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Subsistence News

Alpha 65 Update


[h2]Cable Car System:[/h2]
A new mode of long range transport has been added to the game. Capable of traversing difficult or impassable terrain, suspended high above the many threats posed on ground level.

The cable car system will connect two separate bases (or the same base), and requires the player to construct cable car platforms at each end of the desired route. Then connect the two platforms using steel cable.

[h2]Cable Car Platform:[/h2]
Cable car platforms can be crafted in the lathe. Bear in mind that two platforms are required to make a connecting route.

The platform occupies the same space as a foundation/floor/ceiling and must be within range of a BCU or range extender to connect to the base power grid.

Once placed, accessing the platform terminal will show a list of all the neighboring platforms within a 500 meter radius. Only platforms located at friendly bases will show. Here you can connect the platforms at the expense of steel cable and power.

[h2]Platform Radius Map View:[/h2]
To assist players planning their builds, within the platform terminal there is a button that will reveal the connection radius of the platform in the map view.

The radius will show as a blue sphere. Note: the radius sphere will not show underneath the map shroud, so the map will need to be explored to view the sphere at any given region.


[h2]Identify Platforms On the Map:[/h2]
With many platforms, the platform list can start to get busy and confusing when trying to locate a desired platform.

To help assist with this, there is a button next to each platform in the list which will switch to the map view and place a temporary beacon.


[h2]Cable Car:[/h2]
Also crafted at the lathe. Cable cars are placed like normal buildables, and must be snapped onto a platform which is currently connected to another platform.

There must be cable connecting the two platforms in order to place the cable car.
The cable car rollers are fully animated and will update with speed and direction.

On either side of the cable car are buttons that are used to start the car moving to the opposing platform.

Each time the cable car starts a move, it will deduct a portion of power from the base it is currently docked at. The amount of power is determined by how far the travel distance is. If there is insufficient power, the cable car will not move.

A cable car can be disconnected via one of the platform terminals it is connected to. Here you can also disconnect the cable. You will receive 100% of the cable back, however the power spent connecting the cable will not be returned.

[h2]Red 9 Pistol:[/h2]
A new 9mm pistol has finally been added to the game. Crafted at the workbench, this pistol deals slightly more damage than the standard pistol, and offers a higher base ammo capacity of 10 rounds (which can be upgraded to a max of 18).

There is a trade-off to these benefits, with it having a longer reload time. I've always loved this style of pistol in many other games, so excited to add it to the Subsistence arsenal.

I worked hard on the animations and sound design, hoping to make it a satisfying weapon to use. There are 3 new skins available for it (see below).

[h2]Steel Cable:[/h2]
Steel cable is required to connect two cable car platforms. It is crafted at the lathe. The length of cable required is dependent on the distance between the two platforms.

It can get costly on iron fragments depending on how ambitious your cable car system is.

[h2]Fallen Logs:[/h2]
Many players have asked for ways to reduce the burden of wood farming. In response I have added fallen logs that will spawn around the world, and can be collected by simply picking them up.

I think this will especially help players starting out, where lumber is so important to getting established. I think they also add a nice decorative effect to the wilderness environment. They will also accumulate snow during the winter months. They are slightly less plentiful during winter (the same as many other resources).

I may modify the quantity after getting more feedback from players. I've made the respawn timer quite long, but I still think this may need to be tweaked to find the appropriate balance.

[h2]Weapon Sway and ADS/Hip-fire Accuracy:[/h2]
I have made some fairly large changes to the weapon handling. Previously there was no difference in accuracy between hip-firing and aiming down sights, and there was no weapon sway. To balance the weapons being too accurate I added a small amount of random spread. Meaning there was a random chance of missing, regardless of skill. This was not ideal.

With the new update, now when aiming down sights the weapons are 100% accurate. However players need to manage a subtle weapon sway. Essentially this is replacing random chance with skill, and I think this is a much more fair system for players.

Also, hip-firing is now inherently inaccurate, as one would expect. This also eliminates monitor crosshair exploiting.

Tip: Crouching will reduce ADS weapon sway.

[h2]New Muzzle Flashes and Bullet/Shell Casing Ejection:[/h2]
Almost all weapons now have a new and updated muzzle flash fire effects. In addition you can also now see bullet and shell casings eject and spin from the weapon between shots or reloads.

There are also now sounds of the casings/shells hitting the floor. The sounds are dependent on the floor they are hitting. This is a minor detail, but I think it adds a lot to overall immersion.


[h2]Glass Triangle Ceiling:[/h2]
As requested by several players.


[h2]Glass Wall (Curve/Slanted/Inverted):[/h2]
Will add more flexibility to interesting base designs.


[h2]New Red 9 Achievement:[/h2]
I've updated the achievements to include the service star for the Red 9 (achieve 100 large-game or human/hunter kills).


[h2]Mass Fabricator Production Increased:[/h2]
The mass fabricator will now produce 50% more mass, at no increase to the power cost. This should make a noticeable difference to player progression speed.


[h2]Vehicle Construction Cost Reduced:[/h2]
The power cost while constructing a vehicle has been reduced from 10 power per second to 6.


[h2]Many Craft Recipes Cost Reduced:[/h2]
  • Boiling, frying and baking pans all substantially reduced in cost.
  • Advanced Mechanical Parts.
  • Lever Action Rifle.
  • Recurve Bow.
  • Double Barrel Shotgun.
  • Elevator Tracks (reduced by 50%).


[h2]Fixed Save Games During Climbing:[/h2]
As some unfortunate players may have discovered, previously if a save occurred while climbing, reloading that save would result in falling from the rockface.

