About the Game
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
[img src="{STEAM_CLAN_IMAGE}/26620178/487306fe5307a9c00e3ec8d57893efaa150fff92.png"]
Move to Full Licensed Engine Source Code:
I have finally moved to the full licensed engine source code, moving away from UDK. This is a big step, which I have been planning/preparing for a long time. This means I can modify/compile the core engine code and unlocks huge potential and freedom for continued development.
Already this change has allowed me to extend the material pipeline to allow for the new base painting system (passing params to the material system for individual instanced static meshes, previously not possible in UDK), borderless fullscreen, improved performance and much more. Many other planned features are now unblocked by this move.
Your existing profile saves will auto-migrate, so you should not lose any progress.
Base Painting:
Players are now able to paint almost all structural wooden and metal buildables in their base.
Paintbrush:
Painting requires the paintbrush, which can be crafted in the furniture workbench.
[img src="{STEAM_CLAN_IMAGE}/26620178/f2903a9fe4ef90b46034e2fe3489ab421249e7e5.png"]While equipped, hold down the right mouse button (Left Trigger for players using a controller) to bring up the color wheel. Here you can select a color and an optional pattern. There are currently 31 colors and 7 patterns.
[img src="{STEAM_CLAN_IMAGE}/26620178/0ae1bc2bffd0c6d980c4d5b80b27ea6a6756755e.png"]It is also possible to completely remove a color by selecting the icon with the red cross and using the brush on the surface.
[img src="{STEAM_CLAN_IMAGE}/26620178/229dbb22c784d05ea01cd115a880a64ab78cc18f.png"]Most paintable items will have two sides that can be painted individually. This means players can pick different color schemes for the interior and exterior of their bases.
[img src="{STEAM_CLAN_IMAGE}/26620178/370437fb9e20d3001d2e776023bfc98aed435c62.png"]Once an item has been painted, it will not cost any additional paint to apply another color or switch patterns. So players are free to try out different color schemes without wasting additional paint. Unless the paint is removed, then it will cost more paint to reapply.
Paint:
Paint is also crafted at the furniture workbench.
[img src="{STEAM_CLAN_IMAGE}/26620178/c2e1cacd369b216c27cdab29175d7e6546a74358.png"]
Paint uses coal tar, which is obtained by harvesting coal nodes in the caves and then refining the coal in the refinery. Different amounts of paint is used depending on the size of the surface that the player is painting.
[img src="{STEAM_CLAN_IMAGE}/26620178/e3dbef4fa36d4b454e86e544d18e93efc8a88a64.png"]
Patterns:
Below are the various patterns that players can choose when painting.
[img src="{STEAM_CLAN_IMAGE}/26620178/237aef01ba586ac48039046982f37faca7dafb28.png"]
I may change the various colors and patterns in the future based on feedback from the community.
Wheat:
Wheat plants can now be randomly found growing in the world. Currently it can be found year round, although will not start spawning until day 12 of a profile (it will spawn in existing profiles that are past day 12).
[img src="{STEAM_CLAN_IMAGE}/26620178/2b1309f90699e799a3aab1400749aa36396ace05.png"]Picking a wheat plant in the wild will either produce wheat, or wheat seeds (seeds can also be extracted from wheat).
[img src="{STEAM_CLAN_IMAGE}/26620178/32c381f1977c8f6b996fd5c2dbf61b94d5d5d815.png"]
The intention is not to yield large quantities from wild foraging, but rather to provide small quantities that can be planted and grown, and then multiplied into high production.
[img src="{STEAM_CLAN_IMAGE}/26620178/f02c782b554e2a906c5ab478572848cd4ed7b3b6.png"]Worth noting that if you do not wish to mill the wheat into flour, the raw wheat makes effective feed for animals in the animal housing.
[img src="{STEAM_CLAN_IMAGE}/26620178/060e31d345288ca18e1c580b3328b46bdd5742a0.png"]
Bacon From Wild Boar:
Hunting boar will now also, in addition to pork chops, yield bacon.
[img src="{STEAM_CLAN_IMAGE}/26620178/0e3fa6f675b55ebe1b12a7f3926b6a9019807872.png"]Bacon can be cooked by itself on any open fire, but is better used in more complex recipes in the oven.
[img src="{STEAM_CLAN_IMAGE}/26620178/3c4585dd418d02531137154c078245c5711caa53.png"]
I have also increased the amount of fat when butchering a boar, so they are now much more rewarding to hunt.
[img src="{STEAM_CLAN_IMAGE}/26620178/2dc79405a356a03998574ff86b6dfe2ce4569ec9.png"]
Food Prep Station:
There is a new "prep" section in the oven. This is used to prepare various food items that do not require cooking.
[img src="{STEAM_CLAN_IMAGE}/26620178/3aed1790ac8d216e038d89a3b8f283e3383a124a.png"]
New Cooking Recipes:
Based on player feedback, I have added many more cooking recipe options. This should also help balance out the many food items that were previously underused (or not included) in advanced cooking options.
Flour:
Crafted in the prep section of the oven. I may add a specific milling item in the future, but this should suffice for now.
[img src="{STEAM_CLAN_IMAGE}/26620178/ede05b7d6b1652ee805b33db4f6bd65424b67143.png"]
Bread Dough:
Used to bake bread, and also prepared in the prep section of the oven.
[img src="{STEAM_CLAN_IMAGE}/26620178/e08d084e0964924b22297c3c7f2f5f0d8194f3f0.png"]
Bread Loaf:
Baked in the oven and requires a baking pan.
[img src="{STEAM_CLAN_IMAGE}/26620178/0f06a755d23a068398c0abd3b9028363a2de2e72.png"]
Bread Slices:
Right click on a loaf of bread to slice into 8 bread slices.
[img src="{STEAM_CLAN_IMAGE}/26620178/ad73a9e52c87e3ad55249898f6b4c7a769efc01e.png"]
Pastry:
Used for baking recipes. Crafted in the prep section of the oven.
