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Alpha 60 Update - 9th December 2022


[h2]Vehicle Construction Bay:[/h2]
The Vehicle Construction Bay (VCB) can now be crafted in the BCU. This placeable unit is used to construct, maintain, upgrade and manage vehicles. It must be placed within range of a BCU or Range Extender to provide power.

[h2]Vehicle Construction:[/h2]
There is currently one vehicle type that can be constructed (the ATV). Players must construct the vehicle in stages, with each stage requiring the previous stage be complete before continuing to the next.

Unlike many other powered crafting items, vehicle stages require no upfront power cost, but instead will consume power throughout each construction stage.

A minimum of 500 power is required for constructing. If power levels drop below 500, it will pause. Construction can be resumed by clicking on the current stage and a resume button will show. In addition; construction can be manually paused at any time using the same process.

The dimentions of the VCB is 2x foundation widths by 1.5x, and can be snapped to existing building pieces.

[h2]ATV:[/h2]
The ATV (All Terrain Vehicle) provides players with a fast means of transport to traverse the world. As well as providing a 20-slot onboard storage capacity.

It runs on "vehicle fuel" (a new item, see below), and has onboard battery power which is required for engine ignition and headlights. When mounting the vehicle, a driving hud will show top right, giving stats on speed, fuel, battery etc.

There are 3 interactable areas: The engine (at the front), where the player can refuel and jump-start the battery. The driving section (center). And the trunk, where players can access the onboard storage.

The vehicle is designed for travel, rather than combat. So while it is possible to ram players/hunters/animals, this will ultimately build-up damage on the vehicle. As too will impacts with world geometry, so be mindful of your speed and routes.
[h3]First and third person view:[/h3]
Players are given the option for driving in 3rd and first person.

You can toggle between the two using the existing "Cycle Camera" key which driving (which is rebindable). The game will remember your choice, so you don't have to keep resetting it.
[h3]Manual transmission:[/h3]
I opted against an automatic transmission as I feel having it manual creates a more satisfying control mechanic, as well as a higher skill ceiling for traversing terrain effectively and efficiently.

The gears can be shifted using the mouse wheel (or whatever you have bound to next/previous weapon).
[h3]Battery power and headlights:[/h3]
The battery will slowly charge over-time based on the speed of the wheels spinning, so sitting idle with the engine running will not produce a charge. If the battery runs dead, you will not be able to fire-up the engine.

The headlights can be operated using the "L" key while driving (or whatever you have bound to your "Toggle Flashlight" key).

I added some subtle lens flares and ambient illumination on the hood and bumpers, which I think looks pretty nice.
[h3]Players thrown from vehicle:[/h3]
Having a high-speed impact will cause the player to be thrown from the vehicle in ragdoll. They will stand back up after a moment and regain control, but this could result in a dangerous situation, so drive carefully.
[h3]Vehicle access permissions:[/h3]
Only applicable for co-op and dedicated servers, here is how vehicle access is handled: The core ownership of a vehicle is traced back to the player who placed the BCU, which powered the VCB which constructed the vehicle. Thus, any player who shares a base membership with that player will have access to drive the vehicle and access it's inventory and engine.

[h2]Black Crystal:[/h2]
A new ore is required to build key items for vehicle construction. However players will need to venture into the lava caves to find these new nodes.

Mined with the pickaxe (or axe), the nodes will yield Black Crystal Ore. The ore must be refined in the refinery to produce pure Black Crystal, ready for crafting.

Climbing axes are required to descend down into (and return from) the lava caves.


[h2]Advanced Mechanical Parts:[/h2]
These new parts are required for vehicle construction and can be crafted at the lathe.

They are also required for vehicle repairs. They can take some time to craft, so best to queue them up and let the lathe do its thing.


[h2]Heavy Bolts:[/h2]
Another new item required for vehicle construction. These allow me to balance the yields of standard crystal with late game crafting. Some recipe reshuffling is little overdue at this point.


[h2]Vehicle Docking:[/h2]
The VCB will automatically "dock" a vehicle if a player exits the vehicle while it is on the VCB. It will rotate the vehicle to face forward and raise it on the bay feet. Once docked, menus will open up in the VCB terminal to be able to repair/rename/upgrade the vehicle. When you start to drive the vehicle, it will automatically undock.

