About the Game
Subsistence is a sandbox, first person, solo or co-op, PvE open-world survival game. Struggle through changing seasons to build a base, develop technology and gear-up in the hostile environment. Defend yourself from wildlife, the elements and AI hunters (who also build bases in the world). Progress your base technology for advanced item crafting and upgrades. Farm crops, fish, raise small animals, harvest and refine resources to rise in dominance in the world. Defend your base from Hunter attacks, and raid their bases to steal their loot. If you enjoy open-world sandbox survival games, resource gathering and grinding to build a base, you may enjoy playing the early access version of the game.
* Crafting mechanics.
* Dynamic base building.
* Dynamic seasons and weather systems.
* Weapon upgrade system.
* Mining and refining of ores.
* AI Hunters (with AI base building).
* Farming.
* Animal husbandry.
* Food cooking mechanics.
* World day-night cycle.
* Temperature change based on time-of-day and altitude.
* Character hunger/thirst/strength mechanics.
* Character clothing system.
* System for inviting/removing players to access bases.
* Central power system for bases (base items require power to function).
* Npc enemy leveling system.
The focus is not of primitive survival (although there are many elements during the early-game), but instead a focus on the base, its security, technology and resources.
Current features:
* Singleplayer and Co-op PvE sandbox experience.* Crafting mechanics.
* Dynamic base building.
* Dynamic seasons and weather systems.
* Weapon upgrade system.
* Mining and refining of ores.
* AI Hunters (with AI base building).
* Farming.
* Animal husbandry.
* Food cooking mechanics.
* World day-night cycle.
* Temperature change based on time-of-day and altitude.
* Character hunger/thirst/strength mechanics.
* Character clothing system.
* System for inviting/removing players to access bases.
* Central power system for bases (base items require power to function).
* Npc enemy leveling system.
DISCLAIMER (PLEASE READ):
The public Early Access is intended for those interested in supporting the project and participating in its continued development. You will most likely experience balancing issues, performance issues, bugs and missing features. If you are looking for a complete gaming experience, I would recommend allowing some time before trying out the game. There are many YouTube game-plays showing the current state of game. I am the sole developer of the project, which I work on as a passion project. I feel this is important to mention, so that those considering playing the game can make a more informed purchase decision. A full detailed list of the updates since launch can be viewed here: .Goals of the project:
The aim is to integrate the kinds of base-resource micro-management typically found in RTS titles, into a boots-on-the-ground shooter. Each base has an underlying economy of power and raw materials that must be maintained and expanded in order to rise in dominance.The focus is not of primitive survival (although there are many elements during the early-game), but instead a focus on the base, its security, technology and resources.
Screenshots
47 images
Version Information
Steam Patch Notes
Official update history
I just posted an updated trailer for the game. Please check it out 👀
The old trailer was showing it's age and didn't represent the game in it's current state, so this was overdue.
Cheers!
CG
View on Steam
The old trailer was showing it's age and didn't represent the game in it's current state, so this was overdue.
Cheers!
CG
Since Microsoft has been rolling out the new Windows 1903 update, many players have reported significant drops in game performance while playing Subsistence (even on high-end hardware).
This patch should fix the performance issues for those affected (not all hardware configurations have experienced the issue). Microsoft may patch the issue, but I didn't want to wait.
This is essentially a patched version of Alpha 49. It does include a few small tweaks of the upcoming Alpha 50 release, but the main features of A50 are still a work-in-progress (and thus are disabled in this build).
I'm working hard on the new update, so please stay tuned for the release.
Cheers,
CG
* Thanks to modder PredatH0r for help with this fix.
View on Steam
This patch should fix the performance issues for those affected (not all hardware configurations have experienced the issue). Microsoft may patch the issue, but I didn't want to wait.
This is essentially a patched version of Alpha 49. It does include a few small tweaks of the upcoming Alpha 50 release, but the main features of A50 are still a work-in-progress (and thus are disabled in this build).
I'm working hard on the new update, so please stay tuned for the release.
Cheers,
CG
* Thanks to modder PredatH0r for help with this fix.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6343aea8306fe8ff3f00ae0a63279c82bda5594c.png
Alpha 49 is primarily focused on introducing a new underground cave system, currently accessible only via deep-water scuba diving. Expanding on the later-game resource trees and adding further world exploration to the later-game progression. Along with many other new items, gameplay and graphical improvements, fixes and tweaks.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6d0534a920ce04bba24c620636d7bd1bea160131.png
Players can now craft scuba diving gear to explore the deep waters in the world. The equipment is crafted at the new “Diving Station”, a powered crafting station that can be crafted in the BCU.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/7fa327f22e7abbb42dd61d1ce055c95c4081f9d4.png
Must be placed within the radius of a BCU and is used to craft both the Diving Gear and the required O2 tanks.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/f8a92514625bdb3d18a18fbc18f6115872a9778c.png
The diving gear uses the chest armor slot on player’s clothing profile (however provides zero damage or warmth protection).
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/afff53f9f78b57b2b1437da7707a78db3de697ae.png
The O2 tanks are single-use items and will consume their O2 contents while the player is wearing diving gear and submerged in water.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/bb562e013f2d72d1ab7e4073abae90e90268f897.png
While in use, the standard O2 meter will update to show the tank-count and current tank O2 amount. As one tank depletes, the next one will take over and start being used.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/9d68dffa1c16a7fe298094c9673bd66f32f195c9.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/50f8be7bfbfdab9f9ad50fae92c86dbf81d0c73d.png
There is a new explorable cave system deep underground. Currently this area is only accessed via a dormant lava tube deep underwater in the largest lake. If you venture down there, be sure to pack extra O2, or risk stranding yourself with no means of escaping alive.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/4952bd6aafc244bdbaeedf9df6e6d8fda94dba4a.png
Building is not restricted in caves, although in the future I may need to put some restrictions on blocking entrances (on open public co-op servers). Resources are limited however, so players would have to transport resources if they wanted to start construction projects.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0c7d08139b9a5c5920e44dc884168966e5b6a398.png
Throughout the caves, deposits of Crystal Ore and Coal can be found and mined. Mining crystal nodes causes more wear on tools than other ore types.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/64fa8166ff177e11041c427c9467da0a1cad82d6.png
Crystal can be processed down in the refinery to produce raw crystal, which is used in later-game crafting recipes and item upgrades.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8f367a5f5d7d1797630b8b04e99a2b73cba648f5.png
Coal can be used as an alternative fuel source for campfires/woodburners, lessening the demand to chop wood for fuel. It’s usages may be expanded in future updates.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/12d0066da8d31a63e4ef0d10b886535972e4aefa.png
Note: Cave ore nodes have a much longer respawn cool-down. So if you clear a cave area, it will take quite some time to repopulate.
Groups of mining hunters patrol the caves. Unlike other hunters, these guys pack double barrels, .44’s and recurve bows, so can be dangerous.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/be8b8b12dd72a6306b52ce1b99d9a7768d6ff672.png
I have plans to expand on their behavior and roles in future updates.
Clam shells now spawn in the lakes in the world. Bash them open using an axe or pickaxe and harvest the pearl inside.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/9724d3d2cf9245a06610d823523a1accc8310b94.png
While these shells spawn at all depths, they are more common in deeper waters.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/4e840fc18ad26cee7077f9d0ec0a2912e31ec470.png
Circuit boards are a new item, crafted at the workbench. They have been woven into the later-game crafting and upgrade recipes.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0689e6440c8709232c69182833af464587d5fe05.png
I’ve increased the size of the ore nodes in the world (also corrected their placement alignment). I added a more realistic destruction physics simulation to when they break apart. I think this makes harvesting nodes more satisfying, but let me know what you think.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/62895c35cf5c05c9e08607f3d028afdda7954a98.png
There is now a larger 42 slot storage unit, which can be crafted in the BCU. This unit is intended as more of a lavish, later-game convenience item and should be a nice QOL improvement for established players maintaining large bases.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/72000a170872f6271b9287d7eb98b1c79239f8ff.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/f9001ba238cb2eb8653f580fda4c965b2dfb7d88.png
Taking damage, bleeding, harvesting animals, etc will now cause blood splatters in the surrounding environment.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/151936fe31279b60c42bd58f63dc422b61005ab6.png
This means that violent battles can result in quite a mess. Some players may not like this, so I may make a toggle for this in a future update.
Currently only used for 4th-tier weapon upgrades. These parts are currently only acquired from specialty crates spawned from detonating BCU crackers on established hunter bases.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/04b8ba914563f4d067620acbc2a82d93c78c926c.png
The larger (more established) bases yield greater number of these parts. Destroying an underdeveloped base will yield none.
Sorry for the delay on this fix (I know this was frustrating). Plants and ore nodes in the world will no longer despawn while the player is nearby.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/dd710a2ec7aa7fe6085cc99f37655a3e05b23e3b.png
Previously the daytime color-grading had a heavy yellow tint. I've dialed it back to a more natural pallet, where the blues and greens can pop more.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/c85b0c0160ed2c1e20c7329d1c9fb0b62ffa88c4.png
I’ve also been experimenting with denser ground foliage detail (see image above), so you’ll notice certain areas look a bit different.
Previously, as these areas were inaccessible, they had almost no detail. I’ve now added lots of new rock formations and detail.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/c91088b5c278d532edc6b1a9b35edb21b5dcb615.png
Since the last couple of map expansions, I hadn’t updated the settings for visual culling on distant objects, meaning certain areas were making needless draw calls on very distant objects (especially on the west side of the lake). I’ve updated it to be far more aggressive. It’s unlikely you’ll notice distant objects popping out from view, but the stress on performance is now reduced in these areas.
A couple of tweaks to the fishing system: If a player is too close to the bait, the less likely fish will bite. Fishing in very shallow water will reduce the chances of hooking large fish.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/d8abd85e1ff39fc5f89aca47913aa42225e43c76.png
I’ve been working on some other cool improvements to the fishing system, but couldn’t get it wrapped-up for this update, but it will follow soon.
Tools now take usage damage when mining nodes (not currently for chopping wood).
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/12de9af139eed88eb888ce693c4202d0ee7f10c6.png
Accidental usage of bandages, health kits and antidotes will now not consume if the player is not in need of that particular med type.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/b1344084c80c0a3df9747cc3a7b3aad3a319d0c5.png
Previously when stepping over geometry, the camera would instantly snap to the new Z axis. I’ve added smoothing to make this feel more natural. This is a subtle change, but I think makes a marked improvement to the feeling of play.
Huge thanks to VaeVictis for localizing this version!
Thanks for everyone's support and patience while I worked on this one. If you haven't already, please join the community on the Steam forums and the official Discord server (invite below). I welcome your thoughts and suggestions for the game moving forwad. Please stay tuned for more updates as the project continues to evolve!
All the best,
CG
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
Continued Translation Support Credits (in no particular order): I hugely appreciate the support.
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
German (LPCaiser)
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Danish (Morten Sørensen, Jesper Christensen, Bartholomeo Alexander)
Dutch (Damster_NL)
Russian (FRAME)
Turkish (Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
View on Steam
Alpha 49 is primarily focused on introducing a new underground cave system, currently accessible only via deep-water scuba diving. Expanding on the later-game resource trees and adding further world exploration to the later-game progression. Along with many other new items, gameplay and graphical improvements, fixes and tweaks.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6d0534a920ce04bba24c620636d7bd1bea160131.png
Scuba Diving:
Players can now craft scuba diving gear to explore the deep waters in the world. The equipment is crafted at the new “Diving Station”, a powered crafting station that can be crafted in the BCU.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/7fa327f22e7abbb42dd61d1ce055c95c4081f9d4.png
Diving Station:
Must be placed within the radius of a BCU and is used to craft both the Diving Gear and the required O2 tanks.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/f8a92514625bdb3d18a18fbc18f6115872a9778c.png
Diving Gear:
The diving gear uses the chest armor slot on player’s clothing profile (however provides zero damage or warmth protection).
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/afff53f9f78b57b2b1437da7707a78db3de697ae.png
O2 Tanks:
The O2 tanks are single-use items and will consume their O2 contents while the player is wearing diving gear and submerged in water.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/bb562e013f2d72d1ab7e4073abae90e90268f897.png
While in use, the standard O2 meter will update to show the tank-count and current tank O2 amount. As one tank depletes, the next one will take over and start being used.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/9d68dffa1c16a7fe298094c9673bd66f32f195c9.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/50f8be7bfbfdab9f9ad50fae92c86dbf81d0c73d.png
Caves:
There is a new explorable cave system deep underground. Currently this area is only accessed via a dormant lava tube deep underwater in the largest lake. If you venture down there, be sure to pack extra O2, or risk stranding yourself with no means of escaping alive.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/4952bd6aafc244bdbaeedf9df6e6d8fda94dba4a.png
Building is not restricted in caves, although in the future I may need to put some restrictions on blocking entrances (on open public co-op servers). Resources are limited however, so players would have to transport resources if they wanted to start construction projects.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0c7d08139b9a5c5920e44dc884168966e5b6a398.png
Crystal and Coal:
Throughout the caves, deposits of Crystal Ore and Coal can be found and mined. Mining crystal nodes causes more wear on tools than other ore types.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/64fa8166ff177e11041c427c9467da0a1cad82d6.png
Crystal can be processed down in the refinery to produce raw crystal, which is used in later-game crafting recipes and item upgrades.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8f367a5f5d7d1797630b8b04e99a2b73cba648f5.png
Coal can be used as an alternative fuel source for campfires/woodburners, lessening the demand to chop wood for fuel. It’s usages may be expanded in future updates.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/12d0066da8d31a63e4ef0d10b886535972e4aefa.png
Note: Cave ore nodes have a much longer respawn cool-down. So if you clear a cave area, it will take quite some time to repopulate.
Mining Hunters:
Groups of mining hunters patrol the caves. Unlike other hunters, these guys pack double barrels, .44’s and recurve bows, so can be dangerous.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/be8b8b12dd72a6306b52ce1b99d9a7768d6ff672.png
I have plans to expand on their behavior and roles in future updates.
