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Survisland News

Survisland 2.0 Gameplay Demo Announcement

Hello survivors! The gameplay demo of Survisland 2.0 is coming! As always, use the code: 2022techdemo to unlock the alpha_multiplayer_test branch in properties of the game.

Continued from the last tech demo, we’ve recovered most game mechanics. We’ve also added a new skill system and some functionalities on existing systems.

Skills will play a heavy role now, you’ll need to increase their levels to unlock craft recipes, increase your movement or combat abilities, bring you new sets of actions etc.



Building system is redesigned and up online with brand new thatch structures set.







Using drill sticks to make fire was a key feature of the original game, and now they are back! The campfire cannot bring you warmth yet, but we’ll get their very very soon.



The good old leaf outfits are remade and re-adjusted to our new character model.



Coconuts and bananas can grow on their trees, and sometimes coconuts fall.





Jump attacks are available in current version.



Body part injuries now can affect your movements, a broken leg will make you only be able to crawl on the ground.



This Demo is still not stable and there can be many bugs and design flaws, we’ll try to fix the bugs and polish the gameplay to bring the game back to where we left 2 years ago, along with multiplayer and other features we’ve already brought in. Then we can put an end to the “remake” stage of the development and update the new version to the main branch.

After that, we’ll put full force into new content creations, fulfill our promises to let you the players to experience surviving in wild from stone age to iron age.
Thank you for the supports and patience through all these years, it’s really a long journey and we are still on the road.

Cheers and Merry Spring Festival!
Super Trampers Studio

Survisland 2.0 Tech Demo 2 Announcement

After over half a year's development, we've restored multiple core game systems to the multiplayer version. Now we have the second tech-demo coming. Right click Survisland in your steam Library, open Properties window and select the BETAS panel. Enter the beta access code: 2022techdemo. Then select the beta version: alpha_multiplayer_test - Survisland 2.0 Tech Demo, you'll be able to test this version.

Next we'll introduce the main changes from the last tech demo:
1. Brand new Crafting System:
We've redesigned the crafting system according to feedbacks on previous two versions. We've removed most sophisticated operations and kept the essence of both previous systems to continue our unique and hardcore game experience.
Crafting Nodes from the first version will return, the recipe list and the idea of working space from the second version will also be preserved. In this beta version, all recipes will be available to players (some are not finished though). But they will be combined with a newly designed skills system to progressively unlock recipes according to your character's skill levels.
Focus your camera on ground or a workbench then press T to open recipes list, only the recipes that can be crafted in current working space will be shown. Like the stone workbench can only be crafted on ground, it'll not be shown on a workbench, and most flint tools can only be made on workbenches:




After selected a recipe, its details will be shown to the right. It contains the products of this recipe, resources and crafting techniques it requires:


Click Confirm to put this recipe in working space, and your can then start to craft this recipe:


Recipes can be finished with two major steps, first you'll need to gather all the required resources and put them inside the recipe. You'll see what you need to get when focused on the recipe.


Some recipes don't require a specific item, but some basic materials like fiber, stone, wood etc. You'll see the requirement's name in yellow when they are requiring this kind of resources. You'll be able to put anything that contains the required material into the recipe.

When the resources are ready, you'll enter the next step: Node Crafting. Crafting nodes will be shown in the working space when you focus on the recipe, carrying a proper tool in your hands and focus on the node you want to craft to perform different Crafting Techniques.


Complex recipes have multiple crafting stages, and finishing each stage will give you a visual feedback:
















2. Throwing Weapons:


All weapons and most tools can be thrown to attack animals or other players. Press R when holding a weapon in your right hand to enter throwing mode, then click left mouse button to throw it. Throwing weapons can be hard to hit the target, but when they do, they'll deal a great amount of damage.






3. Gathering and Mining Natural Resources:
In this version, we've restored the ability for players to cut down trees, bushes and mine rocks directly in the scenery. You'll get most resources for surviving and crafting.






4. Metabolism System
We've restored and simplified the old metabolism system from previous versions.




5. Upgrades of Combat System:
Defending: we've made new blocking animations with differnce push back distances to fit the needs.


Deflecting: we've optimized the timing for deflecting your opponent's attacks


6. Terra-forming System:
In this version there are some tools can be used to change the terrain height or plow the soil for crop planting. Shovels can dig, raise or flatten soil and sand areas, but cannot work on stone areas. Pickaxes can dig on stone areas but cannot work on soil and sand areas. Press F when carrying a proper tool to enter terraform mode.






7. Localization:
In this version we've restored the localization system, but only Chinese and English are available for now.

We'll continue to restore old game systems and add new ones in the future, thank all of you for the supports!

