Survive is very early in development and is using a game engine completely written from scratch by Subsurface Games. Most of the development work so far has gone into creating the engine. The engine just go to the point where all future work is being devoted to gameplay.
Survive will also have Crafting, Multiplayer, Traps, Dynamic Barricading, Land Vehicles, Air Vehicles, and Survivor npc's. All of these features and more are described in detail in this blog post: Subsurfacegames.com
You can think of this game more as a zombie apocalypse simulator. If you think right now in your head your exact plan for a zombie apocalypse (which I'm sure all of you have thought of at least once) I want you to be able to do it in the game. The whole goal of the game is to simply survive. There are no quests, there is no story line, and there are no goals. The only goals you have are the ones you set for yourself to survive, such as find guns, find food, find water, or find shelter. Everything that you think should be possible in the game will be. If you want a natural source of fresh water then maybe you should find a cabin on a river. If you don't want to worry about food go to the nearest grocery store and barricade the doors. Think you will need guns (you will), then head to the police station or the nearest sporting goods store. Worried about the heavily populated areas like stores being overrun with the infected (they will be), then maybe the cabin on the river is a better idea. The point is everything will be as true to life as possible to create a genuine zombie apocalypse experience.
The game world will be completely procedurally generated and you will start in a random house in a random person's life (you will most likely be able to customize you character and his/her attributes). You wake up to the dynamic sounds of npc screams and police sirens in the distance. You must do whatever it takes to survive. Because the world is procedurally generated it allows for unlimited replay ability. The game will never get old because you will always play in a new world with new challenges and places. The procedural generation will also allow for one of the most important parts of this game. It will allow you to enter into literally every single house and building you see without a loading screen. I really hate it in games when, as the player, you see a house or a building in the distance and really want to go inside it only to be disappointed and pulled out of the game world when you realize you can't go inside. It reminds you that you are just playing a game and not really running for your life in a zombie apocalypse. The only problem is that it's just way to time consuming to have an artist or a designer go though and lay out every single house or building in the world and fill them with props. The only realistic way we could achieve this is with procedural generation.
Survive has been Greenlit! Survive will be released on Steam early access when it enters Alpha in a few weeks. Thank you for all the support and yes votes, you guys are awesome!
There will be a video showing the new update in a few days! Here is a screenshot of the new gun and arms to tide you over.
Highest Rated (2 agree) 10/10
Very fun game
Nov 14 2013, 1:05am by Bluepenguin63
Lowest Rated (6 agree) 1/10
Game started and my gun was going crazy and flipping all around the screen. I tried restarting it and the same thing was happening. I was like "okay whatever, I guess its just a buggy game" and continued to play. Every zombie appears to be a fat guy and theres tons of them. I started running in one direction and they were chasing me as I was mowing them down, and then guess what... The game crashed. Its a decent idea, but at this point it seems very poorly executed.
Nov 14 2013, 3:56pm by Blackm0th
Latest tweets from @subsurfacegames
RT @SurviveDevlog: Finished the heat diffusion part of the auto-skinning algorithm. Next is bone placement UI, then convert heat diffusion …
Sep 14 2014, 3:09am
@dariomanesku I also cleaned up headers so things are less intertwined. There are still a few things like pch I can do, but it's ok for now.
Sep 13 2014, 5:41am
@dariomanesku made new build config copied from shipping build but removed a handful of optimizations. slows perf by 20% but worth it.
Sep 13 2014, 5:37am
I ended up getting the compile time down to ~35s from 6 min! I'm now iterating on stuff 10 times faster!
Sep 13 2014, 5:24am
@Raven67854 Yeah I'm definitely going to be doing some serious restructuring very soon.
Sep 12 2014, 5:11pm
@Raven67854 Yeah I need to do something about it, its just so slow. 6m+ for one line change is driving me crazy.
Sep 12 2014, 5:06pm
@Raven67854 Turns out its not actually 1k faster. when I switched to 2012 it was in debug for some reason. release is still the same slow.
Sep 12 2014, 5:02pm
for some reason compiling in vs 2013 using vs 2012 compiler is 1000x slower than just compiling in vs 2012
Sep 12 2014, 4:41pm
Finished the mesh voxelization algorithm! This is the base for the auto-rigging system. T.co
Sep 11 2014, 6:11am
Feels great to be back in the engine getting shit done!
Sep 10 2014, 1:47pm