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is a realistic survival sandbox aiming to bring every bitter and sweet of surviving to players. Inspired by Les Stroud's "Surivorman", the movie "Into the Wild" and real-life surviving documentations.

You are set to an alternate Earth have only Ocean and Islands, you have to craft tools, gather food and build shelters by your bare hands. Survive, explore, even build your own empire in this fantastic islands-world.

Game Mechanics

Every survival system is uniquely designed to bring more realism, and we will modify even reshape them according to community's feedbacks to make them more enjoyable and control-friendly.

1. Real and dynamic weather

Winds, clouds, sunlights and temperature are all connected and accurately calculated to form a semi-predictable yet ever-changing environment. Players can find some patterns of the nature and use it to their advantage but also will be surprised by the unexpected.

The weather also affect player stats significantly, like hypothermia in rain storm or heatstroke under the sunlight.

2.Detailed body system

Health, stamina, hunger, hydration are divided into many specific aspects and they keep a balance to each other. Manage your diet to consume what you really need, like sugar provides more calorie in shorter time while starch lasts longer, and neither can improve your muscle capability without protein.

3.Technique based crafting system

We use different techniques to process natural resources in real-life surviving, and so it is in our game. Knapping, cutting, drilling, batoning, grinding, combining etc. Different items provide different techniques, use them to craft new tools and make life easier.

4.Universal building system

This is what we proud of so long. Our brand new universal building system can let you build almost everything you want just like in real life. No model editing dejavu or block piling, we use pillar & beam structures to build shelters and more.

5.Scale based inventory

Your carrying capacity is drastically limited by tools. You can only carry on small thing in each hand at first, but with belts, bags and clothes with pockets, you can bring more stuff at one time.

Also larger items can not be put into a small container, you need a backpack for coconuts but a room for wood logs.

Work-in-Progress Mechanics

Unlimited Ocean and Random Islands

There should be endless islands for players to explore, so there must be several different island biomes and borderless seas. Basic boats will also be added within this system.

Combat and Hunting

We are planning to make a Mount & Blade style combat system with detailed hit-areas on your body. Weapon's damage type and your armor stats determine the injuries you get. From bruise to fracture, different injuries will cause different effects on your body parts. For example, a fracture on the left arm will cause your left hand item slot disabled until the bones healed, but a maximum cut wound will dismemberment your left hand permanently and you will never be able to use a bow anymore. Also you can put an arrow in an animal's knee to make it limp.

Upcoming Features (Planned)

Modular trap system to let you build your own killing machine.

Agriculture system with plant evolving and breeding features.

Extreme weathers like volcano burst, tornado, tsunami etc. bring more tense and uncertainty.

Taming and pet system to allow you bring wild life to your side and rear livestock in pens.

Natives system to let you conquer, trade or lead the island tribes, save your time by bidding NPCs to do the labors.

Co-op gameplay: meet, fight or cooperate with other players to build empires.

About Us: Super Trampers Studio

We are a 4-man team in main land China. Fund is short but we are determined, we have developed this project over 14 months and made several breakthroughs before today's Greenlight campaign.

Surviving may be an outdated title but we are trying to make something different, something with real depth. For our vision is huge and can not be achieved by so few hands, we surely will expand our team if it goes well here. So if you like our ideas or think what we are doing has potentials, please vote YES and share it to people who might be interested!!

Having any questions or suggestions just leave a reply or open a discussion, we'll be very glad to see feedbacks!

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Hi, everyone.

In the last two weeks we focused on bug fixing for the first alpha build.

Most of the major bugs has been fixed, now the nature system, body system, item database, item management, item UI, crafting system, terrain generation and tree chopping system are all ready to function.

But the building system still has some very big issues need to be fixed and the body system also need some data-balance works to do.

We found our crafting system is a bit dull during the testing, and intend to redesign it, so the debug process for building system may be delayed until we finish the reconstruction of crafting system.

The new crafting system is still based on crafting techniques, and techniques are provided by items. The right hand item will be the main source of crafting techs, but some techs need both of your hands carrying certain items: like Chisel, requires an item with Chisel tech in left hand and Knap tech in the other one.

For now the crafting system is a bit confusing when players first get into the game, for there are several ways to acquire new crafting techs: taking items in right hand or left, empty hand and facing a certain item. Then you can use the tech to the item you're facing to or the one in your left hand, this may sounds realistic but we found it too complex and a bit chaotic for a game.

Therefore, the new crafting system introduces the crafting nodes on craftable items. Which you can see them directly from the item's model when your crosshair point at them. And you can point at one crafting node to use your tech on the node. Then the combination of different tech on each node will decide which product will be crafted from this item.

With this new crafting system we can only craft from a single item but not to combine different items into something new.

For this part we are going to make a bold move of creating a fully snap-based item combine system to let the players to create their own items by stick things together. And the combined item's property will be defined by the parts you put in.

So the new crafting and combining system is going to change most of the gameplay now we have, and need some time to accomplish. We sincerely thank you for your patience and support to our works, we are working as fast as we can and trying to make this game wonderful.

Free free to contact us through Facebook, Twitter and Steam.

Super Trampers

Dev Blog 7: Nature System

Dev Blog 7: Nature System


Survisland is a survival game which emphasize on real survival skills in wildness. This blog is very important for you to know about how nature elements...

Devlog #5: Revamped Stones and more!

Devlog #5: Revamped Stones and more!


Check the nature system and human body system updates and also enjoy the super realistic stone and rock design!

DevLog #5 Working on Building System

DevLog #5 Working on Building System


This week we continued optimizing our building system, the pillar indicator is almost finished.Besides the building system, we are testing and trying...

Weekly Devlog #4: Random generated Mangrove Island!

Weekly Devlog #4: Random generated Mangrove Island!


This week we have been working on building the first Island--Red Mangrove Island, which includes Shallows, Red Mangrove and Swamp biome. Lots of beautiful...

SniperCharlie - - 325 comments

"Inspired by Les Stroud's Surivorman" ,you got yourself a follower^^

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