Clam Shells & Pearls:
Clam shells now spawn in the lakes in the world. Bash them open using an axe or pickaxe and harvest the pearl inside.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/9724d3d2cf9245a06610d823523a1accc8310b94.png
While these shells spawn at all depths, they are more common in deeper waters.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/4e840fc18ad26cee7077f9d0ec0a2912e31ec470.png
Circuit Boards:
Circuit boards are a new item, crafted at the workbench. They have been woven into the later-game crafting and upgrade recipes.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0689e6440c8709232c69182833af464587d5fe05.png
Ore Node Destruction Physics:
I’ve increased the size of the ore nodes in the world (also corrected their placement alignment). I added a more realistic destruction physics simulation to when they break apart. I think this makes harvesting nodes more satisfying, but let me know what you think.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/62895c35cf5c05c9e08607f3d028afdda7954a98.png
Large Storage Unit:
There is now a larger 42 slot storage unit, which can be crafted in the BCU. This unit is intended as more of a lavish, later-game convenience item and should be a nice QOL improvement for established players maintaining large bases.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/72000a170872f6271b9287d7eb98b1c79239f8ff.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/f9001ba238cb2eb8653f580fda4c965b2dfb7d88.png
Blood Decals:
Taking damage, bleeding, harvesting animals, etc will now cause blood splatters in the surrounding environment.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/151936fe31279b60c42bd58f63dc422b61005ab6.png
This means that violent battles can result in quite a mess. Some players may not like this, so I may make a toggle for this in a future update.
Premium Weapon Parts:
Currently only used for 4th-tier weapon upgrades. These parts are currently only acquired from specialty crates spawned from detonating BCU crackers on established hunter bases.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/04b8ba914563f4d067620acbc2a82d93c78c926c.png
The larger (more established) bases yield greater number of these parts. Destroying an underdeveloped base will yield none.
Fixed Loot Despawning Near Player:
Sorry for the delay on this fix (I know this was frustrating). Plants and ore nodes in the world will no longer despawn while the player is nearby.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/dd710a2ec7aa7fe6085cc99f37655a3e05b23e3b.png
Daytime Color-Grading and Foliage Density:
Previously the daytime color-grading had a heavy yellow tint. I've dialed it back to a more natural pallet, where the blues and greens can pop more.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/c85b0c0160ed2c1e20c7329d1c9fb0b62ffa88c4.png
I’ve also been experimenting with denser ground foliage detail (see image above), so you’ll notice certain areas look a bit different.
New Underwater Environment Detail:
Previously, as these areas were inaccessible, they had almost no detail. I’ve now added lots of new rock formations and detail.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/c91088b5c278d532edc6b1a9b35edb21b5dcb615.png
Distance Visibility Culling:
Since the last couple of map expansions, I hadn’t updated the settings for visual culling on distant objects, meaning certain areas were making needless draw calls on very distant objects (especially on the west side of the lake). I’ve updated it to be far more aggressive. It’s unlikely you’ll notice distant objects popping out from view, but the stress on performance is now reduced in these areas.
Fishing Mechanic Tweaks:
A couple of tweaks to the fishing system: If a player is too close to the bait, the less likely fish will bite. Fishing in very shallow water will reduce the chances of hooking large fish.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/d8abd85e1ff39fc5f89aca47913aa42225e43c76.png
I’ve been working on some other cool improvements to the fishing system, but couldn’t get it wrapped-up for this update, but it will follow soon.
Tool Degradation For Mining Nodes:
Tools now take usage damage when mining nodes (not currently for chopping wood).
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/12de9af139eed88eb888ce693c4202d0ee7f10c6.png
Prevent Unneeded Med Usage:
Accidental usage of bandages, health kits and antidotes will now not consume if the player is not in need of that particular med type.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/b1344084c80c0a3df9747cc3a7b3aad3a319d0c5.png
Camera Smoothing While Stepping Up Ledges:
Previously when stepping over geometry, the camera would instantly snap to the new Z axis. I’ve added smoothing to make this feel more natural. This is a subtle change, but I think makes a marked improvement to the feeling of play.
New Language - Romanian:
Huge thanks to VaeVictis for localizing this version!
Other Notable Changes:
- Slugs cost 1 less iron.
- Fixed bug that allowed items to be shift-clicked into the bed.
- New water splash particles in rivers.
- Fixed bug where HC profiles weren’t being successfully wiped in a fail-state.
- Reduced storm sounds while underwater.
- Fixed bug that could cause rain particles to play while underwater.
- Added new underwater caustic lighting fx (moving light ripples).
- New axe/pickaxe underwater swinging sound.
- Extended reach of axe and pickaxe.
- Increased size of kelp.
- Moose have had a slight stats boost.
- PvP kills now get logged in the launch log file (allowing server admins to identify them if they wish to ban).
- New console command “coord” will display the local players map coordinates (type “help” to see a list of available commands). This is primarily to help with trouble-shooting bugs with the community.
- Deer and moose will less frequently choose to swim in lakes when fleeing from danger.
- Fixed bug where you couldn’t switch ammo types when clicking the ammo-type icon while weapon was in slot 1.
- Fixed bug where hunters would fire random shot at the ground when fleeing to cover.
- Fixed co-op client audio bug where sleeping players would make reloading sounds.
- You now get slightly more gunpowder and casings when crafting at the workbench.
- Fixed glitched floating ore nodes and kelp at the foot of he western river.
- Fixed edge-case bug where moose would choose to stay in a particular area and stop roaming the world.
- Fixed hammer impact/repair sounds not playing for clients of co-op games.
Thanks for everyone's support and patience while I worked on this one. If you haven't already, please join the community on the Steam forums and the official Discord server (invite below). I welcome your thoughts and suggestions for the game moving forwad. Please stay tuned for more updates as the project continues to evolve!
All the best,
CG
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
Continued Translation Support Credits (in no particular order): I hugely appreciate the support.
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
German (LPCaiser)
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Danish (Morten Sørensen, Jesper Christensen, Bartholomeo Alexander)
Dutch (Damster_NL)
Russian (FRAME)
Turkish (Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/4773f0e592ecfd055a316577510777912e6d6a20.png
A new shotgun can now be crafted at the workbench. The Double Barrel is a powerful weapon and has a much tighter spread than the pump-action, making it suitable for mid-range combat as well as close.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/18ff4a53b406f3672dd83ab70594a07bfb5b5a71.png
It’s dual barrel allows for two shells to be fired in quick succession, however then requires a fairly lengthy reload, so be tactical with your timing on shots/reloads.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/47719ca858aa7707e8a2a0155bc0f9711be4bf31.png
I know it seems strange that other weapons are still crafted in the player crafting menu. As new weapons are introduced, the higher power firearms will slowly move over to the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/08101ede12166c5a71d52f3422ab7dd4dd4fbab9.png
The flashlight can be attached as with the other firearms.
Players can now craft a Distiller (located in the BCU). This item must be placed within range of your base and allows you to distill your own Alcohol (“moonshine”) overtime.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/9cd9192e10145b4559f2b55a7ade36b64d1c9a2c.png
Alcohol requires potatoes and sterilized water to be crafted in the Distiller. It takes time to craft, so be sure to queue it up and plan ahead.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1f6553a553a82f36dfffa38e3a650fc045534f37.png
The motivation behind this is to add greater purpose and benefit to potato farming, and to open up craftable flammable items for players to play with.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/fb1118232bb459c0fe81ebd176fe43aeefc7b709.png
Alcohol can be used to craft Molotov’s in the workbench. Molotovs are effective at damaging bases, and dealing with mobs during attacks.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/12e92a26cc57169740117e0316bca99cc393ffb9.png
When a molotov explodes near a player/animal/hunter the initial blast will catch them on fire. They will remain on fire for up to 10 seconds. Jumping into water will put the fire out. Hitting multiple targets with the initial blast is an effective way of dealing a lot of damage.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0f22e15bddf2112151932407004ede4961846dc8.png
Molotov fires will burn for up to 20 seconds, dealing damage to all buildables/players/hunters/animals that touch their flames. The player who throws the molotov will get a distinctive sound and hitmarker display as the molotov fire inflicts damage.
Base items (such as storage chests, generators, etc) protected by a wall will not take fire damage if the flames originate from the opposing side of the wall (even if flames may sometimes appear to clip through).
During attacks, hunters will now sometimes use molotovs instead of grenades. I think it adds to immersion to fire-fights to have flames illuminating the battle (and creating no-go zones in the flames).
I’ve added a subtle tree-shake animation and falling leaves while players chop trees. It’s a small tweak, but I feel this makes the process feel less static and more satisfying.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/4496f548aa0718ce893057b7425c01524868a9d9.png
A large part of this update was focused on continuing to improve network play. I was discovering that some long-term co-op profiles would suddenly start lagging and becoming unresponsive for clients. This would occur when extremely large bases were built on the map.
This was caused by having too many dynamic items in the world and exhausting the available network channels on each client connection (not bandwidth related). The main culprit was physical loot in the world (1000’s of items), with each item using its own network channel.
I’ve added a new system (which uses only a single channel) which reports to the client on harvestable items in their proximity.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/613a0a430109c521bbf7e26e0f299d6d30e44ab7.png
This has big benefits for clients, servers and solo games:
Other than performance gain, players should notice no difference in gameplay. I’ve also set a building cap for co-op games (to ensure stability) which will display in the hud for all players if it gets near. The cap is high, but I’ll be working to increase this as I continue work.
With the recent improvements to server performance, I’ve increased the max count from 8 to 10. Please let me know if your experience problems.
This was being caused by the server deeming nodes “not relevant” to clients, so as a side-effect of the new system detailed above, this problem has finally been eliminated.
Previously clients of co-op games had a noticeable lag on hits registering while harvesting trees and ores, and when picking plants in the world. I’m now using client-side predictive logic to eliminate this lag entirely, so clients will have a much more responsive experience while harvesting!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/2613ec63bb33e8e3518985ffa7e10a23b6a8ffac.png
Players can now craft high-powered, single-projectile slugs (currently only used with the double barrel):
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/e644d6aa3edd27ed8e47223a67fcd76837eeb618.png
Slugs do extreme damage but are expensive to craft. Press Left-Alt (rebindable) to switch ammo types while the weapon is equipped, or click on the ammo-type icon above the weapon on your toolbelt.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/ec38c85c73cb22474c94e1575dad5c65fc3f9c07.png
The male character model will now grow a beard if alive for a long time. Dying will reset this. It’s a simple feature without any transition states through growth, I just thought it added a bit of variance to character aesthetic.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0fa3a0a292c23a46ca08dda1839975b0faf71dfe.png
I’ve reduced the slots in the animal housing. The previous 8 slots was too much and encouraged early-game players to keep far more animals than they could afford. It now starts with a single slot and additional slots can be added via the upgrade menu.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/e8112e4a60433b8c5b0d96c8467e5753c1bf857a.png
Hitmarkers (that show when you hit an enemy) have been increased in size. They will also now flash red when the shot was a headshot, giving the player better feedback during combat.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/ca3ef3ffa44a05d69a7952ba42e3ef7fcf5a8b56.png
Suggested many times by players; an oxygen meter will now show at top-center while diving.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/219b72cce34f421b3f8cb76b0428965bf7d96807.png
If standing near an explosion, the camera will now shake based on the power of the blast. This should increase immersion during attacks. I may add a toggle for this in a future update.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8ab88476744a46ac47f0060da8bb4ef090235916.png
I’ve pulled in the first person weapon holding position for all firearms in attempt to give better body presence (also while aiming down sights). I think it feels better, but let me know your thoughts.
Co-op hardcore games end if one of the team dies (and there are no bed spawns). Previously other players would wonder why the server exited. Now all players will see a message indicating the name of the player who died.
Credits for the translation (thank you for the support):
Thanks you so much to all the players who have been posting thoughts and discussions on the Steam forums/Discord server/FB page/etc. I try to read it all and see lots of great ideas and insight posted regularly. This all helps immensely while I continue moving forward with development. Hope everyone’s having a great week, please stay tuned for more updates!
Cheers,
ColdGames
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
Continued Translation Support Credits (in no particular order):
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
German (LPCaiser)
Italian (Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Danish (Morten Sørensen, Jesper Christensen, Bartholomeo Alexander)
Dutch (Damster_NL)
Russian (FRAME)
Turkish (Çağla Gurbet)
Polish (Daniel Łokietek)
View on Steam
Double Barrel Shotgun:
A new shotgun can now be crafted at the workbench. The Double Barrel is a powerful weapon and has a much tighter spread than the pump-action, making it suitable for mid-range combat as well as close.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/18ff4a53b406f3672dd83ab70594a07bfb5b5a71.png
It’s dual barrel allows for two shells to be fired in quick succession, however then requires a fairly lengthy reload, so be tactical with your timing on shots/reloads.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/47719ca858aa7707e8a2a0155bc0f9711be4bf31.png
I know it seems strange that other weapons are still crafted in the player crafting menu. As new weapons are introduced, the higher power firearms will slowly move over to the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/08101ede12166c5a71d52f3422ab7dd4dd4fbab9.png
The flashlight can be attached as with the other firearms.
Distiller:
Players can now craft a Distiller (located in the BCU). This item must be placed within range of your base and allows you to distill your own Alcohol (“moonshine”) overtime.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/9cd9192e10145b4559f2b55a7ade36b64d1c9a2c.png
Alcohol:
Alcohol requires potatoes and sterilized water to be crafted in the Distiller. It takes time to craft, so be sure to queue it up and plan ahead.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1f6553a553a82f36dfffa38e3a650fc045534f37.png
The motivation behind this is to add greater purpose and benefit to potato farming, and to open up craftable flammable items for players to play with.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/fb1118232bb459c0fe81ebd176fe43aeefc7b709.png
Molotov Cocktail:
Alcohol can be used to craft Molotov’s in the workbench. Molotovs are effective at damaging bases, and dealing with mobs during attacks.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/12e92a26cc57169740117e0316bca99cc393ffb9.png
When a molotov explodes near a player/animal/hunter the initial blast will catch them on fire. They will remain on fire for up to 10 seconds. Jumping into water will put the fire out. Hitting multiple targets with the initial blast is an effective way of dealing a lot of damage.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0f22e15bddf2112151932407004ede4961846dc8.png
Molotov fires will burn for up to 20 seconds, dealing damage to all buildables/players/hunters/animals that touch their flames. The player who throws the molotov will get a distinctive sound and hitmarker display as the molotov fire inflicts damage.
