The Surge is releasing today its first post-release DLC for free!
Utilize your powerful exo-suit as you sever limbs, parts, and weaponry from your enemies using The Surge’s unique targeting mechanics and tight combat system.
This free DLC brings 10 new weapons to the game – 5 of fire and 5 of ice – and you will have to fight for them.
Representing fire are the new MG-branded weapons. These high-tech military weapons are deadlier versions of CREO’s riot control products, capable of high physical damage with low elemental damage. Repeatedly attacking humanoid enemies with these red-hot blades will create a powerful fire-based explosion.
Also available in this DLC, the ice weapons cometh! These are CREO’s space travel testing tools, concepts and prototypes constructed in their very own R&D labs. These weapons were created to test materials in the cold darkness of space, and can harness extremely low temperatures.
They are not designed for combat, however, so they have low physical damage but high elemental damage. Wielding these weapons provide a passive bonus to health.
Once the DLC is installed, consult the security memo and the CREO newsletter added to your inventory's Organizer, and use their clues to locate these 10 deadly weapons and tear them from the limbs of your foes!
This is just the beginning – the Surge’s upcoming Premium DLC ‘A Walk in the Park’ releases later this year. Players will be able to get new weapons, fight new enemies, and explore an abandoned amusement park. This will also include a new free content update that improves the end-game experience for high-level players.
The Surge’s Fire and Ice Weapons Pack is now available for free! Get the free DLC here:
The Surge is releasing today its first post-release DLC for free!
Utilize your powerful exo-suit as you sever limbs, parts, and weaponry from your enemies using The Surge’s unique targeting mechanics and tight combat system.
This free DLC brings 10 new weapons to the game – 5 of fire and 5 of ice – and you will have to fight for them.
Representing fire are the new MG-branded weapons. These high-tech military weapons are deadlier versions of CREO’s riot control products, capable of high physical damage with low elemental damage. Repeatedly attacking humanoid enemies with these red-hot blades will create a powerful fire-based explosion.
Also available in this DLC, the ice weapons cometh! These are CREO’s space travel testing tools, concepts and prototypes constructed in their very own R&D labs. These weapons were created to test materials in the cold darkness of space, and can harness extremely low temperatures.
They are not designed for combat, however, so they have low physical damage but high elemental damage. Wielding these weapons provide a passive bonus to health.
Once the DLC is installed, consult the security memo and the CREO newsletter added to your inventory's Organizer, and use their clues to locate these 10 deadly weapons and tear them from the limbs of your foes!
This is just the beginning – the Surge’s upcoming Premium DLC ‘A Walk in the Park’ releases later this year. Players will be able to get new weapons, fight new enemies, and explore an abandoned amusement park. This will also include a new free content update that improves the end-game experience for high-level players.
The Surge’s Fire and Ice Weapons Pack is now available for free! Get the free DLC here:
Thank you once again to those of you that have been playing The Surge! We are pleased to release a new update containing based on feedback from the community since launch!
This latest patch adds various tweaks and fixes, as well as additional options for customisation of the game.
Tweaks
Allow early evading by default. This will enable the player to cancel attack animation in pre-hit phase and long combo chains by using evade, should they have enough stamina.
Added
Added Ansel support.
Fixes
No longer end the hit/staggered state on a hit that doesn't interrupt the character.
Fixed a crash related to pathfinding in some enemies.
The MG Judge v2.0 is no longer able to hit through walls.
Equipping the ATLAS Power Core will now work properly in NG+. In rare cases, the player could not level up any longer because the Power Core could not be equipped properly.
Defence values will now scale properly through NG+ and beyond for undirected attacks.
Reward pop-ups will no longer be carried over from previous games when starting/loading a new game.
Fixed an issue that could lead to the player's death in rare cases when opening security doors.
Fixed a crash that could happen when attacking PAX in the security captain boss fight while its AI is inactive.
Capped the core power requirement for unlocking new implant slots at level 125.
Properly updated the UI FX state when switching between injectables that do (not) require energy to use
"Drone Skill Ready" will now properly display at the correct times.
No longer display an error message when using the kill switch.
Fixed an issue that would cause the destruction of upgraded weapons when removing duplicates from the inventory.
Raised the volume of the PAX sounds when stunned.
Security Heavy NPCs will no longer try to attack you if there's a fence between you. They will now go around the fence.
