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Survivalist: Invisible Strain News

New patch in publicbeta (v189)

I've released a small-ish update in publicbeta, this one has a few different fixes for vehicle physics, crashing into things and driving vehicles in online co-op, some general fixes for crashes etc, and updated translations. As I mentioned I would in the original vehicles patch, I've now reinstated sunflowers which you can use to make sunflower oil, and I've changed a few of the larger vehicles to take diesel instead of gasoline, for which you can substitute sunflower oil. Because I like it when items have multiple uses, I've introduce the concept of "frying" with the frying pan. It works similar to boiling in the pot, you can fry ears of corn or eggs (which is better for morale but worse for constitution than boiling them) and you can make omelets. Sunflower seeds are a bit rare and the AI communities won't grow them, but you should be able to find them here in there, especially in gardening stores or I would expect traders to carry them.

  • Reinstated sunflowers, which you can use to grow sunflower seeds and make sunflower oil, which you can use as fuel for diesel vehicles or to make fried eggs/corn/omelettes using the frying pan
  • Updated French, Hungarian, Japanese, Korean, Latin American Spanish, Lithuanian, Polish, and Russian translations
  • Increased some font sizes
  • Some fixes for vehicle physics
  • Fixes for answers to Who's in charge here?
  • Fix for Organizers who are building multiple fences returning all their resources to a building between each fence post
  • Fix for communities having no name when they take over an empty base
  • Fix for crash sometimes when vehicles go outside map bounds
  • Fix for occasional crash when driving vehicles in co-op
  • Fix for occasional crash when surrendering


[h3]What's this publicbeta thing?[/h3]
v189 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".

To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".

New small patch in publicbeta with tweaks to vehicle damage (v188)

This is a small follow-up patch to v187 which introduced drivable vehicles in the publicbeta branch. I discovered a crash which could happen if you knocked over a fence and then left it for a while, then restarted the game twice - that's fixed now. I've also removed the excessive explosion noise you heard when knocking over a mailbox or similar, and tweaked the amount of damage taken to your vehicle generally to be a bit less. If you bump lightly into a neutral community's building they won't take damage and start attacking you.

I also increased some menu font sizes as I'm trying to get a green tick for Steam Deck. And I've added a link to the game's discord channel on the title menu. Here's the full list:
  • Tweaked damage taken when crashing vehicles into things, and removed demolition explosion sound when they destroy mailboxes etc
  • Crashing into neutral communities property at slow speed in a vehicle won't damage them or make them attack you
  • Nudging a gate with your vehicle will open it (if you would be allowed to open it by hand)
  • Added Discord link to title menu
  • Increased font sizes in some menus
  • Fix for chickens saying 'Wow' when someone is executed
  • Crash fix


[h3]What's this publicbeta thing?[/h3]
v188 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".

To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".

Drivable vehicles!

Ever since I released the original Survivalist people have been asking if I could add drivable vehicles... I always figured it would be awesome but technically difficult and might unbalance the game in various ways, so it was better to focus on other things. Survivalist is primarily a game about people, and community building so I that's what I put most effort into. However recently I started to realize that, having ported the game to Unity and added physics for ragdolls and thrown objects, a lot of the technical issues with vehicles might be solved now.

So anyway I'm focusing on Story Mode mainly at the moment, but after doing that for about a month I wanted a break of sorts, and I decided to give drivable vehicles a try! It actually just took one fairly intense week, or so.



I haven't done extensive playthroughs with this, so I'm not sure of all the implications. You can't just get into any vehicle and drive it, of course. You have to find "Car Parts" scattered around the towns - garages are a good place to look, and other cars, and traders might stock them. (Note - you'll need to start a new Sandbox game for this loot to be spawned, so I recommend doing that!) You will probably find it takes a while before you can get together enough car parts to repair the vehicle you want. You also need a toolbox and high enough construction skill.

There seems to be a general consensus that petrol.. I mean gasoline would expire about a year into the zombie apocalypse as it breaks down into its component parts, though you can find examples of people saying they started a car or lawn mower after X years standing idle and it was still okay. I've added the ability to make fresh gasoline from maize using the Still, but I figured it would be a bit limiting if you had to get all that production up and running before driving any vehicle.

So, drawing on my deep knowledge of chemistry and mechanical engineering *cough* I decided maybe there would still be a small amount of usable gas in the tanks of these abandoned cars, and in jerry cans you might find in gas stations and houses, etc. (Currently everything runs on gasoline, but probably a few of them should use diesel, for which you can substitute vegetable oil, which could be a reason to bring back the sunflowers - I just didn't get round to that yet).

I was initially afraid that vehicles might be a super weapon, so as well as the above-mentioned need to find car parts to get them working I made them take a little damage from running over people (or zombies), and from bullets. People and zombies will also try to dodge out their way, so it's not all that easy to run over all your enemies. Zombies will be attracted to vehicles with running engines (but can't hurt you while you're inside them), while animals will flee. NPCs will shoot or chuck molotovs/pipe bombs at them. In practice I don't think they're a super weapon now, if anything I might have made them too fragile but let's see how it goes.

[previewyoutube][/previewyoutube]

There are a few caveats:
- The AI won't use them
- The game takes place on a grid of 1x1 meter squares, and every prop or building (including vehicles) must be a rectangle on that grid. So if you park diagonally, it can make a rather ugly collision box around the vehicle.
- You can drive any 4 wheeled vehicle if you get it working, but you can't drive the tank
- You can't do fancy things that require nice animations that you often seen in games with vehicles like GTA, such as leaning out of the window and shooting, or sliding across the hood, or standing on the roof

Sometimes a vehicle will roll upside down or get stuck in a river or something. For those situations, if you get out and highlight the vehicle, there's a feature on the action menu called "Park" which will try to revert it to a more sensible location (and align it with the grid).