Base items (such as storage chests, generators, etc) protected by a wall will not take fire damage if the flames originate from the opposing side of the wall (even if flames may sometimes appear to clip through).
Hunters Will Use Molotovs:
During attacks, hunters will now sometimes use molotovs instead of grenades. I think it adds to immersion to fire-fights to have flames illuminating the battle (and creating no-go zones in the flames).
New Tree-Chopping Animation:
I’ve added a subtle tree-shake animation and falling leaves while players chop trees. It’s a small tweak, but I feel this makes the process feel less static and more satisfying.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/4496f548aa0718ce893057b7425c01524868a9d9.png
Big Networking Performance/Scaling Improvements:
A large part of this update was focused on continuing to improve network play. I was discovering that some long-term co-op profiles would suddenly start lagging and becoming unresponsive for clients. This would occur when extremely large bases were built on the map.
This was caused by having too many dynamic items in the world and exhausting the available network channels on each client connection (not bandwidth related). The main culprit was physical loot in the world (1000’s of items), with each item using its own network channel.
I’ve added a new system (which uses only a single channel) which reports to the client on harvestable items in their proximity.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/613a0a430109c521bbf7e26e0f299d6d30e44ab7.png
This has big benefits for clients, servers and solo games:
- Both client and server now only spawn dynamic items for loot in their immediate view (less rendering and tick cost).
- Far greater stability and scaling for servers with huge bases.
- Less demand on the server to determine if items are relevant to clients (much less stress on CPU).
Other than performance gain, players should notice no difference in gameplay. I’ve also set a building cap for co-op games (to ensure stability) which will display in the hud for all players if it gets near. The cap is high, but I’ll be working to increase this as I continue work.
Player Count Increased To 10:
With the recent improvements to server performance, I’ve increased the max count from 8 to 10. Please let me know if your experience problems.
Ore Nodes Not Showing For Clients:
This was being caused by the server deeming nodes “not relevant” to clients, so as a side-effect of the new system detailed above, this problem has finally been eliminated.
Zero Harvesting Lag For Clients:
Previously clients of co-op games had a noticeable lag on hits registering while harvesting trees and ores, and when picking plants in the world. I’m now using client-side predictive logic to eliminate this lag entirely, so clients will have a much more responsive experience while harvesting!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/2613ec63bb33e8e3518985ffa7e10a23b6a8ffac.png
Shotgun Slugs:
Players can now craft high-powered, single-projectile slugs (currently only used with the double barrel):
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/e644d6aa3edd27ed8e47223a67fcd76837eeb618.png
Slugs do extreme damage but are expensive to craft. Press Left-Alt (rebindable) to switch ammo types while the weapon is equipped, or click on the ammo-type icon above the weapon on your toolbelt.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/ec38c85c73cb22474c94e1575dad5c65fc3f9c07.png
Beards:
The male character model will now grow a beard if alive for a long time. Dying will reset this. It’s a simple feature without any transition states through growth, I just thought it added a bit of variance to character aesthetic.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0fa3a0a292c23a46ca08dda1839975b0faf71dfe.png
Animal Housing Changes:
I’ve reduced the slots in the animal housing. The previous 8 slots was too much and encouraged early-game players to keep far more animals than they could afford. It now starts with a single slot and additional slots can be added via the upgrade menu.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/e8112e4a60433b8c5b0d96c8467e5753c1bf857a.png
New Hitmarkers:
Hitmarkers (that show when you hit an enemy) have been increased in size. They will also now flash red when the shot was a headshot, giving the player better feedback during combat.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/ca3ef3ffa44a05d69a7952ba42e3ef7fcf5a8b56.png
Oxygen Meter:
Suggested many times by players; an oxygen meter will now show at top-center while diving.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/219b72cce34f421b3f8cb76b0428965bf7d96807.png
Explosions Camera Shake:
If standing near an explosion, the camera will now shake based on the power of the blast. This should increase immersion during attacks. I may add a toggle for this in a future update.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8ab88476744a46ac47f0060da8bb4ef090235916.png
Weapon Holding Position:
I’ve pulled in the first person weapon holding position for all firearms in attempt to give better body presence (also while aiming down sights). I think it feels better, but let me know your thoughts.
Co-op Hardcore Fail Message:
Co-op hardcore games end if one of the team dies (and there are no bed spawns). Previously other players would wonder why the server exited. Now all players will see a message indicating the name of the player who died.
Danish Language Support:
Credits for the translation (thank you for the support):
- Morten sørensen
- Jesper Christensen
- Bartholomeo Rudolph
Other Notable Changes:
- New sound for tools breaking.
- Current ammo types now show above all toolbelt weapons while the inventory is open.
- Chicken stew now gives +hydration.
- Fixed bug that allowed items to be lost via shift-clicking into the fabricator.
- Slightly increased speed at which loot will repopulate after harvesting a zone.
- Fixed newly-posted co-op chat messages fading out while the player has the chat open.
- Fixed glitch where animal house water meter would briefly fill to max when adding cooked foods.
- Fixed bug where queued crafting meters would visually continue while game was paused.
- New first person sprinting animation for the M9.
- Selected ammo type for a weapon (such as premium/grenade arrows) now persist through a save/load.
- Prevented hitmarker showing when player takes environmental damage.
- Condition icons are now cleared when player dies.
- Fixed oven not showing pans cooking when loading a save.
Thanks you so much to all the players who have been posting thoughts and discussions on the Steam forums/Discord server/FB page/etc. I try to read it all and see lots of great ideas and insight posted regularly. This all helps immensely while I continue moving forward with development. Hope everyone’s having a great week, please stay tuned for more updates!
Cheers,
ColdGames
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
Continued Translation Support Credits (in no particular order):
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
German (LPCaiser)
Italian (Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Danish (Morten Sørensen, Jesper Christensen, Bartholomeo Alexander)
Dutch (Damster_NL)
Russian (FRAME)
Turkish (Çağla Gurbet)
Polish (Daniel Łokietek)
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6f3b548b9b0e113ab37e00138ff24234881bbfc3.png
Hi everyone! Today’s update is focused on addressing the performance issues that hosting players have been experiencing while several other players are playing on their server.
Previously, hosting players will have noticed an increasing drop in fps (frames-per-second) as more and more players joined their server. Often to the point of having unplayable or uncomfortable framerates.
This update overhauls much of the backend networking code and is showing vastly improved performance.
While benchmarking performance on a typical co-op game of 4 players, I’m am reading more than 200% performance increase for the host (which is huge). I also believe this performance should scale well even with larger player counts.
For anyone interested in technical details, below shows the performance stats for before and after for a hosting player for a 4-player co-op team, running the game at 2560x1440:
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/149eafe62cdb49b486e7155dc5800c958f7afba8.jpg
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/188f75458cbd2e551ac184aaa2b5e582abdd9fef.jpg
The intention is for clients to experience no difference during gameplay. However due to the fact that I’m now sending much less data over the network for items/players/AI that are far away from the viewing client, there may be some visual quirks. I’ll be keeping an eye on this and continue to make tweaks accordingly.
The netcode for ore nodes is now all new, so I believe this should rectify reported glitches of clients not seeing ore nodes while hosting players do.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8ecb7d28dde30188f52506b0f73688b5ca1454a8.png
Currently I’ve left the max player count at 8, and plan to monitor the performance stats of the new build. I’ll look into raising this count once I’ve collected more data.
My apologies to anyone waiting on a content update, but I felt this issue was important enough that I wanted to get this update out as soon as possible to ensure hosting players have a smooth gameplay experience.
Please stay tuned for further updates soon. If you haven’t already, please join the community Discord (link below). Hope everyone has a great weekend!
Cheers,
ColdGames
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence
View on Steam
Hi everyone! Today’s update is focused on addressing the performance issues that hosting players have been experiencing while several other players are playing on their server.
Hosting player performance:
Previously, hosting players will have noticed an increasing drop in fps (frames-per-second) as more and more players joined their server. Often to the point of having unplayable or uncomfortable framerates.
This update overhauls much of the backend networking code and is showing vastly improved performance.
Performance stats comparison (~200% performance increase):
While benchmarking performance on a typical co-op game of 4 players, I’m am reading more than 200% performance increase for the host (which is huge). I also believe this performance should scale well even with larger player counts.
For anyone interested in technical details, below shows the performance stats for before and after for a hosting player for a 4-player co-op team, running the game at 2560x1440:
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/149eafe62cdb49b486e7155dc5800c958f7afba8.jpg
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/188f75458cbd2e551ac184aaa2b5e582abdd9fef.jpg
Impact on clients:
The intention is for clients to experience no difference during gameplay. However due to the fact that I’m now sending much less data over the network for items/players/AI that are far away from the viewing client, there may be some visual quirks. I’ll be keeping an eye on this and continue to make tweaks accordingly.
Ore nodes visibility:
The netcode for ore nodes is now all new, so I believe this should rectify reported glitches of clients not seeing ore nodes while hosting players do.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8ecb7d28dde30188f52506b0f73688b5ca1454a8.png
Player-count scaling:
Currently I’ve left the max player count at 8, and plan to monitor the performance stats of the new build. I’ll look into raising this count once I’ve collected more data.
My apologies to anyone waiting on a content update, but I felt this issue was important enough that I wanted to get this update out as soon as possible to ensure hosting players have a smooth gameplay experience.
Please stay tuned for further updates soon. If you haven’t already, please join the community Discord (link below). Hope everyone has a great weekend!
Cheers,
ColdGames
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/443c0ce97dd6de0fda60fc577e550bd17bfeea5f.png
Hi all! I hope everyone had a great holiday and new years. The first of the updates for 2019 is now live, here are the full details:
A deadly (and non-predatory) new animal now roams the wilderness. Moose are more rare than any of the other animals and will also avoid encounters with humans. However when provoked can deal extreme damage by goring players with their huge antlers.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8a31ef6322990dd86f805ea445eeb749e0a4b4d6.png
You can view footage of Moose goring here (warning graphic violence):
https://youtu.be/QvfsvKu2LGI
Hunting and killing Moose now provides an additional source of sinew, as well as yielding antlers, fat, cloth, a guaranteed liver and a rack of ribs (a unique item to Moose).
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/834d63055f3ca6b2378782c4831603819a1deebc.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/fcdf1ee954dd128398719456d5f5ee695a5da505.png
Providing you have an Oven and Baking Pan, the ribs can be slow roasted with vegetables to create a meal that provides the highest boost to max health and stamina currently in the game.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/93743889421a166ebdfec7dd53de240baf8422dc.png
A new high-tier bow can now be crafted at the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/2430b3995803aa2a4a7e978dd2f10cce03965c88.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/eb2a02d3bb31923b993f29f6e658ab34ef91235f.png
The Recurve Bow is intended for later-game and offers the following pros/cons over the standard bow:
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/2da0281241ced073847b07e32ceb6ca6da0b425c.png
Unlike the standard bow, the Recurve Bow can have it’s fire-power upgraded at the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/ce13e74ea6877dcc7f1364b62569eae639af25c5.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8eed05bc5fea871347afe5a90ab0944d64bd0cec.png
Heavily requested by the community since launch, players can now craft a flashlight attachment for their firearms at the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/d52c03d6bd0abbb92ed83811cfc9940beb9ab552.png
The Flashlight will attach to all the firearms and, while the weapon is equipped, can be toggled using the “L” key. This key can be rebound in the in-game controls menu.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/d91419b56e09f38299fc35f4b8a747610378440e.png
The flashlight operates on batteries that can be crafted at the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/715b07fa68ffbf901a3e9c6e3b8bede4d9d418ab.png
A single battery will give a total charge of 12 minutes (real-world time), meaning each should last a couple of nights of continuous use.
You can charge a battery powered item by dragging and dropping a battery onto the item.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1c65545a4ba2e255b384d393664e73545639977d.png
Battery powered items (currently just the flashlight) will display a charge meter on the item.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/f9c272889dab12304cf86a626e2e8292a2cf5def.png
When attached to an equipped weapon (and the flashlight active) the charge indicator will display on the weapon, so you can easily see the charge remaining on your hotbar.
It is now possible for inventory items to be stored within other items. Left clicking any item will open a display of the item details at the top of the hud. For firearms you will see two slots designated for attachments.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/9e89f371093d11e0898c1d764198fee1c8b93db3.png
Adding in-item storage required a fairly drastic overall of the inventory system code, and I did question whether I should spend the time on it. However, I see many other uses for this functionality for future features so I feel it was worth the effort.
Butchering an animal (or using the axe on humans) will now leave the player’s hands persistently bloody until washed. You can also see this bloody state on your co-op team-mates.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/f36549d8a14ff719d69ebdb41556cbf416ef30ee.png
Neglecting to keep yourself clean will eventually result in an infection which then must be cured using the antidote.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1b8eb9d5a5deb8812b042989a2e05f394fb1c733.png
To wash your hands, you can either:
There is now a much easier, quicker and smoother butchering process. Previously the player would have to crouch and move around to find the correct spot. Now butchering can be triggered by looking at any part of the animal while close to it. The camera will transition into the correct spot and begin the process.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/aa42c1cd3822cb11b3e19fced5a7fab5f3ce3300.png
I feel this will actually have a big impact on gameplay pacing. Having to watch a slow animation after each animal kill was immersion breaking and took control away from the player. Gameplay during hunts should now flow much better. Let me know what you think.
I’ve fixed the issue of hunted animals being lost to lakes. Previously animals would sink to the depths, preventing the player from harvesting them.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/cb6b66b4cd2655633108a03d77f2f30507bd4e0e.png
I’ve now tweaked the physics so that animals should come to rest allowing them to be processed.
Players can now sit on the sofa and armchair. I haven’t tied this in with any gameplay mechanics yet, so this is purely for visual immersion at this point.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/25be9add76299c413e3e379ca49941117f1a6a87.png
You can now shift-click items in/out of your toolbelt. This should be handy for quickly managing weapons, buildables, etc.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8001896cdea05285c739f2afb8f2b9cb945deaa3.png
You can also shift-click into the weapon attachment slots.