Sound now plays properly when hitting the base of the Assembly boss.
Board room door in management will now properly open.
Fixed a missing pipe in Materials Processing.
Fixed a poison puddle in Core Processing.
Stuck in fight vs Rogue Process (collision is now bigger and should always push the player out towards the arena)
Doors will now open and close correctly. Door to PAX spawn (doors will now animate to a specific rotation value and no longer by a value, so they should always be either opened or closed correctly).
The PAX will no longer shoot rockets after falling over.
The Security Captain will now no longer call the PAX when backstabbed.
SQ06 Davey's dialog will now always be available.
The flamethrower drone will longer turns against the player.
Further fixes to the Security Agile NPC.
Elemental damage is now correctly applied to all attacks
Enemies killed with the drone Emergency Coolant Vent skill will now give proper XP.
Giving Jo tech scrap will no longer update the player's tech scrap counter.
Skipping the end video will no longer cause it to play over the opening train ride in NG+.
Disabled pausing during the ending dialog sequence
Disabled the kill switch during ending and loading screens.
If the player dies in the arena after killing the big sister, the tech scrap was located in the air. Tech scrap will now be placed on the lower floor where the player needs to go to continue to R&D.
Added a hint for how to delete savegames when using mouse and keyboard control schemes.
The game should no longer crash upon exit.
The game should now behave correctly when alt-tabbing.
Fixed a crash on startup when no mouse is connected.
Properly disable the medbay music when entering a new level while the medbay music is configured to never play.
Thank you once again to those of you that have been playing The Surge! We are pleased to release a new update containing based on feedback from the community since launch!
This latest patch adds various tweaks and fixes, as well as additional options for customisation of the game.
Tweaks
Allow early evading by default. This will enable the player to cancel attack animation in pre-hit phase and long combo chains by using evade, should they have enough stamina.
Added
Added Ansel support.
Fixes
No longer end the hit/staggered state on a hit that doesn't interrupt the character.
Fixed a crash related to pathfinding in some enemies.
The MG Judge v2.0 is no longer able to hit through walls.
Equipping the ATLAS Power Core will now work properly in NG+. In rare cases, the player could not level up any longer because the Power Core could not be equipped properly.
Defence values will now scale properly through NG+ and beyond for undirected attacks.
Reward pop-ups will no longer be carried over from previous games when starting/loading a new game.
Fixed an issue that could lead to the player's death in rare cases when opening security doors.
Fixed a crash that could happen when attacking PAX in the security captain boss fight while its AI is inactive.
Capped the core power requirement for unlocking new implant slots at level 125.
Properly updated the UI FX state when switching between injectables that do (not) require energy to use
"Drone Skill Ready" will now properly display at the correct times.
No longer display an error message when using the kill switch.
Fixed an issue that would cause the destruction of upgraded weapons when removing duplicates from the inventory.
Raised the volume of the PAX sounds when stunned.
Security Heavy NPCs will no longer try to attack you if there's a fence between you. They will now go around the fence.
Sound now plays properly when hitting the base of the Assembly boss.
Board room door in management will now properly open.
Fixed a missing pipe in Materials Processing.
Fixed a poison puddle in Core Processing.
Stuck in fight vs Rogue Process (collision is now bigger and should always push the player out towards the arena)
Doors will now open and close correctly. Door to PAX spawn (doors will now animate to a specific rotation value and no longer by a value, so they should always be either opened or closed correctly).
The PAX will no longer shoot rockets after falling over.
The Security Captain will now no longer call the PAX when backstabbed.
SQ06 Davey's dialog will now always be available.
The flamethrower drone will longer turns against the player.
Further fixes to the Security Agile NPC.
Elemental damage is now correctly applied to all attacks
Enemies killed with the drone Emergency Coolant Vent skill will now give proper XP.
Giving Jo tech scrap will no longer update the player's tech scrap counter.
Skipping the end video will no longer cause it to play over the opening train ride in NG+.
Disabled pausing during the ending dialog sequence
Disabled the kill switch during ending and loading screens.
If the player dies in the arena after killing the big sister, the tech scrap was located in the air. Tech scrap will now be placed on the lower floor where the player needs to go to continue to R&D.
Added a hint for how to delete savegames when using mouse and keyboard control schemes.