[h2]Vehicle Recall:[/h2]
There may be times when your vehicle becomes disabled out in the field. Either due to taking too much damage, getting plunged into a lake, etc. Within the VCB terminal, under the "All Vehicles" tab, you can view a list of all vehicles you have access to, showing their name, health, skin, distance. Players have the option to recall (teleport back to base) any vehicle, at the cost of power.

The further the vehicle from the VCB, the higher the power cost (although there is a floor and ceiling to this cost). Recalling a vehicle will dock it at the VCB that recalled it.

[h2]Garage Door:[/h2]
This mechanical door is intended for use with the VCB (it is 1.5x foundation width), although it can be snapped to any foundation or ceiling. It does not require power to operate and can be crafted at the lathe.

[h2]Garage Ramp:[/h2]
Similar in dimensions to foundation stairs, although is measured to fit the VCB (1.5x foundation width).

Allows for smoothly entering and exiting your base garage.

[h2]Garage Door Fob:[/h2]
While a vehicle is docked, in the VCB terminal, under the "Docked Vehicle" tab, there is a sub tab for "Upgrades". Currently there is only one; the Garage Door Fob.

This upgrade can be crafted/attached to an ATV. Once attached, an additional icon will show in the driving hud, and players can use this to remotely open/close the nearest garage door while driving.


[h2]Vehicle Damage System:[/h2]
I worked hard to add visual detail to the damage stages of the vehicle. The paint and components will take visual dents and burn marks.

I'm using morphing to bend and misshape the geometry of parts of the vehicle as it takes continued damage.

When damage is becoming excessive, the engine will start to hiss and smoke, and eventually catch fire, and ultimately explode once health reaches zero. Once exploded, the tires will also be blown off.

[h2]Vehicle Repair:[/h2]
To repair a vehicle it must be docked at a VCB. Either by driving it on, or recalling it (if fully disabled). Within the VCB terminal, under the "Docked Vehicle" tab, there is sub tab for "Vehicle Condition". This will show the vehicle state and the items required to make repairs.

The repair process will consume power throughout the process. If tires are missing, they will automatically be reattached. The vehicle becomes drivable again so long as at least one tire is attached (although missing tires greatly affect handling).

Please note that vehicles are never actually destroyed, simply burnt-out and disabled, and recoverable with repair.

[h2]Vehicle Battery:[/h2]
Crafted at the workbench, this new item is required for both vehicle construction and to craft a vehicle jump kit.


[h2]Vehicle Jump Kit:[/h2]
If a vehicle runs out of power, the engine will not start. It is required that the player uses a vehicle jump kit, by accessing the vehicle engine hud, and placing the jump kit in the slot provided.

It will provide a minimum charge to start the engine, and the vehicle can charge the remaining % through use. The jump kit will be returned to player, and will need to be recharged using batteries.

[h2]Vehicle Custom Paint:[/h2]
In the VCB terminal, under the "Docked Vehicle" tab, there is a sub tab for "Vehicle Paint".

This allows players to switch between the various cosmetics they may own on their Steam account.

[h2]Vehicle Fuel:[/h2]
Crafted at the workbench. Players can add fuel by accessing the vehicle engine hud, and placing the fuel in the slot provided.

Any excess fuel after the engine it full will be returned to the player (so no need to split).

[h2]Vehicle attachments?[/h2]
You may notice there is a section for vehicle attachments under the "Docked Vehicle" tab in the VCB terminal. This is for future features. These are not promises, but would be things such as a passenger seat, mower, trailer.

[h2]Map Icons for Vehicles:[/h2]
Providing that you (or one of your teammates) owns a vehicle, you will always be able to see an icon for it on the map, so no need to worry about forgetting where you parked.


[h2]Reduced food decay for trap bait:[/h2]
I've heavily nerfed the decay rate of bait in traps, so trapping is far less penalized.


[h2]Reduced decay for eggs in animal housing:[/h2]
Eggs laid by chickens in the animal housing will now last much longer when left in the housing.


[h2]Reduced/muffled river/waterfall noise while inside an enclosed base.[/h2]
So players who have built over loud waterfalls or rivers will now have a more immersive and peaceful experience while inside their base.