[img src="{STEAM_CLAN_IMAGE}/26620178/b42cc40d9c8f2ac4b4e57117c1ee2beb49628037.png"]
Lard:
Crafted in the oven by rendering down fat. Requires a boiling pan to craft.
[img src="{STEAM_CLAN_IMAGE}/26620178/6b0cdec02fb5431efea31c728d0589a5f2442df1.png"]
Omelette:
[img src="{STEAM_CLAN_IMAGE}/26620178/0b4368f469b60a3012fa3c5eacb58bdc166a48d1.png"]
Bacon and Egg Sandwich:
[img src="{STEAM_CLAN_IMAGE}/26620178/c89b2aad7315001dbed49ed84f07a1745b6ae3d0.png"]
Fish & Chips:
[img src="{STEAM_CLAN_IMAGE}/26620178/46cb9b4b80e9c21473c8b1600ce6d979933f6626.png"]
Fish Cakes:
[img src="{STEAM_CLAN_IMAGE}/26620178/53b344a5d3a780b41188d7d1e1a077e08ed6f504.png"]
Steak and Dumpling Stew:
[img src="{STEAM_CLAN_IMAGE}/26620178/aadfb91dc4c12ccfe2d16ea3ab2486f9b1000835.png"]
Chicken and Salad Sandwich:
[img src="{STEAM_CLAN_IMAGE}/26620178/b08895678c3b36f567379a5e66fe7dff9511c2d7.png"]
Egg Sandwich:
[img src="{STEAM_CLAN_IMAGE}/26620178/626a81c590d697febe5a4b6a8fc5daf2c4196ab4.png"]
Steak Wellington:
[img src="{STEAM_CLAN_IMAGE}/26620178/7308e9d32624b181f4d9388ad8fd1dd6ba63c526.png"]
Blueberry Pie:
[img src="{STEAM_CLAN_IMAGE}/26620178/c0bba328cf0ce2711ab1f550a2f2ee57dc823d4a.png"]
Steak and Mushroom Pie:
[img src="{STEAM_CLAN_IMAGE}/26620178/a43a160f0c20eaa8d49b0bf93129a007cc4bfe1a.png"]
Game Now Automatically Configures Display Resolution and Refresh Rate (first run):
Another benefit of having engine source code access; on first run, the engine will now detect the display resolution and refresh rate of the primary monitor and adjust the game settings accordingly. Previously, these settings were hardcoded to 1080p at 60Hz. This results in a smoother, more visually accurate first-time experience, especially for players using higher-resolution or high-refresh-rate displays.
Borderless Fullscreen:
Having access to the engine source code, I was finally able to add proper display modes for the game. Previously when running in fullscreen, alt-tabbing or using multiple monitors was painful and would cause a full display refresh when switching between other applications or jumping to desktop.
[img src="{STEAM_CLAN_IMAGE}/26620178/fc666b4ca73ff8c2570c4f94b78c1fe856b8cda9.png"]
The new borderless fullscreen mode resolves this, making alt-tabbing and multi-monitor setups smooth and seamless.
Improved Performance on Profiles/Servers with High Build Counts:
When rendering large bases with many building pieces, to keep the game performant I use instanced static meshes for each buildable, allowing the CPU to render many identical buildables with a single draw call.
[img src="{STEAM_CLAN_IMAGE}/26620178/3b4a0401efe3b040b0d1aeb077d6f3542786155e.png"]
Previously this caused a problem when rendering damage on buildables, as the engine could not pass additional data to the materials for instanced meshes. So as buildables took damage, I would swap them out for individual separate meshes, increasing draw calls and negatively impacting performance on high build-count profiles.
Engine-level changes to the material pipeline now allow per-instance damage data to be passed directly to instanced meshes, preserving instancing and significantly improving performance when rendering large structures.
Hunter Base Exploit Fixes:
Several exploits that allowed unintended access to hunter bases have been fixed. Previously, players could use objects such as railings to jump into bases, or access storage chests through gaps in floorboards.
[img src="{STEAM_CLAN_IMAGE}/26620178/31e47343dae5bfbc834f8c2fdf0121024083ad98.png"]
These exploits undermined raid balance and were especially disruptive on PVP servers. They should now be resolved. If you encounter any similar exploits, please let me know so they can be addressed.
Other Notable Changes:
Using the elevator will now flash the power cost on screen for each use.
Increased the range of the hammer.
Fish pie now uses raw salmon filets rather than cooked.
Increased time it takes for mushrooms to perish.
Fixed rare bug that could allow profiles to intermittently crash when loading (was caused by early initialization of ATV physics).
Fixed graphics resolutions showing in an incorrect order in the graphics menu.
The game will now launch with the Subsistence.exe rather than UDK.exe. For servers, I still ship a UDK.exe, but this is just to prevent admins having to reconfigure their launch scripts, and is just a mirror of the new .exe.
Thanks for your patience with this one. The engine work took a lot of the development time, but has put the game in a much better position moving forward. I'm very grateful to all the players that continue to support the game. 🙏 I hope to put more control into the hands of players with work I have planned.
Cheers,
CG
Discord invite: https://discord.gg/zyy4jQs
[img src="{STEAM_CLAN_IMAGE}/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png"]X/Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/
Hosting Your Own Server:
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.
[img src="{STEAM_CLAN_IMAGE}/26620178/7d61539efece15284b9ec2646ce645d5394862dd.png"]You can view a detailed guide to hosting here:
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184"]Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)
[img src="{STEAM_CLAN_IMAGE}/26620178/487306fe5307a9c00e3ec8d57893efaa150fff92.png"]
Move to Full Licensed Engine Source Code:
I have finally moved to the full licensed engine source code, moving away from UDK. This is a big step, which I have been planning/preparing for a long time. This means I can modify/compile the core engine code and unlocks huge potential and freedom for continued development.
Already this change has allowed me to extend the material pipeline to allow for the new base painting system (passing params to the material system for individual instanced static meshes, previously not possible in UDK), borderless fullscreen, improved performance and much more. Many other planned features are now unblocked by this move.
