain percentage of HP. Forest titan's ground slam attack now follows the player. Removed extra spinner addition with Power level. Slightly reduced lightning strike frequency. Reduced Roobie's (cleaner robot in the base) sound volume a bit. Updated the popu...
Read full update on Steam ↗Bug Fixes Fixed haz-pro items not showing up on the main UI during an expedition. Completed achievements are now properly shown in the codex terminal. Other Changes Required consumable resources (life essence and life plants) in the bio lab are now displayed better. Reduced the scrap metal amounts recieved by some robot enemies and scrap piles. Changed the default survival kit item count for a new player to 1. The rest will be unlocked via bio lab research and can be equipped in the armory. All gear, survival kit items and other equipment are now properly unlocked via bio-lab progression. Added hint text to the equipment selection UI about sub-weapons and armor modules. Changed the placement of some bio-lab research items on different levels. Cheers! -MaRK
Read full update on Steam ↗Major Changes Sub-weapon stats no longer scale with player stat levels (power, vitality, agility). This scaling system caused some sub-weapons to become extremely large, have too many copies or become too fast. A new…
1 positive · 0 negative.
£1.89 → £3.15.
Major changes Biome objects no longer respawn. This applies to all collectibles and harvestables. This was done to encourage exploration more, add value to finding new resources and also to keep a clear indication to…
3 concurrent players — the highest daily peak recorded at that point.
Bug FixesFixed being unable to properly exit the bio lab after a research using the esc key.Fixed some buddies not gaining permanent XP for buddy growth in the base.When analyzing a resource, the forge will now correc…