[h2]Hunter base locations:[/h2]
As the map has grown a lot, hunters will now build their bases further from player bases. When starting playing the update on existing profiles, they will be reset and start building again from scratch.

[h2]New UI dropdown menus:[/h2]
I've implemented new UI dropdown menus. These have a larger font, will resize to the textual content, have clearer selections, and have a subtle animation. Much nicer imo.


[h2]Fixed shaky aim-down-sights:[/h2]
Some players may have noticed a very annoying subtle shaking of the weapon when raised up to up to aim-down-sights. This was due to the independent FOV scaling between the weapon/arms mesh and world view fighting each other. It is now fixed, so the weapon holds smoothly once raised.

[h2]PVP damage to vehicles?[/h2]
If your server has PVP damage disabled, then players will not be able to inflict damage to vehicles (unless for driving collisions).

[h2]Dedicated server dormant vehicles:[/h2]
Vehicles can be very costly on server performance if left unchecked. Because of this I've implemented a system to temporarily remove vehicles from the world if it's owners are all offline, and then lazy-load and restore them when it's owners log back in. This will prevent servers from degrading over time as abandoned vehicles build up over months/years. It's important to me that servers should be able to run indefinitely without a forced wipe.

The store size for dormant vehicles is currently set to 150. With the longest-dormant vehicle being removed if the cap is reached (likely at that point that the owned stopped playing on that server a long time ago).

[h2]New server admin console commands:[/h2]
ListVehicles
TeleportToVehicle [VehicleId]

Type "help" in console to list available commands.


[h2]New clothing skins:[/h2]
Some new cosmetics added for clothing items: Combat Helmet Woodland Camo, Shirt Blue Plaid, Heavy Duty Pants Woodland and Snow Camo. Thanks again to anyone supporting the game through the cosmetics system 🙏

Skins can be found on the Subsistence Steam Store.


[h2]New weapons and vehicle skins:[/h2]
Lever Action Rifle Nickel Plated & Black Stripes, Recurve Bow Black Camo, ATV Woodland and Snow Camo.


[h2]Oher Notable Changes:[/h2]
  • Fixed craft queue sometimes not showing for clients when accessing an external crafting station (like BCU, workbench, lathe, etc).
  • Fixed bleeding icon sometimes not disappearing for clients of network games, after bleeding had stopped (finally..).
  • Using jarred food to feed animals in the animal housing will now return the empty jar.
  • Weapon/clothing/vehicle cosmetics (skins) can now be accessed in the Steam Store from within the game. Mousing over the skin icon will show a button to open the skin in the Steam Store. If purchased, the game will update your ownership (without having to close and reopen the game).
  • Rotating buildables now allows for 8 points of rotation (rather than 4).
  • Fixed exploit that allowed players on servers to name their base to be an empty string to hide the hud icon from other players when they were in range.
  • Fixed bug where weapons and clothing would repair if save was made and loaded while on less than 1% health.
  • Fixed hunter base placements sometimes building partially through the ground, causing outside ground clipping through the ground floor.
  • Fixed lakes still having collision for ragdolling animals and humans after the lake had thawed from frozen.
  • Fixed BCU not showing as being accessed when another player is using it for clients of network games.
  • Fixed small animals not showing injured animation and sounds when injured (previously they always showed as dead).
  • Allowed max health and stamina progress bars to fill an extra bar after reaching the max of 125. This prevents the hud notice showing too frequently each time we eat after dropping slightly from max.
  • Fixed freecam sometimes not teleporting to desired/correct location for server admins.


4k image of Alpha 60 title art (for creators): LINK

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)
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 60 Sneak Peek

A quick sneak peak at the upcoming Alpha 60 update 👀

https://youtu.be/bHem8wwcglo

Alpha 59 Update - Map Expansion - 22nd April 2022


Alpha 59 brings a large expansion to the western side of the map, opening up access to a large new lake, streams, ponds, waterfalls, forested regions and beachfront.

It is important the world continues to scale in size, as I want long-haul travel and exploration to play a role leading into future features and development.





Here's a link for a full 4k image of the world map.
[h2]New Trees:[/h2]
I've implemented a new system for trees, moving away from the native SpeedTree libraries available in the engine.

They support wind simulation via vertex animation (with no skeletal meshes), seasonal changes, large-scale instance meshing, etc. They are still a work in progress, but are performant and give me much more control over the code rather than working around a black-box feature set.

