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.
All Reviews:
Mostly Positive (878) - 72% of the 878 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 (26)

June 14

Alpha Hotfix Log

1. Adjusted male and female daily calorie consumption separately. Reducing calorie needs for both genders.
2. Now protein will keep providing calorie when used to grow muscles
3. Food will be digested and nutrition will be absorbed sequentially according to the order you eat them, rather than simultaneously.
1. Fixed pink wall when loading old saves. This bug was introduced in A0.7.0.4
2. Fixed: wall marks can be placed upon one another on pillar foundations
3. Fixed: water volumes cannot be saved when using pour/take water to transfer water
4. Fixed: rope frame and primitive water dripper cannot be moved
3 comments Read more

June 13

Alpha Update Log

Warning: Due to our new furniture system, all items that stored in furniture will be lost after loading the save in this game version. So move all your items out of your furniture before updating!

Major Update:
• Placing and Building System:
We fully remade the placing system, all functions got upgraded and ready for future extensions
1. Switch to Origin: Now building marks or other deployable items can be switched back to its original item when placing on ground. And you can always switch between all the possible placing methods now, making the system more customizable.
2. Place Underwater: Most of the items now can be placed underwater.
3. More Walls: We designed a new algorithm to generate walls. Now all triangular walls can be generated no matter the shape or rotation of them. And all on-plane rectangular walls also can be fully generated. Walls can be rotated around its Z axis when placing allowing you to build horizontally aligned wood walls and vertical placed leaf walls.
4. Add Fuel through Placing: Now when you placing a fuel item near a campfire, it will automatically consider it as an Add-Fuel action.
• Remade Furniture System:
We also remade the whole furniture system. All furniture parts are made directly through Crafting System and using the new placing system to assemble them together
1. Added furniture planes, frames and boxes for all three sizes, and the recipes to craft them
2. Changed the furniture upgrade method, now you don’t have to use F key to choose the desired part and put materials in, all parts of furniture can be directly focused by looking at it. And when you are holding legit upgrading materials, you will be able to place the material on the furniture part and get one surface upgraded. You can use mouse wheel to change the surface you want to upgrade if there are multiple surfaces in one part, and each surface can be upgraded into a different material.
3. Furniture Storages: unlike the old system, this new system does not auto-calculate storages based on the shape of the furniture, instead you need to pre-make a storage furniture part (boxes) in the Crafting System and upgrade all surfaces of it to make it able to store items.
• Important New Items: More than 10 new items are added in this update
1. Fallen Trees: In Mangrove and Swamp biomes, we added fallen trunk, dead stump, rotten trunk and rotten stump these 4 kinds of scenery items to offer more wood resources and fungi growing places.
2. Fungi: On the ground of Mangrove and Swamp or rotten trees, there will grow several different fungi. Now there are 6 kinds of mushrooms and 2 types of polypore. 2 of the mushrooms are poisonous but the poison effects are not finished yet, they will come in future updates.
3. New Tools: Added Fish Spear and Coconut Canteen. The canteen can store water and get carried with you, it is sealed with a wooden cork so inner water won’t spill out when you drop it on ground. It also can be hung on your belt. The fish spear has a larger attack area and can deal more damage to its target, very good at spearing smaller fishes.
• Metabolism System: We adjusted many algorithms and data to make the metabolism system more balanced and realistic
1. Reduced digesting and nutrition absorbing speed to allow food provide energies in longer time range
2. Changed the algorithms of Bacteria growth in intestines to make intestinal diseases behave more realistically
3. Adjusted all nutrition, pathogen data for food items
4. Adjusted diseases’ duration and influences to make them more realistic

1. Added muscle texture for male character, it will blend in when your fat rate is getting lower
2. Added half thin stick, major material for furniture along with thin stick
3. Added confirmation window for deleting saves
4. Added confirmation window for loading old saves in new game version
5. Added recipe to cut green coconut into coconut
6. Incisors in mouth determine how much volume you can eat by one bite. When the teeth got broken, you may not be able to eat some hard food
7. We added an algorithm to transfer old walls data in the save files into the new walls generating system to make game saves back-compatible
8. Thin sticks now are stackable
9. Added fruit dropping function for coconut trees, now you’ll be able to find green coconuts around big coconut trees
10. Added pour/take water animations for the coconut canteen
11. Food items will adjust their edible volume based on their sizes
12. A preview will be shown when trying to add fuel into campfire, indicating the volume you are adding in.

1. Changed the appearance of Dirt Pile, making it looks better.
2. Changed the appearance of Wooden Spear, making it looks more primitive
3. Changed fishes’ AI logic, making them be able to swim in shallow water

1. Fixed: when setting fire, the hands and arms are not animated correctly
2. Fixed: plowing ground with a hoe can enable scenery items’ physics
3. Fixed: camera position issue when crafting on a stump workbench
4. Fixed: water dripper cannot affect the water collecting speed for the storage under it
5. Fixed: food edible volume got reset after been roasted
6. Fixed: muscle can keep grow even if the character never used his/her stamina
7. Fixed an error message popping up when ficus fruit getting rotten
8. Fixed an error message popping up when adding stacked materials into building marks
9. Fixed: building upgrade related warning cannot be shown correctly
1 comments Read more
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Join our community and connect yourself to the devs directly!

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

What Curators Say

6 Curators have reviewed this product. Click here to see them.

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