There's likely to be a lot of refinements needed, which I'll hopefully be able to add slowly over time. It could use some hud elements showing a speedometer, rev counter, etc. There should probably be a friendship quest where someone in your community wants you to help them fix up an old pickup truck or something. The engine should emit smoke when heavily damaged. The grass draw distance could be improved. Etc. But it's in, and it's fun!

One other new feature of note is an experiment where I made some of the zombies in towns start off lying on the floor, as if dead, only to rise up and start chasing you if you get very close to them, or make a noise. I thought it might add more variation to town encounters, give you more of a chance to use stealth and possibly give you a jump scare or two.

Here's the full list of stuff in this patch (v187):
  • Driveable vehicles
  • Incorporate code for the Revised Crop Safety mod code into the game for AI so they don't waste their seeds planting crops when it's likely to be too cold. For the player, this is still a manual decision to risk it or not.
  • Increased some font sizes to try to help Steam Deck compatibility.
  • Mapped Voice Chat Push to Talk to the Start button on Steam Deck and game pads by default - hold it to talk, or click it to open the title menu. (I am seriously running out of buttons)
  • New tent types (to make camps more varied in story mode, but also usable in Sandbox)
  • Various small bits of editor work for story mode
  • As an experiment, allow NPCs from AI communities to level up their skills the same as player community members do. So you have more incentive to help them survive.
  • Fix for characters who tried to flirt with you, but who you turned down, getting negative morale due to jealousy anytime you hug your partner, forever afterwards - that will now happen for one day only.
  • Moral and Prudish characters won't try to flirt with you if you are taken.
  • Fix for exploit where you can extract more gunpowder from shotgun shells than it takes to make them
  • Removed some old code that stops farmers from tending crops more than 64 meters from where they started, you can use zones for that now
  • Get fatigued a little less quickly when running
  • Some Zombies in towns play dead, so you can creep past them if you don't make any sound or get too close
  • Helicopter taking off animation


That's in publicbeta now, and I've moved the previous patch, v186, to the main branch! The main new thing in v186 is the art pass with the new style houses:



Anyway, back to working on Story Mode.

[h3]What's this publicbeta thing?[/h3]
v187 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".

To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".

New patch in publicbeta (v186) with some bug fixes

Just a small patch with a bunch of bug fixes :)
  • Fix for crafters not being able to use sugar if you set the policy to Don't Eat (instead of Don't Craft With) and related errors
  • Fix for incorrect amount of liquids shown on craft amount dialog box when metric is enabled
  • Fix for warning message sometimes wrongly being shown when you try to craft something, saying you can't because of the policy against certain ingredients
  • Fix for a saltpeter crafter getting stuck in a loop depositing empty plastic bottles and getting them again, in order to fill with urine
  • Fix for people eating stuff out of allies houses if they are in them (which is treated as theft by the allies)
  • Fix for your community members often lugging one or two pumpkins around
  • Fix for some town buildings, and wooden chests(!) being invulnerable
  • Stop communities from burying their leader while you have a quest to take their body to someone
  • Some editor work for story mode
  • Disabled snoring sound
  • Crash fixes


[h3]What's this publicbeta thing?[/h3]
v186 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".

To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".

New patch in publicbeta (v184) with ability to surrender to mercenaries

Hello, I've released a small new patch in the publicbeta branch. This one is partly me reacting to feedback from a few people that the mercenaries are making things too difficult in the earlier game stages (the ones that looter bases can sic on you if you go to war with them) - I've reduced the frequency of their raids and made them less well armed. I've also made it possible to surrender to looters and raiders, so hopefully the surrender mechanic is more consistent and understandable to new players. And I've added the ability to pay supplies instead of gold when surrendering. Plus I've added a bit of extra dialog with the extortion squads to give new players a better sense of what will happen if they decide to go to war with them.



The rest of it is bug fixes and small quality of life improvements. I've moved the speech bubble upwards when someone is talking to you, so it's less likely to overlap stuff like combat going on in the middle of the screen. And I've made it so when you run towards a door in a building, with zombies chasing just behind you, you'll get into the door as soon as you are in range of it, without having to waste precious milliseconds turning to face the door. Here's the full list:

  • Made it possible to surrender to raiders and mercenaries (note: will not affect raider groups spawned before the patch), and tried to reduce their difficulty a little when your base is at an early stage
  • Added a hint that you can use Set Zone to stop your community members wandering off in search of food
  • When entering a building, be a bit more forgiving about getting through the door fast if you are currently under attack
  • Moved PiP speech bubble a bit further up so it's less likely to overlap other screen elements, e.g. during combat
  • Fix for character assigned to capture a building and also auto-deposit wood from getting into a loop
  • Fix for trade screen bug/exploit where pressing left and right mouse button at the same time will appear to duplicate an item and get you extra gold
  • Fix for bug/exploit where you tell someone to scavenge a building, then switch character before they reach it, allowing the character you switched to to eat/drink stuff in the building
  • Some fixes for infected weapons
  • Out Of Sync fix
  • Crash fixes


EDIT - released a follow-up patch with a crash fix, v185

[h3]What's this publicbeta thing?[/h3]
v185 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
  • Because it's the bleeding edge it could be less stable
  • If you want to be able to play online co-op with someone you'll need to be on the same version as them
  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".

To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".