I now have handling that will restore the player to the location they were before they began climbing. So no more cheap deaths for climbers.

[h2]Animal/Hunter/Player Rotation Movement Smoothed for Network Games:[/h2]
Previously this was very jerky and distracting. This is now smoothly interpolated for clients of network games and looks much nicer.

[h2]Red 9 Skins:[/h2]
Can be found on the Subsistence Steam Item Store. Thanks so much to everyone who continues to support the game through the in-game skins. I really appreciate it! 🙏

Nickel Plated with Black Grip: Item Store Page Black Camo and Gold Trim: Item Store Page Predator: Item Store Page

[h2]Other Notable Changes:[/h2]
  • Fixed bug where glyphs would sometimes not show in the control bindings menu.
  • Fixed bug where crayfish would temporarily disappear while cooking.
  • Fixed some exploits of players being able to steal from sealed bases on multiplayer.
  • Fixed the Steam Deck controller diagram not showing (was showing the generic diagram).
  • Fixed weapon equipping sound playing multiple times for clients of network games.
  • Fixed weapon reloading animation often not playing on hunters and other players for clients of network games.
  • Fixed hunters not being able to fish on dedicated servers. Surprisingly this was never reported, but hunters have never been able to actually cast their rod on dedicated servers. They would only walk to the water with their rod and eventually return to their base.
  • Fixed bear head-crush animation not playing for clients of network games.
GeForce Now? I would love to have Subsistence supported by GeForce Now. However I believe it is a manual selection process based on interest expressed by users. If you would like to support the effort to have Subsistence selected, you could upvote/comment on this thread, or submit a request via the GeForce Now platform itself. 🙏

I hope everyone has an amazing Christmas with your family/friends/loved-ones. Thank you so much for all the continued support. 🙏 Please stay tuned for continued updates into the future.

All the best,
CG

Discord invite: https://discord.gg/zyy4jQs
X/Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/

[h3]Hosting Your Own Server:[/h3]
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.

You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)

Alpha 64 Update


[h2]Controller Support:[/h2]
As I have been promising for a long time, I've finally implemented full controller support for Subsistence. The support should cover all Xbox, PlayStation, Steam Deck, and generic controllers.

You will find the in-game controls section now broken down into two sections for mouse and keyboard and controller.

If a recognized controller is connected, you will see a diagram of the button mappings for your controller type.

To account for the finite buttons available on controllers, the control scheme is divided into three sets:
  • In-Game
  • Menu
  • Driving

These sets will automatically switch based on what the player is doing in the game. You can view the various sets and their bindings by using the button in the bindings menu.

The button on the left allows you to flick through the various controllers you have connected.

[h2]Reconfiguring Bindings:[/h2]
While I recommend using the default bindings I have configured for each controller type, I understand it's important for players to have the freedom to configure their controllers as they please.

A button at the bottom-left of the controller screen will open up a bindings window, allowing the player to change any aspect of their control scheme.

[h2]Steam Input:[/h2]
I decided to use Steam Input as the basis for the controller support. This was due to Valve's broad support for different controller types, and for ongoing support leading into the future as new controller types enter the market. When rebinding controls in-game, the Steam overlay will popup to show the Steam Input binding menu.

These bindings will only apply to Subsistence, so will not affect your bindings for any other game in your library. This can also be done by clicking on the controller button in the Steam UI while viewing the Subsistence page in your games library.

[h2]If you have an existing Steam Input control scheme for Subsistence:[/h2]
Some players may have already setup a custom control scheme using Steam Input. In this case your custom layout may be selected by default. I strongly suggest switching to the official layout (even if you plan to change it). As the official layout provides many actions supported by the game that were previously not available.

To switch to the official layout (see above), click on the controller box on your Subsistence Steam page. Then click "Browse Community Layouts". Then under "Recommended" select the official layout and apply it.
Note: Most players will not have to do this and the official layout will be selected by default.

[h2]Keyboard/Mouse/Controller Glyphs:[/h2]
Previously many of the in-game prompts provided very small text explaining which key to press. Now I am using images (glyphs) for the specific key or button that is required with less text and at a larger font. This should help with accessibility and provide a cleaner UI.

Also when looking at dropped items, it now shows an image of the item with a count rather than lots of small text.

These glyphs have been implemented all over the UI when text was previously used.

[h2]Build Animations:[/h2]
Something I've been meaning to add for a long time; most buildables will now play out a build animation when they are placed or moved. I think this makes building more satisfying and immersive to see each piece placed individually.

The sound design will play different placement sounds depending on the material type. Each individual piece will shake independently as it fits into place.

I've implemented these animations purely through the vertex shader of the mesh materials. This means they are entirely animated through the GPU and put no extra load on the CPU, so are very efficient in terms of performance.

All wood, roofing and glass structures have had these animations added.

[h2]Customizable ADS Sensitivity:[/h2]
Previously, weapon ADS (aim down sights) sensitivity was exactly the same as normal look sensitivity. This meant as the player zoomed in with a weapon, the sensitivity would become very high and difficult to aim. This was particularly awkward with weapons with a higher zoom (such as the rifle and LAR).

Now weapons have a lowered sensitivity while aiming, making it much easier to target enemies. In addition, players can customize each weapon's ADS sensitivity to their own personal preference. In the controls menu there is an "advanced" section, with ADS sensitivity sliders for each weapon.

There is a red marker on each slider to indicate the default (recommended) setting.
  • When the slider is at full, this means the ADS sensitivity will be the same are normal look sensitivity.
  • When the slider is at the lowest, the ADS will be 10% of the normal look sensitivity.

