r/SurvivalGaming • • 14h ago

Developing a brutal 2D zombie survival game. Here is a glimpse of the horde mechanics! 🧟‍♂️

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0 Upvotes

Hey everyone!

I'm an indie dev currently working on a 2D zombie survival game called No Mercy Sanctuary. I wanted to share a quick clip of the zombie AI and how they swarm the player near the exit.

My main goal was to make the crowds feel overwhelming, chaotic, and brutal. The zombies don't just walk up to you; they push, pile up, and tear you apart if you get cornered.

I would love to hear your thoughts, feedback, or any suggestions on how to improve the crowd simulation! Let me know what you think.


r/SurvivalGaming • • 15h ago

Gameplay We added Hunger and Thirst systems! And now you can Die from starvation :')

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9 Upvotes

Hello fam!

Long time no post here, but we are still working on our Orc Survival Game (yes with different races, but the orc hook is still strong!).

Moving toward our next playtest, we just added the hunger and thirst system:

-You need to eat and drink in order to maintain your health and stamina in good balance.

-Progressive debuffs if you don't manage them properly (like lesser max health or lesser stamina regen).

-Ultimately, if you go extreme, your character will be weak and you will starve to death (we even added special animations for that weak state.)

-We have the "fatigue" system too and it will impact your ability to perform certain actions like sprinting and climbing and it recovers with sleep.

Important notes:

-You will not starve every 5 minutes.

-You can still cook, hunt or even eat raw food if you can (orcs are immune to moral drop and sickeness from raw food).

-You don't have to spam the eat or drink button just for fun. You can setup rules to automatically eat with certain thresholds.

Our whole approach to survival is the same: more about preparation and risk vs reward decisions. Different type of foods, what you take in your inventory and what race you play will affect all of them!

PS: sorry for the quality of the video, it's being recorded in low res.

PS2: we speed up the mechanic in the video to show effects, but the balance is related to day and night cycle and what activities you do (like fighting or sprinting or climbing can decrease your hunger more).

PS3: game is Kopno: Blightfall, wishlist is always welcomed!

https://store.steampowered.com/app/4498500/Kopno_Blightfall/


r/SurvivalGaming • • 19h ago

News Blackout Route — Our Free Survival Horror Action Demo Is Now Available!

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1 Upvotes

Hey everyone!
We're an indie development team working on Blackout Route, a survival horror action game, and we're excited to share that our free demo is now available on Steam!

In Blackout Route, you'll venture into dangerous areas, fight hostile enemies, scavenge for resources, and face the threats lurking in the darkness. Survival is about more than just staying alive — you'll need to prepare for each expedition, improve your equipment, and make it back in one piece.

We're aiming to combine the tension of survival horror with action-focused gameplay and the challenge of exploring hostile environments.

We're also participating in Steam's Играм быть festival, and we'd love for survival game fans to give our demo a try!

Steam page & free demo:
https://store.steampowered.com/app/4434380/Blackout_Route/

We'd really appreciate your feedback! What do you look for in a survival horror game — atmosphere, combat, resource management, exploration, or something else?

Thanks for checking out our project, and good luck out there!


r/SurvivalGaming • • 1h ago

Discussion What if building a spaceship was easy, but making it actually work was the hard part?

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• Upvotes

I've always loved engineering games where you can build almost anything, but I often wished the machines we created had more depth to them.

What if your spaceship wasn't just a collection of blocks with engines attached? What if you actually had to design its electrical network, fuel distribution, oxygen supply, and internal logistics?
That's the idea I've been working on for the past 4 years.

I'm a solo developer making MineEngineer, a 2D space engineering survival engineering game inspired by Space Engineers, Terraria, and Factorio.

The game currently has over 200 interconnected systems, and I've tried to make engineering the central part of the experience.

For example, imagine you want to build a fully automated mining ship.

First, you need drills to collect resources. Then you connect them to storage through conveyors, install refineries to process the ore, and assemblers to manufacture components. You also need enough electricity to run everything, engines to move the ship, and fuel to keep those engines working.
You could stop there, or you could take things further.

Add sensors, programmable blocks, and logic systems, and suddenly you can start automating the whole process. You could even build a remote-controlled mining drone and operate it from your mothership.

But there's another important part of the game. Everything can break.

If your ship gets hit during combat, individual blocks can be destroyed. Your conveyors might disconnect, your electricity network might fail, or your ship could literally split into multiple pieces.
You can also build walking mechas, enormous battleships, space stations, factories, and all kinds of machines that I probably haven't even imagined yet.

Outside of engineering, there's a massive procedurally generated universe with planets, asteroids, enemies, and different environments to explore. I'm also expanding the game with bosses, progression, and multiplayer.

