
Subsistence is a sandbox, first person, solo or co-op, PvE open-world survival game. Struggle through changing seasons to build a base, develop technology and gear-up in the hostile environment. Defend yourself from wildlife, the elements and AI hunters (who also build bases in the world).
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Sep 1 → 2.14/day in the week after.
About
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 863 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Do not mistake this for a survival game; it's a relentless, poorly balanced grind simulator designed to frustrate you into submission. The core issue with Subsistence is the sheer, disproportionate pressure placed on the player from the moment they spawn. Survival feels less like a challenge and more like a permanent countdown timer until death. The "survival" elements are less about resource management and more about managing an immediate, constantly draining life-support system. Hunger and thirst decay at a ridiculous, unforgiving rate. You are sprinting to find berries and water every three minutes, turning the initial experience into a desperate, unrewarding sprint against instant starvation. Adding insult to injury, the world is populated by wildlife—specifically bears and wolves—that feel like boss fights disguised as common encounters. They are everywhere, hyper-aggressive, and often impossible to outrun or defeat with early-game tools. Trying to hunt a simple deer for meat invariably ends with you being mauled by f wolves or instantly killed by a bear that seems to patrol the exact spot where the required resources spawn. The effort required to get one meal (which disappears in minutes) is completely invalidated by the immediate risk of death from the environment.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 194.14/day in the week to Jul 18 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Hungarian, Norwegian, Portuguese - Portugal, Portuguese - Brazil, Dutch, Russian +14 more
Hours played at review time, across 865 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Im a person who enjoys challenges and if a game is easy I get bored quick but the beginning of this game is really bad. So much so that I wasnt willing to lose my refund opportunity to continue. You have to find bags for nails to build anything and each thing you build costs a large amount. Ran around for 40 minutes and only had enough nails for 1 foundation. You run into predators every 5 seconds. Not kidding. The aggro range on them isnt that bad but for me I think it misses the mark and ruins games when they do this. Predators should be more rare and exciting to run into. Or scary. Especially at night. Also need those bags to craft more ammo for the gun or again Nails for arrows so I was out of ammo quick and at that point you are bound to accidentally run into a wolf that ends your game. I hope thats something they change because similiar to Icarus it ruins any immersion and makes a game unplayable for me. This game might be fun when you get the past the beginning but I wasnt willing to get that far.
Un juego que lleva años prometiendo y poco cumpliendo Subsistence es un juego de supervivencia sandbox en primera persona, con modo solo y co-op PvE en un mundo abierto. Suena bien en papel. En la práctica, es una experiencia que frustra más de lo que divierte, especialmente si venís de títulos que realmente supieron pulir el género. El juego lleva más de 8 años en Early Access, y eso dice todo. No es una beta prometedora en camino a algo grande: es un producto estancado, desarrollado por una sola persona que, según la propia comunidad, no tiene demasiado interés en la comunicación ni en el feedback de los jugadores, implementando sugerencias solo si le convienen a su visión personal. El mundo te mata antes de que puedas hacer nada Uno de los problemas más inmediatos y más citados por la comunidad es el balance de dificultad con la fauna. Los osos, lobos y pumas emiten una sola advertencia al verte, y si no sos lo suficientemente rápido, te devoran vivos. El problema no es que sean peligrosos —eso puede ser interesante— sino que están desproporcionadamente distribuidos por el mapa. Los animales que realmente te sirven para comer (ciervos, gallinas, conejos) aparecen de casualidad, mientras que los depredadores están en todas partes desde el primer minuto. Incluso críticas más favorables del juego admiten que la dificultad debería bajar un poco, dado que los animales salvajes y los cazadores IA son extremadamente letales. No es tensión bien diseñada: es desequilibrio sin propósito que rompe el ritmo de juego antes de que puedas establecerlo. La comida: el recurso más escaso del universo Este es, probablemente, el punto donde el juego más falla como experiencia. Las demandas de comida y agua son absurdas. El juego divide las necesidades nutricionales en proteínas, hidratación y frutas/vegetales, lo que suena detallado, pero en la práctica significa que estás muriendo de hambre constantemente. Hasta que podés empezar a cultivar y fabricar armas, básicamente vivís de gusanos de árbol y algas