Generators and Fabricators will now automatically shut-off once the power/mass storage tanks reach full capacity.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/213e67cfb4c7443e32a26fada507c3fb574acb8b.png
This means you’ll be able to leave them running without fear of overflowing the tanks and losing the excess.
Now craftable from the player craft menu under “Doors”.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/077891dd2b8dbdf75661d2bdf5b5bcc0a6ffc197.png
Just want to give my thanks to everyone in the community for your support through 2018. Helping report bugs, giving feedback/suggestions and participating in the discussions helps a tremendous amount and I try my best to follow all discussions. I’m excited to continue evolving the game through 2019 I have a long list of goals I plan to achieve with the project!
Have a great Sunday!
All the best,
ColdGames
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Russian (FRAME)
Turkish (Çağla GURBET, Dogukan Yilmaz)
Dutch (Patrick Oostindjer, Damster_NL)
Spanish (David Lascasas)
Portuguese BR (Thiago Schumacke)
German (Jazz Jay, Sebastian Künzel)
French (Anthony Charrault)
Hungarian (Erb Ármin(Reaper))
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Czech (Dílna U mnicha)
Polish (Daniel Lokietek, Tomasz Samulski)
Swedish (Mattias Gustavsson)
* Please let me know if I missed anyone.
View on Steam
Hi all! I hope everyone had a great holiday and new years. The first of the updates for 2019 is now live, here are the full details:
Moose:
A deadly (and non-predatory) new animal now roams the wilderness. Moose are more rare than any of the other animals and will also avoid encounters with humans. However when provoked can deal extreme damage by goring players with their huge antlers.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8a31ef6322990dd86f805ea445eeb749e0a4b4d6.png
You can view footage of Moose goring here (warning graphic violence):
https://youtu.be/QvfsvKu2LGI
Hunting and killing Moose now provides an additional source of sinew, as well as yielding antlers, fat, cloth, a guaranteed liver and a rack of ribs (a unique item to Moose).
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/834d63055f3ca6b2378782c4831603819a1deebc.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/fcdf1ee954dd128398719456d5f5ee695a5da505.png
Slow Roasted Ribs and Veg:
Providing you have an Oven and Baking Pan, the ribs can be slow roasted with vegetables to create a meal that provides the highest boost to max health and stamina currently in the game.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/93743889421a166ebdfec7dd53de240baf8422dc.png
Recurve Bow:
A new high-tier bow can now be crafted at the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/2430b3995803aa2a4a7e978dd2f10cce03965c88.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/eb2a02d3bb31923b993f29f6e658ab34ef91235f.png
The Recurve Bow is intended for later-game and offers the following pros/cons over the standard bow:
- Deals slightly more damage per shot.
- Higher velocity arrows (so easier for leading shots).
- Less arrow drop.
- Quicker handling.
- Slightly better zoom while aiming.
- Arrows have a greater chance of breaking.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/2da0281241ced073847b07e32ceb6ca6da0b425c.png
Unlike the standard bow, the Recurve Bow can have it’s fire-power upgraded at the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/ce13e74ea6877dcc7f1364b62569eae639af25c5.png
Flashlight Attachment:
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8eed05bc5fea871347afe5a90ab0944d64bd0cec.png
Heavily requested by the community since launch, players can now craft a flashlight attachment for their firearms at the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/d52c03d6bd0abbb92ed83811cfc9940beb9ab552.png
The Flashlight will attach to all the firearms and, while the weapon is equipped, can be toggled using the “L” key. This key can be rebound in the in-game controls menu.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/d91419b56e09f38299fc35f4b8a747610378440e.png
Batteries:
The flashlight operates on batteries that can be crafted at the workbench.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/715b07fa68ffbf901a3e9c6e3b8bede4d9d418ab.png
A single battery will give a total charge of 12 minutes (real-world time), meaning each should last a couple of nights of continuous use.
You can charge a battery powered item by dragging and dropping a battery onto the item.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1c65545a4ba2e255b384d393664e73545639977d.png
Charge Indicator:
Battery powered items (currently just the flashlight) will display a charge meter on the item.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/f9c272889dab12304cf86a626e2e8292a2cf5def.png
When attached to an equipped weapon (and the flashlight active) the charge indicator will display on the weapon, so you can easily see the charge remaining on your hotbar.
In-Item Storage:
It is now possible for inventory items to be stored within other items. Left clicking any item will open a display of the item details at the top of the hud. For firearms you will see two slots designated for attachments.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/9e89f371093d11e0898c1d764198fee1c8b93db3.png
Adding in-item storage required a fairly drastic overall of the inventory system code, and I did question whether I should spend the time on it. However, I see many other uses for this functionality for future features so I feel it was worth the effort.
Player Cleanliness:
Butchering an animal (or using the axe on humans) will now leave the player’s hands persistently bloody until washed. You can also see this bloody state on your co-op team-mates.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/f36549d8a14ff719d69ebdb41556cbf416ef30ee.png
Neglecting to keep yourself clean will eventually result in an infection which then must be cured using the antidote.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1b8eb9d5a5deb8812b042989a2e05f394fb1c733.png
To wash your hands, you can either:
- Submerge yourself in water.
- Press “use” on a water surface (if you want to stay dry).
- Use a full canteen or water bottle (option is in the right-click menu).
New Animal Butchering:
There is now a much easier, quicker and smoother butchering process. Previously the player would have to crouch and move around to find the correct spot. Now butchering can be triggered by looking at any part of the animal while close to it. The camera will transition into the correct spot and begin the process.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/aa42c1cd3822cb11b3e19fced5a7fab5f3ce3300.png
I feel this will actually have a big impact on gameplay pacing. Having to watch a slow animation after each animal kill was immersion breaking and took control away from the player. Gameplay during hunts should now flow much better. Let me know what you think.
Harvesting Animals In Water:
I’ve fixed the issue of hunted animals being lost to lakes. Previously animals would sink to the depths, preventing the player from harvesting them.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/cb6b66b4cd2655633108a03d77f2f30507bd4e0e.png
I’ve now tweaked the physics so that animals should come to rest allowing them to be processed.
Sitting On Chairs:
Players can now sit on the sofa and armchair. I haven’t tied this in with any gameplay mechanics yet, so this is purely for visual immersion at this point.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/25be9add76299c413e3e379ca49941117f1a6a87.png
More Shift-Click QOL Additions:
You can now shift-click items in/out of your toolbelt. This should be handy for quickly managing weapons, buildables, etc.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8001896cdea05285c739f2afb8f2b9cb945deaa3.png
You can also shift-click into the weapon attachment slots.
Generator and Fabricator Auto-Shut-Off:
Generators and Fabricators will now automatically shut-off once the power/mass storage tanks reach full capacity.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/213e67cfb4c7443e32a26fada507c3fb574acb8b.png
This means you’ll be able to leave them running without fear of overflowing the tanks and losing the excess.
Glass Door:
Now craftable from the player craft menu under “Doors”.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/077891dd2b8dbdf75661d2bdf5b5bcc0a6ffc197.png
New Supported Languages:
- Polish (by Daniel Lokietek & Tomasz Samulski)
- Swedish (by Mattias Gustavsson)
Other Notable Changes:
- Increased spawn rate of locked crates.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/47e67f4258e058e21a48a014d47b8510d6a48df8.png - Fixed bug where the BCU marker sometimes wouldn’t show after BCU is first placed.
- Fixed hunters getting caught on the dropped kit when being killed in water.
- Crafted weapons are now added directly to the toolbelt.
- Reduced time to disassemble items.
- Fixed exploit of being able to add items to unallowed slots by swapping with item currently in the slot.
- Fixed bug of grenades being lost when throwing one with a stack size greater than 5.
- Slightly reduced ambient sound volume.
- Fixed cougar suspicious animation not playing for clients of co-op games.
- Fixed bug with host of co-op game not seeing the cougar “dragging-human” killing animation.
- Fixed cougar not dropping corpse when attacked during kill animation.
- Increased the time it takes for chasing predators to reach top speed.
- Increased the size of the lines indicating max health and stamina for better visibility.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/25b4900c20dc2c08cc773a357c401564a647b641.png - Fixed bug where player would go into falling animation when taking damage while asleep.
- Added fallback for rare bug where items can become invisible for clients. Now dragging another item into the slot will correct the slot.
- Fixed bug where clothing items were still clickable after closing the HUD.
- Workbench now defaults to the “Craft” tab.
- Fixed bug where ammo-type icon was not showing while switching for hosts.
- Fixed bug of clients not being able to view the correct model for alternate arrow types being used by other players and hunters.
- Fixed rare bug where 1st person arms get stuck in sprinting anim after aiming down sights.
Just want to give my thanks to everyone in the community for your support through 2018. Helping report bugs, giving feedback/suggestions and participating in the discussions helps a tremendous amount and I try my best to follow all discussions. I’m excited to continue evolving the game through 2019 I have a long list of goals I plan to achieve with the project!
Have a great Sunday!
All the best,
ColdGames
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Translation Support Credits (in no particular order):
Russian (FRAME)
Turkish (Çağla GURBET, Dogukan Yilmaz)
Dutch (Patrick Oostindjer, Damster_NL)
Spanish (David Lascasas)
Portuguese BR (Thiago Schumacke)
German (Jazz Jay, Sebastian Künzel)
French (Anthony Charrault)
Hungarian (Erb Ármin(Reaper))
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Czech (Dílna U mnicha)
Polish (Daniel Lokietek, Tomasz Samulski)
Swedish (Mattias Gustavsson)
* Please let me know if I missed anyone.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/c4bdead9c9cec53e18568d0ba750ce5796a66146.png
Hi all, hope everyone is doing great! This new update is largely focused on bringing greater depth to the hunters and their behavior in the world. As well as expanding on later-game activities and an assortment of other features and fixes.
In the later-game hunters will now start constructing giant fortress bases. These monster bases are multiple stories high and heavily defended. They are also prime for looting if you can get inside.
You can see some raw video footage of a lone-wolf fortress raid here:
https://youtu.be/oOX01-P278g
The hunters will eventually start armor-plating the base to secure it, so players will have to use greater force to gain entry.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/5990195d44d89ea7cd68e842f58ab21c78151333.png
Hunters now have an entirely new AI system allowing them to operate and function indoors. This has been a goal since the hunters were first introduced, and by far the most challenging technical aspect of this update.
Typically games use pre-baked navigation meshes to implement pathing for AI controlled NPC’s. This usually requires a predetermined/fixed map layout, and be generated in advance due to costly performance.
Due to the free-form modular building system in the game (where buildings can constantly change shape and grow/shrink over time), using a traditional nav-mesh approach seemed problematic (and possibly why I’ve never seen indoor AI-pathing within dynamic modular structures in an open-world base-building game).
I instead built a custom indoor pathing system, designed to allow hunters to calculate paths at run-time through dynamically-built modular structures. I’ve done a lot of bench-marking and the system has a very low performance impact. It’s still in a prototype phase, so please report any issues.
The implications of this new system (and a key motivation for the approach) is to open the possibility of hunters entering player bases during attacks, which would offer some interesting depth and tactical gameplay when defending your base. This would be something to explore in a future update however.
Hunters will now venture away from their camps to fish the lakes on the map. This is actually not just a visual facade. They go through the exact same process that players must; from casting, waiting for bites, striking and reeling in.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/505519f050194def27d27a5e83cca7866f3cce42.png
They won’t always choose the same fishing spots and sometimes travel large distances to reach water. This can introduce some unexpected, emergent hunters encounters as they travel around the map.
Killing a hunter after he’s caught a fish will mean you can steal his catch and take it home for your own dinner.
You will now notice hunters sitting by their campfire to rest and cook food.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/5174808fdf767e0c58d1d88d72b18196a6c9be07.png
Kill the hunter and you can steal his dinner for yourself.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/73b1bf376c30d2c3b00295cb7b997425ff2f532f.png
Due to the large size of the fortresses, the old system for choosing locations for bases was not suitable. The entrances wouldn’t align correctly with the ground, trees would obstruct the structure, terrain would poke through the ground floor, and exploitable nearby ledges would compromise the base security.
There is now new system in place to handle this. There are no preset base locations (and never have been). This is all decided during gameplay and means there will almost never be two bases on separate profiles in the exact same location.
Hunters now have a new system to using the various utilities in their base. Prior to this update, loot would just be spawned in various base items.
Previously AI (animals and hunters) would only switch targets if they took damage from another player while in combat. This led to some odd moments of AI not responding to player’s right in front of them.
There is now new logic to handle switching targets based on the current scenario. I think this will make a big difference to combat in co-op.
To combat the armor plating of the new fortress bases, players can now craft a Breaching Charge at the workbench to destroy doors during raids.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6391b989632552702f4a8c8f3debc18ff1235d70.png
The “Rogue Transceiver” is a new loot item that can be found in hunter base loot chests.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0efc60ba09e7704ddb64096a66f366d1afa4157c.png
They are single-use items and, when used, will place a beacon on a rogue camp somewhere in the world.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/a846ea2478f0f2c5fa8c3e90ae0814563c71d205.png
In co-op, all team-mates will also see this beacon. Only one beacon can be placed at a time and will last for 15 minutes (real-world time). If all rogues are killed at that camp by the pursuing team, then the beacon will end and another one can be activated.
There has been a lot of fine tweaking of the hunter combat. Previously their accuracy did not decrease with distance, leading to some frustrating long range shots for the player.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/a4cc84c640340ecb7213f7dfd3c6e244545bd6a6.png
They are now less accurate (which diminishes further with distance), however their movement is more precise and focused. With this and the new target-switching, I hope that this will balance out into no difficulty increase, but you’ll have to let me know your thoughts.
I hadn’t updated this since several map expansions ago, so this should give players a bit more breathing room.
This should give players avenues to sneak past enemy bases, and avoid extreme hot-zones.
Hunters would previously get stuck if encountering a wide perimeter wall around a player base. I’ve now added handling for this, so that they’ll either try to move around or blow a hole in the wall with force!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6c09508ad1f6b2ebd21d04793f41ddf7a38ca3f9.png
Regular hunters will now start moving into the world 2 days after a BCU is placed (previously 3).
