2026-09-11
Alpha 68 Update - Mod Support
한글 요약이 품질 관문에 걸려 원문만 둡니다.
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Mod SupportOne of the most requested features since release, I have finally added mod support to Subsistence. This feature allows players to modify the game, drastically altering the core balance to their preference.Players can create their own mods, play them locally, or publish them to the Steam Workshop using the in-game Mod Manager for others to discover and play.There is already a wide variety of player-created mods to browse. From full game-changing rebalances, to smaller convenience and QOL mods. Thank you to all the creators, and the players engaging with what they have built.In-Game Mod ManagerThe Mod Manager can be accessed from the in-game main menu. From here you can manage the list of installed mods (those you are subscribed to on the Steam Workshop, and ones you have authored yourself).Here you can create new mods, rename, duplicate, delete, unsubscribe, etc. The list can be searched and filtered by authored/subscribed/published. Creating a New ModClicking the "Create New Mod" button will bring up a prompt to name your new mod. Then click the "Edit" button to enter the editor.Note: When a mod is created, a folder will be created containing the mod
스팀 공지2026-02-26
Alpha 67 Update
한글 요약이 품질 관문에 걸려 원문만 둡니다.
원문 보기
Move to Full Licensed Engine Source Code:I have finally moved to the full licensed engine source code, moving away from UDK. This is a big step, which I have been planning/preparing for a long time. This means I can modify/compile the core engine code and unlocks huge potential and freedom for continued development.Already this change has allowed me to extend the material pipeline to allow for the new base painting system (passing params to the material system for individual instanced static meshes, previously not possible in UDK), borderless fullscreen, improved performance and much more. Many other planned features are now unblocked by this move.Your existing profile saves will auto-migrate, so you should not lose any progress.Base Painting:Players are now able to paint almost all structural wooden and metal buildables in their base.Paintbrush:Painting requires the paintbrush, which can be crafted in the furniture workbench.While equipped, hold down the right mouse button (Left Trigger for players using a controller) to bring up the color wheel. Here you can select a color and an optional pattern. There are currently 31 colors and 7 patterns. It is also possible to completely rem
스팀 공지2025-09-26
Alpha 66 Update
한글 요약이 품질 관문에 걸려 원문만 둡니다.
원문 보기
New Hunter Combat AI:Hunters have had an overhaul of their combat AI. Previously they used a fairly predictable pattern of move/stop/shoot. Now they can shoot while moving, will strafe while engaging, use better logic for positioning and taking cover. While also being aware of the actions of the other members of their squad.They will also use tactics like diving from cover, switch weapons less often, while choosing weapons based on the current situation. They also use smarter logic for choosing when to reload and will retreat to do so when they can.New Animation System for Humans:The male and female characters (including hunters) have had an entirely new animation tree for movement. Compared to the previous (built in a time where I was still learning the basics of bipedal animation), the new movement should look much more convincing and immersive. I'm sure I will want to continue to improve these in future updates (I know there is still some 'jankiness' there).Context-based Death Animations:Previously, when humans were killed, they would just snap to ragdoll and allowed for the physics to play out. Now there is an entire suite of death animations, that can blend into
스팀 공지2024-12-20
Alpha 65 Update
한글 요약이 품질 관문에 걸려 원문만 둡니다.
원문 보기
{STEAM_CLAN_IMAGE}/26620178/39afed334b348471a0741164a99b36a041287690.png Cable Car System: 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. {STEAM_CLAN_IMAGE}/26620178/b938466a2bfac9f05c3538c8fb57b6e71f2ba4db.png 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. Cable Car Platform: Cable car platforms can be crafted in the lathe. Bear in mind that two platforms are required to make a connecting route. {STEAM_CLAN_IMAGE}/26620178/fa6e8bd29a3ad6e6f8b5e1e49441808200634039.png {STEAM_CLAN_IMAGE}/26620178/587d06009a0aad64af94e0dbe692aca069090073.png 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. {STEAM_CLAN_IMAGE}/26620178/3654548d987d7af6a6a896c0ffb40e9538041005.png Once placed, accessing the platform terminal will show a list of all the neighboring platforms within a 500 meter radius. Only p
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