acuáticas, con el problema adicional de que toda el agua tiene que hervirse antes de beberla. El hambre es tan agresiva que muchas partidas terminan antes de poder establecer las bases mínimas. La pesca es la fuente más confiable de proteínas, pero requiere tiempo parado en un lugar mientras el resto de tus necesidades caen en picada. Hay jugadores con más de mil horas en el juego que terminaron abandonándolo precisamente porque nunca se reequilibró este aspecto central. Ocho años en Early Access y sin horizonte claro Hoy en día, Subsistence tiene apenas unos pocos cientos de jugadores simultáneos online, muy por debajo de su pico histórico. Eso es la señal más clara de un juego que está muriendo lentamente. No por falta de ventas iniciales —se vendieron más de 500.000 copias—, sino porque los jugadores simplemente lo abandonaron. El juego fue construido sobre Unreal Engine 3 UDK, un motor con soporte de DirectX 9 que ya no recibe actualizaciones de los principales vendors. Cada actualización del sistema operativo o del hardware hace el juego levemente más inestable. El desarrollador recientemente migró a una versión con acceso al código fuente del motor, lo cual es positivo en teoría, pero llega años tarde. Lo poco que tiene a favor (y por qué no alcanza) Siendo justos: el sistema de estaciones es visualmente impresionante, con toda la vegetación y los árboles transitando por las distintas épocas del año de una manera que pocos juegos de supervivencia lograron. Y la idea de base building con economía interna (generadores, energía, crafting progresivo) tiene potencial conceptual. Pero el potencial no es suficiente. El sistema de construcción tiene solo tres sets de materiales, sin modo blueprint, casi sin decoraciones ni muebles, y sin soporte para mods o Steam Workshop. Para un juego de ocho años, es pobrísimo. ¿Vale la pena en 2025? No. Si lo que buscás es supervivencia que realmente te enganche, hay opciones infinitamente más trabajadas: The Forest / Sons of the Forest — narrativa, tensión bien construida, fauna con lógica. Green Hell — simulación de supervivencia brutalmente realista pero justa, con progresión que se siente merecida. Subnautica — exploración y supervivencia con identidad propia y un mundo que te da ganas de descubrir. Subsistence no es un juego malo en su concepto base, pero es un juego mal ejecutado, mal balanceado y sostenido por un desarrollador solitario que no logró (o no quiso) escuchar a su comunidad durante casi una década. El veredicto de la comunidad ya está dado. Calificación: 4/10 — Tiene una idea interesante sepultada bajo capas de diseño frustrante y años de desarrollo estancado.
Game is really leaning into the grind your way up mechanics too hard, and actively gatekeeps anyone who finds alternate ways to squeeze enjoyment out of it. The dev will give you cool toys to play with, then put up roadblocks and other nonsense which ruins the fun of using them. Updates are painfully slow, and often come with frustrating changes instead of addressing known issues with the game play loop. Just cant recommend it right now. Its a slog fest on rails void of freedom, disguised as open world.
Subistence, n: survival at the bare minimum. Subsistence's original sales pitch was this: RUST without other people, and without the obligation of hosting your own server. At this point, the main difference is that the developer of Subsistence is familiar with the concept of "optimization" and isn't constantly chasing the latest graphics tech. It hits a particularly tedious midpoint between Rust's streamlining and the depth of an actual survival game, where in-world loot items that are harder to spot than Rust's Barrels, contain less loot, but require you to find them to survive at all, and tend to despawn if you get too far from them, requiring you to carry a lockpick at all times. Rust at least has the decency of letting you gather enough materials to make the bare minimum, and a respawn bag, as a new spawn. This gets particularly egregious in the case of clothing; can you make a rough cloak, straw hat or *something* out of Plant Fiber before you find Cotton? No, ♥♥♥♥ you, if you don't have the wood to throw up a hut as soon as it thunders then you can either try to run back to your base and freeze on the way, or keep yourself close enough to your base to not gather enough resources before enemy Hunters start spawning. Also, because there's no other people, there's animals roughly every 100m equally spaced apart from each other and prone to aggroing within a perfect circular radius. Worse, there are no melee weapons - I watched my axe flail ineffectively at one wolf I didn't kill with four 9mm rounds to the face. What I like from my survival games is the option to play my podcasts in the background without having to pay religious attention to mobs that don't make noises until you're in aggro range, moving around maybe a couple meters instead of engaging in more-plausible animal behavior. I gave this a chance, it has left me feeling drained and irritable, playing it feels like a chore. and I recommend it to no one. I'm going back to Vintage Story.