Survisland2.0 Techdemo Annoucement

Dear players, thank you very much for your patience and support! We've been remaking the whole game in the past one and a half years.

From the upgrading of game engine to the redesign and realization of each game mechanics, we endeavour to craft a better balance between gameplay and realism base on the essence of the original game.

Here will be the mechanics you can test in this tech-demo:
1.Multiplayer: the most important update in this version is multiplayer feature. Now you can create a game through steam that supports 2-20 concurrent players, or play within LAN.


2.Advanced Character Customization: We fully rebuilt our character models and the customization system, now you can shape your characters to whatever you want(almost) with highly detailed morphing.


3.Character Model System: We used a third party plugin for our character related models management. This time we've built a more powerful one by ourselves, it can support character bone morphing (from kids to adult), and allow us to add hair/clothes physics with ease.


4.Hand Crafted Islands and Random Generated World: In the new version, every single island will be hand crafted by our scene artist, meaning they'll be more beautiful, more points of interest, rivers and lakes, and more balanced resource distribution. The world map will be generated from a seed to put random islands to random locations. we plan to make the world map finite within 900 sqkm. But in this demo, there is only one island made, so world exploring is not possible for now.


5.Smoother Character Control and Combat System: In this demo we've added 6 different weapons and their fighting styles, you can use weapons to execute horizontal combos, vertical combos, roll attacks and defence/counter-attack. You can press shift+F10 to open our in-game console and use spawnitem command to test them. The weapons that can be used for testing have these ids: 2001, 2008, 2024, 2031, 2042, 2058, 2059.


6.Wound System: Player character can get wounds on their body parts when attacked. There are blunt wounds, slash wounds, pierce wounds and burn wounds, you'll need to use bandages or splints to treat your wounds for better healing progress.


7.New Backpack Functions: We changed the old, grid based, backpack system. Now we only use backpack's max volume and max weightload to limit the items you can put in. A bag can't store items more than its max volume. Though it can store items heavier than its max weightload, the bag will suffer much more durability reduction while overloaded.


8.Pigments and Color Mixing: You can spawn pigment containers(1093) and primitive pallete(1094) to try mixing colors. We've made a realistic subtractive color mixing system to allow you to create any color you want from red, yellow, blue and white pigments.


9.Item Customizations: Using pigments and a pallete, you can customize certain items, you'll be able to choose which pattern you'd like to have on the item and choose the color you like for each part of the pattern. Now we only made two shields for this system, but will add clothes, cloaks and flags to this system in future updates.


10.Character Body Paint: Using pigments and a pallete, you also can paint on your character's body. You'll be able to choose different brush shape and size, paint freely on your character, create unique lookings for them.


This demo is only for showcasing and testing the very basic game systems (those that make the game running) and some of the finished minor systems, there'll be more major updates coming (Animals, New Crafting and Building system, Ship Building, Sailing System etc.). This tech-demo contains the most important works we've made in the past year and paved the road for any mechanics we plan to add from the begining. Thank you again for your support and patience! We'll bring more news and updates back soon!

Alpha 0.8.1.2 Update Log

Fixed:
· Fixed water in dried potteries cannot be recognized by crafting mode
· Fixed putting salt particles into braided backpack causing the backpack unable to be used

Added:
· Added limonite piles in the scenery
· Added limonite chunks and limonite ores for iron smelting
· Added crude iron blocks as the product of iron smelting
· Added smelting kiln to use charcoal and limonite ores to produce crude iron. This primitive kiln need to be destroyed to get the smelted metal inside.
· Added short kiln as a cheap kiln to get high enough temperature to heat up crude iron chunks
· Added wet clay blower and primitive blower to accelerate the process of smelting if you attach the latter to a working smelting kiln.
· Added several iron tools and iron ingots for future iron forging functions.

Alpha 0.8.1.1 Update Log

Fixed:
· Fixed crafting sound effect doesn’t stop after been hit by animals and left crafting mode
· Fixed bleeding state persistence after revived from death
· Fixed animals continue to attack the player after the latter’s death
· Fixed character weight load not updated after pouring water out from carried containers
· Fixed: animals will stop attack the player after one hit, if the player keep standing still

Changed:
· Changed the maximum wood can be put into a charcoal kiln, and modified the charcoal kiln’s model size.
· Changed fuel capacity for campfire
· Changed burning time for all wood to balance with charcoal
· Changed charcoal kiln working logic to decrease burning speed after air holes are sealed, extended overall burning time to make charcoals
· Lowered the fuel requirement for large kilns to reach max temperature
· Changed the fuel capacity for large kiln

Added:
· Now item’s temperature can be seen on item info box