Your existing profile saves will auto-migrate, so you should not lose any progress.
Base Painting:
Players are now able to paint almost all structural wooden and metal buildables in their base.
Paintbrush:
Painting requires the paintbrush, which can be crafted in the furniture workbench.
[img src="{STEAM_CLAN_IMAGE}/26620178/f2903a9fe4ef90b46034e2fe3489ab421249e7e5.png"]While equipped, hold down the right mouse button (Left Trigger for players using a controller) to bring up the color wheel. Here you can select a color and an optional pattern. There are currently 31 colors and 7 patterns.
[img src="{STEAM_CLAN_IMAGE}/26620178/0ae1bc2bffd0c6d980c4d5b80b27ea6a6756755e.png"]It is also possible to completely remove a color by selecting the icon with the red cross and using the brush on the surface.
[img src="{STEAM_CLAN_IMAGE}/26620178/229dbb22c784d05ea01cd115a880a64ab78cc18f.png"]Most paintable items will have two sides that can be painted individually. This means players can pick different color schemes for the interior and exterior of their bases.
[img src="{STEAM_CLAN_IMAGE}/26620178/370437fb9e20d3001d2e776023bfc98aed435c62.png"]Once an item has been painted, it will not cost any additional paint to apply another color or switch patterns. So players are free to try out different color schemes without wasting additional paint. Unless the paint is removed, then it will cost more paint to reapply.
Paint:
Paint is also crafted at the furniture workbench.
[img src="{STEAM_CLAN_IMAGE}/26620178/c2e1cacd369b216c27cdab29175d7e6546a74358.png"]
Paint uses coal tar, which is obtained by harvesting coal nodes in the caves and then refining the coal in the refinery. Different amounts of paint is used depending on the size of the surface that the player is painting.
[img src="{STEAM_CLAN_IMAGE}/26620178/e3dbef4fa36d4b454e86e544d18e93efc8a88a64.png"]
Patterns:
Below are the various patterns that players can choose when painting.
[img src="{STEAM_CLAN_IMAGE}/26620178/237aef01ba586ac48039046982f37faca7dafb28.png"]
I may change the various colors and patterns in the future based on feedback from the community.
Wheat:
Wheat plants can now be randomly found growing in the world. Currently it can be found year round, although will not start spawning until day 12 of a profile (it will spawn in existing profiles that are past day 12).
[img src="{STEAM_CLAN_IMAGE}/26620178/2b1309f90699e799a3aab1400749aa36396ace05.png"]Picking a wheat plant in the wild will either produce wheat, or wheat seeds (seeds can also be extracted from wheat).
[img src="{STEAM_CLAN_IMAGE}/26620178/32c381f1977c8f6b996fd5c2dbf61b94d5d5d815.png"]
The intention is not to yield large quantities from wild foraging, but rather to provide small quantities that can be planted and grown, and then multiplied into high production.
[img src="{STEAM_CLAN_IMAGE}/26620178/f02c782b554e2a906c5ab478572848cd4ed7b3b6.png"]Worth noting that if you do not wish to mill the wheat into flour, the raw wheat makes effective feed for animals in the animal housing.
[img src="{STEAM_CLAN_IMAGE}/26620178/060e31d345288ca18e1c580b3328b46bdd5742a0.png"]
Bacon From Wild Boar:
Hunting boar will now also, in addition to pork chops, yield bacon.
[img src="{STEAM_CLAN_IMAGE}/26620178/0e3fa6f675b55ebe1b12a7f3926b6a9019807872.png"]Bacon can be cooked by itself on any open fire, but is better used in more complex recipes in the oven.
[img src="{STEAM_CLAN_IMAGE}/26620178/3c4585dd418d02531137154c078245c5711caa53.png"]
I have also increased the amount of fat when butchering a boar, so they are now much more rewarding to hunt.
[img src="{STEAM_CLAN_IMAGE}/26620178/2dc79405a356a03998574ff86b6dfe2ce4569ec9.png"]
Food Prep Station:
There is a new "prep" section in the oven. This is used to prepare various food items that do not require cooking.
[img src="{STEAM_CLAN_IMAGE}/26620178/3aed1790ac8d216e038d89a3b8f283e3383a124a.png"]
New Cooking Recipes:
Based on player feedback, I have added many more cooking recipe options. This should also help balance out the many food items that were previously underused (or not included) in advanced cooking options.
Flour:
Crafted in the prep section of the oven. I may add a specific milling item in the future, but this should suffice for now.
[img src="{STEAM_CLAN_IMAGE}/26620178/ede05b7d6b1652ee805b33db4f6bd65424b67143.png"]
Bread Dough:
Used to bake bread, and also prepared in the prep section of the oven.
[img src="{STEAM_CLAN_IMAGE}/26620178/e08d084e0964924b22297c3c7f2f5f0d8194f3f0.png"]
Bread Loaf:
Baked in the oven and requires a baking pan.
[img src="{STEAM_CLAN_IMAGE}/26620178/0f06a755d23a068398c0abd3b9028363a2de2e72.png"]
Bread Slices:
Right click on a loaf of bread to slice into 8 bread slices.
[img src="{STEAM_CLAN_IMAGE}/26620178/ad73a9e52c87e3ad55249898f6b4c7a769efc01e.png"]
Pastry:
Used for baking recipes. Crafted in the prep section of the oven.
[img src="{STEAM_CLAN_IMAGE}/26620178/b42cc40d9c8f2ac4b4e57117c1ee2beb49628037.png"]
Lard:
Crafted in the oven by rendering down fat. Requires a boiling pan to craft.
