
Screenshots

Watch trailer on Steam ↗Survivors of the Mare Vitalis
Tuerin Entertainment · Published by Tuerin Entertainment
Positive — 90% positive (10 reviews) · 87 achievements
Last updated 27 Sept 2026
Survivors of the Mare Vitalis is a Rogue-Lite action game, which you can discover unique planets and it's biomes while thousands of animals and uncategorized life forms coming after to kill you!! Earn Credits while destroy them, upgrade yourself and destroy the Ecosystem of each planet!!
£3.39
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Action, Indie, Early Access, Casual · 2023 · More under £5 games
Embark on thrilling Rogue-Lite adventures across diverse planets in Survivors of the Mare Vitalis. Defend your credits by battling unique life forms, upgrading your skills, and mastering each ecosystem's challenges.
About this game
Tips and Tricks
- Collectible items does not vanishes from map until you die.
- All of collected items (except skill points) are reset on death, but all upgrades and level progression are preserved.
- There is no time limit so do not hesitate to push the limits.
System Requirements
Will my PC run this? →Minimum
- Processor: Pentium G5400
- Memory: 8 GB RAM
- Storage: 5 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
DEV DIARY #9
Hello there!Welcome to a new developer diary! Today, we’re going to talk about the card mechanics and I’ll be sharing a few card examples with you. So, let’s get started.Permanent Cards!First of all, I want to clarify something important: every card you earn is completely permanent. One thing I personally dislike in many rogue-like / rogue-lite games is losing all your upgrades every time you die.NOT ANYMORE! In Survivors of the Mare Vitalis, YOU WILL NOT LOSE THE CARDS YOU EARN! Your progress stays with you.Ways to Earn CardsRight now, there are five different ways to obtain cards:• Enemy-Dropped CardsThese are cards that drop frequently but are not very strong on their own. However, collecting them over and over increases their power. They contain items like a creature’s fang or tail.• Map Object DropsScattered across the map are various breakable objects. These can drop cards as well. On their own, they aren’t powerful — but just like enemy-dropped cards, collecting hundreds of them will significantly boost their effects.• Level-Up CardsWhen you level up, you’ll be given three face-down cards to choose from. Pick one and add it to your collection. There is also a special card that lets you reveal the type of face-down cards — but I’ll talk more about this (and other special cards) in the next devlog.• Store-Bought CardsJust like level-up cards, you will see three face-down cards in the shop and choose one to purchase.• Quest Reward CardsThese are unique cards that can only be earned once by completing certain quests. Their effects can significantly change your gameplay!Card RaritiesThere are four card types, each categorized by rarity. Every rarity tier has a different drop rate — and yes, some cards you earn can even increase these drop chances! Card rarities;Common cards;Uncommon cards;Rare cards;Unique cards;Some Card VisualsIn this developer diary, I covered the basics of the card system. In the next one, we’ll take a closer look at some of the special cards....Read full article on Community Announcements (Tuerin)AnnouncementsOfficial
DEV DIARY #8
Hello there, I’m back with a brand-new developer diary! This one will focus on the new user interface (UI). In the previous devlog, I mentioned that I had completely changed the UI — and now I’d like to share more details about it. The new UI has been redesigned from the ground up to look more modern and clean, leaving behind the old interface’s rusty and outdated feel. I’ve added several touches to make it fit better with the overall sci-fi theme of the game. Please note that the images I’ll be sharing below are not final — they are subject to change as development continues.Our first image is the main menu A screenshot of the in-game main menu interface You’ll also see a few in-game logos and visuals, though keep in mind that the pixelization and new art style integration (as mentioned in previous devlogs) are still in progress.Some of the new in-game logos;Danger scoreKill countCreditsOne of the new additions is the Danger Score, now visible at the bottom-left corner of the screen. This value indicates the current difficulty level, which was previously hidden and only used internally to determine enemy spawns.That’s all for this devlog! In the next developer diary, we’ll dive into the new mechanics and card system — see you then!Read full article on Community Announcements (Tuerin)AnnouncementsOfficial
DEV DIARY #7
