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Survivalist: Invisible Strain News

New patch (v76)

Here's another way of detecting if people have invisible strain, plus a way to turn it off if you don't want the paranoia :)
  • Option in World tab on character creation screen to toggle invisible strain off, for people who want a more chill game
  • Certain What's Up? dialog paths will give you questions you can ask people in future, to try and detect if they have invisible strain by watching their facial reactions
  • Better eulogies for people that got invisible strain
  • Fix for people (and rabbits!) randomly talking about traps sometimes when none are around
  • Fix for people near the edge of the map not chopping down trees

New patch (v75)

New patch as I just realized there's been a bug in online co-op for the last few weeks where if you swing a melee weapon everything basically stops working:
  • Fix for online co-op being completely broken since v70!
  • Fix for bug where characters wouldn't build anything if you saved game while placing a building
  • Crash fix

New patch (v73)

I've released a new patch, this one's mainly about giving you some clues that invisible strain is spreading in your community, while still keeping it a bit ambiguous. I'm interested in people's feedback about that! It also fixes a few miscellaneous bugs.
  • People with invisible strain snarl from time to time
  • Brain scanner readout probability of invisible strain infection
  • More gossip dialog about invisible strain and other stuff
  • When trying to find bandages, NPCs will avoid those that are near to a threat
  • NPCs can tear up clothes to bandage themselves
  • Fix for being able to view the contents of buildings from far away in command mode
  • Fix for dialog not working between player characters in online co-op
  • Made 'Hand over your gold' and 'Die scum' dialog options require you to hold the button so you don't press them accidentally
  • Crash fix

Early Access Launch Date - June 1st 2020!

It's happening! Invisible Strain has been in beta for nearly a year and it's time to make it available for everyone. Early Access starts on 1st June 2020! Of course, early access is just the beginning - it'll be in there for a pretty long time, at least a year I would say, while I add more stuff and work on story mode.

The early access price will be $6.99, but there'll be a 25% launch discount so you can get it for around $5.25 in the first week.

I've posted a new gameplay trailer, which is basically a cut-down version of a playthrough I did last week. The somewhat tragic adventures of Brody Cantu and his gang, the Ugly Snakes:
[previewyoutube][/previewyoutube]
Many thanks to everyone who participated in the beta and sent me feedback and (so many) bug reports. I still have a long todo list from that, which I expect to be working through during early access.

Oh, I should also mention for beta testers there's a new small patch out (v72):
  • Made green and blue strain antigen a little less common again
  • Fix for characters sometimes not crouching while following you when you're crouching
  • Some fixes to surrendering and feuding
  • Fix for characters not reacting to enemies right in front of them sometimes
  • Fix for binding keys to switch targets not working

New patch (v71)

This one's mainly about tweaking the difficulty to make it a little easier to start with, and fixing a few bugs.
  • Get rid of burned out vehicles (for new maps) as it's confusing/frustrating that you can't enter them. Also increased number of vehicles generated on roads so there's more hiding places.
  • Made pickaxes, shovels and antigen more common
  • Made ranged weapons a little more accurate and faster to aim
  • Increased time to fight off a zombie when they grab you, before they get bitten
  • Made you get a little less tired in melee combat
  • Made zombies a little more easily distracted by rancid meat, added a hint for that, and fixed some bugs with stealth
  • Fix for sometimes triggering war with friendlies by swinging a weapon at a dead zombie