[img src="{STEAM_CLAN_IMAGE}/26620178/6b0cdec02fb5431efea31c728d0589a5f2442df1.png"]
Omelette:
[img src="{STEAM_CLAN_IMAGE}/26620178/0b4368f469b60a3012fa3c5eacb58bdc166a48d1.png"]
Bacon and Egg Sandwich:
[img src="{STEAM_CLAN_IMAGE}/26620178/c89b2aad7315001dbed49ed84f07a1745b6ae3d0.png"]
Fish & Chips:
[img src="{STEAM_CLAN_IMAGE}/26620178/46cb9b4b80e9c21473c8b1600ce6d979933f6626.png"]
Fish Cakes:
[img src="{STEAM_CLAN_IMAGE}/26620178/53b344a5d3a780b41188d7d1e1a077e08ed6f504.png"]
Steak and Dumpling Stew:
[img src="{STEAM_CLAN_IMAGE}/26620178/aadfb91dc4c12ccfe2d16ea3ab2486f9b1000835.png"]
Chicken and Salad Sandwich:
[img src="{STEAM_CLAN_IMAGE}/26620178/b08895678c3b36f567379a5e66fe7dff9511c2d7.png"]
Egg Sandwich:
[img src="{STEAM_CLAN_IMAGE}/26620178/626a81c590d697febe5a4b6a8fc5daf2c4196ab4.png"]
Steak Wellington:
[img src="{STEAM_CLAN_IMAGE}/26620178/7308e9d32624b181f4d9388ad8fd1dd6ba63c526.png"]
Blueberry Pie:
[img src="{STEAM_CLAN_IMAGE}/26620178/c0bba328cf0ce2711ab1f550a2f2ee57dc823d4a.png"]
Steak and Mushroom Pie:
[img src="{STEAM_CLAN_IMAGE}/26620178/a43a160f0c20eaa8d49b0bf93129a007cc4bfe1a.png"]
Game Now Automatically Configures Display Resolution and Refresh Rate (first run):
Another benefit of having engine source code access; on first run, the engine will now detect the display resolution and refresh rate of the primary monitor and adjust the game settings accordingly. Previously, these settings were hardcoded to 1080p at 60Hz. This results in a smoother, more visually accurate first-time experience, especially for players using higher-resolution or high-refresh-rate displays.
Borderless Fullscreen:
Having access to the engine source code, I was finally able to add proper display modes for the game. Previously when running in fullscreen, alt-tabbing or using multiple monitors was painful and would cause a full display refresh when switching between other applications or jumping to desktop.
[img src="{STEAM_CLAN_IMAGE}/26620178/fc666b4ca73ff8c2570c4f94b78c1fe856b8cda9.png"]
The new borderless fullscreen mode resolves this, making alt-tabbing and multi-monitor setups smooth and seamless.
Improved Performance on Profiles/Servers with High Build Counts:
When rendering large bases with many building pieces, to keep the game performant I use instanced static meshes for each buildable, allowing the CPU to render many identical buildables with a single draw call.
[img src="{STEAM_CLAN_IMAGE}/26620178/3b4a0401efe3b040b0d1aeb077d6f3542786155e.png"]
Previously this caused a problem when rendering damage on buildables, as the engine could not pass additional data to the materials for instanced meshes. So as buildables took damage, I would swap them out for individual separate meshes, increasing draw calls and negatively impacting performance on high build-count profiles.
Engine-level changes to the material pipeline now allow per-instance damage data to be passed directly to instanced meshes, preserving instancing and significantly improving performance when rendering large structures.
Hunter Base Exploit Fixes:
Several exploits that allowed unintended access to hunter bases have been fixed. Previously, players could use objects such as railings to jump into bases, or access storage chests through gaps in floorboards.
[img src="{STEAM_CLAN_IMAGE}/26620178/31e47343dae5bfbc834f8c2fdf0121024083ad98.png"]
These exploits undermined raid balance and were especially disruptive on PVP servers. They should now be resolved. If you encounter any similar exploits, please let me know so they can be addressed.
Other Notable Changes:
Using the elevator will now flash the power cost on screen for each use.
Increased the range of the hammer.
Fish pie now uses raw salmon filets rather than cooked.
Increased time it takes for mushrooms to perish.
Fixed rare bug that could allow profiles to intermittently crash when loading (was caused by early initialization of ATV physics).
Fixed graphics resolutions showing in an incorrect order in the graphics menu.
The game will now launch with the Subsistence.exe rather than UDK.exe. For servers, I still ship a UDK.exe, but this is just to prevent admins having to reconfigure their launch scripts, and is just a mirror of the new .exe.
Thanks for your patience with this one. The engine work took a lot of the development time, but has put the game in a much better position moving forward. I'm very grateful to all the players that continue to support the game. 🙏 I hope to put more control into the hands of players with work I have planned.
Cheers,
CG
Discord invite: https://discord.gg/zyy4jQs
[img src="{STEAM_CLAN_IMAGE}/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png"]X/Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/
Hosting Your Own Server:
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.
[img src="{STEAM_CLAN_IMAGE}/26620178/7d61539efece15284b9ec2646ce645d5394862dd.png"]You can view a detailed guide to hosting here:
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184"]Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)
[img src="{STEAM_CLAN_IMAGE}/26620178/f56b6fb3ad98880790a5106b39e709b4050df386.png"]
New Hunter Combat AI:
Hunters have had an overhaul of their combat AI. Previously they used a fairly predictable pattern of move/stop/shoot. Now they can shoot while moving, will strafe while engaging, use better logic for positioning and taking cover. While also being aware of the actions of the other members of their squad.
[img src="{STEAM_CLAN_IMAGE}/26620178/03f520bff49022e409be04eb5504b50186abc571.png"]They will also use tactics like diving from cover, switch weapons less often, while choosing weapons based on the current situation. They also use smarter logic for choosing when to reload and will retreat to do so when they can.
New Animation System for Humans:
The male and female characters (including hunters) have had an entirely new animation tree for movement. Compared to the previous (built in a time where I was still learning the basics of bipedal animation), the new movement should look much more convincing and immersive.
[img src="{STEAM_CLAN_IMAGE}/26620178/05cfac2e9efad0bc56c4431aae72c1d78d4f74d9.png"]
I'm sure I will want to continue to improve these in future updates (I know there is still some 'jankiness' there).
