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 (58) - 60% of the 58 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (3,110) - 71% of the 3,110 user reviews for this game are positive.
Release Date:
Oct 25, 2016
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Curator Review

Recommended
By Cadeaux Gratuit October 20

“Très beau, bonne atmosphère et interface simple d'utilisation. Un vrai jeu de type survie avec demande de construction. Beaucoup d'heure de jeu en vue.”

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.”
Read more

Buy Subsistence

 

Recent updates View all (55)

September 7

Update Details (7th September 2018) - Female Playable Character, Multi-Language Support, Wind Power and More!


Hi everyone! This new update has been focused on addressing some long-standing, big-ticket items that have been on my list for a long time.

Female Playable Character:
This is a feature that has been consistently requested since launch so I’m really happy to have it in place. I feel this will add greater diversity to the visuals during gameplay (especially for co-op) and finally give players the choice to play as their desired gender.

I attempted to repurpose the male skeleton for the female model but wasn’t happy with the results, so I rigged her model to a new skeleton. This meant I needed to redo/update all the existing animations for the new skeleton. Technically she's certainly not perfect, but I’ll be continuing to make improvements over time.

Clothing:
All of the existing clothing items in the game will fit on the female character, and each has been remodeled for her physique.

Hair Physics:
I initially implemented a static model for the female hair but the appearance was just too stiff. So I experimented with the Apex cloth physics engine, and managed to achieve a fairly convincing effect. The hair will sway with the motions and actions of the character. I was careful to ensure this is performant and should have a very low impact on system performance.

Custom Damage Skins:
There are all-new damage skins for the new character. I’m also now using normal maps to give injuries more depth to the geometry. It can look pretty gnarly if the character takes heavy damage during battles and attacks.

Gender Toggle Menu:
Players can select their desired gender from the new Character screen in the main menu. This can be done at any time and will take effect on all existing profiles (no restart needed). You can even update your gender during multiplayer games.

Character Customization?
Currently the only option is simply a gender-select. However, there is room for expansion here, such as skin-tones, face-types, hair-styles, etc., but I’ll wait to hear back from players to see how much interest there is in these types of customization before starting work on anything.

Multi-Language Support:
Finally Subsistence now supports several languages (10 now in total including English). This was where most of the effort this sprint was spent (and why the update is later than usual). I had to pay the price for years of rapid prototyping and neglect for a proper localization system.

Here are the newly supported languages (with more currently in the works):
  • German
  • Spanish
  • Italian
  • Portuguese (Portugal)
  • Portuguese (Brazil)
  • French
  • Norwegian
  • Hungarian
  • Czech
You can switch to your desired language at top-left of the main menu:

International players from many nations came together to help make this happen. I’m deeply grateful to all those who participated and for putting in the time and care. I was truly touched to see the response when I reached out about translation support. It was a true pleasure to work with you all! I will credit below the individuals who helped make this a reality.

This is just an initial launch, so I’m sure there may be issues with context etc in certain parts of the game. If you’d like to contribute with corrections, edits or to help support additional languages, please reach out to me at playsubsistence@gmail.com.

Wind Turbines:
Since the dynamic weather system was added, I’ve wanted to incorporate weather into base operations and to give an upside to stormy days.

Wind Turbines are now craftable within the BCU. They provide an alternative means of supplemental power (in addition to solar panels). While solar panels only generate power during daylight hours, wind turbines generate power during windy/stormy days, regardless of the time of day.

I think they add a cool aesthetic to base designs, and also give an visual indication of incoming storms by the increasing speed of the blades.

Extra Shift-Click Abilities:
I’ve added several new quality-of-life changes to shift clicking. Player can now shift-click:
  • Meats and canteens into the woodburner and campfire.
  • Water and fertilizer into plantbeds.
  • Seeds into plantbed grow-slots.
  • Fuel into the power generator.
  • Fat into the fat-renderer in the woodburner.
  • Animals into the animal housing.
  • Food and water into the animal housing.
This should remove some of the tedium in tending to regular chores around the base.

Menu Pause Screen (single-player):
Heavily requested by players; gameplay will now freeze when the player brings up the main menu during single-player. Sorry this wasn’t added sooner.

Character Camera View:
Pressing the “cycle-camera” key will now toggle a moveable camera view of your character. Player movement is limited during this view. The intention is so players can get a better view of their character while gearing-up. It should also give some flexibility when setting scenes for screenshots. I may add expanded tooling for content creators at a later date.