The new area is mostly populated with new tree species using the new code. Eventually I hope to transition the old trees on the rest of the map as I introduce more species.









[h2]Cave Access?[/h2]
As with the prior South-East expansion, the new area adds a lot more underwater space (including deep water). However there is currently no cave access from the Western lake (yet). This will certainly come in the future.


[h2]New Landscape Rock Geometry:[/h2]
In the new area I'm using some new techniques to blend rocky ground detail into the landscape geometry.

This does increase the polygonal complexity to the scene rendering, but I'm using some aggressive LOD and lighting transitions to maintain high performance.

The new geometry caused problems with the AI pathing systems, so needed to be updated to accommodate.
[h2]Triangular Building Pieces:[/h2]
There are now triangle variants of foundations and ceilings. They are equilateral in dimension (with each side being the width of a full wall). So 60° at each corner, meaning 6 would complete a circle.

I think these new pieces will open up a lot of new creativity for base designs, so I'm curious to see what players will create!


[h2]Fruit/Veg Will Now Perish![/h2]
As hinted at previously, fruit and veg will now perish overtime. This may be controversial, but was necessary and well overdue.

How the system works:
  • Items will perish one at a time from a stack.
  • Splitting the stack would result in both stacks continuing from the same perish state.
  • Adding an item (or stack) to a stack will result in the stack acquiring whichever had the lower perish state.

In addition, when a stack is at a low count, it will take longer to perish (an example shown above). I think this is an appropriate way to balance/decrease the penalty of food perishing while looting, while still maintaining the necessity for preservation methods when at larger scales of production.

Meats and cooked meals still don't show meters. This is because they still maintain independent perish times for every item in a stack. So I would have to either think of a way to present up to 10 perish times for a single item in the inventory, or switch them over to use the same logic as fruit/veg.

[h2]Vegetable Chutney:[/h2]
To assist in food preservation, players can now prepare Vegetable Chutney in the oven. The recipe requires a boiling pan. Chutney does not require refrigeration and can be kept indefinitely.

The glass jar is returned when eating the Chutney, so each jar only needs to be crafted once.

[h2]Dropped Kit Expiry Time Increased:[/h2]
Due to expanded world space, player dropped kits will now last for 14 minutes on normal (previously 10 mins) and 20 minutes on easy (previously 15 minutes). On hardcore there are no dropped kits (unless on dedicated servers whereby there is a 2 minute timer).


[h2]Increased Shadow Distance:[/h2]
I've increased the dynamic shadow casting by around 3x. This gives much greater depth to the scene presentation, especially in densely forested areas:


[h2]New Cosmetics:[/h2]
For players that wish to further support the game, some new skins have been added to game's Steam Store Page.
[h3]Winter Jacket Snow Camo and Shirt Woodland Camo:[/h3]

[h3]Revolver Nickel Plating and Black Grip:[/h3]

[h3]Rifle Black Camo and Gold Trim:[/h3]


[h2]New Language Supported - Finnish:[/h2]
Thanks so much to Pewtsku and J4ntteri for providing the translation :)

[h2]Other Notable Fixes:[/h2]
  • Increased FOV to 100 (previously 95). I will add ability to customize this in the future.
  • Added culling for distant landscape, reducing a lot of draw calls (better FPS performance).
  • Increased number of beehives during the summer months.
  • Greatly reduced noticeable texture seams for snowy terrain on the landscape.
  • Attempted to resolve reported bug of river sounds cutting out audio.
  • Changed campfire repair recipe to only require sticks.
  • Fixed compass showing during loading screen.

[h2]New Trailer:[/h2]
If you missed the previous minor-update post, please checkout the new game trailer:
https://youtu.be/-Dx5qabDXdI

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)
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)

New Official Gameplay Trailer

I just posted an updated trailer for the game. Please check it out 👀

[previewyoutube][/previewyoutube]

The old trailer was showing it's age and didn't represent the game in it's current state, so this was overdue.

Cheers!
CG

Alpha 58 Update - 18th December 2021


[h2]Eagles:[/h2]
A new animal now flies the skies in the world. Eagles will nest in the high mountainous rocky areas. They will regularly leave their nest to scout the landscape to catch prey. They will fish in the lakes (for all fish types) and also hunt small game (rabbits and chickens).