Context-based Death Animations:
Previously, when humans were killed, they would just snap to ragdoll and allowed for the physics to play out. Now there is an entire suite of death animations, that can blend into ragdolls.
[img src="{STEAM_CLAN_IMAGE}/26620178/fd79d552fe32b7afc190c940c8767f5753851009.png"]These animations are entirely contextual, based on the force of the impact, the location on the body and the type of ammunition used.
[img src="{STEAM_CLAN_IMAGE}/26620178/10ef272cfa74ef22588e33d3b159dec03efec161.png"]
In addition, these death sequences are now fully replicated to clients of network games. Whereas previously, the momentum, impact location, and damage type was not received from the server, resulting in clients not seeing the correct death simulation that the host (or single player) would see.
Extreme Violence/Gore and Dismemberment:
Firstly I should mention that this option can be disabled in the in-game options menu. So for players who do not want this in their game, I totally understand.
[img src="{STEAM_CLAN_IMAGE}/26620178/a3cc175c2fda2a6f9ae5ed5fb57d88fea4d11639.png"]
Dismemberment:
The update introduces a new dismemberment system, allowing human characters to be blown apart. The feature is designed to emphasize the raw power of weapons, the impact of combat, and the brutality of survival in the world. \[Inspired somewhat by the original Soldier Of Fortune games].
[img src="{STEAM_CLAN_IMAGE}/26620178/55cd4dbb12238df6fb74a912df5c192b4ed7d6fe.png"]
Dismemberment is determined by the types of ammunition (or damage), the range (in terms of weapons like shotguns), and obviously hit location.
[img src="{STEAM_CLAN_IMAGE}/26620178/80066224e014cafd8534be0ea1cdf851bf28a07a.png"]
I may tweak the system to occur less frequently, so I appreciate any feedback. 🙏
[img src="{STEAM_CLAN_IMAGE}/26620178/f4953b406125a41ada3d5f1e54a45c3261497432.png"]
Some scenarios that can cause dismemberment include: high caliber ammunition and close-range shotgun blasts, powerful animal attacks, high-speed vehicle impacts, falling from extreme heights.
New Blood Effects:
Previously the blood effects I was using were just 2D cards in a particle system. It never looked right, and also had no direction in the spurts. Now I am using 3D simulations for the blood spurts, which look way better and also will spurt in the appropriate direction. I think this is way more convincing and immersive.
[img src="{STEAM_CLAN_IMAGE}/26620178/652d0ad057dd4db70e54ac9154d7ba6c98b3e876.png"]
Dynamic Damage Decals:
It is always immersion-breaking for me when I play a game and no visible damage displays on enemies during battles. Previously I would display static blood, baked within the materials (which I still do), but now I have a system to project real time damage decals onto the moving meshes. This is for human characters and animals.
[img src="{STEAM_CLAN_IMAGE}/26620178/04756f59b4c952ada0c8c4dae0142178fbb1b848.png"]Again, this can be disabled in the options menu ("Show graphic violence").
The types of decals are determined by the damage. For instance, bullet wound will appear as bullet holes, whereas bear attacks will leave large scratch marks.
[img src="{STEAM_CLAN_IMAGE}/26620178/a6592df6b6af7e9b41be6ff777eae38da260ba64.png"]
The damage decals will also spurt blood for a short period of time.
Blood Pooling:
Killed humans (depending on the cause of death) will now cause slowly growing blood pools when their bodies come to rest.
[img src="{STEAM_CLAN_IMAGE}/26620178/2d0f5ff8b925d10b03754548c9ded66d7bdbf377.png"]
Take-Damage Impact Animations and Stuns:
Previously when hunters would take damage during combat, there was zero reaction. Now there are minor and major hit reactions.
[img src="{STEAM_CLAN_IMAGE}/26620178/dd94ffc77821bd878d863aaa1b3880ce10965245.png"]
Minor hit reactions simply jolt their bodies. Major hit reactions will stun the hunters and play out contextual animations based on the damage type and body location.
[img src="{STEAM_CLAN_IMAGE}/26620178/bbc2aefc2b7b25c4024dc09d2dadddc0d966f47a.png"]
There are many, many animations for the various hit locations. Including stumbling if hit while running, grabbing their legs, head, groin, etc. The stun time may need some tweaking, but I will wait to see feedback and watch gameplay.
Increased Bullet Velocity:
Bullet velocity for all weapons (other than bows) has been increased by 1.5x. While this seems like a small change, it dramatically changes how combat feels. The hunter AI needed tweaking to balance this change to keep their accuracy at the same level of handicap.
[img src="{STEAM_CLAN_IMAGE}/26620178/bcefa8f54cdd370d6fc9a3985bb3f6a6487ca9fb.png"]
Proximity Voice Chat:
Finally I've implemented proximity-based voice chat for multiplayer. This means when you approach a player in a multiplayer game, you can press a key to broadcast your voice to them.
[img src="{STEAM_CLAN_IMAGE}/26620178/d87e30c050f88a2dafc382eac89c565421306a2a.png"]The volume of the remote voices can be configured in the "Sounds" section of the options menu and the "Push to Talk" key can be rebound in the controls menu.
When A player is speaking, you will see a small speaker icon show next to their health bar. When you are talking, the same icon will show just to the right of your toolbar.
[img src="{STEAM_CLAN_IMAGE}/26620178/ed81fdc8cc27e8cbdc008513b8e62bbf01cbdc14.png"]
I'm using the Steam Voice API for this feature, so whatever microphone that shows in your Steam client settings is the one the game will pickup from.
I hope this will broaden the social aspect for communities playing on servers.
Client-side Human and Animal Movement Smoothing:
I've added client-side movement smoothing when viewing other humans or animals. Previously this movement could get quite jerky and awkward looking (especially on a high ping). This prevents sudden snapping to a corrected position caused by network lag or lost packets.
