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Survivalist: Invisible Strain News

New small patch in publicbeta (v194)

This is a small follow-up patch to v193 which added a first pass of Story Mode to publicbeta. Thanks to everyone who gave me bug reports! Some of them haven't been addressed yet, but this fixes a few crashes that have so far been discovered so I thought I better get it out asap.
  • Tried to make automatic player surrendering more robust during the bit where someone in Story Mode decides you need to be neutralized
  • Fix for Kelly getting stuck in an animation if you try to assassinate her at the beginning
  • Fix for characters going repeatedly into attack state then out again when enemies are visible but inaccessible
  • Fix for characters hovering in mid air for a second after the watchtower they are in explodes
  • Fix for character not shooting a zombie because one of the zombie's former team mates was surrendering
  • Stop characters retreating inside picket gates when attacked
  • Added more outhouses to Tent City
  • Out of sync fix
  • Crash fixes


[h3]What's this publicbeta thing?[/h3]
v194 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 with first pass of Story Mode in publicbeta! (v193)

For the last few months I've mainly been working on Story Mode, and I've now finished and done a full playthrough of it! - or at last what I'll call a "first pass" of it. If you want to play story mode as a completed final product I wouldn't recommend playing this just yet, but if you want to play an early draft and help out with testing, here it is! :) I'm not quite sure how much I'll add or change of story mode in future, we'll see how it goes.



Reading people's comments about the game, I see a bit of a split between people saying "When is Story Mode coming?" and people saying "It doesn't need a Story Mode!" When I first started making the game I thought Story Mode would be the main thing and I just added Sandbox Mode as a quick way to playtest the game mechanics without having to write a full story. Over time, however, I got to be more interested in procedurally generated storytelling and decided I wanted to spend more time developing Sandbox Mode. Part of the early access pitch was that I would do a Story Mode though, so I figured after 3 years it is Time! But I would say now that I no longer think of Story Mode as the "main" mode - they have about equal status in my mind.

There's been a bit of a blurring between them anyway - you'll see a lot of the procedural quests from Sandbox mode such as the relationship/friendship quests showing up in Story Mode as well. But having a defined map does allow for more realistic and interesting locations, and more complex plots. I also threw in a fun little special feature for Story Mode that would have probably been too unbalanced on a Sandbox map :)

Besides Story Mode I also got stuck for a while trying to do some optimizations. I'm not sure how much difference it will make to the average player in the end but there's quite a few new CPU-side improvements under the hood now, hope it helps. And as usual I've fixed a bunch of bugs. Here's the change list:
  • Story Mode first pass
  • Optimizations
  • Decreased the amount of time and corn needed to make enough biofuel to fill a vehicle's tank, but made sunflower oil take longer so they are more similar to each other. Also increased the beet sugar yield.
  • Added Steel Lockbox
  • World maps and geological maps will be deleted from your inventory if you take them on Hit The Road, so they don't remove the fog of war immediately from the new map!
  • Another fix for chefs getting stuck sometimes
  • Reducing Raiders slider (et al) in the difficulty settings will affect their cooldown time, previously it didn't
  • Made it possible to hold down button when stamping fences instead of clicking for each tile individually
  • AI allies can take food from the player without it being considered stealing, unless it has a Don't Share policy set. But it's still stealing if the player takes equipment from allies without them, as that's too much open to exploits.
  • Chefs pick at random between most tasty and most healthy recipe instead of just any available recipe
  • Fix for thousands of raider instances being created on the map sidebar possibly due to mod configuration
  • Fix for character getting stuck in loop between surrendering and rescuing someone
  • Fix for changing names on the character creation screen having no effect unless you press Enter
  • Fix for not being able to use the dialog to finish the Rebellion quest if you kill everyone and bring the body of the leader back
  • Fix for skill caps not being transferred when you take people to a new map using Hit The Road
  • Fix for not being able to manually pour water into an animal feeder bowl
  • Fix for farmers not going for the nearest crops, and issues when you have different bases and Always Closed gates
  • Fix for hungry chef sometimes not eating the food they just cooked and just staying there continuing to stir it
  • Fix for NPCs knowing you skinned a team mate's corpse even if none of them saw it
  • Fix for characters getting stuck in a loop auto collecting arrows if they don't have space for them in their inventory
  • Fix for characters being able to get into, or repair, vehicles from a long way away if they are moving
  • Fix for not being able to bind scroll wheel to target head/legs
  • Possible crash fixes and out of sync fixes
  • Translation updates to French, Hungarian, Japanese, Korean, Latin American Spanish, Lithuanian, Russian, Simplified Chinese, and Ukrainian


Note for mod-makers and translators: I have taken a bunch of quests from the "Sandbox" mod and put them in a new mod called "Common" which is used by both "Sandbox" and "MainStory" (which is story mode of course). So there are two new mod folders, "Common" and "MainStory". Old savegames and mods should still load fine.

Looking ahead to the next patch(es), the two things I want to focus on are (1) that annoying habit crafters have of stopping crafting because they filled up their inventories with random stuff they can't dump, and (2) morale and opinion balancing.

[h3]What's this publicbeta thing?[/h3]
v193 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 now live on main branch!

Two months ago I introduced drivable vehicles to the publicbeta testing branch. After a few more patches they seem pretty well behaved so today I've made them live for everyone on the main branch!