While they don't generally pose a threat to players, they are opportunistic predators and will snatch a hooked fish or small game kill from players. So keep an eye on the skies while hunting/fishing.

Shooting an Eagle while it is clutching prey will cause it to drop it, allowing the player to trace it down and steal the catch for themselves.

[h2]Eagle Nests:[/h2]
Eagle nests can be found high up on rock formations in mountainous regions.

Usually too high and out of reach, players should use their climbing axes to scale the rockface to gain access to nests.

Looting an nest will yield Pristine Eagle Feathers. You can loot the nest while still attached to the rockface, just get close enough, look an the feather and press the use key.

Eagles will become aggressive if they spot you tampering with their nests, so be careful. Note: Killing an eagle will damage it's feathers, so looting from its nest it the only way to acquire the pristine features. Eagle kills are also now tracked in player stats.

[h2]Hang Gliders:[/h2]

Players can now craft Hang Gliders from the workbench. To use the Hang Glider, it must be placed on the toolbelt and equipt like any tool or weapon. When the player begins to fall, the glider will auto-deploy.

The glider will take slow usage damage over time, so keep your eye on it's health so it doesn't break during a flight. It requires Pristine Eagle Feathers to craft (and maintain), so players will need to loot some nests.

[h3]Piloting Controls:[/h3]
Fliers need to careful! Gliding is a dangerous sport, and the glider will not auto-correct to protect the pilot from a perilous crash. I've tried my best to simulate piloting physics, so pitching down hard will cause rapid acceleration while pitching up will trade velocity for upward lift.

While gliding, players can freely move their head around to enjoy the views, while using the keyboard movement keys to control the glider.

[h3]Landing:[/h3]
Be mindful of your speed while coming in for a landing. Use careful pitching to control a slow enough speed to ensure a soft touchdown.

Note: It's currently not possible to exploit flying onto exposed hunter bases. The way I've implemented this may seem crude, but eventually I hope to add more natural means of defense from flying raids.

[h2]New Hunter Bases:[/h2]
I've added several new hunter base designs of all size varieties.

The new designs take advantage of several new building pieces and base items previously unavailable.

I've also added a system that tracks which bases get destroyed by players, so replacement hunter squads can alternate through the different designs to keep things changing-up.


[h2]Big Performance/Lag Improvements at Scale:[/h2]
*This was the largest piece I worked on this sprint*. I've always been aware that when the game world was very densely populated, the CPU would bottleneck performance. This was particularly noticeable for dedicated servers with 10's of thousands of buildables placed, and multiple concurrent players connected.

This would sometimes push the server tick rate down into single digits, and result in extremely delayed response times for clients, high pings (due to the server getting backup-up) and AI teleporting erratically with their movement.

The cause of this was the sheer volume of actors (things in the world) trying to tick (run code) every frame, when the vast majority (over 95%) very rarely needed to update, if ever. I've made some sweeping changes to put almost all actors to "sleep", and wake them only on certain events, rather than each frame.

The impact is huge, as can be seen in these comparison stats, which shows CPU load on a server (at ~75% build capacity) with 4 concurrent players on each. What was previously pinned and constantly running below target tick rate, now sits comfortable with plenty of headroom.

Performance and scaling has always been a top priority. This type of work is hard to express in player-facing patch notes as it doesn't relate to specific features, but I think it's important to mention details when it is such a huge part of the development process.

[h2]Increased Mountain Rock Geometric Detail:[/h2]
The mountain rock formations have had their geometric complexity increased greatly, while preserving a the performant low poly collision meshes.


[h2]Big Increase To Server Build Cap:[/h2]
With the new CPU performance boosts, I've greatly increased the build cap for co-op and dedicated servers.

[h2]Dedicated Server Remote API:[/h2]
I'm implemented a web server into the dedicated server build. This allows for your server to receive remote calls via HTTP, allowing admins to query and trigger events on their server remotely (not needing to be logged in as a player).

An example use of the API would be to post an in-game alert notifying that the server will shortly be resetting, so players aren't caught off-guard during a reset.