The game should no longer crash upon exit.
The game should now behave correctly when alt-tabbing.
Fixed a crash on startup when no mouse is connected.
Properly disable the medbay music when entering a new level while the medbay music is configured to never play.
Thank you once again to those of you that have been playing The Surge! We are pleased to release a new update today containing based on feedback from the community since launch!
This latest patch adds various tweaks and fixes, as well as additonal options for customisation of the game, such as an FOV slider and controlling when music plays in the medbay.
The Surge - Update 53172 (P4) / 33665 (SVN)
Additions:
Added a FOV slider for the game camera
Added an option to configure when to play music in the medbay
The number of save slots has been increased from 4 to 10
Added a setting for muting the speech of the anchorman videos played in the game world
Fixes:
Fixed a crash associated with pathfinding in the abandoned labs level
Reset the player position after a finishing move if that move would make the player fall to his death
Weapon materials will now drop correctly from NG+4 onwards
Removed weapon duplicates from the inventory, award nano cores for duplicate boss weapons
Elevators were sometimes not triggered correctly when entering them the instant they arrived
Enemy super armor will now scale properly through NG+ and beyond
Properly mark all drone upgrades to be unequipped when entering NG+
When awarding an injectable because of gained tech scrap, award one for all injectable types currently equipped, not only the selected one
Make sure equipped injectable implants always respect the order in which they are equipped when cycling through them
Giving Jo tech scrap will now update the UI counter properly
Hazard armor sets now also negate damage from toxic gas
It's not possible anymore to trigger a drone attack while the drone is on its way to overcharge a circuit
Toxic autofilter implant will now working properly if there is more than one in the inventory (NG+)
Androids that have been finished once will now properly damage the player after getting up again
Prevent P.A.X. from hitting itself with rockets colliding with the ceiling instantly when firing them
Fixed a problem that sometimes interactions could not be performed when starting NG+
The restart hint after changing the display refresh rate in the options menu will now correctly display.
Player can no longer get stuck on the train from Central Production to Abandoned Production
Player can no longer be killed by PAX falling on its knees
Player is no longer moved up the legs of PAX
Player can no longer be killed in PAX wake up cut scene
After lying to Alec about Maddy’s death the audio note at Alecs' body will now correctly play
Base of the Big Sister 1/3 is no longer lockable after it has been destroyed
Enemies in the arena of the Black Cerberus will no longer react to noise that the player makes
Camera in the fight versus Rogue Process will now always set correctly
Various fixes in Central Production B to prevent enemies from climbing on top of rails
Weapon trails are immediately visible after the player enters Central Production B
Sometimes when starting NG+ and opening the inventory, the player was still displayed wearing gear from the previous playthrough
Weapon buffs given by injectables were sometimes not displayed correctly in the Specs screen after switching gear
The camera configuration was not reset properly in all cases when leaving the photo mode
Tweaks:
Increased the light intensity for the black cerberus and scarab chest armor
Super armor values for heavy duty weapon sets have been tweaked
SMAA has been tweaked to remove more jagged edges
Don't play the 'block breached' animation after performing a perfect block that drains all the player's stamina
Derive the hit blocked animation play speed from the set duration instead of deriving the duration from the animation
Nerfed some melee attacks of the fire and ranged hazard enemies
Reduced the stamina cost of the staff dash attack
Tweaked super armor of charged attacks
Increased super armor of staff kick, decreased damage
The confirmation dialog for overwriting save games has been replaced by an information dialog. You need to manually delete savegames now before reusing a savegame slot.
Reduced the invincibility duration for android enemies when they get up after being defeated once
Thank you once again to those of you that have been playing The Surge! We are pleased to release a new update today containing based on feedback from the community since launch!
This latest patch adds various tweaks and fixes, as well as additonal options for customisation of the game, such as an FOV slider and controlling when music plays in the medbay.
