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 (10) - 50% of the 10 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (871) - 72% of the 871 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 (24)

May 19

Alpha Update Log

• Crafting: now in Creative mode, when you’ve put the correct items in the working space, there will be transparent previews showing where these items should be put, but this function will not be available in Hard difficulty.
• Crafting: now all items equipped by the character and all items inside equipped storages, belts and attachments will be added into the available surrounding items’ list for crafting usage. You can directly use them in Recipe Mode or choose them from the surrounding items panel in Creative Mode.
• Small and medium air root now can be stacked

• Deleted the camera effect when going out of water
• Changed all seasonal weather percentage, now light rain will be much more often in spring; storms will appear more in summer, clear sky in autumn and overcast cloudy weathers in winter.
• In Creative difficulty, using G button to destroy items now will not produce remnants
• Now in the rivers of a Mangrove forest or ponds in the Swamp, the water will be fresh. You can throw containers into them to gather fresh water. But be aware that ponds that grow mangrove roots are still salty.

• Icons can disappear when first time opened the inventory panel
• Going to swimming with two handed items in hands can stuck the character
• Fixed some null reference error related to fruits
• Fixed some null reference error when destroying items
• Fixed some null reference error when killing animals
• Restored the missing section texture of sugar cane chop
• Fixed scroll panels not functioning in crafting UIs when cursor hovered on certain elements
• Fixed a bug that can cause the character stuck when plowing with a hoe
• Fixed the bug that allows you to plow nearby trees
• Fixed a bug that turning salty water to fresh water when transported them to another container
• Fixed random weather when loading a saved game
• Fixed a bug that causes fruit not able to be picked on an item tree
• Fixed wrong fruits count when loading from saved games
• Fixed the raining sound pass over from main menu to game scene even if the game scene is not raining
• Fixed the wet terrain issue when going into the game scene from a raining main menu
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May 3

Alpha Update Log

Major Update:

1. New Crafting System
The crafting method shifted from Node Based to an Area Based System with brand new UI to let you assemble items in a 3D space and use different crafting techniques to create new items.
• Working Space: You can start crafting at any place, but not all area can be a good working space.
• Working Space Properties: Currently the working space has three properties: Hardness, Flatness and Area. You’ll need larger Area when crafting big items, clothes recipes mostly require higher Flatness and stone related recipes will likely require high Hardness.
• Recipe Mode: All known recipes will be shown here, you only need to gather the required materials and tools to fast craft them.
The left-side panel shows the known recipes. The details will be shown on the right-side panel when you choose one of the recipes. You can also select different recipes for the same product in this panel (if there are multiple ones).
Each recipe will require certain amount of material items and several tools, the system will automatically choose the nearest ones for you if there are enough items around. You also can manually select them by clicking the icons on the requirements.
• Creative Mode: In this mode you can put any items into the working space and change their positions/rotations. You'll have to place the items in correct locations and assign the correct techniques to craft.
The left-side panel shows all available surrounding items, you can either click in the panel or directly in scene to put items in & out of the working space. Right-side panel shows you the progress checking list, currently detected recipes and required techniques.
• Popup Tips: The new crafting system also comes with a rich information system. When you hover your mouse on an item, a button, a check list description or anything else, most of them will show you a popup box with detailed information. Read them carefully if you got confused by the new system. There also will be a detailed tutorial coming in the next update.
2. Game Difficulty: There are 4 difficulty options when you start a new game. Old saves will all be determined as Easy difficulty when loaded. These options now will dramatically affect your game experience.
• Creative Mode: As before, this mode offers all cheating tools, you can fly and use God-Mode. All recipes are known and can be fast crafted. Very good for new players to learn the mechanics of the game.
• Easy Mode: From this level, no cheating tool is provided, but all the recipes are still known so you can fast craft them in recipe mode. You'll be given a shirt and a pair of jeans to keep you warm and provide some storage from start.
• Normal Mode: Most of the recipes are partially known, which means you can see them in the recipe mode and check their details. But no fast craft, you'll have to assemble the items in the creative mode at least once to fully unlock the knowledge of a recipe. You'll only be given a pair of jeans in this mode.
• Hard Mode: Most of the recipes are unknown, you'll have to explore all of them in creative mode first. There also is no start-up clothes, everything will be created from bare hands.
3. Redesigned Metabolism System:
We've enhanced the metabolism system thoroughly. Divided the digesting system into three parts: Mouth, Stomach and Intestines. The nutrition transactions from food to body are also changed, a lot.
• Mouth: The gate for any food to get in the digesting system. Now there are chewing abilities determined by teeth counts. This ability can reduce the digest difficulties of the food, affecting digest efficiency and the health of the stomach.
• Stomach: When food is done by mouth, they'll come to this part to get digested, reduce their absorb difficulty. PH level and bacteria will affect the health of the Stomach.
• Intestines: Most nutrition from the food will be transformed into the character's body in this part. The absorbing difficulty of the food and the absorbing ability of the intestines will determine the efficiency. The intestines health can be affected by the amount of bacteria and the intestinal peristalsis.
• Excretion: now all the un-digested food remains will be counted as excretions. They'll be accumulated in the Rectum and the character will be forced to take a relief if it got full. The Bladder will also be filled through time when you are not dehydrated, so the character now will also need to piss from time to time.
4. Disease System:
Alongside with the new metabolism system, we implemented a disease system to let the character be able to get sick. Now it only contains digesting system diseases, but we'll add more into it in future.
• Disease and Symptoms: Unlike symptoms, diseases will not be shown directly to the player, but different disease can cause corresponding symptoms. Some symptoms can be caused by several diseases, but the combinations of symptoms from different diseases are almost identical, so players can diagnose themselves approximately.
• Disabilities: Some severe diseases can cause disability. Currently we only made one set of walking animations to reflect several diseases, but more are coming. While the character got these kind of diseases, he/she will not be able to run, but walk in a slow pace.
• Severe Symptoms: Some severe symptoms now will act more than a symbol shown beside your health bar. But can force you into actions like vomit. More action-symptoms will be added in the future.
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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

What Curators Say

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