Survisland is a survival sandbox focused on Realism, located in a vast procedural generated world. Taste every bitter and sweet as a lone man lost in wild islands, use your wit and strength to confront every challenge the Nature gives you.
Recent Reviews:
Mixed (28) - 57% of the 28 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (783) - 73% of the 783 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 (14)

December 6

Alpha Update Log

• Fixed: when item be put into a U shape furniture, it cannot be picked up
• Fixed texture issues with some items (coral and rocks)
• Fixed: sometimes the durability ring is constantly shown when not focusing on items
• Fixed: when chopping the big fan palm, a duplicate will linger on the spot of the fallen tree
• Changed the body temperature value into absolute Celsius degree
• Changed the position of clay lumps when held on hand
• Fixed: when change to low or closed terrain quality, terrain turned to pure black
• Fixed some item’s highlighting issues
• Fixed: player can fall down under terrain when entering the game
• Fixed: items can be floating when dropping them
• Added full collider for furniture planes
• Fixed: doors can be moved after opening and closing actions
• Fixed the issue that coconut shell unable to collect water
• Fixed the issue that some buildings cannot be saved when quitting the game
• Fixed a wrong key tip when placing items
• Fixed the issue that items can stuck on the character after placing
• Fixed: some items cannot be placed, everywhere is invalid
• Fixed: big green rectangles shown when placing a burning torch
• Fixed the issue where the character cannot sleep on the fiber mattress
• Fixed: furniture cannot be moved
• Changed: stone hoe can chop dirt piles out of grass and dirt terrain again
5 comments Read more

December 1

Survisland Alpha Update Log

Major Update:
This is by far the biggest update we’ve made!
Here are the main aspects we’ve added:

1. Modular Furniture System:
Tie 4 thin sticks together on a workbench can bring you the key to our new furniture system!
• There are 3 different furniture marks by size: 1x1, 1x2 and 2x2, so there are 3 sizes of furniture you can make.
• Each size contains two parts: plane and frame. Use planes to form a bottom or a cover, use frames to raise the height of the furniture. You can switch between different shapes and stack the parts together vertically to form an unique looking.
• All furniture parts can be upgraded by 6 different materials, they can change the appearance of the part, also can change the function of the full furniture: like a fully upgraded box can be used as a storage.
• Some specific combinations of the parts can be transferred into predefined furniture, and the latter always contains more functions than their modular counterpart: like an upgraded 1x2 plate can be put on a door frame to act as a door.
• All modular and predefined furniture can be moved around by our new “Move” button on these un-pickable items.
2. Customizable Pottery System:
We’ve added a new resource item called large dirt pile in the mangrove biome, you can obtain lumps of clay from them by breaking them up. Put these clay lumps on a workbench to turn them into a blank pottery. Then you can modify the shape of it and put it into campfire to bake a clay pot or bowl from it.
• There are 4 sizes of the blank pottery, you can use them to make any traditional shapes of pottery.
• The baked clay containers can auto-calculate the volume of water it can store and the water collecting speed in rains by the shape you gave them.
• Pottery containers can also store small items, we’ve combined the functions of storages and water collectors, now you can see how much water is collected in a container through the inventory panel.
• We removed the ability for hoes to take dirt piles directly from terrain, now you’ll have to look for the large dirt pile in mangrove forest to get them.
3. Customizable Character:
We’ve remade the whole character system, and in the new one you can customize the gender and the looking of your character.
• There are several hair, eyebrow and beard styles you can choose for the character.
• Skin color, eye color and all hair colors can be adjusted through HSL sliders, you can pick any color you like!
• There are more than 30 different parameters you can tweak for the face of the character.
• The full body looking of the character will change according to the muscle rate and fat rate dynamically in game.
• We also make new sounds for the female character, and a new set of metabolism database for her. We will implement more gender related physical difference into the game to bring more interesting experiences!
4. Basic Animal AI
We have constructed all the bases for future AI system, and implemented some basic logic and behaviors into it for the first arrived animals:
• Added 13 different fishes, scattered in all three biomes according to their species.
• Fishes have visual and vibration detections to be aware of the surrounding world.
• There are predators and preys; you can find some fishes are chasing others.
• Fishes have different homes and different territories.
• There are different sizes among the same animal species; you’ll find the bigger one is faster, stronger and less agile.
• We’ve created a new character controller for the animals, added some physics simulation to create realistic and smooth movements for the fishes
• Fishes have a local avoidance system to allow them swim among the corals or obstacles in 3D space without a path-finding system.
• We’ll add hunting abilities to the player in the next one or two updates, now players still can do no harm to them.
5. Graphic Improvements
• Lighting changed to volumetric lighting to bring more realism.
• Volumetric clouds with flat clouds to form more realistic skybox.
• Increased the density of grasses.
• Added a new weather effect: foggy. Using volumetric fog.
• Added 6 different underwater weeds for underwater areas in all biomes.
• Added more than 30 types of coral groups into the seabed of shallow biome
• Added giant weed forest for deeper ocean
• Increase the transparency for all water to let you see more underwater stuff
6. Engine Upgrade and Optimization:
The most time consuming part of this update is on the engine upgrade.
The new engine provided more methods to optimize the game but also brings more issues to us, we’ll continue to test and implement these new methods into our game to bring more frame rate to you!

Super Trampers
12 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 7 / 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

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