This is predictive smoothing, so it's not just trailing behind where the human/animal is. It will smoothly move based on the velocity and direction the character is moving and should be very accurate to where the server has that character placed.
New Human Ragdoll Physics:
I've added a new physics body for humans. Previously the old ragdolls were prone to springing to a star shape with not much articulation restraints. The new ragdolls react much more realistically to the environment and forces.
In addition, I've adjusted the friction that ragdolls (including animals) so that bodies slow more quickly when sliding down slopes or impacting geometry.
Falling Sounds During Deaths:
Previously humans made no sound when slumping to the floor when killed. This was immersion-breaking, so now there is satisfying and reassuring audio.
Facial Animations:
Hunters and players will now play subtle facial animations. Mostly during combat. Firing weapons will blend a gritting-teeth snarl, while taking major hits will cause a pain expression. (I had to give the character teeth for this...)
[img src="{STEAM_CLAN_IMAGE}/26620178/27a466df8e9fd86c673551f1efca4dfe858443f8.png"]
Smoothed Camera Tracking During Death Ragdolls:
Previously when dying and ragdolling, the camera would track the root of the body. Which regularly led to jerky camera if the physics were caught on world geometry. This has now been smoothed out.
Throwing Weapon Physics On Death Visual Effect:
As a visual flair, humans will now fling their weapon spinning into the air when killed (depending on damage type). This is purely to add a satisfying visual cue and just looks cool in my opinion. The weapon cannot be picked up (will still be in the dropped bag for players).
Weapon Aiming Offset Animations:
Previously humans would have very limited visual vertical aiming offset when aiming their weapon up and down. This led to hunters aiming up at players, often appearing to be aiming much lower down, which felt very off. I've now adjusted the animation tree for all weapons to correctly aim where the human is aiming.
[img src="{STEAM_CLAN_IMAGE}/26620178/febc9993375fe895c24134632a5b176fc51ba048.png"]
In addition, previously when strafing or turning, the animation of twisting the hips would cause the horizontal aiming to also look inaccurate. This is now corrected, so viewing humans aiming weapon should now be visually correct to their actual aim.
Additional Loot for Scrapping Crashed Planes:
[img src="{STEAM_CLAN_IMAGE}/26620178/1196be745001cbd72e1152f5922fc3ce2e0394a4.png"]Scrapping crashed plane wrecks will now yield additional loot (on top of the existing scrap metal). Alloy sheets and electrical components will be yielded for certain parts of the plane.
[img src="{STEAM_CLAN_IMAGE}/26620178/44d48df52c03724fe8849c8fe7e611b7b15de63b.png"]
New Bullet Tracers:
Previously bullet tracers would instantly disappear when the projectile hit a surface, or when the tip of the tracer was out of view. Leading tracers to seemingly disappear or not even show.
[img src="{STEAM_CLAN_IMAGE}/26620178/aea10aad2ab8bd0d24914dedfd02a8f5cea416bd.png"]The visual bounding box of the tracer is now the full length, and the tracer will complete it movement after the bullet has hit a surface. This should give players a lot more situational awareness when under fire.
Fish Traps No Longer Penalized by Nearby Players:
Previously fish traps would prevent catching fish if players were moving and making noise near them. I have removed this constraint, so fish traps near bases will now be more productive.
[img src="{STEAM_CLAN_IMAGE}/26620178/bf56593c2dde70df90b2f053c2a176b995187f4f.png"]
Please note that placing fish traps too close to one another will limit their combined potential, so spacing them out is recommended.
Improved Physics on Animal Fatality Sequences:
I've fixed the physics when an animal grabs/impales a human. Previously the human could spin around at the grab location.
[img src="{STEAM_CLAN_IMAGE}/26620178/a639327b2d524827ac34f27f83b1c17c8e531989.png"]
Now the player will be locked in place which looks much more convincing (and brutal).
[img src="{STEAM_CLAN_IMAGE}/26620178/7a5c6e5312a413ad5d10a57a6116e53dab8fd6e4.png"]
Higher Detail Ground Debris:
The world now has a lot more ground debris, in the form of sticks and stones. I think the change makes for a more immersive setting, while requiring the player to be more focused for identifying harvestable resources. I welcome feedback on this change.
[img src="{STEAM_CLAN_IMAGE}/26620178/14e60a10aeffc055323de15a9c883314824282b7.png"]
The new ground debris will also react to seasonal changes, so snow will accumulate on them.
Foundations Now Require At Least One Leg Touching the Ground (unless snapped):
This prevents building floating platforms, at least without an initial snap to another buildable.
Dead Players/Hunters Now Close Their Eyes:
Rather than just statically staring blankly after killing a human, they will now close their eyes on death. It's a small change but corrects an immersion-breaking visual during/after combat.
[img src="{STEAM_CLAN_IMAGE}/26620178/38c0e4af7e5c847fe6ffd8c42ae36c9786401d00.png"]
Bullet Impact Decals:
Bullets and shotgun shells will now leave impact decals on surfaces.
[img src="{STEAM_CLAN_IMAGE}/26620178/29a2a9d9171bc5f778c5e8c12d7ac023562b1fbd.png"]
Plantbeds Now Require Both Water and Fertilizer to Grow Plants:
Previously plants would still grow in plantbeds with only water (although at a slower pace). Now fertilizer is also required, otherwise the growth will stop. Water will not be consumed if no fertilizer is present.
[img src="{STEAM_CLAN_IMAGE}/26620178/c5b9ab40cd7620abd499770a2b0ab79eedf5413f.png"]
Other Notable Changes:
Player characters will now blink.
Melee weapons now deliver momentum when killing an enemy.
Fixed power exploit, whereby cancelled crafted item on an upgraded station would refund the full power cost of the item (rather than the discounted amount).
Prevented double binding of keys in the controls menu.
Fixed bug where hunters could spam grenade tipped arrows while attacking a base.
Giving the middle-finger will also show an angry facial expression.
Hunters now immediately enter a defending base state when their base is breached.