The Surge - Update 53172 (P4) / 33665 (SVN)
Additions:
Added a FOV slider for the game camera
Added an option to configure when to play music in the medbay
The number of save slots has been increased from 4 to 10
Added a setting for muting the speech of the anchorman videos played in the game world
Fixes:
Fixed a crash associated with pathfinding in the abandoned labs level
Reset the player position after a finishing move if that move would make the player fall to his death
Weapon materials will now drop correctly from NG+4 onwards
Removed weapon duplicates from the inventory, award nano cores for duplicate boss weapons
Elevators were sometimes not triggered correctly when entering them the instant they arrived
Enemy super armor will now scale properly through NG+ and beyond
Properly mark all drone upgrades to be unequipped when entering NG+
When awarding an injectable because of gained tech scrap, award one for all injectable types currently equipped, not only the selected one
Make sure equipped injectable implants always respect the order in which they are equipped when cycling through them
Giving Jo tech scrap will now update the UI counter properly
Hazard armor sets now also negate damage from toxic gas
It's not possible anymore to trigger a drone attack while the drone is on its way to overcharge a circuit
Toxic autofilter implant will now working properly if there is more than one in the inventory (NG+)
Androids that have been finished once will now properly damage the player after getting up again
Prevent P.A.X. from hitting itself with rockets colliding with the ceiling instantly when firing them
Fixed a problem that sometimes interactions could not be performed when starting NG+
The restart hint after changing the display refresh rate in the options menu will now correctly display.
Player can no longer get stuck on the train from Central Production to Abandoned Production
Player can no longer be killed by PAX falling on its knees
Player is no longer moved up the legs of PAX
Player can no longer be killed in PAX wake up cut scene
After lying to Alec about Maddy’s death the audio note at Alecs' body will now correctly play
Base of the Big Sister 1/3 is no longer lockable after it has been destroyed
Enemies in the arena of the Black Cerberus will no longer react to noise that the player makes
Camera in the fight versus Rogue Process will now always set correctly
Various fixes in Central Production B to prevent enemies from climbing on top of rails
Weapon trails are immediately visible after the player enters Central Production B
Sometimes when starting NG+ and opening the inventory, the player was still displayed wearing gear from the previous playthrough
Weapon buffs given by injectables were sometimes not displayed correctly in the Specs screen after switching gear
The camera configuration was not reset properly in all cases when leaving the photo mode
Tweaks:
Increased the light intensity for the black cerberus and scarab chest armor
Super armor values for heavy duty weapon sets have been tweaked
SMAA has been tweaked to remove more jagged edges
Don't play the 'block breached' animation after performing a perfect block that drains all the player's stamina
Derive the hit blocked animation play speed from the set duration instead of deriving the duration from the animation
Nerfed some melee attacks of the fire and ranged hazard enemies
Reduced the stamina cost of the staff dash attack
Tweaked super armor of charged attacks
Increased super armor of staff kick, decreased damage
The confirmation dialog for overwriting save games has been replaced by an information dialog. You need to manually delete savegames now before reusing a savegame slot.
Reduced the invincibility duration for android enemies when they get up after being defeated once
We'd like to extend a huge thank to all of you who joined CREO - we’ve been listening to your feedback, and we’ve been watching you enjoy The Surge!
The first patch for The Surge is now live! This patch includes tweaks and fixes based on player feedback, so feel free to read the changelog to learn about changes to the block, health injectors, and even the ability to add your own music to the med-bay!
The Surge - Update 53172 (P4) / 33503 (SVN)
Added:
Play your own music in OPS! Drop WAV, OGG or FLAC files to "My Documents/The Surge/songs"
A kill switch button combination for players being stuck has been added (Press 'LB', 'LT', 'RB', 'RT', 'LS' and 'RS' at the same time, 'F4' is the default binding on the keyboard) - Please only use this when your character is stuck.
Added an option to bind jumping/ducking from blocking to the left stick (when using a controller)
Bug Fixes:
Player will be able to block most attacks. This refers to enemy attacks that were only able to be ducked or hopped, which prior to the change ignored blocking. You will now be able to block these attacks, but they consume more stamina than 'standard' attacks.
Fixed some random crashes triggered by accessing invalid memory
Fixed some cases where display refresh rates were not displayed correctly within the menu (PC)
It is now easier to stagger enemies using light, faster-hitting weapons.