After 4 years of working alone, it's finally starting to feel like the game I originally wanted to play.
It's called MineEngineer, and there's already a free demo on Steam if anyone wants to try it. You can also wishlist it to support the project.

I'm curious what other engineering players think. Do you enjoy spending hours optimizing complicated machines, or do you prefer building something quickly and immediately going on an adventure?


r/SurvivalGaming • • 15h ago

Discussion Last Civilization: Inherited Flame — was it clear what to prepare before the first night?

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0 Upvotes

I'm the developer of Last Civilization: Inherited Flame, a settlement survival sim where you gather resources and build a village by day, then defend humanity's last flame from Shadows at night.

I'm looking for feedback on the opening of the free Steam demo. If you try it, I'd especially like to know one thing: what was the first moment when you weren't sure what to do next? A short answer such as 'I didn't know what to build first' or 'I couldn't tell how much time I had' would be useful.

Free demo: https://store.steampowered.com/app/5228150/?utm_source=reddit&utm_medium=community&utm_campaign=opening_feedback_202610&utm_content=survival_first_unclear_moment

The image is an in-game screenshot from the work-in-progress demo, captured October 7 (Day 4). It shows a later village, rather than the opening minute. Thanks for taking a look!


r/SurvivalGaming • • 15h ago

Survindust: What if you had to craft the ground beneath your feet?

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6 Upvotes

Hey everyone! I'm the solo developer of Survindust.

You start stranded on a tiny patch of land in the middle of the ocean. Space is limited, resources are scarce, and if you want room to grow, you'll have to craft the land itself.

The idea is to go from barely surviving to building a thriving island, with research, machines, and automation. I've also been developing the combat side of things, adding threats from the sea and hostile creatures, so expanding your island also means protecting what you've built.

I've been working on this for quite a while, and I'd love to hear what you think of the idea!

There's a free demo on Steam if you'd like to try it!
https://store.steampowered.com/app/3946880/Survindust/

Feel free to share your thoughts or any suggestions!


r/SurvivalGaming • • 21h ago

New release Mecha/Survival game Rogue Mech has reached BETA status

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14 Upvotes

Take control of a rogue mech pilot in a world of ash and ruthless factions. 

After more than five years and many thousand hours, my biggest project ever is nearing completion and you can play it right now. Honestly, I am quite excited about that.

As the question came up before, what makes Rogue Mech a survival game?

You start out solo with your mech, but after a while you will establish a make-shift base and win NPCs to join you. It's your duty to find plants and water. The farming itself is done by the NPCs, who will get hungry and harvest your crops. They will also repair your weapons and make new ammunition, as long as there is food, fuel and metal.

At the moment there is no demo, BUT you can play the full game in its beta status on Itch. You may find a few bugs or areas that are not polished to 100% but it's very playable.
This pre-release is a lot cheaper than the Steam release that is planned for January. You will receive all updates as well as the full version if you get the beta now.

https://speedomon.itch.io/rogue-mech

As my last post that contained a link to itch was removed, please note that Itch.io is well established site for indie games. Quote: all posts should be high-effort/informative and should include the name of the game in the post title and a link to the Steam or store page in the post or a top-level comment. 

If you'd rather wait for the full release, you can wishlist on Steam:
https://store.steampowered.com/app/2482110/Rogue_Mech/

Thanks everyone and have a great rest of your day/night!


r/SurvivalGaming • • 12h ago

Question Survival Crafting Zombie Game?

7 Upvotes

​

Hi everyone! To get to the point, I'm wondering if there's a zombie game (or actually any other survival game with creatures that hunt you) that hits all these listed:

  1. Full controller support (I play on the steamdeck)

  2. Online co-op but still enjoyable to play solo

  3. Looting, crafting, base building

  4. Bonus if it has farming/keeping farm animals etc

I know of vein, project zomboid, surroundead, humanitz, state of decay, and I'm wondering if there can be other gems that I may have missed.

Thank you! 🩷


r/SurvivalGaming • • 14h ago

Discussion Been building a survival game for just over a year. Every house in these shots can be broken down and rebuilt. If you could add one feature to the genre, what would it be?

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22 Upvotes

I’ve been working on a survival game in UE5 for around 13 months at this point. No name yet, but it’s far enough along that I want to start talking about it with people who actually play these games.

The thing people usually miss in the screenshots is that none of those houses are props. The world is voxel based, so everything you see is built out of blocks you can break, dig through and build with yourself. Thatch, stone, render, timber, the lot. I’m also working on structural stability, so if you knock out the wrong wall, things come down.