These settings can be separately configured for mouse & keyboard and controller (by using the advanced section in each of the respective control menus).


[h2]All New Controls Menu:[/h2]
I've completely rewritten the in-game controls menu UI. The code was old and becoming problematic. The new menu is cleaner, features glyphs for keys/button (rather than text), and has some nice smooth animations when navigating between sections.


[h2]Inventory Item Animations:[/h2]
Inventory items will now react as the player interacts with them, or as their state changes.

Clicking on, using or moving an item will play a subtle shake (as well as stacking an item). Also items will tilt as they are mouse-overed. The hope is to make the UI feel a little more responsive to the player.

This also means that as a player "Takes All" from a loot crate, it is a lot more obvious what was taken and where the items have been placed/stacked in their inventory, due to those items briefly animating.

[h2]Reset to Default Controls:[/h2]
There is now a button in the controls menu for resetting all keybinds back to their default values (including sensitivity sliders).

[h2]Inventory Input Prompts:[/h2]
I've added some contextual action prompts (which show top right) while viewing the inventory.

As players mouse-over inventory items the prompts will hint at quick actions available for this item. This includes actions like shift-clicking to move item stacks or singles between inventories (which many players are not aware of).

[h2]In-Game Input Prompts:[/h2]
Same as the with the inventory input prompts, I have also added in-game prompts, which show bottom right during gameplay.

These prompts will hint at things like switching ammo types (if you have more than one ammo type for the held weapon). Or toggling a weapon flashlight if the held weapon has one attached. Hopefully this helps makes playing the game a little more intuitive without referencing the controls menu or googling how something is done.

[h2]New Toolbelt Selecting:[/h2]
Now when scrolling through your toolbelt (using "next/prev toolbelt item" keys), all slots can now be selected. This mean buildables, medical, edible items, etc can be selected without needing to hit a number key. It always felt inconsistent to me that only weapons would select, and the selection would jump around.

When flicking through slots, a small blue marker will show above the slot briefly before selecting the item. This eliminates the glitchy, rapid weapon-equipping animations playing when scrolling through weapons.

Weapons and buildables will equip automatically. For other items (such as med-kits), players can press the "fire" key to use the item (or perform their primary action). An input prompt will show indicating the action that can be performed.

[h2]New (Animated) Navigation Menu:[/h2]
The new menu has a larger font, and is closer in-line with the game's UI design language.


[h2]Breath Sounds When Exhausted (+ Fixed Sprinting Animation Bug):[/h2]
Now when the player depletes their stamina, you will hear a breath sound. I also fixed the bug whereby the arms sprinting animation would continue after stamina depletion.


[h2]Quick Craft Hotkey:[/h2]
Now whenever the craft preview panel is open the player can hit a hotkey to craft the item without needing to mouse over and click on the craft button.

A small convenience, but useful if you can train yourself to use it (much like the "Take All" hotkey).

[h2]GeForce Now?[/h2]
Many players have asked about Subsistence being supported on GeForce Now. GeForce Now is Nvidia's cloud gaming service that allows users to stream PC games on various devices without needing powerful local hardware.

I have always stated that once I have native controller support implemented I would explore this option. So just letting you know that I am actively looking into it, and I will keep you updated as progress continues.

[h2]Other Notable Changes:[/h2]
  • Claymores, Breaching Charges and BCU Crackers are now stackable.
  • Fixed vehicle falling through the vehicle bay when recalling vehicle.
  • Prevented canteens filled with dirty water being drank from when using the quick action hotkey (shift+left-click). This should prevent accidental infection.
  • Fixed Garage Door not colliding with vehicle (missed bug in Alpha 63).
  • Subtle camera animations will now play during the process of butchering animals.

[h2]Thank You 🙏[/h2]
Thanks so much to everyone that continues to support the game and its continued development. I truly appreciate all the discussions, gameplay, bug-reports and general support. It helps so much to continue to shape the game.

I know much of the community solely use mouse and keyboard, so are probably not interested in the controller support that comprised a bulk of this update. However it's important to broaden the accessibility of the game for players that either prefer or rely on using a controller. Being able to play on a big-screen TV from the comfort of a couch makes the game a more complete package for players.

Have a great weekend!
CG

Discord invite: https://discord.gg/zyy4jQs
X/Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/

[h3]Hosting Your Own Server:[/h3]
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.

You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)

Alpha 63 Update


[h2]Base Furniture:[/h2]
Based on many suggestions from the community I've added a selection of home furniture. These are primarily cosmetic enhancements for builders wanting to customize and decorate their bases.

Several new chair types have been added (the older sofa and armchair can still be crafted). I've also updated the build system to allow base items to be placed on top of rugs.

Like the previous bed, the new beds also serve as respawn points for players (respawns need to be purchased when accessing the beds).

Many of the furniture items come with storage space, although they do not offer as much capacity as the dedicated storage chests.

[h2]All New Trees:[/h2]
All of the trees in the game (other than those in the most recent map expansion) have been completely replaced. The world will look quite visually different from how it did before the update.

I created the old trees using an old version of SpeedTree. This was presenting issues for future plans I have for the game, as well as performance problems. There is now not a single SpeedTree in the game.

The new trees use a custom system which primarily relies on static meshes, and handles movement/wind/seasons purely through the material vertex and pixel shaders. This takes pressure off the CPU.

Most of the new trees are significantly more detailed than the old, and I've worked hard to keep the poly-count low, and the LOD and instancing system robust enough to handle rendering large open vistas.


