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:
Mostly Positive (59) - 72% of the 59 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (3,944) - 70% of the 3,944 user reviews for this game are positive.
Release Date:
Oct 25, 2016

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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 (61)

July 25

Windows version 1903 Performance Fix

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.


* Thanks to modder PredatH0r for help with this fix.
24 comments Read more

June 16

Alpha 49 Update (16th June 2019)

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.

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.

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.

Diving Gear:
The diving gear uses the chest armor slot on player’s clothing profile (however provides zero damage or warmth protection).

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.

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.

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.

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.

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.

Crystal can be processed down in the refinery to produce raw crystal, which is used in later-game crafting recipes and item upgrades.

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.

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.

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.

While these shells spawn at all depths, they are more common in deeper waters.

Circuit Boards:
Circuit boards are a new item, crafted at the workbench. They have been woven into the later-game crafting and upgrade recipes.

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.

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.

Blood Decals:
Taking damage, bleeding, harvesting animals, etc will now cause blood splatters in the surrounding environment.

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.

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.

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.

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.

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.

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).

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.

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,

Discord invite:

Twitter: @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)
72 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.


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:

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

    • OS: Windows 7+
    • Processor: Intel Core 2 Duo E4600 2.4ghz or Athlon 64 x2 Dual Core 5200
    • Memory: 2 GB RAM
    • Graphics: Geforce GT 460 or Radeon HD 3800
    • DirectX: Version 9.0
    • Storage: 1500 MB available space
    • OS: Windows 7+
    • Processor: Quad Core
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 760+ or Radeon HD 6950
    • DirectX: Version 9.0
    • Storage: 1500 MB available space

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