Currently the API only has a couple of endpoints, but now it is implemented, provides me a platform to expand it's functionality moving forward.
Documentation on how to configure and use the API (with examples) is outlined in this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=2601952438

[h2]Physics Based Butcher Animations:[/h2]
Animal bodies will now physically react to the butchering process, jolting and pulling with the movement of the axe.


[h2]Fixed Animal Corpses Disappearing in MP Games:[/h2]
A highly requested fix from players for a long time. Thanks for your patience.

Also fixed the the animal models blurring for a period of time after they would ragdoll on death.

[h2]Dormant Bases While Base Members Offline:[/h2]
Domesticated animals will no longer die when all base members log off from a dedicated server. They will cease to feed and level up (and will continue when a base member rejoins).

In addition, bases will cease to consume or produce power, mining drills, generators, fabricators will cease to operate. Plants will also not grow. Fridges will remain active but use no power (so your food will be safe).

Once one of the base members logs back on, all items will function again.

[h2]Glass Wall Half (Vertical, Slanted):[/h2]
This new piece should add some more variety to base designs.


[h2]Animated Models For Dropped Fish:[/h2]
Tossing a fish from your inventory will now render the proper fish model flapping on the ground.


[h2]Christmas Tree:[/h2]
It's now possible to craft a Christmas tree from the workbench.

The trees must be placed within your base build sphere as they have functioning lights that run off base power.

The option to craft these festive trees runs between Nov 1st and Dec 31st each year (based on your system clock).

[h2]Weapon/Clothing/Item Cosmetics:[/h2]
I've added various cosmetics for weapons, clothing and items, and integrated with the Steam inventory service. These skins are purely cosmetic and do not affect any actual content or in-game stats. They are intended for players who wish to further support the game's development.

The skins can be found on the game's Item Store on Steam.

To apply a skin in-game, left click on the inventory item and the available skins will show as icons in the item's details box. They can be switched back and forth at any time.


[h2]Added In-Game Tip for Chopping Ice Holes:[/h2]
It was not obvious to new players that this mechanic existed.


[h2]Cave Entrances Now Show On The Map:[/h2]
I think this helps awareness for new players who may otherwise not seek to explore the depths of the lakes.


[h2]Other notable changes:[/h2]
  • Firearm handling sounds have been increased in volume and expanded. Now as the player breaks into a sprint and draws the weapon in/out, sounds will play accordingly. I think makes the weapons feel more weighty and immersive.
  • Passwords will now save when joining servers, and be auto-populated when rejoining from the server list.
  • Fixed incorrect curved window snapping location.
  • Fixed scrollbars in all menus not scaling correctly to the length of the content within the scrollable window.
  • The full alpha version will now show top left while in the menu (previous the decimals were omitted).
  • If trying to join a server running a different version, the error message will now detail the exact version differences (rather than a generic error).
  • Fixed bug where flashlight would continue to drain its battery if removed from a weapon while turned on.
  • Passwords for previously joined servers will now save (so you don't have to re-enter each time you join). Unfortunately still not for co-op games.
  • Fixed bug where movement controls could still remain active while in map view.
  • Replaced unfocalized loading screen with simple loading icon instead.
  • Fixed audio bug where fire/generator/cooking/etc sounds would not play in heavily populated worlds.
  • Fixed bug where elevator switch would not call the elevator if the elevator was over 100 floors away.
  • Fixed bug where hunter woodburners would not decay with the rest of their base after being destroyed by a BCU Cracker.
  • Fixed animals sometimes playing their idle animations while walking for clients.
  • Fixed mining drill progress meter not updating in real-time for clients.
  • Fixed sandstone ore nodes not aligning correctly to the surface that are spawned on.
  • Attempted to fix the random crash while accessing solar panels or wind turbines. I believe this is resolved, but haven't 100% confirmed yet.
  • Fixed server name not showing in the server stats hud for clients.
  • Fixed certain sounds not playing while in freecam mode (such as gunshots). Some sounds are still not working, but I will get to those in the future (freecam is lower priority as only affects admins).
  • Fixed smoke from breaching charge not rendering for clients.
  • Added many low poly LOD meshes for player models and clothing (performance benefit).
  • Rugs, floodlights and switches have now been added to existing hunter bases.
  • Fixed bug where rugs would protect the floor below from explosive damage.
  • Fixed river sounds still playing after having frozen for the most southern river.


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)
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)