[h2]Regional Ore/Mineral Mining (Drilling):[/h2]
The mining drill has been updated with the capability to target region-specific ore/minerals where it was placed.

Some of less common ore/minerals will take longer to extract (50% speed). The UI has been updated to display the new resources, and a label will highlight those that take longer to extract.

This change will reward players that invest in building mining outposts across the map. However they will need to consider power production and self-sufficiency at these outposts (as only the primary base with auto-generate power).
[h3]Stored Mining Progress:[/h3]
When switching resource types in the mining drill, the individual progress of each resource type will be stored so it can be resumed from the same progress point later. Moving a mining drill will reset it's mining progress for each ore type.

[h2]Reduced Cost of Wood Building:[/h2]
I've reduced the cost of all wooden building pieces, reducing the number of wood planks and nails required for each recipe.

This will reduce the grind for players focusing on building, and relieve some pressure on wood gathering to focus on further progression in the game.

[h2]New Wind Foliage Effects:[/h2]
I've implemented an all-new wind system to the games weather dynamics. Previously as wind speeds would pick up, foliage and trees movement would remain unchanged, with only audio and rain/snow particles simulating the wind effects.

With the new system trees, grass and all other foliage (including harvestable foliage) will respond accordingly. Seeing trees and foliage blow violently during a storm should greatly help immersion during gameplay.

[h2]Furniture Workbench:[/h2]
Crafted from the BCU, the Furniture Workbench is now where players can craft all base furniture (including the old sofa and armchair) and decorative items (more will come in the future).

It must be placed within range of a BCU or range extender and has 12 slots of storage.

[h2]Coal Tar:[/h2]
Coal now has a second use (other than being used for fuel for fires). It can now be refined in the Refinery to extract Coal Tar.

[h2]Wood Varnish:[/h2]
Many of the new furniture items require Wood Varnish to craft. Wood Varnish can be crafted at the Furniture Workbench using Coal Tar and Alcohol.


[h2]Health Kit Speed:[/h2]
Health Kits are no longer an instant-effect item. Now, when using a health kit, the health gain will show as a gray bar on the health meter. It will then apply the health at a rate of 5 hit points per second until the bar is consumed.

Although the health will be applied very quickly, this change will prevent spamming/exploiting health-kits to overcome a combat situation and reward more considered strategies. It should also offer more fair balance on PVP servers.


[h2]Crafting Tier Unlocks:[/h2]
Crafting base items now has an unlock tier system. As certain base items are crafted and placed in a base, it will unlock other crafting recipes.

This was intended since the very first release as a way to streamline the crafting progression. For seasoned players this will mostly be only cosmetic and not restrictive (other than some considerations when setting up outpost bases). For new players, base progression should be a little more clear.

[h2]Offline Base Protection:[/h2]
Servers now have the option to protect bases of offline players. This option is enabled by default (unless disabled by the server host).

[h3]How it works:[/h3]
  • Base items within range of a BCU or Range Extender will not take any damage when all of it's members are offline from the server.
  • There is a 10 minute cooldown after the last base member logs off before the base protection takes effect.
  • BCU Crackers and Breaching Charges cannot be used on a base while offline-protection is in effect for that base.

This means players do not have to worry about their bases being damaged/destroyed while they are offline. However they have to be mindful of the 10 minute cooldown, as logging off while your base is under attack does not give immediate protection (so this can't be exploited).

You can view whether this setting is enabled for any server via the in-game server browser:

Note: This will not protect abandoned bases from base decay (if the server has a base decay setting). Base decay allows for abandoned bases to decay and be cleaned up after a long period of it's base members not logging on to the server. This allows servers to maintain performance and run indefinitely without manual cleanup by admins (and is recommended for all server hosts).

[h2]Corpses Impact Effects:[/h2]
Previously when animals or humans would die and ragdoll, their corpses would not react to any further projectile or melee impacts.

Now the corpses will react as they should, and can lead to some interesting ragdoll moments during gunfights.

[h2]Reduced Cost of Solar Panels and Windmills:[/h2]
As requested by many players, the cost of Solar and Windmills has been reduced (one less circuit board).


[h2]Reduced Cost of Large Storage Unit[/h2]
The number of planks, alloy sheets and crystal have all been reduced for this recipe.


[h2]Improved Rendering On Roof Tiling:[/h2]
I've smoothed out the geometry of the roof tiles while also reducing the poly-count for higher performance.


[h2]Fixed Vehicles & Corpses Falling Through Floors:[/h2]
For players that had built huge structures in their profiles (or on servers with lots of large bases) players may have noticed ragdoll corpses that would fall through the world geometry. More concerningly this would also happen to vehicles, as they also use the same physics engine as ragdolls.

This was being caused by the physics-enabled world collision becoming too complex and overloading the physics engine. I've now updated the game to only "wake-up" the world collision in a radius around things that need it (only when they need it). This should have totally fixed the previously mentioned clipping issue, as well as drastically reduced pressure on the games physics engine for better performance.

[h2]LOD Overhaul:[/h2]
To further increase performance at scale, I've gone through all of the building pieces and optimized (or completely replaced) the LOD's for each. This allows bases to render at much lower geometry when viewed from a far, without any noticeable decrease in detail.

[h2]Fixed Player Positioning While Unseating:[/h2]
Previously when standing up from sitting on a chair, the player would simply transition to standing in the same position. This resulted in the player being partially clipped into the chair and needing to jump out to free themselves. Now the game will look for an appropriate open space around the chair to unseat the player smoothly.