Removed Exploits where the player could receive unlimited Tech Scrap by switching the UI while dismantling objects
Potential random crash in the animation system
TDR crashes on Kepler GPUs (Nvidia 7## and 6## series)
Fixed holes in collision where the player could get stuck
Prevent the screensaver from kicking in when using a PS4 controller (PC)
Correctly apply fall damage when doing a plunging/jumping attack
The staff wielding security guards will no longer parry counterattacks and backstabs
Always apply the correct damage from counter attacks following from ducking under or jumping over enemy attacks
Fixed the behavior when binding target switching to the right stick
Properly store the button imagery configured in the options menu
Properly negate 100% toxic damage when wearing the Liquidator armor set
Enemy super armor was not decreasing properly in some cases after a string of quick successive hits
Fixed level transition elevators that were no longer available after dying in the moving elevator
Fixed respawn positions of the player on level transition elevators that caused players falling into their death immediately after loading a savegame
Loot drops of the smelting machines are now saved in the level so it can be collected even when dying after defeating the smelting machine
Fixed an issue where the "Big Sister" achievement did not unlock properly after killing the Big Sister 1/3
Mapping the dodge button to Circle will no longer cause the player to dodge every time the player "backs out" of the game menu.
Possible crash when leaving New Game+ at the beginning and starting a new game.
Gameplay blocker if the player does not collect the Security Exo-Rig after destroying the case. This will also fix broken saves.
Various AR elements should no longer appear in the wrong locations.
Counter attacks on drone enemies are no longer interrupted when using a Single-rigged weapon.
Closed door in Resolve Biolabs now opens correctly. This will also fix broken saves.
Using an implant that is on cooldown in the same moment an enemy is finished will no longer cause a repeating error message.
Fixed issues where armor items were unable to be equipped in New Game+.
Hobbs no longer asks for help after the player has helped him.
Player can no longer get stuck at certain stairs in the tunnels of Resolve Biolabs.
Player can no longer target the upper part of PAX while PAX is standing up.
Sorting items by 'Newest' now works properly.
Removed Quicksave/Quickload bindings.
Tweaks:
The values for health related implants have been adjusted to fall more in line with the desired/projected player health progression (more health)
The damage of the beam ranged attack of the Nano mass enemy has been reduced
The windup of the beam attack has been increased
Reduced the volume of the 'secret finding implant' - even more so when using a controller and rumble is enabled
Deactivate the 'secret finding implant' in the medbay
Implants granting a weapon proficiency level bonus now also grant a proficiency reward bonus so it becomes more viable to level up more than one weapon type
Added an option to bind jumping/ducking from blocking to the left stick (when using a controller)
Jumping/ducking from blocking can now also be done by pressing the bound keys for moving forward/backward (when playing with mouse and keyboard)
Tweaked hitboxes of the staff wielding security guards' attacks
Tweaked hitboxes of some enemies wielding forklift weapons
Tweaked hitboxes of some enemies wielding two handed weapons
Tweaked the timings for the perfect block window for the player
Improved behavior of the Security Guard.
The music in Ops will no longer play after the player has died and respawned.
Improved behavior of the Black Cerberus when his attacks are blocked.
Elevator positions have been adjusted to avoid waiting for an elevator after dying.
Proximity Sensor no longer emits a beeping sound when an enemy is locked.
Character is now invulnerable for a short time after a finishing move is finished.
Increased the duration of the stamina buff triggered when collecting enough Tech Scrap to be worth a level up.
Reduced the stamina cost for continually blocking.
Increased the time for the continual block stamina cost to begin.
We'd like to extend a huge thank to all of you who joined CREO - we’ve been listening to your feedback, and we’ve been watching you enjoy The Surge!
The first patch for The Surge is now live! This patch includes tweaks and fixes based on player feedback, so feel free to read the changelog to learn about changes to the block, health injectors, and even the ability to add your own music to the med-bay!
The Surge - Update 53172 (P4) / 33503 (SVN)
Added:
Play your own music in OPS! Drop WAV, OGG or FLAC files to "My Documents/The Surge/songs"
A kill switch button combination for players being stuck has been added (Press 'LB', 'LT', 'RB', 'RT', 'LS' and 'RS' at the same time, 'F4' is the default binding on the keyboard) - Please only use this when your character is stuck.
Added an option to bind jumping/ducking from blocking to the left stick (when using a controller)
Bug Fixes:
Player will be able to block most attacks. This refers to enemy attacks that were only able to be ducked or hopped, which prior to the change ignored blocking. You will now be able to block these attacks, but they consume more stamina than 'standard' attacks.