Rogues also start moving in much earlier, as they were previously mostly a later game addition.
Previously hunters would drop a lot of food items. Typically players are able to keep themselves fed through hunting, fishing and farming. Now they instead drop more casings and gunpowder, so players can keep up with the demand for ammo.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6052468f592eb82dfd47c081cb4d859ae77be1c7.png
This means if you kill a hunter who is fishing (and they are some distance from their base), it will not aggro the whole squad and remain as a stealth kill.
This hopefully creates a better balance between solar and wind power.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/20768cb821eba7463f913509a4e45a8135a004cf.png
Down to 2.5 seconds per unlock.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/d3302be657c42507b537ed3099a445a48ea95fb0.png
Reduced from 5 seconds to 3.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8ed2ba94085b4380bda133fc58c4cc7861365d93.png
I ran some heatmaps on predator roaming locations and have dialed back a couple of the zones.
More than 10 new items added to potentially spawn in hunter loot drops.
The wooden door can now be upgraded to armor-plated. The will significantly increase it’s hit-points and make repairs cheaper after attacks.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/e3d9c268c64b7f6a1b3709f00c33fc11f1ccdcf6.png
Hunters will also upgrade their entrance doors to armor-plated (for fortresses only).
Requested many times by players. Now available under the “railings” craft options, which will snap onto foundation stairs.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1f3e24c394f1e53aa743a6747585ca44e1e71646.png
Players can now craft curved wall halfs. Wooden variants can be upgraded to armor-plated, and there is also a glass variant option.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/fa1c82fac38544a02c346a459148f0decd1c56e6.png
I’ll continue to expand on the library of building pieces in future updates.
Players usually have a specific preference for how they position their toolbelt items. It’s always been frustrating to have to manually re-position these items (and re-add clothing items) after picking up your death crate.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/7feb1c559e5cf45382d319eee02764f7d8d14bc2.png
Now when ”taking all” on a player’s dropped kit, all toolbelt and clothing items will be restored to the positions they were in when the kit was dropped.
The axe and pickaxe will now slowly take damage when used against base items (doors), indicated by the small health-bar on the inventory item.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/b738c325de7bd20fbf80cc6f9789520740a7e94b.png
This is to give greater emphasis on other means of breaking into bases, and decrease the incentive for chopping at doors for long periods of time (especially for fortresses that have several safe-rooms). They can still serve this purpose, but you might want to carry some spares.
They currently won’t take damage while logging and mining, although that may follow shortly.
Many players reported difficulties finding hunter dropped kits after a battle, due to dense foliage. They will now show a faint hud beacon, which should remove this frustration.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/ba79353fdae10f36f916380d54a6f3abc7861855.png
Finally the berry plant has its own distinguishable model. Previously it was confusingly similar to the fiber plants.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/2f0a51abff19d20c0f3b582bafe5ad2d9c3215b6.png
Previously when a player, hunter or animal was killed while in a base, they would clip through the base structure and fall out. This was very immersion-breaking and is now fixed! I think this makes indoor combat much more satisfying to see bodies slump into corners, or fly-over railings, etc.
Players will now lose less max health and stamina when they die. The new loss is 2/4/6 across easy/normal/hardcore respectively.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1a8b674f183980ddda16d367384332707f5f5f5f.png
Older save games will work fine, however the hunters will be reset in the world, meaning they'll need to build-up from scratch.
Crafted sticks now yield two sticks per log.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6592402c9d39260dcf7d1e6012825ed919af9342.png
Thanks for your patience while I worked through this one. I feel the new hunter behavior systems lay a good foundation for some interesting future updates. Also thanks to everyone that helped test the build on the experimental branch, it was a huge help.
Please let me know if you experience any issues with the update.
Hope you have a great weekend,
ColdGames
You can follow the official Twitter @playSubsistence and Facebook page.
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Russian (FRAME)
Turkish (Çağla GURBET, Dogukan Yilmaz)
Dutch (Patrick Oostindjer, Damster_NL)
Spanish (David Lascasas)
Portuguese BR (Thiago Schumacke)
German (Sebastian Künzel, Jazz Jay)
French (Anthony Charrault)
Hungarian (Erb Ármin(Reaper))
Norwegian (Christer Djuvik)
* Please let me know if I missed anyone.
View on Steam
Hi all, hope everyone is doing great! This new update is largely focused on bringing greater depth to the hunters and their behavior in the world. As well as expanding on later-game activities and an assortment of other features and fixes.
Hunter Fortresses:
In the later-game hunters will now start constructing giant fortress bases. These monster bases are multiple stories high and heavily defended. They are also prime for looting if you can get inside.
You can see some raw video footage of a lone-wolf fortress raid here:
https://youtu.be/oOX01-P278g
The hunters will eventually start armor-plating the base to secure it, so players will have to use greater force to gain entry.
New Indoor AI System:
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/5990195d44d89ea7cd68e842f58ab21c78151333.png
Hunters now have an entirely new AI system allowing them to operate and function indoors. This has been a goal since the hunters were first introduced, and by far the most challenging technical aspect of this update.
Typically games use pre-baked navigation meshes to implement pathing for AI controlled NPC’s. This usually requires a predetermined/fixed map layout, and be generated in advance due to costly performance.
Due to the free-form modular building system in the game (where buildings can constantly change shape and grow/shrink over time), using a traditional nav-mesh approach seemed problematic (and possibly why I’ve never seen indoor AI-pathing within dynamic modular structures in an open-world base-building game).
I instead built a custom indoor pathing system, designed to allow hunters to calculate paths at run-time through dynamically-built modular structures. I’ve done a lot of bench-marking and the system has a very low performance impact. It’s still in a prototype phase, so please report any issues.
The implications of this new system (and a key motivation for the approach) is to open the possibility of hunters entering player bases during attacks, which would offer some interesting depth and tactical gameplay when defending your base. This would be something to explore in a future update however.
Hunters now go fishing:
Hunters will now venture away from their camps to fish the lakes on the map. This is actually not just a visual facade. They go through the exact same process that players must; from casting, waiting for bites, striking and reeling in.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/505519f050194def27d27a5e83cca7866f3cce42.png
They won’t always choose the same fishing spots and sometimes travel large distances to reach water. This can introduce some unexpected, emergent hunters encounters as they travel around the map.
Killing a hunter after he’s caught a fish will mean you can steal his catch and take it home for your own dinner.
Hunters cooking food:
You will now notice hunters sitting by their campfire to rest and cook food.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/5174808fdf767e0c58d1d88d72b18196a6c9be07.png
Kill the hunter and you can steal his dinner for yourself.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/73b1bf376c30d2c3b00295cb7b997425ff2f532f.png
New system for hunter base placement:
Due to the large size of the fortresses, the old system for choosing locations for bases was not suitable. The entrances wouldn’t align correctly with the ground, trees would obstruct the structure, terrain would poke through the ground floor, and exploitable nearby ledges would compromise the base security.
There is now new system in place to handle this. There are no preset base locations (and never have been). This is all decided during gameplay and means there will almost never be two bases on separate profiles in the exact same location.
Hunter base operations:
Hunters now have a new system to using the various utilities in their base. Prior to this update, loot would just be spawned in various base items.
- The woodburner gets topped up with fuel and lit.
- Fat is added to the woodburner and rendered down.
- Ores are added to the refinery and refined (drawing power from the main base).
- Power generators are topped up with fuel and set to run when low on power (also put into overdrive if the power-draw is high).
- Meats are cooked on the woodburner.
- Perishable food items are stored in the fridge (and the fridge turned on when food is inside).
- Base lights are switched on/off depending on the time of day.
- Cooked meals can often be found in the oven (no pans however).
AI target switching:
Previously AI (animals and hunters) would only switch targets if they took damage from another player while in combat. This led to some odd moments of AI not responding to player’s right in front of them.
There is now new logic to handle switching targets based on the current scenario. I think this will make a big difference to combat in co-op.
Breaching Charge:
To combat the armor plating of the new fortress bases, players can now craft a Breaching Charge at the workbench to destroy doors during raids.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6391b989632552702f4a8c8f3debc18ff1235d70.png
Rogue Transceiver:
The “Rogue Transceiver” is a new loot item that can be found in hunter base loot chests.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/0efc60ba09e7704ddb64096a66f366d1afa4157c.png
They are single-use items and, when used, will place a beacon on a rogue camp somewhere in the world.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/a846ea2478f0f2c5fa8c3e90ae0814563c71d205.png
In co-op, all team-mates will also see this beacon. Only one beacon can be placed at a time and will last for 15 minutes (real-world time). If all rogues are killed at that camp by the pursuing team, then the beacon will end and another one can be activated.
New hunter aiming and combat:
There has been a lot of fine tweaking of the hunter combat. Previously their accuracy did not decrease with distance, leading to some frustrating long range shots for the player.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/a4cc84c640340ecb7213f7dfd3c6e244545bd6a6.png
They are now less accurate (which diminishes further with distance), however their movement is more precise and focused. With this and the new target-switching, I hope that this will balance out into no difficulty increase, but you’ll have to let me know your thoughts.
Hunter bases will spawn further out from player bases:
I hadn’t updated this since several map expansions ago, so this should give players a bit more breathing room.
Hunter bases will spawn further out from other hunter bases:
This should give players avenues to sneak past enemy bases, and avoid extreme hot-zones.
Defensive walls handling:
Hunters would previously get stuck if encountering a wide perimeter wall around a player base. I’ve now added handling for this, so that they’ll either try to move around or blow a hole in the wall with force!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6c09508ad1f6b2ebd21d04793f41ddf7a38ca3f9.png
Hunters start moving into the world earlier:
Regular hunters will now start moving into the world 2 days after a BCU is placed (previously 3).
Rogues also start moving in much earlier, as they were previously mostly a later game addition.
Hunters drop less food items and more munitions:
Previously hunters would drop a lot of food items. Typically players are able to keep themselves fed through hunting, fishing and farming. Now they instead drop more casings and gunpowder, so players can keep up with the demand for ammo.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6052468f592eb82dfd47c081cb4d859ae77be1c7.png
Hunter squad-mates will not aggro if their teammate engages in combat far from their base:
This means if you kill a hunter who is fishing (and they are some distance from their base), it will not aggro the whole squad and remain as a stealth kill.
Solar panels power production reduced during storms:
This hopefully creates a better balance between solar and wind power.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/20768cb821eba7463f913509a4e45a8135a004cf.png
Time to unlock crates has been reduced:
Down to 2.5 seconds per unlock.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/d3302be657c42507b537ed3099a445a48ea95fb0.png
Time to upgrade buildables to armor-plated has been reduced:
Reduced from 5 seconds to 3.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/8ed2ba94085b4380bda133fc58c4cc7861365d93.png
Reduced predator count in certain hot-zones:
I ran some heatmaps on predator roaming locations and have dialed back a couple of the zones.
Many more item types added to the hunter loot drops:
More than 10 new items added to potentially spawn in hunter loot drops.
Armor plated door:
The wooden door can now be upgraded to armor-plated. The will significantly increase it’s hit-points and make repairs cheaper after attacks.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/e3d9c268c64b7f6a1b3709f00c33fc11f1ccdcf6.png
Hunters will also upgrade their entrance doors to armor-plated (for fortresses only).
Foundation stair railings:
Requested many times by players. Now available under the “railings” craft options, which will snap onto foundation stairs.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1f3e24c394f1e53aa743a6747585ca44e1e71646.png
Half wall (curved):
Players can now craft curved wall halfs. Wooden variants can be upgraded to armor-plated, and there is also a glass variant option.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/fa1c82fac38544a02c346a459148f0decd1c56e6.png
I’ll continue to expand on the library of building pieces in future updates.
Toolbelt and clothing item-order restored when picking up death crate:
Players usually have a specific preference for how they position their toolbelt items. It’s always been frustrating to have to manually re-position these items (and re-add clothing items) after picking up your death crate.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/7feb1c559e5cf45382d319eee02764f7d8d14bc2.png
Now when ”taking all” on a player’s dropped kit, all toolbelt and clothing items will be restored to the positions they were in when the kit was dropped.
Tool degradation:
The axe and pickaxe will now slowly take damage when used against base items (doors), indicated by the small health-bar on the inventory item.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/b738c325de7bd20fbf80cc6f9789520740a7e94b.png
This is to give greater emphasis on other means of breaking into bases, and decrease the incentive for chopping at doors for long periods of time (especially for fortresses that have several safe-rooms). They can still serve this purpose, but you might want to carry some spares.
They currently won’t take damage while logging and mining, although that may follow shortly.
Hunter dropped kit hud icons:
Many players reported difficulties finding hunter dropped kits after a battle, due to dense foliage. They will now show a faint hud beacon, which should remove this frustration.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/ba79353fdae10f36f916380d54a6f3abc7861855.png
New berry plant:
Finally the berry plant has its own distinguishable model. Previously it was confusingly similar to the fiber plants.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/2f0a51abff19d20c0f3b582bafe5ad2d9c3215b6.png
Base structure collision with ragdolls?
Previously when a player, hunter or animal was killed while in a base, they would clip through the base structure and fall out. This was very immersion-breaking and is now fixed! I think this makes indoor combat much more satisfying to see bodies slump into corners, or fly-over railings, etc.
Reduction of max health/stamina on death reduced:
Players will now lose less max health and stamina when they die. The new loss is 2/4/6 across easy/normal/hardcore respectively.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/1a8b674f183980ddda16d367384332707f5f5f5f.png
Older save-game compatibility?
Older save games will work fine, however the hunters will be reset in the world, meaning they'll need to build-up from scratch.
New Supported Languages:
- Russian
- Turkish
- Dutch
Logs and sticks:
Crafted sticks now yield two sticks per log.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/6592402c9d39260dcf7d1e6012825ed919af9342.png
Other notable changes:
- Fixed selected tab not highlighting when accessing the fridge.
- Fixed bug where low-grade rabbit and chicken meat wouldn’t burn.
- Fixed bug where you could accidentally use an inventory item at the end of the butcher animation.
- Added contextual hot-key hint to the use action on item dropdown menus.
- Gameplay now fades to black when exiting the game.
