Subsistence cover
Subsistence screenshot
Genre: Shooter, Simulator, Adventure, Indie

Subsistence

Patch notes - New game modes (2nd Jan 2017)

Hi there. Hope everyone had a great holiday. Here are the details for this week’s patch:

New Game Modes (easy/normal/HARDCORE):


Much of the feedback from players has been that they either want a greater challenge or a rest from the high-stakes to focus on building etc.

These new modes should now give players more choice to play closer to their own personal tastes. Here’s some key points on the two additional modes:

Easy mode:



  • Reduced amount of predators.
  • Option to reload previous save game on death (or continue and respawn).
  • Reduced hunter bases and the amount of hunters in each base.


HARDCORE mode:



  • Only a single life (however additional spawns can be purchased at the bed at an increasing cost).
  • Heightened animal senses and aggression.
  • Reduced starting kit (only an axe, glowstick and pants).


Player and animal spawns:


I’ve reworked the spawning system to address issues with close proximity to animals when spawning into the world (for both players and animals). I also addressed the bug whereby animals could spawn in player bases.

Singleplayer launch menu update:


Many players rightly complained about the issue of accidentally clicking on ‘Start a new solo game’ on an existing profile. Now existing profiles don’t display this option, and instead offer the option to clear the profile before starting a fresh save.


Clearing areas of predators:


Previously, the respawning of animals was extremely quick after killing them, and in fact would not persist in a save game (meaning loading a save game would respawn all animals). There is now a more lengthy cooldown on animal respawns (which persists after loading a save). This means if you clear the predators from around your base, you will have a period of peace.

Other small fixes:



  • Fixed exploit that allowed players the kill bears with the axe by standing on a foundation and repeatedly interrupting their attack animation.
  • Balanced animal spawns in certain areas.
  • Fixed bug where player’s dropped kit would spawn on the roof or upper floor when killed in a base.
  • Added hints regarding dropped-kit despawn time, animal leveling system and free starter M9.
  • Many other small fixes.


I’m really excited for how the game will evolve throughout 2017, I have a lot I hope to achieve. Thank you so much to everyone that’s been supporting the project, and those posting feedback and suggestions on the forum (i spend a lot of time reading the threads). It helps immensely to read thoughts and feedback from active players. Please let me know if you have any issues with the update. I’ll be on the forums.

Happy new year!

Update details (19th Dec 2016)

Hi there! Here are the notes for tonight’s update:

* Hunters can now be enabled/disabled for save game profiles. This will work for existing save games. Disabling hunters and loading an existing save will wipe them from the world. You can re-enable them again, but they will need to build up from scratch. Note: An autosave needs to occur before re-enabling them. I will be making further improvements to the menu system in the next few updates.


* Added a new system to provide contextual hints and guidance for new players starting out.
* Nails can now be crafted from the Workbench (Weapons bench has been renamed to ‘Workbench’).


* Remodeled foundation stairs so they can be snapped together without looking crooked (small thing, but this was just bugging me).


* Fixed bug where extra laser would temporarily show in the refinery when purchasing the power efficiency upgrade.
* Increased max-stack-counts of several items:
-- Logs: 50
-- Planks: 50
-- Scrap metal: 40
-- Weapon parts: 50
-- Bandage: 15
-- Berries: 50
-- Cloth: 50
-- Protein bar: 40
-- Sticks: 50

I know there are lots of other issues that need attention, in particular the overall balancing and hunter system, as well as lower-tier weapons, etc, etc. I’m always reading the feedback on the forums, and you guys have been giving me great insight into the main problems that need attention (as well as giving some great suggestions for new features).

I’m excited for the continued evolution of the game into in the new year. Thank you so much to everyone that has been supporting the project since the early access release. As always, please let me know if you experience any issues with the update. Hope you guys have an awesome Christmas!


Patch notes (11th December 2016) - Solar Panels

Hi guys. Today's update see's the introduction of craftable Solar Panels.

Since limiting the BCU's to allow only one that will auto-generate power/mass, many players have been asking for additional means of generating power. Especially now ammo casings require power to craft.



