Subsistence is a sandbox, first person, solo or co-op, PvE open-world survival game. Struggle to build a base and gear-up in the hostile environment. Defend yourself from wildlife and AI hunters (who also build bases in the world). Progress your base technology for advanced item crafting and upgrades.
Recent Reviews:
Mixed (55) - 56% of the 55 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (3,498) - 70% of the 3,498 user reviews for this game are positive.
Release Date:
Oct 25, 2016
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I want to start getting more players involved, so I can continue shaping the game based on their feedback.

The early access version is only intended for those who are interested in participating in the game's development as I continue to move forward with the project.

I am the sole developer of the project, which I work on in my spare time as a passion project. I feel this is an important disclaimer for those considering playing the game, so that players can make a more informed purchase decision.

Edit: As of March 2018, I have decided to leave my full-time employment to dedicate myself to the game and its continued development.”

Approximately how long will this game be in Early Access?

“I plan to keep the game in EA up until I'm confident there is a sufficient content and depth to the gameplay.

I'm not in a hurry to move out of EA. I feel EA is perfect while I continue to add features and make changes to the game.”

How is the full version planned to differ from the Early Access version?

“There is no fixed direction that the game is taking. The game is evolving naturally based on feedback from those playing the game, and watching gameplay.”

What is the current state of the Early Access version?

“The game currently offers a singleplayer and co-op PvE sandbox experience, and has many features already in place (including base-building, crafting, animal husbandry, farming, AI hunters, etc).

I encourage anyone who is considering trying out the game, to first watch some YouTube gameplay videos. There have been many gameplay series from many YouTubers, which show the current features (and the progress the game has made).”

Will the game be priced differently during and after Early Access?

“I'm unsure if the price will change after or during EA. I want the price to be reflective of the potential enjoyment a player can take from the game.”

How are you planning on involving the Community in your development process?

“Since releasing early builds of the game (December 2015), I have been active on YouTube and the Steam discussions to get feedback from those playing and watching the game.

The feedback has had a huge influence on how the game has evolved, and will continue to play a vital role in it's continued development.”
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Recent updates View all (58)

February 1

Update Details (1st February 2019 - Alpha 47)


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:



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.


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

Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/


32 comments Read more

January 20

Update Details (Alpha 46 - 20th January 2019)


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.

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).


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.

Recurve Bow:
A new high-tier bow can now be crafted at the workbench.


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.

Unlike the standard bow, the Recurve Bow can have it’s fire-power upgraded at the workbench.


Flashlight Attachment:

Heavily requested by the community since launch, players can now craft a flashlight attachment for their firearms at the workbench.

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.


Batteries:
The flashlight operates on batteries that can be crafted at the workbench.

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.

Charge Indicator:
Battery powered items (currently just the flashlight) will display a charge meter on the item.

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.

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.

Neglecting to keep yourself clean will eventually result in an infection which then must be cured using the antidote.

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.

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.

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.


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.

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.

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”.


New Supported Languages:
  • Polish (by Daniel Lokietek & Tomasz Samulski)
  • Swedish (by Mattias Gustavsson)

Other Notable Changes:
  • Increased spawn rate of locked crates.

  • 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.

  • 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


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.

79 comments Read more
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About This Game

Subsistence is a sandbox, first person, solo or co-op, PvE open-world survival game. Struggle to build a base and gear-up in the hostile environment. Defend yourself from wildlife and AI hunters (who also build bases in the world). Progress your base technology for advanced item crafting and upgrades. Farm crops, raise small animals and harvest and refine resources to rise in dominance in the world. 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.

Current features:

* Singleplayer and Co-op PvE sandbox experience.
* Crafting mechanics.
* Dynamic base building.
* 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 it's 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 in my spare time 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: http://steamcommunity.com/app/418030/allnews/.

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.

Mature Content Description

The developers describe the content like this:

Mild violence hunting and harvesting various wild animals. Fictional gunfights with AI humans.

System Requirements

    Mínimo:
    • SO: Windows 7+
    • Procesador: Intel Core 2 Duo E4600 2.4ghz or Athlon 64 x2 Dual Core 5200
    • Memoria: 2 GB de RAM
    • Gráficos: Geforce GT 460 or Radeon HD 3800
    • DirectX: Versión 9.0
    • Almacenamiento: 1500 MB de espacio disponible
    Recomendado:
    • SO: Windows 7+
    • Procesador: Quad Core
    • Memoria: 8 GB de RAM
    • Gráficos: Nvidia GTX 760+ or Radeon HD 6950
    • DirectX: Versión 9.0
    • Almacenamiento: 1500 MB de espacio disponible

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