- Now only possible to lose a max of one clothing item when dying (in normal and hardcore).
- Only the bandage issued for free gets destroyed on death (previously a whole stack could get flagged as free).
- Fixed glitchy AI movement (both hunters and animals) through water to now stay level with water surface (while roaming).
- Added damage skins for the bed.
- Added more performant LOD culling for fibers and pickable plants in the world (previously they were being rendered even if very far away).
- New wind animation for medicinal plants.
- Removed glitch where players could deal damage by jumping on another player’s head (some players may miss this… :) ).
- Hunters now no longer use grenades if they’re attacking players who are taking cover in their own base.
- Hunters will now react to grenades exploding new them at a greater range.
- Solar panels and wind turbines can now be placed on glass roofs.
- Many new (lower-poly) LOD models used for base items when viewing at range.
- Medicinal fluid stack size increased to 100.
- Fixed bug where loading a SP save game would load the player as the gender they were when the game was saved (rather than what they have selected in the character menu).
- Fixed glitchy splashing when entering/exiting water while crouched.
- Removed camera bob when rising or lowering in water.
- Fixed exploit of producing mass quantities of biofuel from the woodburner (thanks to a community member for spotting this one).
- Fixed bug with broken leg and bleeding icon occasionally not showing after loading a save.
Thanks for your patience while I worked through this one. I feel the new hunter behavior systems lay a good foundation for some interesting future updates. Also thanks to everyone that helped test the build on the experimental branch, it was a huge help.
Please let me know if you experience any issues with the update.
Hope you have a great weekend,
ColdGames
You can follow the official Twitter @playSubsistence and Facebook page.
Discord invite: https://discord.gg/zyy4jQs
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
Translation Continued Support Credits
Russian (FRAME)
Turkish (Çağla GURBET, Dogukan Yilmaz)
Dutch (Patrick Oostindjer, Damster_NL)
Spanish (David Lascasas)
Portuguese BR (Thiago Schumacke)
German (Sebastian Künzel, Jazz Jay)
French (Anthony Charrault)
Hungarian (Erb Ármin(Reaper))
Norwegian (Christer Djuvik)
* Please let me know if I missed anyone.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/392120d801d65a0be5e84793d3f8439fb65e3204.png
Ever since the release of co-op, players wishing to host were forced to forward ports to allow their friends to join. This was always a huge pain and resulted in many players not being able to play with their friends.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/77c63391960bed7bfeca4e2b6564aff79b2e1b5c.png
I’ve implemented a new system that will detect when your Steam friends are playing, and allow you to join them (without the host needing to forward any ports). It’s still early, so I expect there may be some issues. However this should hopefully allow many players who were previously unable to play co-op to now play with their friends.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/5a0ebf79a7ab0959b69a460e2be8f2f79b90d71b.png
Players need to be Steam friends to see each others games in the new menu. Players also need to be visible in Steam (so not appearing offline).
Hosts should use the same in-game host menu as before. Once launched, their friends should see them popup in the “Join/Friends” menu, and can join from there.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/2636656cfc52014520954de7b24e1b2a55652de9.png
I’m still yet to implement proper error reporting for when joins fail. As such it’s not always clear why a client would fail to join. Please ensure you set the required amount of open slots when launching the game. There’s also an issue where sometimes it will report that it failed to join, but then go in after anyway. I’ll be working to improve this and add better error messaging.
The existing server list is still in. Players that wish for their games to be publicly listed (so non friends can join) will still need to forward their Steam port (27015). Eventually I plan to add dedicated server support.
Several players mentioned they were unable to play with their core group of friends due to the player cap. I’ve increased the cap to 8.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/fd5cc2a2701b4d15af04dada655649c54f43dbe9.png
We should treat this as an experiment to see how the netcode scales with more players, so let me know if you experience issues in games with higher player counts.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
I've created an official Discord server for Subsistence players to meet, play and discuss. If you are looking for players to team-up with, please come and join us in the Discord. I haven’t yet set up moderators etc, so will get that ironed out over the coming days. I’ll be on the server fairly often to help troubleshoot and discuss development.
Discord invite: https://discord.gg/zyy4jQs
The goal of this update is to attempt to make it much easier for friends to play together. This is just an iteration and still needs more work (and I imagine there will still be players experiencing networking issues). If you do, please post on the forum or discord so that myself and other players can help troubleshoot any issues.
Hope you have a great Friday and weekend!
CG
View on Steam
New system for hosting/joining co-op games:
Ever since the release of co-op, players wishing to host were forced to forward ports to allow their friends to join. This was always a huge pain and resulted in many players not being able to play with their friends.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/77c63391960bed7bfeca4e2b6564aff79b2e1b5c.png
I’ve implemented a new system that will detect when your Steam friends are playing, and allow you to join them (without the host needing to forward any ports). It’s still early, so I expect there may be some issues. However this should hopefully allow many players who were previously unable to play co-op to now play with their friends.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/5a0ebf79a7ab0959b69a460e2be8f2f79b90d71b.png
Who can see who?
Players need to be Steam friends to see each others games in the new menu. Players also need to be visible in Steam (so not appearing offline).
Hosts should use the same in-game host menu as before. Once launched, their friends should see them popup in the “Join/Friends” menu, and can join from there.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/2636656cfc52014520954de7b24e1b2a55652de9.png
Tips for hosts:
I’m still yet to implement proper error reporting for when joins fail. As such it’s not always clear why a client would fail to join. Please ensure you set the required amount of open slots when launching the game. There’s also an issue where sometimes it will report that it failed to join, but then go in after anyway. I’ll be working to improve this and add better error messaging.
Dedicated servers?
The existing server list is still in. Players that wish for their games to be publicly listed (so non friends can join) will still need to forward their Steam port (27015). Eventually I plan to add dedicated server support.
Player count increased to 8 (in testing):
Several players mentioned they were unable to play with their core group of friends due to the player cap. I’ve increased the cap to 8.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/fd5cc2a2701b4d15af04dada655649c54f43dbe9.png
We should treat this as an experiment to see how the netcode scales with more players, so let me know if you experience issues in games with higher player counts.
Official Subsistence Discord created:
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
I've created an official Discord server for Subsistence players to meet, play and discuss. If you are looking for players to team-up with, please come and join us in the Discord. I haven’t yet set up moderators etc, so will get that ironed out over the coming days. I’ll be on the server fairly often to help troubleshoot and discuss development.
Discord invite: https://discord.gg/zyy4jQs
Few other small things:
- I’ve updated the placeholder wood log image:
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/5b5662eadb1d674e9a5cf5e34bbd68a5966bd1e9.png - I’ve added a glass doorway after a few players mentioned they needed one for the their builds. No glass door yet, but that will come.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/8322aa7c84a3c15279a2414631f45831fe3a1cbd.png - Dismantling upgraded walls now returns half the upgrade cost back.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/99259c701434bf93a648755493223614fb036b0b.png - Fixed hammer not functioning correctly for clients of co-op games (previously only the hosts could use it to upgrade walls).
The goal of this update is to attempt to make it much easier for friends to play together. This is just an iteration and still needs more work (and I imagine there will still be players experiencing networking issues). If you do, please post on the forum or discord so that myself and other players can help troubleshoot any issues.
Hope you have a great Friday and weekend!
CG
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/87a48c73ec652d2e5606e3182a9e4f8870038941.png
Hi guys. It’s been a while since any new base construction options were added. Today’s update introduces an assortment of new glass building pieces, which are now crafted from the default player crafting menu. These pieces will snap onto other wood and metal building pieces.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/0b39e903ddba040abb8940d1aaa39f291eb56b19.png
The glass is fairly tough and will withstand a fair amount of damage. However, just as with all structures, will require repairs to maintain. I’ve added damage skins (cracks) to indicate the health of any piece. The strength sits between that of wood and armor-plated.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/51957d098bd721c1b5f79fa464ed36cdb027d190.png
I’ve added a subtle distortion to the glass material and a very slight tint. This is to give the sense of enclosure when inside your base looking out. Let me know if you think the effect is too much.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/fb8649be693dc89cf5ffe7b90c9c62bdf2eb408b.png
My hope is these new building pieces will open up a ton of possibilities for creative base designs, as well as adding further depth to later-game building. Looking forward to seeing some creations.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/17995c5a29c970919d50a34a6caf2b768e533455.png
The game is configured to understand light passing through the new panels, meaning that glass rooms can be constructed to act as protective greenhouses for plantbeds.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/c677a15c1a150c93f0e0c5467311165fffe023c2.png
It’s now possible to find sandstone ore nodes beneath the water in the various lakes. They can be harvested with the pickaxe (or axe for less yield) and refined down into glass fragments in the refinery.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/1ec6fc3b19e25a14fa60a31fffcecb7c027ac3f0.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/b8794d9dfa0615859f4c65817dbcf67955851c87.png
The glass fragments can then be crafted down in the workbench to glass panels, which in turn can be used to craft building pieces. Note: Raw glass fragments are required for repairing glass structures.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/749be662c9478590e7c0fa93c2b461a84d7cd4fb.png
It’s always bothered me that windows were just empty holes. This lead to otherwise cosy and secure bases to feel cold and exposed.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a8faaae6045563c6e728d793cc78a5e900fec988.png
Players can now craft glass windows for both the flat and curved windowed-wall variants. The new windows are fully animated, allowing for player to quickly open/close them while defending against attacks.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/1e7d84ad6c66e1ad04c175e19c481bf20d3161be.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/f8dcc2ec153e38cd5091cec7b9986ffa9b20075a.png
While working on the window animations, I also finally added a animation for the door (which was long overdue).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/77a99fe1553b49f45282c25047cd9a9bca4e3e46.png
I’ve never been overly happy with the underwater visuals. The water surface would become opaque once submerged (meaning players were unable to spot potential dangers when surfacing) and the image was fairly static.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/f406a28274c71d25766b93b0439ce7e4e8edc016.png
I’ve added a ripple/distortion post-process effect and updated the water surface material to handle translucency when submerged. I think it looks way better and more immersive when swimming, but let me know what you think.
New players starting out are offered little guidance on how to make progress, often leading to frustration and repeated deaths. I’ve added some basic ‘getting-started’ tasks to better inform new players during the early game.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/12c89e5fa15753aa35c109a894211ad75b8ca0f4.png
For experienced players (or those that want to figure things out on their own), these task lists can be disabled in the options under gameplay.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/8eb01d7a83d038449f8457acad4c2ab6a99eed52.png
While building this feature, I implemented a substantial system to track detailed stats on player activities (stats are only stored locally in profile saves). I plan to expose these stats for players to view in a future update.
Having to always right-click on an item to open it’s actions, and then click on the use action can be annoying (especially when in combat or in a hurry). I’ve added a quick-use function that allows players to simply hover the mouse over an item and click their ‘use’ key.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a35798c77e4cb6e92d49358d53e0dd8e430bb7af.png
It will attempt to perform the primary ‘use’ action for said item (if the item has one). This will improve and quicken player inventory management.
I’ve updated the hunter bases to incorporate the new glass buildables. I’ve also updated the loot drops in their bases to include many of the new items that were added in the last few updates.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a5916faf8230aca0b5e3c530ecd973a8286e2a7c.png
Hunter loot drops, and locked crates have also been updated to include the new items (including a chance of fish oil on hunters).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/2cf2f82030c31fe5f0eaf2ae38ccfedc1d0abadf.png
Finally potassium can be used as a rich fertilizer for plantbeds. This should ease the fertilizer demands for players that choose to refine the ore down.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/995f2f866f7b4d15300032a1f35b9c2c1fbc6f6e.png
As many of you know, Subsistence has always been a passion project I work on by myself in my spare time, alongside my full-time job. I’ve finally made the decision to leave my employment to focus on the game full-time. I’ve never worked on such a challenging, creative and enjoyable project, and i’m so excited to dedicate myself to its continued development.
It’s been a tough journey to reach this point, and I wouldn’t have got this far without the support and encouragement from such an awesome community, of which I’m deeply grateful. There’s still a long road ahead and tons of work needed, and I’m looking forward to it!
Have a great weekend, and please let me know about any issues with the update.
CG
View on Steam
New glass building pieces:
Hi guys. It’s been a while since any new base construction options were added. Today’s update introduces an assortment of new glass building pieces, which are now crafted from the default player crafting menu. These pieces will snap onto other wood and metal building pieces.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/0b39e903ddba040abb8940d1aaa39f291eb56b19.png
The glass is fairly tough and will withstand a fair amount of damage. However, just as with all structures, will require repairs to maintain. I’ve added damage skins (cracks) to indicate the health of any piece. The strength sits between that of wood and armor-plated.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/51957d098bd721c1b5f79fa464ed36cdb027d190.png
I’ve added a subtle distortion to the glass material and a very slight tint. This is to give the sense of enclosure when inside your base looking out. Let me know if you think the effect is too much.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/fb8649be693dc89cf5ffe7b90c9c62bdf2eb408b.png
My hope is these new building pieces will open up a ton of possibilities for creative base designs, as well as adding further depth to later-game building. Looking forward to seeing some creations.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/17995c5a29c970919d50a34a6caf2b768e533455.png
The game is configured to understand light passing through the new panels, meaning that glass rooms can be constructed to act as protective greenhouses for plantbeds.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/c677a15c1a150c93f0e0c5467311165fffe023c2.png
Sandstone ore nodes and glass fragments:
It’s now possible to find sandstone ore nodes beneath the water in the various lakes. They can be harvested with the pickaxe (or axe for less yield) and refined down into glass fragments in the refinery.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/1ec6fc3b19e25a14fa60a31fffcecb7c027ac3f0.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/b8794d9dfa0615859f4c65817dbcf67955851c87.png
The glass fragments can then be crafted down in the workbench to glass panels, which in turn can be used to craft building pieces. Note: Raw glass fragments are required for repairing glass structures.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/749be662c9478590e7c0fa93c2b461a84d7cd4fb.png
Animated glass windows and door:
It’s always bothered me that windows were just empty holes. This lead to otherwise cosy and secure bases to feel cold and exposed.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a8faaae6045563c6e728d793cc78a5e900fec988.png
Players can now craft glass windows for both the flat and curved windowed-wall variants. The new windows are fully animated, allowing for player to quickly open/close them while defending against attacks.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/1e7d84ad6c66e1ad04c175e19c481bf20d3161be.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/f8dcc2ec153e38cd5091cec7b9986ffa9b20075a.png
While working on the window animations, I also finally added a animation for the door (which was long overdue).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/77a99fe1553b49f45282c25047cd9a9bca4e3e46.png
New underwater graphics:
I’ve never been overly happy with the underwater visuals. The water surface would become opaque once submerged (meaning players were unable to spot potential dangers when surfacing) and the image was fairly static.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/f406a28274c71d25766b93b0439ce7e4e8edc016.png
I’ve added a ripple/distortion post-process effect and updated the water surface material to handle translucency when submerged. I think it looks way better and more immersive when swimming, but let me know what you think.