The Solar Panels are not cheap, but provide a trickle of power that can exceed the limits of what the BCU is able to provide. They can also be upgraded to further increase their power production. They can be placed on any base structures, as well as the terrain surrounding the base (although they are fairly fragile, so be wary of bears tearing them down).

Obviously the time of day affects their ability to generate power, and throughout the night they will not generate any at all.

The balancing will almost definitely need tweaking, so please let me know your thoughts if you feel it is unfairly balanced as it currently is (or needs nerfing).

As always, thanks so much for all your feedback and discussion on the current state of the game, it really helps a lot. I do try to read all threads.

Cheers

Quick hot-fix

Hi there, no real update. Just had to push a hot-fix to prevent an exploit where players were able to enrage bears to destroy hunter bases.

Also to fix an issue that was preventing fresh-spawns from spawning with a bandage (causing lots of understandable rage-quiting for new players).

Just keeping everyone informed when things change.

Cheers

Patch notes (5th December 2016)

Hi guys, here are the details of tonight's update:

* Zinc has now been introduced as a new mineable resource and can be refined down into Zinc Fragments.

* Ammo casings can now be crafted in the weapons bench using Zinc, Copper and Scrap (also a small amount of power and mass). This is another small step towards moving away from reliance on crates for ammo. Also, hopefully better equipping players to fend against later-game hunter squads. You’ll have to let me know if the balancing seems off.

* Grenade bounce has been reduced to ⅓ of what it was. This is a temp measure until better raiding tools and mechanics are implemented.
* Hunter base loot has been slightly increased (to counter the reduction of firearm damage to doors).
* Falling damage height has been slightly increased.
* Fixed bug where weapon bench craft recipe previews wouldn’t update power and mass as it fluctuates.
* Increased frequency of hints to build a BCU for new players (I’ll add an option to disable these hints in a future update).

Please let me know if the balancing seems off on the new changes (i'll be on the forums as usual). I know that a lot of systems desperately need work, but with gradual iterations and your guys feedback, I hope the game will start to gain much greater depth, and ultimately… be more fun to play.

Cheers

Patch notes (4th December 2016)

Hi there. Here are the patch notes for the update that just went out. This week it's primarily exploit and bug fixes:

* Fixed a game-breaking bug where hunters would stop spawning under certain circumstances. If your save has abandoned hunter bases, they will start repopulating within a day.
* Fixed exploit where multiple BCU's in a base would provide additional mass (they can still be used to extend your base build radius).
* Now only one player base at a time will auto-generate power and mass. This prevents the exploit where players could build an exterior base and farm lockpicks/water/etc.
* Fixed exploit where players could build in hunter bases by extending their build reach using the numpad keys.
* Reduced effectiveness of bullets/shells on base items (including doors).
* Fixed bug where recycling weapons was giving way too much mass (and not taking into account upgrades). Now weapons with upgrades will yield more mass than standard ones when recycled.
* Fixed annoying bug where butcher icon would should when looking at a dead rabbit/chicken.
* Fixed bug where refinery and mass fabricator state was not saving on save games (which was resulting in them always being turned off and reset when loading a game).
* Increased hunter turning speed.
* Fixed bug where config and graphics settings would reset after an update.
* Fixed a couple of rock formations where it was possible to get permanently stuck (if you find anymore, please let me know).

Thanks so much to everyone that has been posting in the forums and letting me know about the issues they've encountered. I read the forums regularly and it's been awesome having you guys helping out as the project continues to make progress. It is very much appreciated.

I'll keep everyone updated as new content is added.

Cheers!

Stability - Update notes (27th November 2016)

Hi guys. I've just pushed a patch that 'should' address many of the causes of game-crashes players have been experiencing (in particular when picking up items from the world).

Thank you so much for those who have been sending your logs to help me investigate. It has been a huge help, and I'm truly grateful for your support.

I've also included a few other small fixes:
* Fixed exploit whereby player could keep generators/woodburner/etc fully fueled at no cost by spamming fuel into the slot.
* Added pre-baked collision caching for many of the world items, preventing collision needing to be constantly cooked at run-time.
* Found and fixed small memory leak in the hud application.
* Bumped the berry-water max stack count to match that of water.