The early-game gameplay loop needs serious work. It's reliant on finding boxes/bags full of materials you'll need to start actually playing. To make a base you need nails, to get nails you can find them in these RNG bags/boxes which spawn around the map randomly or you can make them in the workbench. Except to get a workbench you need the BCU, power and mass storages, and a generator. All of which requires excessive electronic components, which themselves can only be obtained from these RNG boxes/bags. There is no "do X to get X material" in the early game, you just wander around aimlessly hoping to get a lucky box/bag spawn and hope it has what you need. If I had to grind the materials by mining, fighting, etc, it would be fine. That would be a deterministic gameplay loop to get what I need, but as it currently stands it's just RNG based walking around endless forests with no real direction until I have enough of what I need. This is neither difficult nor exciting.
This is not a good game at all, constantly have hostile wolves or bears around that snipe you out of nowhere. Can't even build anything because resources are so limited, and you have to have so many of those resources to build anything... When you die the game sets you about 1000 meters away from where you died and you have about 15 minutes to get it back... Would NOT recommend...
Received as a gift. We all decided to refund. It's... Bad. Extremely punishing, everything looks almost the same. We died a few times and spend whole hour just trying to get to each other and then all 3 died to one wolf and had to run over 1km again.
I really can't say anything negative against the game. It's pretty much just a hard core survival game where it's hard not to die numerous times. There can be some pretty harsh penalties for dying - such as the loss of what appears to be about 30% of the items ON your character, and you can end up respawning a LONG ways away from where you died. If you died at night or during the winter, then good luck making it back to your corpse before dying again, or dying multiple times. Also, it "appears" that after a certain number of deaths, when you respawn, you respawn without the beginner pistol and with a virus that reduces your health and stamina by 30% as well. So far the virus has not been easy for me to cure in the early game as it requires some resources, such as fish oil, that can only be found by harvesting fish. In the early game it's challenging to get food, particularly protein, so those fish become vital sources of protein to help keep you alive. Anyway, the game is about prioritizing choices and options that can help keep you alive, and while still learning it's not always obvious what some of those priorities should be. I enjoy survival games, and I particularly like that this one is just man against nature and wilderness beasts - no zombies or mythical beasts are out to get you in this one! For a solo Dev, I'm impressed. I definitely give this game a Thumbs Up! As a side note, if you purchase the game and it crashes right after the Unreal screen pops up, go into the games discussion boards and head over to the Technical Issues discussion board on the right side of the main boards. There is a thread in there that may be the fix to your problem - it was for mine.
Если на режиме "легко" ты бесконечно бегаешь за лутом, чтобы скрафтить несчастный лук или, о чудо, пистолет... то как тогда надо гемороиться на среднем уровне? Хотелось просто побегать, покрафтить, построить... а по факту, "50 тысяч" волокна чтобы создать одну веревку, "100 тысяч" непонятно чего, чтобы создать удочку. И убивает, что создать пистолет можно, а создать гвозди и тд на начальном уровне нельзя. Сложно было cделать уровень где тебя никто не трогает, хотяб для того, чтобы разобраться в игре изначально? В общем игра чушь... продолжать не хочется.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $273.8M | 550K | 94% | $29.99 | |
| $21M | 31K | 76% | $24.99 | |
| $5.1M | 9.4K | 83% | $19.99 | |
| — | 0 | — | — | |
| $168.6M | 378.7K | 93% | $19.99 | |
| $108.2M | 122.8K | 92% | $28.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.4M | 67.8K | 87% | $4.99 | |
| $6.4M | 39.3K | 81% | $8.99 | |
| $6.5M | 11.5K | 92% | $29.99 | |
| $6.5M | 25.5K | 79% | $13.99 | |
| $6.4M | 26.1K | 94% | $9.99 | |
| $6.5M | 12.3K | 76% | $19.99 |