Hello there,I finally remembered my password, lol. Actually, I was at mandatory military service and dealing with some medical situations, so I am finally back. I want to start this diary with some major changes. I wasn’t happy with Survivors of the Mare Vitalis’s situation—graphics weren’t that good, gameplay wasn’t satisfying enough. I must confess there’s a lot to do: it needs polishing and a new roadmap. I know. Let’s discuss the news:New UIAll of the UI has changed—yes, totally. I had already changed it before, but since it wasn’t polished, I didn’t publish it in the past weeks. The new style of the UI actually satisfies me more than the current one, and I’m working on a more modern design. It’s also built for the new mechanics.New MechanicsYes, I was working on new mechanics: cards. These cards can be dropped by enemies or earned by leveling up. All buffs and debuffs will be determined by these cards. Characters, weapons, and even companions can also be obtained through them.New Graphic StyleOkay, this is the biggest one: all of the graphic style will be changed to pixel art. Actually, I won’t redraw all the sprites from scratch—I’ll convert them into pixel art with small modifications. I believe the result will be much more pleasant to look at. Since this is a time-based game, it must be visually enjoyable for hours without becoming annoying. This change will also help improve optimization. The game is already optimized right now, but with this step, it will be able to handle even more content at the same time.So, that’s all for today. I’ll be back with the next Dev Diary where we’ll discuss the new UI in more detail. I’ll also share some pictures then. Thank you so much for being here with me—see you in the next one!Read full article on Community Announcements (Tuerin)Patch NotesOfficial
UPDATE 0.1.7 CHANGELOG
Hello there, I'm here for the 1.0.7 update notes. Below I list the contents of the 1.0.7 update, which includes many new content, bug fixes and improvements. NEW CONTENTS Craters have been added to the map. A new enemy has been added inside the craters. Meteor with Radioactive Tentacles. They lie dormant on the map and may wake up as they take damage. Once awakened, they behave like a normal enemy. There is no possibility of spawning in the Stage system. Added interactable/breakable chests on the map. Added purple collectible worth 500 Credits. A companion has been added that rotates around the player and damages enemies with beams that hits the ground. A new object type has been added to the Gorith map. Nests! These nests are located in certain numbers on the map and do not activate unless they receive damage. When Nests take damage, they have a certain chance of awakening Stone Heads. These awakened enemies come after you to hunt you, and there is a possibility of summoning a new enemy every time the nest takes damage. Nests, like every map object, can be destroyed and give you nice rewards. IMPROVEMENTS Projectile sounds have been reduced. The header where the item names are written has been changed. The purchase and upgrade button has been changed. The companions powers have been increased; -Laser Drone Mk1, Mk2, and Police Drone attack base values increased by +10. -Laser Drone Mk2 laser speed base value increased by +10, fire speed base value increased by +2. -Collector Drone speed base increased by +10. The health value of crystals has been increased. The size of the projectiles has been doubled. Added option to switch to full screen and windowed screen. Some improvements have been made to improve game performance after the player dies. Damage animations of crystals on the Gorith map have been improved. Improved the space shuttle animation at launch after selecting the map. Baby Stone Head's health has been reduced by 5. Increased the overall power of the Dis...Read full article on Community Announcements (Tuerin)AnnouncementsOfficial
DEV DIARY #6
Hello there, It's nice to be here again, in this weekly report ahem Developer Diary i will give you some news, plans and information about the upcoming update. First of all, the name of the Weekly Reports has changed. Since I could not write these reports regularly, I thought a name change would be appropriate. I've listed below some of the things I've been working on this week; Optimization of the nests has been improved. Added sound effects to nests. Added sound effects to chests. Added sound effects to the radioactive tentacled meteor. Sketches have been made for the next map. The background of the next map has been prepared. The update, which includes the features I have been working on in recent weeks, will be released today. I'm currently doing some polishing and checking. I will publish the content of the update in a separate news. In addition, I would like to touch upon some features that I will work on. The first of these will be AUTO SHOT and AUTO AIM. I will add turning these features on and off from the settings. I am also working on around 2 new weapons and companions, and after releasing these features as a separate update, I will finally start working on our second map, PANPHYLIA.Read full article on Community Announcements (Tuerin)