To recap, you can now find "car parts" around the world, particularly in gas stations and other vehicles. With a toolbox and sufficient Construction skill you can use them to fix up a vehicle. They're useful for running over zombies and other critters, and transporting large quantities of loot from a town back to your base. For more details read the original patch notes.

[previewyoutube][/previewyoutube]
(note - that video is a bit old, some audio bugs have been fixed since then)

They'll have a small amount of fuel still in their tank but most of it will have expired, more can be found in jerry cans around the world but again only in small amounts. Some use gas and others use diesel. To make more you'll have to grow maize (to make biofuel for those that take gasoline) or sunflowers (to make sunflower oil for those that take diesel).

If you fill a tank and drive to where a road enters the map, you can Hit the Road, which is a kind of New Game Plus option - start a new map with just the characters and equipment in your vehicle, leaving everyone else behind for good. For more details on that, read these patch notes.


For those that make mods, I also recently added a little section to the guide for importing models, explaining how to add your own vehicles.

Also, the game now has a green tick for the Steam Deck! That has been shown for the last month or so, but it was actually tested on the publicbeta build which is now live.

Small new patch in publicbeta (v192)

This is a small follow-up patch to fix some bugs in v190:
  • Some fixes for Hit The Road - remember interrogation dialogue and morale from memories about characters you left behind, also timestamps or retained memories will take into account your travel time
  • Fix for Asian characters not showing on debug menus due to the Unity upgrade
  • Fix for crash in multiplayer when someone throws a molotov at a moving vehicle
  • Fix for vehicle not showing in pip in multiplayer


[h3]What's this publicbeta thing?[/h3]
v192 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 with ability to start new map with old characters (v190)

Hey, it's patch time! This past month I've mostly been concentrating on the upcoming Story mode but I managed to get in a few new features as well. The biggest is called "Hit the Road". If you have a working vehicle with a full tank of fuel, you can drive to one of the places where roads exit the map and use the Hit the Road option that will appear on the action menu. This means you leave the map behind for good, taking with you just the vehicle and any characters and equipment you have in it, and move to a newly generated map.


Different roads out have different traits - some will have more towns, some more survivors, and some more infected.


Think of it as sort of a New Game Plus feature. People have often asked me for the ability to take their characters to a new map, since they get attached to them but run out of things to do with them once they've taken over a map. Having added vehicles now I thought it would be interesting and logical to tie the feature to them. In order to use it you'll have to fix up a vehicle and get enough fuel, which means growing either maize or sunflowers and building a Still to convert them into large enough quantities of gas or diesel - in other words, you'll have to have progressed pretty far. I will probably also use it as one ending for story mode, where you drive off into a generated sandbox map.

On the new map you won't get the tutorial quests telling to find an axe, etc, but other than that you'll be starting from scratch. The characters you take with you will retain their stats and memories of, and relationships with, each other, but forget stuff relating to people you left behind. They won't go with you if it means leaving their friends and family behind. It'll be the same time of year, plus approx one day. You'll be low on fuel, so if you want to hit the road again you'll need to grow some more crops and build another Still (unless you thought to bring a few full jerry cans with you).


Besides that I've added a horn to the vehicles (press space bar), so you can drive through a town beeping and wake up all the zombies :) I increased your sight range in vehicles so you can see more of what's in front of you, and I increased the draw distance for grass which often looked bad for longer sight ranges. I've upgraded to a more recent version of Unity, which is always a bit nerve-wracking - hope it doesn't cause any weird problems. Based on user feedback I made arrow crafting more generous and lower level zombies a bit less likely to dodge melee attacks, and vehicles can now carry 50% more equipment.

I've made it so you have to go into a building at least once to see what equipment is inside it - always felt a bit weird that you could see everything just by standing near the building and highlighting it. Now the building will say "Not Yet Investigated" and you won't be able to "Take All" until you've entered it at least once. I didn't do this with vehicles or most other props though as I felt that would be making you do too much busywork. And I fixed a bunch of bugs.

Here's the full change list:
  • Added Hit the Road feature which allows you to drive to another map, leaving the current one behind forever and just taking the people and supplies you can fit in your vehicle
  • Added vehicle horn
  • Added Excavator prop (not drivable sorry)
  • Added selection box in script editor (hold rmb and drag)
  • You have to enter a town building at least once to be able to see what's in it and use the Take All and Scavenge actions
  • If an enemy community sees you have pit traps, they will still not be able to avoid tripwires, and vice versa
  • Increased sight range a little when in vehicles, also increased the amount of equipment they can carry by 50%
  • Increased the default distance grass is drawn to stop the unsightly effect where hillsides on the periphery of your vision are bare, but added a slider in Graphics settings in case you need to reduce it for performance
  • Made ammo crafting more generous
  • Made zombies a little less likely to dodge melee attacks, especially the lower strains and if you attack their torso or legs. Made NPCs less likely to dodge if you attack them from behind (zombies already never did).
  • Updated German, Hungarian, Latin American Spanish, Lithuanian, and Ukrainian translations
  • Upgraded to Unity 2023.1.7f
  • Fix for chefs getting stuck sometimes
  • Fix for NPCs not rebuilding outhouses if portable toilets are destroyed
  • Fix for snow on moving vehicles
  • Fix for characters involved in repairing a vehicle or capturing a building sometimes wandering miles away to get resources they have in their inventory
  • Fix for character briefly standing up after leaving a building crouching
  • Fix for not being able to repair wooden chests
  • Crash fix


[h3]What's this publicbeta thing?[/h3]
v190 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".