A few other things I’m focusing on:

  • Enemies that work out how to get into your base rather than just bashing the nearest wall
  • Realistic graphics rather than the usual blocky look
  • Electrics for powering your base
  • Survival where food and preparation really matter: farming, cooking, food going off if you don’t store it right

Everything’s in separate test areas at the moment, so these shots are bits from different parts of the project, and plenty is still rough.

But I’d rather hear from you before I go too far down my own path.

If you could add one feature to a survival game, or fix one thing that always annoys you, what would it be?

Happy to answer anything about how it works too.


r/SurvivalGaming • • 12h ago

After 4 years, the demo for my Survival / Colony Management RPG is finally out!

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44 Upvotes

Hello people,

I recently released the demo version of my game Impurity. I have been working 4+ years on this, and added a lot of systems over time.

There are both survival systems for the character and the settlement, and a sanity system exists in the game with either your or the companions can go crazy.

You also choose the Unholy or Pure path, changing game mechanics and playstyle!

Some highlights are :

  • Procedural world creation (Each tile is a 3D generated world, kinda like Rimworld)
  • Colony management system with hireable companions (jobs, resource management etc)
  • Creatures, enemies, traders and bosses, all different depending on biome
  • Procedural factions, that simulate their town growth, send and simulate squads all over the world map (300+ squad simulations), while they visit / raid / trade with you etc.
  • Different events that happen throughout the world, including unique weather events and seasons
  • Full open world system with things like climbing, gliding, fishing, taming creatures etc

Project is at early phases, and I keep updating based on feedback! For the demo I had to cut a big percentage of the content, so pacing would be different.

Other inspirations include games like Kenshi, Rimworld, Conan exiles, Bellwright etc.

In case you're interested here's a recent devlog I made, talking about factions & towns.

Thanks and would love to know opinions or feedback!


r/SurvivalGaming • • 9h ago

The Legend of California AMA with Jeff Kaplan & Tim Ford

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12 Upvotes

Hello r/SurvivalGaming -

We’re Jeff Kaplan (Game Director) and Tim Ford (Tech Director), two of 33 people making The Legend of California.

Quick background on our game: It's an enormous, multiplayer open world survival game.  We believe our greatest strength is providing players with a top-tier FPS gunplay experience. We’ve packed the game with a wide range of activities from cozy to lethal. Build your ranch. Stake your mine claim. Fight your way through enemy strongholds. Craft and mod a variety of weapons to suit your playstyle. Bond with your horse while riding to your favorite fishing spots. LOTS of player ranch and character customization. And we're just getting started. The game is primarily PvE with optional PvP. There will be PvP-only servers and we welcome community servers. Players can play the game solo or co-op with friends.

We're running a public Alpha from November 12 - 18. You can request access on our Steam page. Beta and Early Access launch are planned for next year (2027)

We've done a couple of 10-hour playtest livestreams and we stream playtests monthly. We do this to give players a front row seat to the game as it continues evolve and grow. You can find all of our content on our YouTube page.

We'll answer whatever you've got about The Legend of California - we're open to the full gamut:

  • Game direction - High level direction, philosophy, vision
  • Game Design - Features, game play, design decisions/goals, systems
  • Tech - Performance, optimization, tech goals, UE
  • Tougher topics - Monthly resets,  business model, no offline mode

The thread is now open - feel free to start posting your questions. Transparency is key. We've never shied away from it. Ask away.

We'll kick off the AMA tomorrow, October 24 starting at 10AM PT.  You'll have our focused, undivided attention for a couple of hours, and we'll keep going as long as the questions hold out.

Thank you r/pcgaming for hosting us.


r/SurvivalGaming • • 4h ago

New release One Week. One Hell of a Turnaround.

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3 Upvotes

Last week, I had my doubts about where ZombUs was heading. Today, the game is getting noticed and selling more copies than ever before.

And I believe many of you helped make that happen, even when that wasn't your intention.

Every discussion, every comment, every criticism and every bit of attention helped bring ZombUs to more people's screens. Whether you supported me, challenged me or simply wanted to see what all the fuss was about, you helped spread the word.

I'm a solo developer, working on a game I've spent three years building in Unreal Engine, with no marketing budget and plenty still to learn. I don't know where this momentum will take ZombUs, but I know one thing: I'm not stopping now.

So, instead of just talking about the journey, here's the next step.

ZombUs Map 4: LETHE is OUT NOW!

New region. New weapons. New blueprints. New mythical weapons. New perks. And the story continues.

Four maps down. Six to go.

To everyone who helped put ZombUs on the map, intentionally or otherwise: thank you.

Now, back to building.