Fixed some random crashes triggered by accessing invalid memory
Fixed some cases where display refresh rates were not displayed correctly within the menu (PC)
It is now easier to stagger enemies using light, faster-hitting weapons.
Removed Exploits where the player could receive unlimited Tech Scrap by switching the UI while dismantling objects
Potential random crash in the animation system
TDR crashes on Kepler GPUs (Nvidia 7## and 6## series)
Fixed holes in collision where the player could get stuck
Prevent the screensaver from kicking in when using a PS4 controller (PC)
Correctly apply fall damage when doing a plunging/jumping attack
The staff wielding security guards will no longer parry counterattacks and backstabs
Always apply the correct damage from counter attacks following from ducking under or jumping over enemy attacks
Fixed the behavior when binding target switching to the right stick
Properly store the button imagery configured in the options menu
Properly negate 100% toxic damage when wearing the Liquidator armor set
Enemy super armor was not decreasing properly in some cases after a string of quick successive hits
Fixed level transition elevators that were no longer available after dying in the moving elevator
Fixed respawn positions of the player on level transition elevators that caused players falling into their death immediately after loading a savegame
Loot drops of the smelting machines are now saved in the level so it can be collected even when dying after defeating the smelting machine
Fixed an issue where the "Big Sister" achievement did not unlock properly after killing the Big Sister 1/3
Mapping the dodge button to Circle will no longer cause the player to dodge every time the player "backs out" of the game menu.
Possible crash when leaving New Game+ at the beginning and starting a new game.
Gameplay blocker if the player does not collect the Security Exo-Rig after destroying the case. This will also fix broken saves.
Various AR elements should no longer appear in the wrong locations.
Counter attacks on drone enemies are no longer interrupted when using a Single-rigged weapon.
Closed door in Resolve Biolabs now opens correctly. This will also fix broken saves.
Using an implant that is on cooldown in the same moment an enemy is finished will no longer cause a repeating error message.
Fixed issues where armor items were unable to be equipped in New Game+.
Hobbs no longer asks for help after the player has helped him.
Player can no longer get stuck at certain stairs in the tunnels of Resolve Biolabs.
Player can no longer target the upper part of PAX while PAX is standing up.
Sorting items by 'Newest' now works properly.
Removed Quicksave/Quickload bindings.
Tweaks:
The values for health related implants have been adjusted to fall more in line with the desired/projected player health progression (more health)
The damage of the beam ranged attack of the Nano mass enemy has been reduced
The windup of the beam attack has been increased
Reduced the volume of the 'secret finding implant' - even more so when using a controller and rumble is enabled
Deactivate the 'secret finding implant' in the medbay
Implants granting a weapon proficiency level bonus now also grant a proficiency reward bonus so it becomes more viable to level up more than one weapon type
Added an option to bind jumping/ducking from blocking to the left stick (when using a controller)
Jumping/ducking from blocking can now also be done by pressing the bound keys for moving forward/backward (when playing with mouse and keyboard)
Tweaked hitboxes of the staff wielding security guards' attacks
Tweaked hitboxes of some enemies wielding forklift weapons
Tweaked hitboxes of some enemies wielding two handed weapons
Tweaked the timings for the perfect block window for the player
Improved behavior of the Security Guard.
The music in Ops will no longer play after the player has died and respawned.
Improved behavior of the Black Cerberus when his attacks are blocked.
Elevator positions have been adjusted to avoid waiting for an elevator after dying.
Proximity Sensor no longer emits a beeping sound when an enemy is locked.
Character is now invulnerable for a short time after a finishing move is finished.
Increased the duration of the stamina buff triggered when collecting enough Tech Scrap to be worth a level up.
Reduced the stamina cost for continually blocking.
Increased the time for the continual block stamina cost to begin.
Hi, everyone! We're happy to see the positive reception from everybody, and hope you're having a great time fighting through CREO. We're actively reading all of your feedback, and you can expect our first public patch to go live soon.
Today we released a trailer featuring a number of Twitch streamers taking The Surge head on. Watch the Internet shout and fight its way through The Surge!
Hi, everyone! We're happy to see the positive reception from everybody, and hope you're having a great time fighting through CREO. We're actively reading all of your feedback, and you can expect our first public patch to go live soon.
Today we released a trailer featuring a number of Twitch streamers taking The Surge head on. Watch the Internet shout and fight its way through The Surge!