[h2]Rotating World Globe Decoration Item:[/h2]
Just a small decorative item that can be crafted at the Furniture Workbench.

It will glow in the dark but does not require any base power. I hope to add more decorative items in the future.

[h2]Bush Collision Now Enabled Worldwide:[/h2]
All of the old bushes have been replaced with new ones. These all have collision so will make sounds as the humans/animals move through them.

[h2]Recurve Bow Predator Skin:[/h2]
Can be found in the Steam Item Store, which completes the Predator collection for the existing weapons. Thanks for the continued support! 🙏


[h2]Other Notable Updates:[/h2]
  • Windmill turning animation is now rendered using only the material renderer (rather than ticking a mesh). This leads to greater CPU performance when many windmills are rendered on screen.
  • Fixed dropped kit beacon not showing if killed while driving a vehicle.
  • Improved snow rendering on distant trees.
  • Fixed bug where potato plants would render as white at a certain distance.
  • Fixed health bars or plane debris not showing for clients of multiplayer games.
  • Hunters will engage/fire at longer range when using rifles and the revolver.
  • Hunters better trained at using the lever-action rifle.
  • Fixed crash that would occur if an animal was killed by the resulting explosion of attacking a vehicle.
  • Hunter AI updated to prevent/reduce them losing sights on the player when the player enters water.
  • Fixed bug where it was not possible to open plane cargo crates if they were under a river surface. (Released in previous hotfix).
  • Increased max health to garage door. You may notice existing garage doors (prior to Alpha 63) are below full health because of this change.
  • Reduced cost of old sofa and arm-chair.


Note: Graphics settings will be reset to default after downloading the update, so please adjust as necessary when you first enter the game.

Discord invite: https://discord.gg/zyy4jQs
X/Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/

[h3]Hosting Your Own Server:[/h3]
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.

You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)

Alpha 62 Update - 20th December 2023


[h2]Random Plane Events:[/h2]
Players will now experience random plane flybys during gameplay. On occasion these flights will crash-down somewhere in the world, providing players with incentive to venture out to discover the wreck and loot its cargo.

The intention with these events is to incentivize players to travel/explore further from their bases, and add more unpredictability to the moment-to-moment gameplay. This also adds more value and utility to vehicles.

The pilots will dynamically toggle the plane lights during day/night transitions, and the drone of the engines will alert players to incoming aircraft.

Starting a new game will now begin with a drop-off plane leaving the player location (hoping to give a sense of isolation and the situation at hand).

[h2]Flight Paths:[/h2]
Flight paths are procedurally handled and unique for every flight. Planes will enter the play space and attempt extensive flybys of the playable area before exiting and flying out into the wilderness.

During their flights they are coded to dynamically traverse the landscape geometry, so will fly over mountains, down into valleys, avoid peaks, etc.


[h2]Crash Sites:[/h2]
On occasion flights will go down and crash, creating a huge fiery explosion and sending vibrations and echoes of the impact across the map.

Players will be able to observe crash sites by their burning debris fields and a column of smoke from the burning fuel. If enough shroud on the map has been uncovered, the flames from the crash will be visible from the map view.

[h2]Pilots:[/h2]
Crash sites (and its cargo) will be defended by it's pilots. These guys are packing lever-action rifles and .44 revolvers, so they can deal a lot of damage and will not be friendly to players trying to scavenge their wreck site.

They are armored and can be identified by their white pilot helmets. It is possible for players to find a pilot helmet, however it is extremely rare (similar to the deep-cave miner gas masks).


[h2]Crash Site Looting:[/h2]
During crashes, aircraft cargo crates will spill out among the wreck. These cargo crates are sealed with metal straps, so will need to be broken open to access their loot.

The debris from the wreck is also of value to players. Almost all parts of the wreck can be broken down to yield scrap metal. This will cause usage damage to your tools over time.


[h2]Regions:[/h2]
This is a fairly large change, and is another move to encourage travel and exploration during gameplay. The world is now broken down into separate regions, which can be viewed from the map view.

Each region has a different weighting for the ores/minerals that are available within them. Some regions may have an abundance of one type of ore, yet little to none of another.

Vehicles now become more valuable, as a means of travel to regions with a required resource within daylight hours. Or more careful planning of routes while on-foot is required to secure needed resources.

While in the map view, scrolling over a region will show the weights of the resources available within it.
Regions Toggle: If the region boundary lines are distracting, they can be toggled on/off using the checkbox on the right-side of the map view.

Currently regions only control distribution of ore/minerals, although I see potential to expand this in the future to wildlife and vegetation. It's a tricky balance, so I appreciate feedback on the current balance and suggestions for the future.

[h2]Huge Increase To Fiber/Medicinal Foliage:[/h2]
The old individual fiber and medicinal plants have been completely replaced by large modular bushes. They are now way more abundant and easier to spot.

The purpose of this is to make the natural environment more dense with interactable foliage (rather than just static bushes).

Fiber: Increase of around 700%.
Medicinal: Increase of around 400%.

Due to the large increase, recipes that use these materials have been increased for balance, but overall players should have a more abundant supply.

[h2]Foliage Harvesting Physics:[/h2]
The new bushes all use destruction physics, so players can see bushes snap and break down as they harvest. I'm hoping this will make for a more satisfying experience while gathering.


[h2]Electrical Bench:[/h2]
Found in the BCU crafting menu, the electrical bench can now be crafted.

This bench now handles the various crafting options for electrical items.

Some of the existing electrical items have been moved from the workbench crafting menu, as well as new added items that can now be crafted.


