Survival Log New Game Plus and Later Cycles
Finish an ending, unlock the next role, and spend the second life on rooms you already understood.
New Game Plus in Survival Log is not a new apocalypse. It is a second calendar with memories. August 14 moved second-floor, basement, and trap unlocks earlier in New Game+ and later playthroughs, and those unlocks now include narrative memories from the previous run. Completing any ending also unlocks the next available character if you never finished the in-run unlock tasks. That pair of sentences is the whole reason this guide exists: later cycles should spend Planning Points on better rooms and cleaner theses, not on re-earning the staircase.
If you have not finished a first ending, stop. Play Getting Started, Demo Walkthrough, and one role week from Roles Comparison. NG+ is a reward for a completed arc, not a difficulty slider. Difficulty and Endless Mode is the settings page; this page is the cycle page.
What carries, what you still have to earn
Official notes do not publish a complete “keep forever” table, and this wiki will not invent one. What we can say from the August 14 announcement: later playthroughs remember enough to unlock the second floor, basement, and traps sooner, and those tasks arrive with memories from the previous life. Respawn notes (also patched that day) restore most proficiency, add missing defense notes, and weigh less so they fit a backpack — that is death-inside-a-run, not NG+, but it teaches the same lesson: Midnight Workshop wants competence to travel.
You still need water, boards, fuel, and a power policy. Priority Checklist does not retire because you saw an ending. Power Grid still punishes a pretty upstairs with a dry basement. The difference is calendar: you can stage Farming and Cooking Space and Basement Generator before the first-cycle delay would have allowed.
August 13 already cut basement repairs from three to two and let you start earlier, with clearer completion feedback. Combined with NG+ timing, a second-cycle basement should be a week-one project, not a month-two apology. The basement light formerly called Plant Light is now Daylight Lamp — same fixture, less confused shopping.
Endings unlock the next role
If you skipped unlock tasks during a run, finishing any ending now unlocks the next available character. That is the cleanest on-ramp from Worker to College Student to Warehouse Clerk (or whatever order your save offers). Do not restart a first cycle just because a task UI felt fussy — finish the ending, take the next role, and read that role page before you shop. Warehouse Clerk in particular wants a second cycle: the rescue storyline now has crowbar-to-truck missions (Trading and Neighbors), and earlier floors give you a room to put a rescued manager in.
College Student still owns a lot of neighbor-affinity fantasy (How to Rescue a Neighbor). Worker still owns haul-and-repair days. NG+ does not delete those flavors; it lets you feel them with a house that already knows where the stairs are.
Traps and floors earlier is not “skip boarding”
Earlier trap unlocks tempt players to skip boards. Do not. How to Defend and Fortify Doors and Windows still decide whether a chainsaw trap is a tool or a power leak. Community questions about leaving chainsaw traps on between hordes are power questions — Traps plus How to Manage Power — not NG+ exemptions. The crisis bar from August 15 still turns red whether this is your first life or your third.
Endless Mode is a sibling, not a child
Endless Mode is a separate long-maintenance fantasy. August 14 fixed starting attribute points so more than the first level applies, and it hid cycle-misleading UI on endless saves. August 15 restored missing recipe unlocks on new endless files and removed Mental Block rolls on new endless saves. If you want infinite pantry math, finish a story ending, then open endless on a new file so those recipe paths exist. Do not expect NG+ memories to appear inside an endless save that never had them.
A second-cycle week that uses the gift
Day 1: confirm floor and basement unlocks, place generator, board sleep walls. Day 2: Tool Cabinet beside the Workbench (Crafting and Workbench). Day 3: one role-specific story beat (Crowbar, neighbor rope, or worker repair line). Day 4: Deep Cultivation only if Tier 0 food is already real (Farming). Day 5: hospital or school wing only if the Map is not marked overrun (Hospital and Used Car Lot). Day 6–7: quiet nights, then decide whether to chase collections on Collections and Achievements or start endless.
NG+ is how Survival Log respects the time you already spent dying. Spend the extra calendar on rooms and rescues you understood too late the first time. Do not spend it proving you can ignore water with style.
Frequently Asked Questions
Quick answers to the most common survivor questions.
What does New Game Plus change in Survival Log?
August 14 moves second-floor, basement, and trap unlocks earlier in NG+ and later cycles, and those tasks include memories from the previous playthrough.
I never finished character unlock tasks. Can I still get the next role?
Yes. Completing any ending now unlocks the next available character even if in-run unlock tasks were skipped.
Should I start New Game Plus before I can defend a first-cycle night?
No. Finish an ending first. NG+ is a faster house, not a substitute for boarding, power, and Tier 0 buffers.
Is Endless Mode the same as New Game Plus?
No. Endless is ongoing maintenance without a scripted ending. Use a new endless save after the August 15 recipe-unlock fix if you want Rat Trap and Brewing Barrel paths.
Do basement repairs still take three jobs?
August 13 reduced required basement repairs from three to two and let you start earlier. NG+ timing stacks on top of that.