Game update · Article updated
Changes at a glance
- Original co-op: direct first, then TURN
- Current original cloud saves: press Save
- Why a player record or friend list can look stale
- Inviting friends without an Online badge
- Leaderboard eligibility: 2 minutes or 5?
- Touch aiming and desktop manual aim
- Initialized shots and co-op behavior
Original co-op: direct first, then TURN
The October 21 original announcement adds server-assisted co-op for signed-in accounts when mobile data or a router blocks direct peers. Source 006257fa first tries STUN-only WebRTC for up to 9 seconds, without requesting TURN credentials or reserving a relay slot. A failed direct attempt, including an earlier connection failure, makes a signed-in host retry immediately with TURN if the service authorizes the account. The TURN-enabled attempt allows 15 seconds; the browser can still choose a direct route. Signing in is required for the credential request, but does not guarantee authorization or a working relay.
The host tells the guest to request TURN only on a TURN-enabled offer; a normal offer requests none. Connected and Connected (via server), Conectado (por servidor) in Spanish, both count as connected. The label alone does not prove the actual network route. Wait until every intended player is connected before starting. The old Firebase Realtime Database gameplay relay remains disabled; TURN is a separate route.
During the current page session, the host remembers each pair whose direct attempt failed while the host was signed in even after a player leaves or the room is recreated. That pair starts subsequent attempts with TURN if available, skipping the initial 9-second wait. After two distinct guests have recorded direct failures, the host starts all further peers with TURN if available. This is failure memory, not proof that TURN was authorized or used. Reloading the page starts a fresh session.
If authorization is refused or the relay service/network fails, the original falls back to STUN-only networking. It can still connect directly, but networks that block direct peers may still fail. A refused request (403) is not retried for 30 minutes; other failed requests wait one minute. The credential request has a separate four-second abort timer. The client reuses valid temporary credentials until ten minutes before their stated expiry; the source describes a two-hour credential lifetime. These are original-client rules, not a test of relay availability for your account.
Finish runs, load the same current original version and keep all room tabs active. Allow the initial direct attempt up to 9 seconds and a TURN-enabled retry up to 15 seconds, plus any credential request; this is not a guaranteed total connection time. A guest waiting for its first offer has a separate 27-second placeholder timer. After a further failure, the host normally retries after 15 seconds; anonymous/no-account hosts do not request TURN and keep that retry. If it still fails, compare permitted Wi-Fi/mobile data and report host/guest role, exact room status and both networks. Preserve accounts and saves. These rules do not enable TURN in the independently embedded community game.
Current original cloud saves: press Save
The latest October 20 original update no longer uploads cloud progress on a timer, sign-in, closing/reloading the page or switching tabs. Browser-local progress is still written immediately. Press Save before closing the game or changing devices, and wait for cloud-save success. Pending and a countdown mean not yet uploaded. Update reloads and signing out also attempt to upload pending progress.
Successful cloud writes still have a 65-second minimum gap, so a requested save can queue; requested uploads can retry after failure. If offline, keep this browser’s data and press Save after reconnecting. Pending is not server confirmation. Coming back to an old tab no longer downloads the other device’s progress. These original-game rules do not define the embedded community edition’s separate save implementation.
Finish the active battle first. After A confirms a cloud save, stop playing there; on B, reload and use the same original cloud identity before checking collection, upgrades and tickets. Merely returning to B’s existing tab does not pull. Sign-in merges local/cloud state, but later uploads write the current copy without first reading/merging the server: simultaneous devices can overwrite each other, with the last save winning. Save permanent progress; an active battle is not resumable.
Why a player record or friend list can look stale
Original leaderboard reads are cached for two hours. A submitted top 50 improvement updates its local summary immediately; that score need not wait two hours. General All-time results outside top 50 upload at most once per six hours per board/entry. The best pending result stays in this browser and is flushed when a later qualifying run finishes or another run starts after the interval; this is not a guaranteed background timer. Top 50 submissions bypass this delay. Existing 120-second general and 300-second per-Pokémon thresholds remain.
The original first loads friends when you open Friends, a room lobby or the friends-only leaderboard, rather than at sign-in. On a new browser, open one of those views if friends/invitations are missing. Accepted friends remain invitable without an Online badge. Server run-start timestamps were removed; the 45-minute record cap, level/defeat validation and account-ban checks remain. Deleting a cloud save does not remove an account ban.