[h2]Capacitors:[/h2]
Crafted at the electrical bench using refined lithium and pearls, capacitors are used to craft circuit boards (and will likely be used for more in the future).


[h2]Semiconductors:[/h2]
Also crafted at the electrical bench using refined silicon and obsidian, semiconductors are required to craft circuit boards (with more uses likely coming in the future).


[h2]New Ore/Mineral Types:[/h2]
3 new ore/mineral types have been introduced. These resources use the new regions system for their location in the world and typically will not be found together or adjacent to one another.
[h3]Lithium:[/h3]

[h3]Silicon:[/h3]

[h3]Obsidian:[/h3]

The distribution and balance for the new resource types may need some tweaking, so I welcome feedback regarding this.

[h2]Color Grading Overhaul (Graphics Update):[/h2]
I've made a significant change to the graphics color grading of the game. Color saturation and contrast depth have all been boosted. The result is a much more colorful presentation, with sharper outlines and deeper blacks.


[h2]First Person Arm Grabbing:[/h2]
Picking up all items now plays a first person hand-grabbing animation. This is to increase immersion while playing.

The animations have been blended in for all weapons and tools, so you do not need to unequip your weapon.

[h2]Hunter AI Updates:[/h2]
I noticed that hunters were often crowding a single piece of cover, leading to some predictable patterns during combat. They are now aware of the positions of their squad-mates and will seek independent cover.

This means they are better able to flank a player's position and create more dynamic encounters.

Also fixed the bug where hunters would get stuck on buildables while swimming and not move or react to the player.

Also fixed hunters not responding to their squad-mate being killed by a single headshot.

[h2]Tightened Spread on Pump Action and Double Barrel Shotguns:[/h2]
Both the pump action and double barrel have had their spread tightened. This makes them more powerful at midrange. It's now not as necessary to wait for enemies to get to point blank range to deal max damage.

This does mean that the hunters also benefit from this change, so be careful when you hear that pump or double barrel cocking while in combat.

Note: The double barrel still has a slightly tighter spread than the pump action (making it more effective at mid range to the pump action).

[h2]Harvested Foliage and Scrap Regrowth/Respawn Rate:[/h2]
Previously the game did not remember harvested plants/scrap between saves. So reloading a save would result in 100% respawn of foliage and scrap. Now the game remembers.

In addition to this, the regrowth/respawn rate has been slowed (and can take around 3 in-game days to replenish an area of resources). This means players will be rewarded with denser resources if they travel further afield. Staying in one location all the time will mean fewer/slower resources. This is another move to encourage and reward travel and exploration.

[h2]Garage Door Fob Fix:[/h2]
Fixed the garage fob (vehicle upgrade) so that it will now open/close the closest garage door to the vehicle when the button is pressed. Previously it would engage a random door within a radius of the vehicle.


[h2]Boost Packs Duration Increase:[/h2]
Almost all boost packs have had a significant increase to their effect duration, making them a lot more useful.
  • Strength Boost (Increases physical strength for a period of time. Allows resources to be harvested at a faster rate and increases damage dealt by melee weapons). Increased from 3 mins to 6 mins.
  • Adrenaline Boost (provides unlimited stamina for a period of time). Increased from 3 mins to 6 mins.
  • Heat Pack (Provides a short period of warmth). Increased from 2 mins to 3 mins.


[h2]New Skins:[/h2]
New skins are available on the Subsistence Steam Item Store. Thank you for further supporting the continued development. 🙏

Pump Action Shotgun Predator Skin: Item Store Page Rifle Predator Skin: Item Store Page Pistol Predator Skin: Item Store Page Combat Helmet Snow Camo Skin: Item Store Page
Skins on the Steam Store can also be accessed from within the game by clicking on the weapon in your inventory.

[h2]Other Notable Changes:[/h2]
  • Optimized save game logic. Save files now are faster and use around half the file size.
  • Fiber stack count increased to 1000.
  • Medicinal stack count increased to 500.
  • Added shadow casting for destroyed buildable fracture pieces and destroyed ore nodes.
  • Prevented bushes and foliage from blocking AI navigation calculations and pathing.
  • Fixed rare bug where players would get stuck on "Initializing World..." screen when loading a profile.
  • Added better handling to ensure loot, hunters and hunter bases can not spawn outside of the fence-line.
  • Fix bug where the player camera would still move while in the menu if entering the menu while transitioning out of the map view.
  • Reduced the requirement count for circuit board for several craft and upgrade recipes.


Hope everyone has a great Christmas and New Year holiday! 🙏
CG

Discord invite: https://discord.gg/zyy4jQs
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/

[h3]Hosting Your Own Server:[/h3]
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.

You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)

Alpha 61 Update - 2nd June 2023


[h2]Water Tank and Pumps:[/h2]
Players can now craft Water Tanks to store and distribute water within their bases. Water tanks are crafted from the BCU and must be placed within a BCU radius in order to provide power for the pumps.


[h2]Inflow and Outflow:[/h2]
The Water Tank has two connections located at the bottom of the unit. One for water inflow and one for outflow. Your water pipe networks must connect to these in order to move water in and out of the tank.

The Water Tank hud will show indicators for whether pipes are connected to it's inflow and outflow, and whether the connected inflow pipes reach a water source.

[h2]Pumps:[/h2]
Once the inflow connector is connected to a water source, the inflow pump can be toggled within the Water Tank hud. The pump will draw water in and fill the tank, while consuming a small amount of power while it is operational.

While connected base items are consuming water from the tank, the tank outflow pump will be activated, which consumes power. The more items that are consuming water from the tank, the more power the pump will use.