Getting started tasks/tips:
New players starting out are offered little guidance on how to make progress, often leading to frustration and repeated deaths. I’ve added some basic ‘getting-started’ tasks to better inform new players during the early game.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/12c89e5fa15753aa35c109a894211ad75b8ca0f4.png
For experienced players (or those that want to figure things out on their own), these task lists can be disabled in the options under gameplay.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/8eb01d7a83d038449f8457acad4c2ab6a99eed52.png
While building this feature, I implemented a substantial system to track detailed stats on player activities (stats are only stored locally in profile saves). I plan to expose these stats for players to view in a future update.
Quick item use:
Having to always right-click on an item to open it’s actions, and then click on the use action can be annoying (especially when in combat or in a hurry). I’ve added a quick-use function that allows players to simply hover the mouse over an item and click their ‘use’ key.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a35798c77e4cb6e92d49358d53e0dd8e430bb7af.png
It will attempt to perform the primary ‘use’ action for said item (if the item has one). This will improve and quicken player inventory management.
Hunter base update and loot drops:
I’ve updated the hunter bases to incorporate the new glass buildables. I’ve also updated the loot drops in their bases to include many of the new items that were added in the last few updates.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a5916faf8230aca0b5e3c530ecd973a8286e2a7c.png
Hunter loot drops, and locked crates have also been updated to include the new items (including a chance of fish oil on hunters).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/2cf2f82030c31fe5f0eaf2ae38ccfedc1d0abadf.png
Potassium used as fertilizer:
Finally potassium can be used as a rich fertilizer for plantbeds. This should ease the fertilizer demands for players that choose to refine the ore down.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/995f2f866f7b4d15300032a1f35b9c2c1fbc6f6e.png
Few notable misc changes:
- Fixed exploit that allowed empty canteens to be pre-heated and then sterilize water when filled.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/34723b506a6412ebf0e8cd62abc89e5af0febe9d.png - Fixed exploit that allowed players to build in hunter bases.
- Fixed delay on items disappearing from inventory when dropped for clients of co-op games.
- Added sound and blood-spurts effect for hitting dead animals/humans with melee weapons.
A personal note:
As many of you know, Subsistence has always been a passion project I work on by myself in my spare time, alongside my full-time job. I’ve finally made the decision to leave my employment to focus on the game full-time. I’ve never worked on such a challenging, creative and enjoyable project, and i’m so excited to dedicate myself to its continued development.
It’s been a tough journey to reach this point, and I wouldn’t have got this far without the support and encouragement from such an awesome community, of which I’m deeply grateful. There’s still a long road ahead and tons of work needed, and I’m looking forward to it!
Have a great weekend, and please let me know about any issues with the update.
CG
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a3e7e0c37a96aa62a18a1e0ef2dcf655906f82d5.png
Hi guys. Today's update introduces a new fishing mechanic into the game. A highly requested feature since the introduction of water into the world, players are now able to craft fishing rods and float-fish in the ponds and lakes (it is not currently possible to fish in running rivers). The rod can be crafted from the default player crafting menu.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/657222db07bc497070dd2cf5a76d96f2788c2522.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/3c2d8d03887fa938986449ef9711497d0ba790e5.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/d952f357186874aa293bfc3a50a12aa8ba941ae0.png
Once the fishing rod is crafted, players must craft fishing tackle. Fishing tackle requires a tree grub (a new item), which can be harvested from the large fat-trunked trees dotted around the map. Tree grubs can be eaten by themselves in desperate situations, but provide very little nutrition.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/46764ad8347533122234181203bfbf218d622a1c.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/f07d2d4711eb348d5471b00ffb12d9107af600ac.png
There are currently two types of fish that can be caught in the lakes and ponds; Salmon and (a generically named) small fish. Salmon can be eaten raw, or can be filleted to produce fillets of meat, and fish-oil (which can be used in medicinal crafting).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/fd1f759ed31e1b3b02f07d5d53b79a4662cc8057.png
Small fish can also be eaten raw, or cooked whole (providing better nutritional value). Being small, they take much less time to cook than other proteins. Instead of being used for meat, players can choose to instead harvest them for oil.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/1c46d0a712bc1791bf40f67163f13c92e7c1d09d.png
I intend for the variety of fish (and their purpose) to expand over time as things continue to progress.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/8314c84ed45c14be67e05eee02dce8c28f4a3a9a.png
Medical items now require Medicinal Tonic to craft. The tonic can be crafted using fish oil and medicinal herbs.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/5a74bbaff2e9a171b6392c80637782bb54079f3e.png
Meats have always used up way too much inventory space. I had kept them as single items due to complications with handling the various cooked states and perish timers.
Here are the new rules:
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/334c72ee99b1648c7cc0123ce1585b2040c49013.png
I’ve also removed the individual rotten states for each food type, and have simplified it into a single (stackable) “rotten meat” item. This should lead to cleaner inventory management. A greater purpose for this item will be added at a later date (currently you can only recycle it).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/c7d823b9efea8512a4d78480625c8ac05d273202.png
For a long time, players have been able to store small dead animals without risk of them perishing. This exploit devalued efforts to keep food fresh and presented issues with storage space. This has now been patched. Rotted animals can still be butchered but yield less resources (and no meat).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a48a1018c2df6533f102c588b72d80cc7a43192c.png
Various models for base items had some fairly janky UV mapping, so I spent a bit of time cleaning these up. It’s a subtle change, but one that has been bugging me for a while, and i feel looks much cleaner now. Examples:
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/9ec9d9c166ed8024b3cc296e94291a7d86c6e059.png
Many players reported frustration of accidentally clicking “eat all” when extracting tomato seeds etc. I’ve now put limits on all consumable items to avoid this:
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/d3ee09bf461a573a68c6b251131d72a1fc80936f.png
Many players have reported that it takes too much wood to make repairs after hunter attacks. I’ve increased the amount of hit-points per repair. However each standard repair now takes 1 nail. This should help balance the dwindling need for nails during the later game.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a7675069050f3f9b8215cde00149f6e10c3ece51.png
Thanks to the help of a few community members, I was able to trace down certain conditions that would prevent specific hunter teams from attacking player bases. It was based on the combined locations of the bases, and intersecting bodies of water. The issue is now patched, so if you weren’t experiencing attacks before this patch then you may want to keep and eye out for incoming attacks. This issue was affecting normal and revenge attacks.
Please note that the new fishing system is intended to be iterated and improved on, so I welcome feedback once players have given it a try. I’m excited about the new possibilities this opens up for future updates. Thanks for everyone’s support and patience as the game continues to evolve. I’ll be on the forums as always, so please let me know your thoughts on the new changes.
Have a great week!
ColdGames
View on Steam
Hi guys. Today's update introduces a new fishing mechanic into the game. A highly requested feature since the introduction of water into the world, players are now able to craft fishing rods and float-fish in the ponds and lakes (it is not currently possible to fish in running rivers). The rod can be crafted from the default player crafting menu.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/657222db07bc497070dd2cf5a76d96f2788c2522.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/3c2d8d03887fa938986449ef9711497d0ba790e5.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/d952f357186874aa293bfc3a50a12aa8ba941ae0.png
Once the fishing rod is crafted, players must craft fishing tackle. Fishing tackle requires a tree grub (a new item), which can be harvested from the large fat-trunked trees dotted around the map. Tree grubs can be eaten by themselves in desperate situations, but provide very little nutrition.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/46764ad8347533122234181203bfbf218d622a1c.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/f07d2d4711eb348d5471b00ffb12d9107af600ac.png
Fish Types:
There are currently two types of fish that can be caught in the lakes and ponds; Salmon and (a generically named) small fish. Salmon can be eaten raw, or can be filleted to produce fillets of meat, and fish-oil (which can be used in medicinal crafting).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/fd1f759ed31e1b3b02f07d5d53b79a4662cc8057.png
Small fish can also be eaten raw, or cooked whole (providing better nutritional value). Being small, they take much less time to cook than other proteins. Instead of being used for meat, players can choose to instead harvest them for oil.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/1c46d0a712bc1791bf40f67163f13c92e7c1d09d.png
I intend for the variety of fish (and their purpose) to expand over time as things continue to progress.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/8314c84ed45c14be67e05eee02dce8c28f4a3a9a.png
Medicinal tonic
Medical items now require Medicinal Tonic to craft. The tonic can be crafted using fish oil and medicinal herbs.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/5a74bbaff2e9a171b6392c80637782bb54079f3e.png
Stackable meats:
Meats have always used up way too much inventory space. I had kept them as single items due to complications with handling the various cooked states and perish timers.
Here are the new rules:
- Meats can be stacked providing they are at the same cooked state.
- Only single pieces can be cooked at a time (per cooking slot).
- Perish timers are maintained for each individual piece even when stacked.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/334c72ee99b1648c7cc0123ce1585b2040c49013.png
I’ve also removed the individual rotten states for each food type, and have simplified it into a single (stackable) “rotten meat” item. This should lead to cleaner inventory management. A greater purpose for this item will be added at a later date (currently you can only recycle it).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/c7d823b9efea8512a4d78480625c8ac05d273202.png
Small dead animals now perish:
For a long time, players have been able to store small dead animals without risk of them perishing. This exploit devalued efforts to keep food fresh and presented issues with storage space. This has now been patched. Rotted animals can still be butchered but yield less resources (and no meat).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a48a1018c2df6533f102c588b72d80cc7a43192c.png
Smoothed models UV normals:
Various models for base items had some fairly janky UV mapping, so I spent a bit of time cleaning these up. It’s a subtle change, but one that has been bugging me for a while, and i feel looks much cleaner now. Examples:
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/9ec9d9c166ed8024b3cc296e94291a7d86c6e059.png
Capped “Eat All” action:
Many players reported frustration of accidentally clicking “eat all” when extracting tomato seeds etc. I’ve now put limits on all consumable items to avoid this:
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/d3ee09bf461a573a68c6b251131d72a1fc80936f.png
Base repairs:
Many players have reported that it takes too much wood to make repairs after hunter attacks. I’ve increased the amount of hit-points per repair. However each standard repair now takes 1 nail. This should help balance the dwindling need for nails during the later game.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a7675069050f3f9b8215cde00149f6e10c3ece51.png
Hunters not attacking?:
Thanks to the help of a few community members, I was able to trace down certain conditions that would prevent specific hunter teams from attacking player bases. It was based on the combined locations of the bases, and intersecting bodies of water. The issue is now patched, so if you weren’t experiencing attacks before this patch then you may want to keep and eye out for incoming attacks. This issue was affecting normal and revenge attacks.
Other misc changes:
- A splint now takes two sticks to craft.
- Fixed bug that was allowing small dead animals held in player inventories to become alive again after reloading a save.
- Increased hit-points of floodlights and and solar panels. This will make them more resilient to base attacks.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/c0c7b12d6317874dc0e65c2d02f2456cb906b21d.png - Fixed bug that was preventing the bleeding icon from showing for hosts of co-op games.
- Fixed bullet/water impact fx to play correctly in deep water:
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/4e29a68fbf184f93b043e2857d0ce3cd15c86798.png - Fixed issue whereby transparent buildable mesh would become invisible when viewed in front of water.
- Updated bow so that you can now hold down “aim” while the player is equipping the weapon, then it will transition into the aim state without having to re-click key.
- Fixed bug that prevented the profiles launching if there were special characters in the profile name or password.
- It now takes less time to cook rabbit and chicken.
- Added rocks and other visual tweaks to rivers/waterfall.
Please note that the new fishing system is intended to be iterated and improved on, so I welcome feedback once players have given it a try. I’m excited about the new possibilities this opens up for future updates. Thanks for everyone’s support and patience as the game continues to evolve. I’ll be on the forums as always, so please let me know your thoughts on the new changes.
Have a great week!
ColdGames
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/96797c211abe0dbd87195c64b827ad854763e360.png
Hi guys. Today’s update introduces a large expansion to the world and offers a much greater space for players to explore, build, hunt, fight and survive. I’ve been meaning to expand the world boundaries for a long time and decided to spend some dedicated time and focus on doing so.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/dced71924694c5d8c710989170d38daaf250cf50.png
My hope is this expansion and new varied terrain will offer greater immersion and freedom for players. More varied build locations and base design potential, and present a more interesting challenge to orientate and navigate the world.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/09e615086ce1be84ce2190fa10a700f6da0070cc.png
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/c296198d29d190c5623dbc6d309ca12f625d54df.png
You’ll find a new river winding down the slopes of the expanded area, running down into a new big lake. Rivers and waterfalls will open up new possibilities for gathering and game-play mechanics for future updates. Many players have requested fishing, and I totally agree this would be awesome. I have some ideas of how the mechanic could work and will be putting more thought into it.
There are also new stretches of open beach and small inlets for players to explore:
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/ee9b6f77757e187d35c98cae861c9c854694fa06.png
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/e2f182a5971e969d1d820b91fda1215789e3d50e.png
The addition of the new lake area has also opened up some areas of deep water. I’m keen to expand on this, and give players meaningful incentives to dive and explore the depths. I personally love when games allow you to explore deep underwater. Please stay tuned for more on this.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/188332aee996054c8a4b52b80baa53c3edf9903f.png
New trees (increased performance)
I’ve gone ahead and replaced many of the old pine trees throughout the entire map. The old trees were very high-poly and put a lot of demand on hardware with their high alpha calculations for shadows and light shafts. They were also fairly small, making it hard to create a sense of density to forest areas. They were also somewhat dull with a very muted color palette.