Expanded Hunter Build Zones:
You may have noticed hunters never set up base on the far western side of the map, on the shores and forest areas. This was due to some technical complications on their base-locating logic that I couldn’t address in time for the last map expansion. They can now utilize all of the new area (this includes rogue camps).

Loot Spawn Optimizations:
Previously I was spawning all loot items in crates around the map the moment the crate spawned. This led to needlessly increased item (actor) counts in the game at any time, resulting in memory overhead. I now only spawn the loot once the crate is opened. This means there is a lighter memory footprint.

Batch-extract for Seeds:
Prompted by a player suggestion, you can now extract multiple seeds when working with a stack of vegetables. Small change, but should save a lot of right-clicking while farming.

Other Notable Changes:
  • Optimized save-game logic to require less data be written to disk during saves.
  • Fixed progress bar not showing while upgrading weapons in the workbench.
  • Many minor tweaks to existing male character animations (this is ongoing).
  • Halved the craft time for bandages.

  • Death message now shows actual mapped keybindings.
  • New sound for accessing the refinery.
Summary:
I understand that some players (those that only play solo, English-speaking and as the male character) may feel disappointed by the main features on this release. I hope you will appreciate that these are necessary steps to move the project forward and fulfill promises made to players since launch. I’m excited that there is now a female character and I’m excited that players from other nations can now join our community while playing in their native language.

Thanks for everyone’s patience while I worked on this one, and another huge thanks to everyone who contributed to the translations. If you haven’t already, come and join the community on the official Discord (invite below) and steam forum. You can also follow the official Twitter @playSubsistence and Facebook page.

Hope you have a great Friday,
CG

Discord invite: https://discord.gg/zyy4jQs


Translation Support Credits (in no particular order):
    Spanish:
  • José Gabriel Rodríguez González
  • Toni Racing
    Hungarian:
  • Erb Ármin(Reaper)
  • Bodó Ádám (Dyxon)
    Portuguese (Brazil):
  • Marcos Lacerda
  • Thiago Schumacke
  • Robson Prioli
  • Luiza Gimenez
  • Rafael Ahab Squarça
  • Lucas Lima
    German:
  • Sebastian Künzel
    Portuguese (Portugal):
  • Sandrine Magalhaes
  • Claudia Rocha (Xena)
    Italian:
  • Federico D. Ravagli
    French:
  • Anthony Charrault
    Norwegian:
  • Sven Geissler
  • Svein Tore Stegemoen
    Czech:
  • Petr - Dílna U mnicha
(really sorry if I missed anyone)



110 comments Read more

July 22

Update Details (22nd July 2018) - Dynamic Weather and a lot more!


Dynamic Weather System:
Hi all! Today's update introduces a dynamic weather system into the world. This is something regularly requested/suggested by players since launch, and something I’ve been eager to work on for a long time.

The new system impacts both the world and player, and obviously provides much more varied visuals while exploring and living in the world, as well as extra survival considerations and consequences.

Weather fronts:
I’ve put algorithms in place to control when fronts move in/out, and at what strength and ferocity. Players starting out a fresh profile won’t experience any bad weather until they are past their second day. This is to give the chance to get basic shelter up.

Existing profiles that are many days in will likely experience a full weather front very soon. This is just because of the way the algorithm works, it will consider one long overdue.

Temperatures:
Even subtle changes in weather will affect the overall temperature within the world. Prior to the update temperatures would change based on time of day and altitude. Weather now adds an additional factor into that equation for the player to consider. A heavy weather front can drop the temperature by up to -8 degrees. Being caught up in the mountains, late in the day, with a storm front moving in could be costly if ignored. So dress for the occasion.

Shelter changes:
There is now a new system to calculate how sheltered the player is at any moment. Previously it was either fully sheltered or not at all. Please take note of the temperature changes from moving in, out and around your base. There is a fair amount of warmth given from a fully enclosed base (even one without a lit woodburner).

Getting wet:
Players will now get wet, either from swimming or being out in the rain. An icon will display to indicate when you are wet:

The impact of being wet is that it drops your tolerance to cold (by 4 degrees below what is listed in your clothing profile), which also reduces your strength regeneration rate. Once in the dry, the player will start drying. Being near a campfire or lit woodburner will accelerate the drying by 2x. Being wet is fine if the temperature is mild, but be careful when at high altitudes, at night or during weather fronts.