Earlier October 20 source: one-hour scheduling (superseded)
In the October 20 original source, automatic cloud uploads are scheduled one hour after the first pending change; the earlier 30-minute schedule is historical. Browser-local progress is still written immediately. Before changing devices, press Save and wait for the successful cloud message. Queued, offline or a disappearing red dot is not confirmation from the server.
Save still has a 65-second minimum gap between successful cloud writes. A countdown means queued, not completed. Sign-in can upload a newer device copy; closing/reloading and updater reloads make best-effort attempts. Gacha, ending a run or merely changing tabs do not force an immediate upload. A returning tab’s 30-minute pull limit is a separate download rule. These original-game timings do not define the independently hosted community edition.
Inviting friends without an Online badge
Host: choose Invite for an accepted friend; the original no longer shows an Online status or requires that badge. Guest: choose Join before the invitation expires after three minutes. Wait for the intended members to show Connected, then the host starts. Up to four players, including the host, can join.
Leaderboard eligibility: 2 minutes or 5?
The general Daily, Weekly, Monthly and All-time boards still require a finished run of at least 120 seconds. A per-Pokémon All-time board now requires at least 300 seconds. A 2–4-minute run can qualify for a general board without qualifying for its Pokémon board. Cloud identity, integrity checks, top-50 limits and whether the result beats your saved best still matter.
Touch aiming and desktop manual aim
Since the October 20 original update, touch devices always use automatic aiming and do not offer Manual aim. On desktop, Manual aim remains a separate Settings → Accessibility option for mouse/right-stick aiming. This changes aiming, not which move or Bond group is active.
Initialized shots and co-op behavior
Projectile, homing and bounce moves now initialize missing count to 1 and missing spread to 0.12 before level and evolution modifiers. The 12 affected definitions are listed below. Their level tables and calculators use the initialized values; more emitted shots are not guaranteed hits. In co-op, guest vortices now pull on the host and guest Hex receives its status bonus from synchronized target status.
Player reports collected October 20: follow the matching task
Original-game Discord feedback adds useful symptoms to these patch notes: invitations still failing, quick Start or upgrade choices leaving a player behind, Android aiming confusion, and special-move effects differing in co-op. A report from that date does not establish whether it happened before or after every source revision. Keep the dated experience beside the versioned rule, then use the relevant troubleshooting or move page below.
Related pages
Previous and next updates
Game data & sources
The linked game files show where these stats, costs and rules come from. Updates to the game may change them.
Data version: d567c6da
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/core/db.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/net/social.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/net/ranking.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/systems/progress.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/data/moves.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/systems/combat.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/entities/player.js
- https://github.com/JPTER78/pokesurvivor/blob/d567c6da88e4ef66634ab54a01b5a3607501e03a/js/data/changelog.js
- https://github.com/JPTER78/pokesurvivor/blob/11fe868c640b62ac37beacc222e056bc4d9ec892/js/core/db.js
- https://github.com/JPTER78/pokesurvivor/blob/11fe868c640b62ac37beacc222e056bc4d9ec892/js/ui/ui.js
- https://github.com/JPTER78/pokesurvivor/blob/11fe868c640b62ac37beacc222e056bc4d9ec892/js/net/social.js
- https://github.com/JPTER78/pokesurvivor/blob/11fe868c640b62ac37beacc222e056bc4d9ec892/js/ui/social-ui.js
- https://github.com/JPTER78/pokesurvivor/blob/11fe868c640b62ac37beacc222e056bc4d9ec892/js/net/ranking.js
- https://github.com/JPTER78/pokesurvivor/blob/11fe868c640b62ac37beacc222e056bc4d9ec892/firestore.rules
- https://github.com/JPTER78/pokesurvivor/blob/11fe868c640b62ac37beacc222e056bc4d9ec892/js/data/changelog.js
- https://github.com/JPTER78/pokesurvivor/blob/006257fa748ad6ce11a3e1752f1aaf49e236e734/js/net/net.js
- https://github.com/JPTER78/pokesurvivor/blob/006257fa748ad6ce11a3e1752f1aaf49e236e734/js/ui/social-ui.js