Survisland is a sandbox survival simulator which focuses upon realism. Located in a vast procedurally generated world - strive to survive the bitter-sweet life of a castaway on wild deserted islands. Learn to use all your wit and strength to confront every challenge that nature throws at you.
Recent Reviews:
Mixed (11) - 45% of the 11 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (862) - 72% of the 862 user reviews for this game are positive.
Release Date:
Jul 16, 2018

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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?

“The game is still in development and we'd like to know what do players think about our works and adjust our directions according to their feed backs. Our final goal is to modify and polish the current concept into a fully functional, feature rich PC game, and there are a lot we can learn from player's opinions.”

Approximately how long will this game be in Early Access?

“The estimated early access time should not be exceeded by two years.”

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

“The early access version does not contain full features of the game, for several main sections are still under construction.
For existing systems and mechanics, there will be upgrades on them, like the nature system does not have latitude variations, player status does not contain mental properties, crafting system may be further expanded etc. So in the final release, many game mechanics can be largely different from early access version.
And there will be several new mechanics added into the game through the developing progress.”

What is the current state of the Early Access version?

“Now we have finished the whole framework for our future extends. Many major systems like item system, player status system are already finished and adjusted to a playable state. We need players' feed backs to polish these systems further more.
You can explore three different biomes, gather or craft over 100 items in this initial version, feel the changes of nature and observe the reactions our human system provides. Try to keep yourself alive and build something unique with the building system.”

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

“We will raise the price after major updates. A major update will add a new fully featured mechanics into the game.
But the players who already possessed the game will not be charged after any updates. Early access owners will also get the final release.”

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

“We'll open topics to gather players' suggestions and advice, and adjust our game mechanics to the expectations of players.”
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Recent updates View all (21)

March 1

Alpha Update Log

Major New Features:
Animation Overhaul Part 1
• Advanced Locomotion: We have re-created all the locomotion animation clips and built an advanced new system for them.
Now the character can traverse with three types of gait: walk, jog and sprint. Walking and jogging only reduce stamina recover rate, only sprint will cost stamina. This largely increased the traverse speed of the character.
Furthermore, the moving speed now can dynamically change depending on the character’s situation: when carrying heavy items, or moving in water, the max speed you can reach will be reduced accordingly.
The character now will move with jogging gait by default and sprint when “Running” key is pressed, but you can use our new “Switch Walk” key (left ctrl by default) to change it to walking.
• Advanced Lower Body Stances: The character used to choose his/her standing stance by the item’s type in his/her hands. As a survival simulation game, we defined quite a lot stance according to real-life situations. But that system required a full set of locomotion animations for each stance, and a huge mess in our animation controlling state machine.
So we made this new stance system to simplify the structure, reduce animation amounts (less memory required in runtime), and build a flexible yet solid foundation for future features.
Now we only have 3 stances for the character: Neutral, left side forward and right side forward. These stances can cover all lower body movement situations, and let the upper body to have more forms to blend with these stances.
• Advanced Upper Body Forms: Now the character can have separated forms for his/her left and right arms when carrying items. This is enabled and empowered by the former two systems. Uses far less animation clips but can create smoother look and much more combinations for different items in hands.
For example: now taking an item that requires the “Holding” form, it used to force the character to turn into a battle stance(that stance needs 16 extra animations just for movements), but now it will only turn into the battle stance if the item is a weapon. Better, we can check the weapon’s length and which hand is it in to determine whether the character should turn his/her left side forward or right side forward (spear in right hand is left forward, but hatchet in right hand is right forward), and all these dynamic changes only takes 3 extra animations for the upper body, the lower body will still use the same stance movement animations from the former two systems.
With this robust system, we now can easily add any new carriage forms for new items or change form with conditions: we’ve added a bowl carrying form for opened water collectors, and a torch holding form for torches that only got lit.
• New Pick-Up Animations: We’ve made more than 20 new picking up animations to replace the old “Force Grab” animations. Now the character will bend down to pick things up if they are much lower than his/her waist. Also there are special dedicated picking-up animations for two-hand-carry form and shoulder-carry form.
• New Pass-Fire Animations: We’ve replaced the old pass-fire animations with new ones. And modified some logic in the motion to further avoid burning by fire when trying to light up something.
• More animations will be reworked in the next update, including jumping, sitting, sleeping, crafting and attacking animations.

Water Transfer:
• Water containers no longer got cleared out when picking up due to our new “Holding-Bowl” form. You can now take water containers with you and put them elsewhere.
• We also added new animations, particle effects, sound effects and interact buttons on water containers for you to take water from one container to another or pour water out.
• Now water containers that can be carried by a single hand can be drink from by pressing mouse buttons, just like eating other food or drink from coconuts.
• Any water container that got lower than sea level will be filled with sea water, you cannot directly drink it but it can be processed into fresh water in future.

• The stone hoe just got upgraded into next level! Now use the hoe to attack on ground can dig a bit of it down, and digging to adjacent areas of it can flatten the ground to the same level (though if the adjacent area is 1 meter higher, it will not be flattened). Making this function a great method to form a building base, also can be used as farm land in future.
• In addition to the ground flatten function, the amount of dirt piles you can dig up is calculated by the depth of the terrain you’ve dug, so there can be multiple dirt piles generated from one spot on ground. Also, there is a small chance to find clay pieces by digging the ground, making non-mangrove-forest areas also can produce clay.

Minor Changes:
• Added water splash effects for step in water and wade in water movements.
• Added water wave and splash effects for swimming
• Changed tutorial side windows’ position
9 comments Read more

January 31

Alpha 0.6 Enters Main Branch!