I'm still committed to improving stability, and this patch will not address ALL issues. So if/when you experience a crash, it would really help if you could send me your log file (details here: http://steamcommunity.com/app/418030/discussions/1/217691032436912045/).

As always, please let me know if you experience any other issues with the update. I'll be on the forums.

Cheers

Edit: There was a small bug with the initial patch whereby the fridge hud would get stuck. You guys let me know immediatedly (thank you), and it's been patched. Sorry about that guys, I'll try to do better next time.

Small patch

Hi guys, Just letting you know I had to release a quick update to address some small bugs (and exploits) with the last update. So nothing too exciting on this one I'm afraid. Thanks for posting all the feedback.

I'll let you all know when the next feature update goes out.

Have a great weekend.

Update details (23rd Nov 2016)

Hi there, a quick summary on some of the main items in todays update:

* Potassium ore can now be harvested and used to craft gunpowder.

* Grenades and gunpower can now be crafted in the weapons bench. Grenades can be used for busting through doors into hunter bases (or for killing).

* Axes/pick-axes now do very little damage to buildables.
* Fixed bug that prevented weapon upgrades reaching level 4.
* Rotten meat now burns.
* Fixed bug where power/mass was sometimes not charged for item upgrades.
* Fixed bug where weapons bench was drawing a small amount of power while idle.
* Removed exploit where disassembling wood ceiling quarter was returning resources for full ceiling.
* Injured animals now die quicker if not added to animal housings.
* Hitpoints to foundations has been increased.
* Hitpoints to doors descreased.
* Hunter base loot increased, and dynamically updates based on the hunter presence (a heavy hunter presence working a base will yield more loot).

Some may wonder why I'm adding grenades instead of more primitive weapons (such as bows etc). I know the game desperately needs lower tier weapons, and these will certainly come in time. However I felt I needed to start adding items that will begin laying a foundation for hunters posing a threat to player bases. I hope it will also give greater satisfaction when breaking into a hunter base to steal their gear (rather than just simply axing through their door).

I've also made good progress at isloating the cause of the random crashes, and hope to have it resolved asap. This is largely thanks to the players that have been sending me their logs (see this thread if yopu want to report crashes: http://steamcommunity.com/app/418030/discussions/1/217691032436912045/). I really can't thank you guys enough for the support.

The immediate plans moving forward are to start building upon the hunter behaviour and create a more believable and balanced purpose to their pressence. I know there are many other issues that need attention and I'll be trying to address these as I work on new features.

As always thanks for all the feedback, suggestions and support. Please let me know of any issues with the update (especially any obvious balancing issues). I'll be on the forums :)

Cheers

Update details (13th November 2016)

Hi there! Just a quick announcement on the update that just went out.

I've introduced the ability for multiple save-game profiles (3 in total). This allows players to start out fresh without deleting their previous save.



I’m hoping this will appeal to players that want to experiment with different base designs (and build locations). Or those that want to revisit the early-game survival with the knowledge acquired from their previous/current play-through. Existing save files will be migrated into ‘Profile 1’.

I’ve also been making many small balancing tweaks based on feedback (and watching you guys play). The Wellhead and Refinery have had slight increases to their power demands. These tweaks aim to give greater emphasis to the base’s power grid. I have plans to add additional craft-able items to support power demands in upcoming updates.

Also added some starting tips, as the game lacks direction for new players who are starting out.

Game stability is still hugely important to me, and I’m focused on resolving crashing issues that players have been experiencing. Thank you so much to everyone that has been posting their crash logs. It has been helping immensely in tracking down issues. This will remain a high priority until the key issues are resolved.

If you experience a game crash (especially while picking up items) I would greatly appreciate you sending me your Launch.log file to subsistence.bugs@gmail.com. Details on where the file is located are here: http://steamcommunity.com/app/418030/discussions/1/217691032436912045/

Please let me know of any issues with the update. I know there are other outstanding issues that need work, and I’ll be working through these as things move forward.

Thank you for all the support and feedback! It really means a lot.