[h2]Irrigation Parts Crafting:[/h2]
The Water Tank has it's own crafting menu where players can craft the various parts required to install irrigation systems.

[h2]Water Intake Pipe:[/h2]
Crafted from the Water Tank crafting menu, Intake Pipes need to be placed within a water source (river or lake) so that water can be pumped from the source.

Pipes can then be attached and eventually connected to the inflow connection of a Water Tank.


[h2]Water Pipes:[/h2]
Water Pipes can be crafting within the Water Tank crafting menu. They can only be placed connecting to an intake, a water tank connection or other water pipes.

Pipes have a maximum length which is enforced while placing the pipe. When connecting pipes, you need to connect to the valve handle on either end of the connecting pipe.

When moving a pipe in the network, you can either move the head or tail of the pipe. The connected pipes will move with the moving pipe, allowing you to neatly adjust pipe networks with your base.

You can visibly see when a pipe is connected to a water source based on the color of the valve handle on the head and tail of the pipe (blue/red). Pipes will also glow blue/red when looking closely at them to indicate water flow. So it will be obvious when a disconnection has occurred in your pipe networks.


[h2]Faucet:[/h2]
Each tank comes with a faucet to directly access the water without the need for pumps.

Within the Water Tank hud, there is a tab for accessing the faucet. There are options for filling one or all canteens, as well as washing hands.

Water from the tank is not treated, so still requires boiling prior to drinking (water treatment is a possibility for future upgrades).

[h2]Water Sprinklers:[/h2]
Plant Bed Sprinklers can now be crafted within the Water Tank crafting menu. They can be attached to plant beds via the plant bed upgrade menu. Once upgraded, a "sprinkler" tab will appear in the plant bed hud.

Once attached (upgraded), the sprinkler has a water intake connection, which water pipes can be attached to. The pipes need to be connected to the outflow of a water tank.

So long as the connected tank has water available, the sprinklers can be activated and will slowly hydrate the plantbed. While sprinkling, the connected water tank outflow pump will be running, consuming a small amount of power. The sprinklers will automatically shut-off once the bed is full.

[h2]Sprinkler Automation:[/h2]

Players can setup their sprinkler systems to run automatically. By enabling the "automation" checkbox within the plant bed sprinkler hud, the sprinklers will automatically turn on once the plant bed water level drops below 40%. However, having automation enabled will consume 10% more power for that plant bed at the water tank pump.

The sprinkler hud also shows an indicator for whether the plant bed is currently connected to a pipe network that has water available.

[h2]Achievements:[/h2]
I've finally implemented Steam achievements after many requests from players. Achievements are independent of any particular profile, so you can work to complete them across multiple profiles. They are also independent from the profile stats currently tracking and viewable in-game while playing any profile.

The current (46) achievements are a starting point, and I certainly plan to add more in the future. I'd love to hear suggestions from players on interesting ideas for new achievements.

[h3]Wolf Hunter (Novice/Intermediate/Master)[/h3]
Kill 10/25/60 wolf by any means.

[h3]Bear Hunter (Novice/Intermediate/Master)[/h3]
Kill 10/25/60 bear by any means.

[h3]Cougar Hunter (Novice/Intermediate/Master)[/h3]
Kill 5/15/30 cougar by any means.

[h3]Deer Hunter (Novice/Intermediate/Master)[/h3]
Kill 5/15/30 deer by any means.

[h3]Moose Hunter (Novice/Intermediate/Master)[/h3]
Kill 5/15/30 moose by any means.

[h3]LumberJack:[/h3]
Harvest 100 logs.

[h3]Fiber Forager:[/h3]
Harvest 100 fiber.

[h3]Establish A Base[/h3]
Build a BCU (Base Command Unit).

[h3]Bowmasters' Bullseye:[/h3]
Kill a deer with a headshot using the bow (recurve or standard bow with any arrow type).

[h3]Weapon Service Stars:[/h3]
Achieve 100 large-game or human kills with each main weapon (individual achievement for each weapon).

[h3]Loot Locksmith:[/h3]
Unlock 10 locked crates with a lockpick.

[h3]Sickness Slayer:[/h3]
Cure an infection with an antidote.

[h3]Cuisine Connoisseur:[/h3]
Consume 5 high-end roast meals.

[h3]Ultimate Vitality & Stamina Legend:[/h3]
Reach maximum health and stamina stats (health and stamina achieved separately).

[h3]Deep Dive Discovery:[/h3]
Scuba dive to discover the underground cave system.

[h3]Buzzworthy Bounty:[/h3]
Find and harvest a beehive (found during the summer months).

[h3]Double Impact:[/h3]
Kill two hunters with a single hand grenade blast.

[h3]Molten Depths:[/h3]
Rock climb down into the deep lava caves.

[h3]Fisherman Pro:[/h3]
Catch 10 of each large fish type (Pike, Catfish, Salmon, Bass). Achievements are separate for each fish type.

[h3]Frosty Fisherman:[/h3]
Catch 10 fish or any type while ice fishing.

[h3]Nest Raider:[/h3]
Steal some pristine eagle feathers from an eagle nest.

[h3]Flying High:[/h3]
Fly 500 meters using the hang glider.

[h3]Fortress Breacher:[/h3]
Use a breaching charge to break into a hunter fortress.

[h3]Base Cracker:[/h3]
Use a BCU Cracker to destroy a hunter BCU.

[h3]ATV Mechanic:[/h3]
Craft an ATV at the vehicle construction bay.