Hi Survivors!
Our Alpha 0.6 versions finally ended its unstable stage and enters to the main branch. You can now directly update the game without having to choose beta versions.
There was some serialization issues causing players in Europe can't enter the game or floating in air when enters the game. We have addressed this issue in the Alpha hotfix update. Sorry for the inconvenience caused by this bug.

We'll have a vocation for our traditional Spring Festival from 2nd Feb. to 10th Feb. We'll come back to development right after the vocation is over, stay safe in Survisland! See ya!

Super Trampers
10 comments Read more
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About This Game

Here are the mechanics we have finished with current version. The game is still evolving, more elements will be added and all the current mechanics can be upgraded, changed or even overhauled according to your suggestions!

Infinite Open World

The game world of Survisland is procedurally generated. It’s infinite, ever-changing and beautiful. The area of an island is usually vast, but you can also find groups of small islands scattered across shallows.
We have designed three different biomes in current version: The Shallows, Mangrove Forest and The Swamp. Each has its own unique landscape, vegetation, resources and sub-biomes. You’ll have to alter your strategy to survive in different biomes.

A Living Nature

Sunrise, sunset, changing of clouds and raining, the weather and nature cycling is not only for visual satisfactions. They actually affects you, just like real life surviving, the nature is always the most formidable foe.
The nature has its inner patterns to control the weather; you can learn and use it to benefit yourself. You can stand in shadows or in water to avoid the heat of a summer’s afternoon, start a campfire to keep warm in cold night, detect the direction of the wind from your campfire smoke, hide from strong winds behind a rock, avoiding rain under a tree.
The plants in Survisland also will bear fruits overtime in the right seasons; you can directly pick them up or hit a fruiting tree with a rock to shake some off. Cutting the whole tree down can get all the fruits immediately, but you also will lose a fruit source in long terms.

Fully Detailed Metabolism System

We made a very detailed metabolism system to simulate real life human beings.
Your body is built up with muscles, fat, bones, blood and water. All your actions will cost calories, and the stuff you eat can only be useful after you digested them!
Surviving is not only about keeping hungry and thirsty levels at bay, but to keep nutrition in balance, you’ll have to find various foods to achieve this. Once your body is unbalanced, there will be a symptom as corresponding to it. Some symptoms are harmless, only act as a notification, such like Empty Stomach. Some will reduce your body functions: getting Cold will reduce the stamina regenerate speed and cost more calories. The worst symptoms will reduce your health: Starving, Dehydration, Freeze, Suffocating…
Wearing clothes can always provide warmth and also some protections from environment. Some prevents you to get wet when raining; some keep you warm in strong winds. You should wear the suitable gears; eat various foods to keep your stats balanced!

Realistic Items

We made a very deep and complex item system: each item has its own size, weight, species, hardness, toughness, quality, portability and functions. These properties determine the size an item will occupy when you put it into a storage; is the item too heavy for you to carry; how will this item perform in a combat; how can I carry it, with one hand or two; where can I equip this item, as a shirt or belt etc.
Item system is the heart of our simulation of real life, anything you can think of can be made into an item and you can see it acts in our game with the functions you’d expect in real life!
Now there are more than fifteen functions we have made in the system, more will added along the way to bring you a more realistic game world.

Unique Crafting System

Survisland has a unique crafting system. Some items have one or several Crafting Nodes, it indicates different parts of an item that can be crafted. You’ll need to use various Crafting Techniques to process these parts.
Which Crafting Techniques you can use is determined by the items on your hands, certain techniques require specific tools in hands.
This Node Based Crafting system will cover all the common crafting in the field. But you can also find use workbenches to combine items. Workbenches can be found in wild as a wide tree stump or a flat rock.

Build Whatever You Want

From a simple leaf tent to a huge stone fortress, you can build anything you want with our flexible Building System.
You’ll have to craft three types of building marks: Foundation mark, Support mark and Surface mark, to start building. Each mark represents a specific building part and you can upgrade these marks to actual buildings.
Buildings can protect you from the most violent weather but cost a lot of efforts, choose a fine place to settle down!

Up Coming Features

Here are some planned mechanics we will add into the game in future updates.
  • More biomes and more resources. We currently only have about one hundred items and three biomes for you to explore and the technology level is still in stone-age. All the fun that metals can give us is coming in future updates. And more biomes will be created as planned: Hills, Rainforest, Mountains, Grassland, etc.
  • AI Animals, currently we don’t have animals on the islands, but of course we are going to add them into the game, actually it’s the most prior function we are working right now. There will be fishes, birds and land animals. They will have their own schedule of life and unique reactions to the environment.
  • Mental Health, this is another important part of our surviving simulation. Many lone survivors didn’t die from the lack of resources, but mental illness: loneliness, despair, fear. There will be some mental properties added as basic stats, like sadness, excitement, stress or loneliness. New symptoms will also be added to reflect the states of these properties and they can affect the overall mental health, when the mental health is drained out, you may lose your mind and gone crazy.


Survisland should evolve in the way you players prefer to. So we’ll take suggestions and advises from you right here on steam, we’ll open topics focus on certain aspects of the game for you guys to comment.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Microsoft Windows 7
    • Processor: Intel Core i5 7500 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 960 / AMD RX 470
    • DirectX: Version 11
    • Storage: 3 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Microsoft Windows 10
    • Processor: Intel Core i7 7700K / AMD Ryzen 7 1700
    • Memory: 16 GB RAM
    • Graphics: Nvidia GTX 1060-6G/ AMD RX 580
    • DirectX: Version 11
    • Storage: 3 GB available space

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