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Watch trailer on Steam ↗SU-93 Survivor
Summer 93 Studio · Published by Summer 93 Studio
Last updated 28 Sept 2026
Survive room after room in a tactical survivor-like: rebuild your weapons every fight, keep your passive items, and create stronger synergies with every choice.
About this game
SU-93 Survivor is a tactical survivor-like where every room changes your arsenal, but your passive items stay and shape your entire run.
Play as an anti-virus sent inside the robot SU-93 to fight a spreading corruption across its internal systems. Choose your path, clear combat rooms, visit markets, survive unexpected events, and face powerful bosses at the end of each biome.
In every room, eliminate waves of enemies, gain experience, level up, and choose upgrades. But your build is never fixed: your weapons can reset between rooms, while your passive items remain.
This system pushes you to constantly adapt. Each new room becomes an opportunity to rebuild your arsenal around the synergies you have already collected. Experiment, combine passive effects, unlock new weapons, and evolve them into powerful EX forms to create stronger and stronger builds.
Survive long enough, clear each room, and progress through dangerous biomes to reach the heart of the corruption.
Features
Choose your path between combat rooms, markets, events, and bosses
Rebuild your arsenal in every room with temporary weapons
Keep your passive items to create long-term synergies
Unlock, upgrade, and evolve weapons into powerful EX forms
Adapt your strategy every fight instead of repeating the same build
Explore multiple biomes filled with enemies, elites, and bosses
Enjoy a fast, nervous, and satisfying action loop
Combat - Fight through relentless waves of enemies
Unlock weapons - Expand your build
EX evolution - Evolve your weapons into EX forms
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Intel(R) Core(TM) i7-9700F
- Memory: 8 MB RAM
- Graphics: NVIDIA GeForce 1080
- DirectX: Version 11
- Storage: 200 MB available space
Supported Languages
Latest news
Patch NotesOfficial
UI/UX Update for playtest
Highlights- Lab flow was adjusted so the lab menu controls enemy spawning more explicitly, and the default training enemy was removed from the lab room. - Character selection received a major presentation pass: a terminal-inspired layout, cleaner passive cards, revised keycap drawing, updated room setup, selectable character thumbnails, and player tint placeholders. - Map navigation was rebuilt into a branching tree with terminal-style panels, room icons/sprites, selected-room highlighting, and tighter integration with roll-chance information. - The broader UI was unified around a shared SU-93 terminal style, including HUD, menu, market, result, history, special, game-over, win, settings, tutorial, compendium, and lab screens. - Roll chance progression was rebalanced with a 20% cost increase and improved display behavior during the roll animation.Dev tool Lab menu and enemy spawning- Updated the lab UI creation and drawing flow to better support menu-driven lab setup. - Added lab step logic to manage enemy spawning from the menu state. - Reworked lab presentation so setup choices are clearer before entering combat tests.- Removed the pre-placed/default training enemy from the lab room. - Simplified lab UI creation now that enemy spawning is controlled by the lab menu flow.Character select terminal redesign- Rebuilt the character select screen around a more polished terminal-style interface. - Iterated on layout dimensions, presentation spacing, call-to-action behavior, and room setup. - Refined passive-card presentation and keycap drawing for cleaner readability. - Restyled character select UI assets and adjusted the character room composition.Shared UI polish- Added a shared line-background treatment to several UI rooms. - Tweaked menu, market, localization, and run initialization details as part of broader UI cleanup.Map screen foundation- Added map room sprites for battle, market, special, and dead-end node types. - Began wiring the character select flow into the...Read full article on Community Announcements (Nico)Patch NotesOfficial
Playtest Major Update
New Weapon, New enemies Gameplay and Balance- Added the new **Blackhole** weapon, including its weapon factory, unlock entry, weapon database registration, projectile object behavior, attraction radius/strength tuning, lifespan, scaling, and evolved EX behavior. - Added new **Bug Warrior** and **Bug Tank** enemy assets/objects, including Bug Tank corruption-on-death behavior that corrupts nearby enemies. - Rebalanced enemy health and rewards across basic, fast, bug warrior, bug tank, and parent enemy settings. - Tuned XP progression requirements and starting/run values for smoother pacing. - Increased pickup vacuum pull strength for coins, health pickups, and XP gems when magnet passives are active. - Updated shrine behavior and shrine pricing/balance values. - Scaled roll-chance costs by 50% for each earned roll and updated roll-chance UI display to reflect the new cost curve. Weapons, Projectiles, and Effects- Replaced/updated projectile sprites across the arsenal, including arc, basic, dark, fire, light, lightning strike, linear, nova, ring, rock, static, toxic, and water projectiles. - Refreshed supporting pickup/effect sprites, including coins, cookies, gems, impacts, light particles, mine explosion placeholder, hearts, and bat hit visuals. - Tuned projectile visuals and scaling for several weapons, including nova, fire proc, static proc, shield, linear, and lightning strike. - Added blackhole projectile visuals and behavior, including enemy collision handling and movement/backup-speed handling. Level, Rooms, and Environment Art- Reworked the survivor level room layout and associated tile layers. - Added/updated sci-fi and dungeon tileset resources, including new biome/detail tileset support. - Removed scanline instances/effects from several menu and UI rooms for a cleaner presentation. - Updated main menu and UI rooms to use the new background asset. UI, Fonts, and Presentation- Added/updated display font resources and refreshed font rendering. - Applied the d...Read full article on Community Announcements (Nico)AnnouncementsOfficial
SU-93 Survivor: Playtest Now!
PlaytestHello everyone,My name is Nico, and I’m a solo developer working on the first game from my studio, Summer 93 Studio.My goal is to make the best version of the game possible. This playtest is focused on the first two biomes of the game and on the gameplay experience.Some interface elements may still be changed if they are too disruptive, but for now that is not the main priority.Before going into more detail, if you’d like to support the game, feel free to wishlist it!Gameplay OverviewThe goal of the game is to make your way through biomes divided into several rooms and defeat the boss waiting in the final room of each biome.The main twist of the game is that you lose your weapons between every room. The types of rooms you will encounter in the game are:combat rooms (normal, hard, or extreme)elite combat rooms (normal, hard, or extreme)boss combat rooms (normal, hard, or extreme)special roomsthe marketdead endsEach biome has its own identity, including a bestiary, an atmosphere, a boss, and a few surprises.World BuildingThe world and narrative of the game are fairly simple: you play as a program inside a robot, and your goal is to clean it, debug it, and eventually improve it.For example, in the first biome, you are in the cleaning phase, fighting dust monsters.I’ll keep you updated on the new features and additions coming to the playtest version.Thank you, NicoRead full article on Community Announcements (Nico)