[h2]Base Resource Monitor:[/h2]
As promised for a long time, players can now monitor the real-time resource usage within their base. This is useful for isolating what may be causing a power outage, viewing total solar/wind production, etc.

Within the BCU hud, there is a new "Base Resource Stats" tab. This lists all base items and their power/mass usage. The list can be sorted in ascending/descending order based on power or mass usage.

[h2]Crafting Using Storage:[/h2]
A pretty big change to how players can now craft. While accessing any storage item (storage chests/loot crates/player kits/base items, etc) the crafting menu will now use items from the storage (in addition to the player inventory) to craft items.

This means players are less required to keep moving items back and forth in order to craft.

[h2]Weapon Recoil:[/h2]
Weapons always felt a bit flat due to just a simple head-bob while firing. I've implemented new recoil and subtle camera animations for weapon firing, based on their power and kick. I think it feels way better.

I think in the future I also want to add weapon hover while aiming. With stocks and upgrades to stabilize the aim, as well as crouching impacting weapon stability. Stay tuned.

[h2]Take-All Quick Action:[/h2]
Requested countless times from players. By holding the "R" key (or whatever you have bound for "Reload Weapon"), you can now "Take All" from a loot crate rather than having to mouseover to the button in the hud. The action takes half a second while holding the button. You will see a bar charge-up over the button.

Releasing the key after the quick action will automatically close the inventory.

[h2]Base and Dropped-kit HUD Markers Distance (and countdown timer):[/h2]

As per player requests, I've added a distance reading to the hud markers for BCUs and dropped-kits, which should make it easier to identify/differentiate between them, and judge travel-time. The distance is measured in meters.

I've also added a countdown timer for dropped-kits, so players will know exactly how long they have to reach it. The reading will show as blue, then as orange once the timer slips below 5 minutes, then red as it dips below 1 minute.

[h2]Fill All Canteens Quick Action:[/h2]
It is now possible to fill all canteens within your inventory through the quick-menu on any one canteen.

This should be a nice QOL improvement when trying to manage lots of canteens at a time.

[h2]Stackable Buildables:[/h2]
Finally, building-piece buildables can now stack! This has been requested for a long time and should make life a lot easier managing inventory space while building.


[h2].44 Caliber Incendiary Rounds:[/h2]
The Revolver now has a new ammo type found within the default player crafting menu. The incendiary rounds are the same price as the default, just with the addition of phosphorous. They will deal the same initial damage, but will set their target on fire dealing extra damage over time.


[h2]Metal Pipes[/h2]
Metals pipes are a new item that can be crafted at the work bench and used for various crafting recipes.


[h2]Code Execution Job Queue (Performance):[/h2]
*Please skip if not interested in technicals.
Easily the largest task I worked on this sprint, although difficult to hype-up due to being a backend feature.

The Subsistence codebase has countless (game related) micro-systems running code during gameplay. Usually performing jobs based on timers, events, or every frame. Some tasks are small and lightweight, and others can be much larger.

As the game has grown in size and complexity over the years, smoothly handling job execution has become challenging from a development standpoint. Systems perform tasks (run code) whenever needed, sometimes running larger tasks at the same time as others, causing "spiky" execution. I'd always mitigated this by staggering larger jobs over several frames, but this needed a proper solution.

The new system calculating water-flow through water pipe networks was the final straw to convince me to implement a scalable fix. This is because each time a water pipe is added/moved/removed, the flow of water through the pipes needs recalculating. And as there is no limit to the scale of pipe networks players can build, this job was yet another (potentially) large job that could trigger.. whenever.

Solution:
I've implemented a job queue manager for organizing and handling various jobs (code execution) during gameplay. Systems can now asynchronously request to run a job, the manager will add the request to a queue, order them based on various priorities, and then process the queue one by one (or in batches), telling the requestor/s when it is their time.

This has dramatically simplified development, brought order to chaos, and will allow me to continue scaling the game while maintaining performance.

[h2]World Initialization:[/h2]
There has always been a lot of world initialization code running in the early stage of the game. This is doing things like initializing custom LOD handling, collision, world-decorations, foliage culling, AI spawns, etc. Previously I would allows this to run after entering the game world, which would take around 20 seconds. Players may have noticed awkward popping-in and poor performance during this time as the world configured itself. It always bothered me.

Since I now have a stable job queue, I am throwing all this work to be processed immediately, before the player is dropped in the world. It runs way faster and as I don't have to run it while rendering and means the world is fully initialized the moment the player is given control. You will just see a very brief "Initializing World" screen before entering the world.

[h2]In-Game Achievement Tracker:[/h2]
While viewing your inventory, a button will now show on the far right, showing the current progress of the in-game Steam achievements.

Clicking on the button will open the Steam overlay to show all achievements and the current progress against each one.

[h2]Weapon Ammo Type Display:[/h2]
Previously the selected ammo type for weapons would only briefly show when switching types, or while the inventory was open, making it confusing to tell which ammo type you were using. Now the equipped weapon will always show it's current ammo type (all other toolbelt weapons will still show their ammo type while viewing the inventory).


[h2]Double Barrel Shotgun Predator Skin:[/h2]
Some new skins are available in the Steam item store. The new double shotgun predator skin be viewed here. Thank you to everyone for supporting the game through the cosmetic store. 🙏


[h2]Lever Action Rifle Predator Skin:[/h2]
Can be viewed in the item store.


[h2]Revolver Predator Skin:[/h2]
Can be viewed in the item store.


Discord invite: https://discord.gg/zyy4jQs
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/

[h3]Hosting Your Own Server:[/h3]
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.

You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)