Animals will now wait to face the player before performing attacks.
Fixed bug where predators would not attack players when running on to player bases.
Discord invite: https://discord.gg/zyy4jQs
[img src="{STEAM_CLAN_IMAGE}/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png"]X/Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/
Hosting Your Own Server:
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.
[img src="{STEAM_CLAN_IMAGE}/26620178/7d61539efece15284b9ec2646ce645d5394862dd.png"]You can view a detailed guide to hosting here:
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184"]Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)
Cable Car System:
A new mode of long range transport has been added to the game. Capable of traversing difficult or impassable terrain, suspended high above the many threats posed on ground level.
{STEAM_CLAN_IMAGE}/26620178/b938466a2bfac9f05c3538c8fb57b6e71f2ba4db.png
The cable car system will connect two separate bases (or the same base), and requires the player to construct cable car platforms at each end of the desired route. Then connect the two platforms using steel cable.
Cable Car Platform:
Cable car platforms can be crafted in the lathe. Bear in mind that two platforms are required to make a connecting route.
{STEAM_CLAN_IMAGE}/26620178/fa6e8bd29a3ad6e6f8b5e1e49441808200634039.png
{STEAM_CLAN_IMAGE}/26620178/587d06009a0aad64af94e0dbe692aca069090073.png
The platform occupies the same space as a foundation/floor/ceiling and must be within range of a BCU or range extender to connect to the base power grid.
{STEAM_CLAN_IMAGE}/26620178/3654548d987d7af6a6a896c0ffb40e9538041005.png
Once placed, accessing the platform terminal will show a list of all the neighboring platforms within a 500 meter radius. Only platforms located at friendly bases will show. Here you can connect the platforms at the expense of steel cable and power.
Platform Radius Map View:
To assist players planning their builds, within the platform terminal there is a button that will reveal the connection radius of the platform in the map view.
{STEAM_CLAN_IMAGE}/26620178/97df927a54198d0d52c915ad3ca39534a0753ee6.png
The radius will show as a blue sphere. Note: the radius sphere will not show underneath the map shroud, so the map will need to be explored to view the sphere at any given region.
{STEAM_CLAN_IMAGE}/26620178/e18b393254d0d591cf4b7a40cd560a00ec00cd86.png
Identify Platforms On the Map:
With many platforms, the platform list can start to get busy and confusing when trying to locate a desired platform.
{STEAM_CLAN_IMAGE}/26620178/27c94884bde95561f3796f9c37976b6c1e3cf0ea.png
To help assist with this, there is a button next to each platform in the list which will switch to the map view and place a temporary beacon.
{STEAM_CLAN_IMAGE}/26620178/05b048748f5473eec5ea2ef19d5ed557deaf3047.png
Cable Car:
Also crafted at the lathe. Cable cars are placed like normal buildables, and must be snapped onto a platform which is currently connected to another platform.
{STEAM_CLAN_IMAGE}/26620178/9def806ff12939b8ee64764852be969b8b983465.png
There must be cable connecting the two platforms in order to place the cable car.
{STEAM_CLAN_IMAGE}/26620178/3bfd40cfc86e980726930b2c85f186d095af8aa5.pngThe cable car rollers are fully animated and will update with speed and direction.
{STEAM_CLAN_IMAGE}/26620178/dca9fcbf9499cfe4d7fc4d7d994590962893a061.png
On either side of the cable car are buttons that are used to start the car moving to the opposing platform.
{STEAM_CLAN_IMAGE}/26620178/4aa6921b93b393b863aa4b0c728757bc9d1cb7cd.png
Each time the cable car starts a move, it will deduct a portion of power from the base it is currently docked at. The amount of power is determined by how far the travel distance is. If there is insufficient power, the cable car will not move.
{STEAM_CLAN_IMAGE}/26620178/cd65da0a78ff698457a0b8e80b7323db7a2fbc80.png
A cable car can be disconnected via one of the platform terminals it is connected to. Here you can also disconnect the cable. You will receive 100% of the cable back, however the power spent connecting the cable will not be returned.
Red 9 Pistol:
A new 9mm pistol has finally been added to the game. Crafted at the workbench, this pistol deals slightly more damage than the standard pistol, and offers a higher base ammo capacity of 10 rounds (which can be upgraded to a max of 18).
{STEAM_CLAN_IMAGE}/26620178/c81ce1334e167d6fe872a6fe054a0e6011309a70.png
There is a trade-off to these benefits, with it having a longer reload time. I've always loved this style of pistol in many other games, so excited to add it to the Subsistence arsenal.
{STEAM_CLAN_IMAGE}/26620178/2ed9c2413ed1c0b3d084e0eabecbc01b3431f3ea.png
I worked hard on the animations and sound design, hoping to make it a satisfying weapon to use. There are 3 new skins available for it (see below).
Steel Cable:
Steel cable is required to connect two cable car platforms. It is crafted at the lathe. The length of cable required is dependent on the distance between the two platforms.
{STEAM_CLAN_IMAGE}/26620178/c9e209201d40c628a8e6698ed69b9a467344d600.png
It can get costly on iron fragments depending on how ambitious your cable car system is.
Fallen Logs:
Many players have asked for ways to reduce the burden of wood farming. In response I have added fallen logs that will spawn around the world, and can be collected by simply picking them up.
{STEAM_CLAN_IMAGE}/26620178/0bc354ae5deb5bd0f7c56989678c5f7eca0dd7c7.png
I think this will especially help players starting out, where lumber is so important to getting established. I think they also add a nice decorative effect to the wilderness environment. They will also accumulate snow during the winter months. They are slightly less plentiful during winter (the same as many other resources).
{STEAM_CLAN_IMAGE}/26620178/0cb307668eb1dbfb8cf56011bac509657e5a1fe2.png
I may modify the quantity after getting more feedback from players. I've made the respawn timer quite long, but I still think this may need to be tweaked to find the appropriate balance.