Spatial environmental sounds:
Previously the ambient sounds of the world would be unchanged as players entered their base. This always bothered me and hurt the feeling of immersion when entering your base from out in the world. You will now notice ambient sounds phase in and out, based on how enclosed you are. I think this makes a big difference in terms of immersion.

Interior weather fx:
From a technical perspective (in a world where players can build enclosed structures wherever they please) it’s challenging to handle weather effects (such as rain) transitions between interior and exterior. Some games simply disable the fx as players move inside.

However I really wanted players to be able to look out on a stormy day from the comfort and warmth of their base (especially with the glass structures). So I coded something to handle this. It’s not perfect, but I feel does achieve the “cosiness” effect I was after.


Base member invite system:
Previously players were able to add other players to their base without their consent. Due to other changes (keep reading), players now need to use the BCU to send invites to players.


Power/Mass auto generation:
Tying in with the new invite system; bases in co-op games will only auto-generate power and mass if all base members are not part of another base which is auto-generating power and mass. This is to prevent the exploit where co-op teams can create many satellite mini-bases to farm lockpicks/refine-ore/etc.
Water added to mining drill:
Many players were rightfully displeased when the removal of the Wellhead left water procurement difficult for bases in arid areas of the map. There’s now a water option to the mining drill.

Co-op joining connection error handling:
I’ve finally added proper error handling for clients joining servers. Now if the connection fails, the reason will display in a popup, allowing players to resolve the issue more easily.

Co-op hosting admin console commands:
Previously, players that chose to host public games had very limited control over their server. I’ve added a set of admin commands to give server admins more insight into their game-worlds and control to keep their servers clean and welcoming to other players.

The console can be opened using the “=” key. To list available commands type “help”. I also updated the visuals and color scheme (now transparent so admins see what’s happening when open).

Available commands:
  • ListPlayers (list all players currently on the server)
  • KickPlayer [player name/id]
  • KickBanPlayer [player name/id]
  • ListBans (list all active bans on the server)
  • ClearBan [player id] (clear a specific ban for a player id)
  • ClearAllBans
  • ListBases (list all player bases on the map, will show number of base members and how many currently online per base)
  • DeleteBase [base id] (delete a specific player base on the map)
There is also a new bindable key (available only to server host) to delete player built base items on the map (it's unbound by default).

The idea is to allow server hosts to clear abandoned bases in their world and keep things clean. I would kindly ask server hosts to be considerate when using these tools.

Other notable changes:
  • Dropped kit despawn time has been increased (10 mins in normal, 15 mins in easy).
  • Hunters will now switch bases that they are targeting based the status of the base.
  • Bottles of water can be used to fill canteens. I see this a temporary workaround to allow for drilled water to be used in the oven recipes.

  • Replaced place-holder model for player dropped kit (and new sound for accessing it).

  • Plantbeds get a small amount of water from rain (if they are not covered).

  • Fixed bug that could cause player’s dropped kit spawning inside rocks and trees (really sorry for anyone who lost upgraded weapons to this bug).
  • BCU and workbench now have extra inventory slots and larger craft list sizes.
  • Added new underwater particle fx.
  • When accessing player dropped kit, you can now see all slots.
  • Added ambient glow for floodlight faces.

  • BCU now has the option to disable it’s base beacon.

  • Alt-F4 now works for exiting the game.
  • Password fields in the co-op hosting and joining menus are now hidden (so streamers don’t need to worry about people crashing their servers).
  • Whole chickens can now be cut into smaller pieces of premium meat.

  • Random (non-bed) spawns will avoid spawning players at high altitudes during storms.
  • New death sounds for killing chickens in your inventory.
  • Eating when full now takes into account whether the proteins/fruits-veg bars can accommodate eating the food item. So if you’re hunger is full, but your fruits and veg are low, you can still eat tomato soup etc.

I think that covers all the main features and changes. Please know that the new weather system is almost certain to change. The frequency of weather fronts and the balance in terms of the effects on the player is something I’ll be listening heavily to the community about when tweaking.

Please let me know your thoughts on the new changes on the Discord (invite below) and steam forum. You can also follow the official Twitter @playSubsistence and Facebook page.

This one was quite a challenge, and a lot of fun to work on! I hope everyone’s having a great weekend!

Cheers,
CG

Discord invite: https://discord.gg/zyy4jQs
99 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

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

    Minimum:
    • 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
    Recommended:
    • 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

What Curators Say

28 Curators have reviewed this product. Click here to see them.
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type


Purchase Type


Language


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph



Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
 
Hide graph
 
Filters
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...