1. Subsistence
  2. News
  3. Update Details (2nd March 2018) - Glass structures and more!

Update Details (2nd March 2018) - Glass structures and more!

New glass building pieces:

Hi guys. It’s been a while since any new base construction options were added. Today’s update introduces an assortment of new glass building pieces, which are now crafted from the default player crafting menu. These pieces will snap onto other wood and metal building pieces.

The glass is fairly tough and will withstand a fair amount of damage. However, just as with all structures, will require repairs to maintain. I’ve added damage skins (cracks) to indicate the health of any piece. The strength sits between that of wood and armor-plated.

I’ve added a subtle distortion to the glass material and a very slight tint. This is to give the sense of enclosure when inside your base looking out. Let me know if you think the effect is too much.

My hope is these new building pieces will open up a ton of possibilities for creative base designs, as well as adding further depth to later-game building. Looking forward to seeing some creations.

The game is configured to understand light passing through the new panels, meaning that glass rooms can be constructed to act as protective greenhouses for plantbeds.


Sandstone ore nodes and glass fragments:

It’s now possible to find sandstone ore nodes beneath the water in the various lakes. They can be harvested with the pickaxe (or axe for less yield) and refined down into glass fragments in the refinery.

The glass fragments can then be crafted down in the workbench to glass panels, which in turn can be used to craft building pieces. Note: Raw glass fragments are required for repairing glass structures.


Animated glass windows and door:

It’s always bothered me that windows were just empty holes. This lead to otherwise cosy and secure bases to feel cold and exposed.

Players can now craft glass windows for both the flat and curved windowed-wall variants. The new windows are fully animated, allowing for player to quickly open/close them while defending against attacks.

While working on the window animations, I also finally added a animation for the door (which was long overdue).


New underwater graphics:

I’ve never been overly happy with the underwater visuals. The water surface would become opaque once submerged (meaning players were unable to spot potential dangers when surfacing) and the image was fairly static.

I’ve added a ripple/distortion post-process effect and updated the water surface material to handle translucency when submerged. I think it looks way better and more immersive when swimming, but let me know what you think.

Getting started tasks/tips:

New players starting out are offered little guidance on how to make progress, often leading to frustration and repeated deaths. I’ve added some basic ‘getting-started’ tasks to better inform new players during the early game.

For experienced players (or those that want to figure things out on their own), these task lists can be disabled in the options under gameplay.

While building this feature, I implemented a substantial system to track detailed stats on player activities (stats are only stored locally in profile saves). I plan to expose these stats for players to view in a future update.

Quick item use:

Having to always right-click on an item to open it’s actions, and then click on the use action can be annoying (especially when in combat or in a hurry). I’ve added a quick-use function that allows players to simply hover the mouse over an item and click their ‘use’ key.

It will attempt to perform the primary ‘use’ action for said item (if the item has one). This will improve and quicken player inventory management.

Hunter base update and loot drops:

I’ve updated the hunter bases to incorporate the new glass buildables. I’ve also updated the loot drops in their bases to include many of the new items that were added in the last few updates.

Hunter loot drops, and locked crates have also been updated to include the new items (including a chance of fish oil on hunters).


Potassium used as fertilizer:

Finally potassium can be used as a rich fertilizer for plantbeds. This should ease the fertilizer demands for players that choose to refine the ore down.
Few notable misc changes:
  • Fixed exploit that allowed empty canteens to be pre-heated and then sterilize water when filled.
  • Fixed exploit that allowed players to build in hunter bases.
  • Fixed delay on items disappearing from inventory when dropped for clients of co-op games.
  • Added sound and blood-spurts effect for hitting dead animals/humans with melee weapons.


A personal note:

As many of you know, Subsistence has always been a passion project I work on by myself in my spare time, alongside my full-time job. I’ve finally made the decision to leave my employment to focus on the game full-time. I’ve never worked on such a challenging, creative and enjoyable project, and i’m so excited to dedicate myself to its continued development.

It’s been a tough journey to reach this point, and I wouldn’t have got this far without the support and encouragement from such an awesome community, of which I’m deeply grateful. There’s still a long road ahead and tons of work needed, and I’m looking forward to it!

Have a great weekend, and please let me know about any issues with the update.
CG