Weapon Sway and ADS/Hip-fire Accuracy:
I have made some fairly large changes to the weapon handling. Previously there was no difference in accuracy between hip-firing and aiming down sights, and there was no weapon sway. To balance the weapons being too accurate I added a small amount of random spread. Meaning there was a random chance of missing, regardless of skill. This was not ideal.
{STEAM_CLAN_IMAGE}/26620178/c09db2bd50593cdc0d8791e283514e21d266267d.png
With the new update, now when aiming down sights the weapons are 100% accurate. However players need to manage a subtle weapon sway. Essentially this is replacing random chance with skill, and I think this is a much more fair system for players.
Also, hip-firing is now inherently inaccurate, as one would expect. This also eliminates monitor crosshair exploiting.
Tip: Crouching will reduce ADS weapon sway.
New Muzzle Flashes and Bullet/Shell Casing Ejection:
Almost all weapons now have a new and updated muzzle flash fire effects. In addition you can also now see bullet and shell casings eject and spin from the weapon between shots or reloads.
{STEAM_CLAN_IMAGE}/26620178/9d349ff2f19ea189456fb629011153d44ccf38f0.png
There are also now sounds of the casings/shells hitting the floor. The sounds are dependent on the floor they are hitting. This is a minor detail, but I think it adds a lot to overall immersion.
{STEAM_CLAN_IMAGE}/26620178/acd27dc0c837facf6cfe32e35a94dc9950fd3e0d.png
Glass Triangle Ceiling:
As requested by several players.
{STEAM_CLAN_IMAGE}/26620178/e4f96c7b29ef0dc6fae33ac6a8cfe66cf95ca2aa.png
Glass Wall (Curve/Slanted/Inverted):
Will add more flexibility to interesting base designs.
{STEAM_CLAN_IMAGE}/26620178/cfebbbf10e712e0247c71442524227424786ec41.png
New Red 9 Achievement:
I've updated the achievements to include the service star for the Red 9 (achieve 100 large-game or human/hunter kills).
{STEAM_CLAN_IMAGE}/26620178/3029db551dab19e24211fae5058545ebd3be86ef.png
Mass Fabricator Production Increased:
The mass fabricator will now produce 50% more mass, at no increase to the power cost. This should make a noticeable difference to player progression speed.
{STEAM_CLAN_IMAGE}/26620178/c4793ba683e3a15e907b9cfe0110e27adeae04cb.png
Vehicle Construction Cost Reduced:
The power cost while constructing a vehicle has been reduced from 10 power per second to 6.
{STEAM_CLAN_IMAGE}/26620178/6107adbb2c0cb4203459daeb67c81c694edcc649.png
Many Craft Recipes Cost Reduced:
- Boiling, frying and baking pans all substantially reduced in cost.
- Advanced Mechanical Parts.
- Lever Action Rifle.
- Recurve Bow.
- Double Barrel Shotgun.
- Elevator Tracks (reduced by 50%).
{STEAM_CLAN_IMAGE}/26620178/daa0ac9e57c4d0c048172662d95bfd1d94720c67.png
Fixed Save Games During Climbing:
As some unfortunate players may have discovered, previously if a save occurred while climbing, reloading that save would result in falling from the rockface.
{STEAM_CLAN_IMAGE}/26620178/8bce45f443975b98c37f3565f8656eca88657f13.png
I now have handling that will restore the player to the location they were before they began climbing. So no more cheap deaths for climbers.
Animal/Hunter/Player Rotation Movement Smoothed for Network Games:
Previously this was very jerky and distracting. This is now smoothly interpolated for clients of network games and looks much nicer.
Red 9 Skins:
Can be found on the Subsistence Steam Item Store. Thanks so much to everyone who continues to support the game through the in-game skins. I really appreciate it! 🙏
Nickel Plated with Black Grip: Item Store Page
{STEAM_CLAN_IMAGE}/26620178/907a116d990698f4bc0f63f2e74ba1e278392c15.png
Black Camo and Gold Trim: Item Store Page
{STEAM_CLAN_IMAGE}/26620178/287c03b2c9b574be1955a07b9eccc1b6b3c2be40.png
Predator: Item Store Page
{STEAM_CLAN_IMAGE}/26620178/10a2a585e60675f95d7882ee5c0d70de134c1ce2.png
Other Notable Changes:
- Fixed bug where glyphs would sometimes not show in the control bindings menu.
- Fixed bug where crayfish would temporarily disappear while cooking.
- Fixed some exploits of players being able to steal from sealed bases on multiplayer.
- Fixed the Steam Deck controller diagram not showing (was showing the generic diagram).
{STEAM_CLAN_IMAGE}/26620178/18c78a7911067b8dcbc54b52bf69fb5a636a970b.png - Fixed weapon equipping sound playing multiple times for clients of network games.
- Fixed weapon reloading animation often not playing on hunters and other players for clients of network games.
- Fixed hunters not being able to fish on dedicated servers. Surprisingly this was never reported, but hunters have never been able to actually cast their rod on dedicated servers. They would only walk to the water with their rod and eventually return to their base.
- Fixed bear head-crush animation not playing for clients of network games.
GeForce Now? I would love to have Subsistence supported by GeForce Now. However I believe it is a manual selection process based on interest expressed by users. If you would like to support the effort to have Subsistence selected, you could upvote/comment on this thread, or submit a request via the GeForce Now platform itself. 🙏
I hope everyone has an amazing Christmas with your family/friends/loved-ones. Thank you so much for all the continued support. 🙏 Please stay tuned for continued updates into the future.
All the best,
CG
Discord invite: https://discord.gg/zyy4jQs
{STEAM_CLAN_IMAGE}/26620178/75ce88f3efed677f5e3d77625d6f60a77830ed1b.png
X/Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/
Hosting Your Own Server:
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.
{STEAM_CLAN_IMAGE}/26620178/7d61539efece15284b9ec2646ce645d5394862dd.png
You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184
Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)
Current Release
Not available
System Requirements
How to Install
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
1.3 GB
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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.