The new trees are much lower poly-count (1/3 of the previous trees). They have a more dense foliage spread, meaning certain familiar areas may feel very different. I’m also using a fairly high saturation pallet for the materials, meaning the greens are way more vibrant. This should make the world feel more colorful.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/1f80867ac1b0f62aa0e8fac02f72fe66fff825bc.png
The increased foliage density from the new trees may have an impact on resource gathering and predator/hunter encounters. It will be less easy to spot items and enemies in the world. I’ll be keeping an eye on how this affects balance (may need some tweaks). I welcome your thoughts and opinions on this.
I’ve decreased the fog density at higher altitudes, giving players better visibility. I’ve also decreased the depth of field over distance to account for the larger vistas.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/354f0eb2d5667dbe1644d3c7cf661f56f6619714.png
Few other minor tweaks:
World expansion is something that will continue as the project continues to progress. However with this new expansion now merged to the main build, I’m excited to start focusing on new gameplay features and mechanics for the next update. I have a long list of ideas I’ve been eager to work on.
I hope everyone has an awesome holiday with their families and friends. Thanks so much for all the continued support for the project. I’m really looking forward to continue evolving the game into 2018. See you on the forums!
CG
View on Steam
Hi guys. Today’s update introduces a large expansion to the world and offers a much greater space for players to explore, build, hunt, fight and survive. I’ve been meaning to expand the world boundaries for a long time and decided to spend some dedicated time and focus on doing so.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/dced71924694c5d8c710989170d38daaf250cf50.png
My hope is this expansion and new varied terrain will offer greater immersion and freedom for players. More varied build locations and base design potential, and present a more interesting challenge to orientate and navigate the world.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/09e615086ce1be84ce2190fa10a700f6da0070cc.png
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/c296198d29d190c5623dbc6d309ca12f625d54df.png
You’ll find a new river winding down the slopes of the expanded area, running down into a new big lake. Rivers and waterfalls will open up new possibilities for gathering and game-play mechanics for future updates. Many players have requested fishing, and I totally agree this would be awesome. I have some ideas of how the mechanic could work and will be putting more thought into it.
There are also new stretches of open beach and small inlets for players to explore:
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/ee9b6f77757e187d35c98cae861c9c854694fa06.png
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/e2f182a5971e969d1d820b91fda1215789e3d50e.png
The addition of the new lake area has also opened up some areas of deep water. I’m keen to expand on this, and give players meaningful incentives to dive and explore the depths. I personally love when games allow you to explore deep underwater. Please stay tuned for more on this.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/188332aee996054c8a4b52b80baa53c3edf9903f.png
New trees (increased performance)
I’ve gone ahead and replaced many of the old pine trees throughout the entire map. The old trees were very high-poly and put a lot of demand on hardware with their high alpha calculations for shadows and light shafts. They were also fairly small, making it hard to create a sense of density to forest areas. They were also somewhat dull with a very muted color palette.
The new trees are much lower poly-count (1/3 of the previous trees). They have a more dense foliage spread, meaning certain familiar areas may feel very different. I’m also using a fairly high saturation pallet for the materials, meaning the greens are way more vibrant. This should make the world feel more colorful.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/1f80867ac1b0f62aa0e8fac02f72fe66fff825bc.png
The increased foliage density from the new trees may have an impact on resource gathering and predator/hunter encounters. It will be less easy to spot items and enemies in the world. I’ll be keeping an eye on how this affects balance (may need some tweaks). I welcome your thoughts and opinions on this.
I’ve decreased the fog density at higher altitudes, giving players better visibility. I’ve also decreased the depth of field over distance to account for the larger vistas.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26620178/354f0eb2d5667dbe1644d3c7cf661f56f6619714.png
Few other minor tweaks:
- Reduced hunter movement speed while sprinting.
- Added distance-based low-pass filtering for all footsteps.
- I replaced the (annoyingly) loud Unreal logo when booting the game for a quiet one (many players had mentioned this was hard on the ears).
- Added correct weapon impact sounds for many base items (campfire, lights, beds, switches, etc).
- Fixed issue where hosts of co-op games could not see water-based bullet impacts.
World expansion is something that will continue as the project continues to progress. However with this new expansion now merged to the main build, I’m excited to start focusing on new gameplay features and mechanics for the next update. I have a long list of ideas I’ve been eager to work on.
I hope everyone has an awesome holiday with their families and friends. Thanks so much for all the continued support for the project. I’m really looking forward to continue evolving the game into 2018. See you on the forums!
CG
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/c51655c8c3e1cb571210f2be02c2366b257009ab.png
Up until now, hunter bases would remain statically placed once they set-up camp. This could lead to some frustrating scenarios of players not being able to push the hunters out of their area.
Today’s update allows player to completely destroy hunter bases, forcing them to abandon their post and start building from scratch at another location in the world.
This change will hopefully allow players to truly influence the world and the situations they find themselves in.
To destroy a hunter base, players can now craft the BCU Cracker at the workbench.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/19e375635abe2ddbcfa70823a4141269af9cbebc.png
This device can be placed on any BCU. Once placed it will auto-activate and result in huge damage to the base (and ultimately destroy the BCU). Once hunter BCU’s are destroyed, they will abandon the base and need to find a new building location to start from scratch.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/b5a7a3f41ce6b6f321d884fe1e83236e5ac88052.png
Hint: Destroying a hunter base does produce some additional loot, but it can also attract rogues so keep your guard!
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/8c9c9a7179de29835ebe08213fc387661f9b1406.png
Note: Remains of abandoned hunter bases will slowly decay over-time.
Up until now, there was little incentive to hunt down rogue hunters. However the BCU Cracker requires Gears (a new item type), that is primarily found on dead rogues.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/9a211aa3590ae84a729698929530ddeeda93b15a.png
The hope is this will provide more interesting and varied later-game goals. Rather than avoiding rogue squads, players will have meaningful reasons to engage in combat (when they choose to do so).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/86291ca6931e7eed62bb306a39714bfb6743fa80.png
Players can now craft grenade-tipped arrows at the workbench. They can be extremely handy for base defence when dealing with groups of hunters, and also do significant damage to base structures.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/0e7a13492e7a220be22faf02fe2846a44523bf43.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a381c923098a5641705337b96597706cab35a4b8.png
Hunters are also now trained to use grenade-tipped arrows. They will favour using them when they feel they are unable to get well placed shots with standard grenades. Please let me know if this feels off-balance!
Due to the heavy power/mass requirements of the BCU cracker, there are now some additional means to generate power.
Reared animals now produce higher quantities of fat, which can be rendered down into biofuel to power the base.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/060e31d345288ca18e1c580b3328b46bdd5742a0.png
Another new means of generating supplemental power, medicinal plant seeds can now be grown and harvested. Once harvested they can be crafted-down into biofuel.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/0dfd79f60bb16cb9db80eca7785aca2641674230.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/515079c66302991fea433bc9fe9fb050b2c93b85.png
I’ve added an option to join co-op games via IP. I know that port forwarding has been an issue for many players, so I hope this offers more options for those wishing to host (LAN or VPN).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/beda5d391abe49014853d9af82b8c0b93c191531.png
I know a lot of work is needed to make the hosting/joining process easier. This is high on my list and will continue to be worked on. Thanks for your patience while I continue to work on this.
I’ve added a basic chat client for co-op games. This can be opened by hitting ‘return’ while in game (which can be rebound in the controls menu).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/f81abbe1aada7f8220c164519a9e85d9ab23da77.png
During co-op games (and singleplayer), it can be frustrating (and unfair) when an animal levels-up after killing a player when on low health, leading to it becoming more powerful and having fully replenished health. Now when an animal levels-up, it only regains 30% of its health.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/3c35b180d801a6fe3e99a7ca3ddf1ca5b41393d1.png
Previously it was difficult to identify when base items were damaged. This often led to critical items being destroyed during attacks (sometimes entire storage chests full of gear). I’ve added damage skins for nearly all base items so players are more aware of when items need repair.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/6606b3d478ae208ecb123c1f39244e0c13f03a60.png
As always, thanks so much to everyone that has been supporting the project, and welcoming and helping out new players. I excited to continue moving forward with new features. I know there is a ton of work needed, and the road ahead is long, so thank you for your continued patience moving forward!
I’ll be on the forums so please do share and issues and feedback on the new changes. Have an awesome weekend!
CG
View on Steam
Hunter base destruction:
Up until now, hunter bases would remain statically placed once they set-up camp. This could lead to some frustrating scenarios of players not being able to push the hunters out of their area.
Today’s update allows player to completely destroy hunter bases, forcing them to abandon their post and start building from scratch at another location in the world.
This change will hopefully allow players to truly influence the world and the situations they find themselves in.
BCU Cracker:
To destroy a hunter base, players can now craft the BCU Cracker at the workbench.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/19e375635abe2ddbcfa70823a4141269af9cbebc.png
This device can be placed on any BCU. Once placed it will auto-activate and result in huge damage to the base (and ultimately destroy the BCU). Once hunter BCU’s are destroyed, they will abandon the base and need to find a new building location to start from scratch.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/b5a7a3f41ce6b6f321d884fe1e83236e5ac88052.png
Hint: Destroying a hunter base does produce some additional loot, but it can also attract rogues so keep your guard!
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/8c9c9a7179de29835ebe08213fc387661f9b1406.png
Note: Remains of abandoned hunter bases will slowly decay over-time.
Crafting Materials and Rogues:
Up until now, there was little incentive to hunt down rogue hunters. However the BCU Cracker requires Gears (a new item type), that is primarily found on dead rogues.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/9a211aa3590ae84a729698929530ddeeda93b15a.png
The hope is this will provide more interesting and varied later-game goals. Rather than avoiding rogue squads, players will have meaningful reasons to engage in combat (when they choose to do so).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/86291ca6931e7eed62bb306a39714bfb6743fa80.png
Grenade-tipped Arrows:
Players can now craft grenade-tipped arrows at the workbench. They can be extremely handy for base defence when dealing with groups of hunters, and also do significant damage to base structures.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/0e7a13492e7a220be22faf02fe2846a44523bf43.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/a381c923098a5641705337b96597706cab35a4b8.png
Hunters are also now trained to use grenade-tipped arrows. They will favour using them when they feel they are unable to get well placed shots with standard grenades. Please let me know if this feels off-balance!
Power/Mass balancing:
Due to the heavy power/mass requirements of the BCU cracker, there are now some additional means to generate power.
Reared animals now produce higher quantities of fat, which can be rendered down into biofuel to power the base.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/060e31d345288ca18e1c580b3328b46bdd5742a0.png
Growable Medicinal Plants:
Another new means of generating supplemental power, medicinal plant seeds can now be grown and harvested. Once harvested they can be crafted-down into biofuel.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/0dfd79f60bb16cb9db80eca7785aca2641674230.png
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/515079c66302991fea433bc9fe9fb050b2c93b85.png
Join Co-op Game By IP:
I’ve added an option to join co-op games via IP. I know that port forwarding has been an issue for many players, so I hope this offers more options for those wishing to host (LAN or VPN).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/beda5d391abe49014853d9af82b8c0b93c191531.png
I know a lot of work is needed to make the hosting/joining process easier. This is high on my list and will continue to be worked on. Thanks for your patience while I continue to work on this.
Co-op text chat client:
I’ve added a basic chat client for co-op games. This can be opened by hitting ‘return’ while in game (which can be rebound in the controls menu).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/f81abbe1aada7f8220c164519a9e85d9ab23da77.png
Animal leveling health tweak:
During co-op games (and singleplayer), it can be frustrating (and unfair) when an animal levels-up after killing a player when on low health, leading to it becoming more powerful and having fully replenished health. Now when an animal levels-up, it only regains 30% of its health.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/3c35b180d801a6fe3e99a7ca3ddf1ca5b41393d1.png
Base Item Damage Skins:
Previously it was difficult to identify when base items were damaged. This often led to critical items being destroyed during attacks (sometimes entire storage chests full of gear). I’ve added damage skins for nearly all base items so players are more aware of when items need repair.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/6606b3d478ae208ecb123c1f39244e0c13f03a60.png
Other notable changes:
- The bow now costs slightly less cordage to craft.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/60fcd37f672492c12b9f6b726b5eb27c3a01066d.png - Bed spawns now only cost 350 power (rather than 400).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/b458b20084fa15936329009f549db374fe3e507e.png - Slightly reduced power usage of fridge (from 0.25 per sec to 0.20).
- Power generator now uses ⅔ the fuel, but generates power at ⅔ the rate (so needs to be run for longer durations).
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/8bc1f30d7d6d513ec6168752e8ad8da124889f31.png - Ash stack count increased from 200 to 250.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/5e8193818ceb52b580e204a71f2482771a9b8c08.png - Nails stack count doubled from 100 to 200.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26620178/d2d01c163ca3781284b1e7fa2bd4b2fc63811dec.png - Fixed bug where premium arrows would show as normal arrows for hosts of co-op games.
- Added models for premium and grenade-tipped arrows to third-person perspective.
- Slightly reduced the volume of the generator running.
- Increased detail of Wellhead texturing.
- Fixed bug that was causing single-player profile day-counts to be reset.
As always, thanks so much to everyone that has been supporting the project, and welcoming and helping out new players. I excited to continue moving forward with new features. I know there is a ton of work needed, and the road ahead is long, so thank you for your continued patience moving forward!
I’ll be on the forums so please do share and issues and feedback on the new changes. Have an awesome weekend!
CG
Current Release
Not available
System Requirements
OS
N/A
CPU
Intel Core 2 Duo E4600 2.4ghz or Athlon 64 x2 Dual Core 5200
RAM
2 GB RAM
GPU
Geforce GT 460 or Radeon HD 3800
How to Install
1
Download all files
2
Extract the .RAR file to a folder (use WinRAR or 7-Zip)
3
Run Subsistence.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
1.3 GB
Password: cracked-games.org or 123
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View AllDownload Subsistence for PC with a direct link or via torrent. Get the full version of Subsistence for free. Subsistence is a Action released by ColdGames.