Compare Subsistence prices across trusted key stores and find the best deal. Developed by ColdGames. Published by ColdGames. Released on 10/25/2016. Available on PC. Genres: Action, Early Access.

The AI builds bases and raids you back, and that one idea carries a rough, decade-old Early Access survival sim a lot further than it has any right to go.

The store page leads with one promise, and it is worth checking whether it holds: AI opponents that do not just wander over to chew on your walls, but build fortified bases of their own and come back better equipped each time. Having pushed a save through a couple of in-game winters, I can tell you that part is true, and it is the single best reason to install this. What the page undersells is everything wrapped around that idea, which is a nearly decade-long Early Access project that still plays like an extremely ambitious hobby build, in both the good and the bad senses of that. The frame is first-person open-world survival, and it is old-school about it. You start with nothing useful, you get hungry and thirsty fast, and the early hours go into scraping together a shelter before the temperature does the job the wolves and bears have not gotten around to yet. Hunting is a real system rather than a checkbox: deer give you meat and hide, predators hunt you back, and keeping food supplied stays a running chore instead of a solved problem. On top of that sits tech progression, which unlocks through research rather than a flat XP bar, plus mining and smelting ore, farming, and a power grid you wire up yourself to run lights and machines. It is a lot of systems, and they interlock more cleanly than the presentation suggests. The AI hunters are what make it. Their bases exist in the world as physical, guarded, lootable objects, and clearing one out is a proper raid: scout it, pick a breach, get home before you are followed. Left alone, they escalate. They patrol, they find you, and they show up at your walls with better gear than last time, which means base defense stops being decoration and turns into layout planning. Choke points, layered walls, and something powered covering the approach all start to matter for real reasons. Very few survival sandboxes hand you an opponent playing the same game you are, and in co-op, where one player holds the base while the others push out, it generates the kind of stories most crafting games only gesture at. Now the rough part, and there is plenty of it. Visually this is a dated engine build with stiff animations and environments that repeat, and no amount of goodwill makes it look current. The interface fights you, inventory handling is more clicking than it should be, and the game explains close to nothing, so your first several hours go into either reading a wiki or dying to systems you did not know existed. The grind is genuine, especially the mid-game ore and fuel treadmill, and the AI that impresses you early is still running a fairly narrow script once you learn to read it. There is no story, no ending, and no authored content to speak of, so once the base is finished and the nearby map is picked clean, the game stops handing you reasons. A mostly-positive consensus rather than a stronger one feels about right here. People who click with it stay for hundreds of hours, and people who wanted a finished, polished product bounce inside two. So who is this for. If you have already worn out the obvious survival-crafting names and your standing complaint was that the threat felt passive, that the world just sat there waiting to be strip-mined, this is the direct fix for that complaint and worth tolerating a fair amount of jank to get. If you need smooth onboarding, a modern look, or a designed arc that tells you when you have won, look elsewhere, because Early Access here has been a long-term lifestyle rather than a phase. Bring a friend if you can. It is better with someone to argue with about where the wall goes. Alex, Scout Team

Subsistence
ActionEarly Access

Subsistence

Oct 25, 2016ColdGames
GamerScout Says

The AI builds bases and raids you back, and that one idea carries a rough, decade-old Early Access survival sim a lot further than it has any right to go.

PC
Best Price Available
€9.65-30%
at Steam
Lowest tracked: €9.65
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GamerScout Verdict

For survival-craft veterans who want an enemy that builds back, and who can forgive dated visuals and zero handholding.

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€9.65-30%
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€12.35
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Price History

Lowest tracked
€9.651 Sept 2026
Current best
€9.65
Lowest since we started tracking
Official storesKeyshops
€8.73€11.89€15.04€18.2030 Aug1 Sept3 Sept4 Sept6 Sept
Tracking prices since 30 Aug 2026
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Screenshots & Media

About Subsistence

The store page leads with one promise, and it is worth checking whether it holds: AI opponents that do not just wander over to chew on your walls, but build fortified bases of their own and come back better equipped each time. Having pushed a save through a couple of in-game winters, I can tell you that part is true, and it is the single best reason to install this. What the page undersells is everything wrapped around that idea, which is a nearly decade-long Early Access project that still plays like an extremely ambitious hobby build, in both the good and the bad senses of that. The frame is first-person open-world survival, and it is old-school about it. You start with nothing useful, you get hungry and thirsty fast, and the early hours go into scraping together a shelter before the temperature does the job the wolves and bears have not gotten around to yet. Hunting is a real system rather than a checkbox: deer give you meat and hide, predators hunt you back, and keeping food supplied stays a running chore instead of a solved problem. On top of that sits tech progression, which unlocks through research rather than a flat XP bar, plus mining and smelting ore, farming, and a power grid you wire up yourself to run lights and machines. It is a lot of systems, and they interlock more cleanly than the presentation suggests. The AI hunters are what make it. Their bases exist in the world as physical, guarded, lootable objects, and clearing one out is a proper raid: scout it, pick a breach, get home before you are followed. Left alone, they escalate. They patrol, they find you, and they show up at your walls with better gear than last time, which means base defense stops being decoration and turns into layout planning. Choke points, layered walls, and something powered covering the approach all start to matter for real reasons. Very few survival sandboxes hand you an opponent playing the same game you are, and in co-op, where one player holds the base while the others push out, it generates the kind of stories most crafting games only gesture at. Now the rough part, and there is plenty of it. Visually this is a dated engine build with stiff animations and environments that repeat, and no amount of goodwill makes it look current. The interface fights you, inventory handling is more clicking than it should be, and the game explains close to nothing, so your first several hours go into either reading a wiki or dying to systems you did not know existed. The grind is genuine, especially the mid-game ore and fuel treadmill, and the AI that impresses you early is still running a fairly narrow script once you learn to read it. There is no story, no ending, and no authored content to speak of, so once the base is finished and the nearby map is picked clean, the game stops handing you reasons. A mostly-positive consensus rather than a stronger one feels about right here. People who click with it stay for hundreds of hours, and people who wanted a finished, polished product bounce inside two. So who is this for. If you have already worn out the obvious survival-crafting names and your standing complaint was that the threat felt passive, that the world just sat there waiting to be strip-mined, this is the direct fix for that complaint and worth tolerating a fair amount of jank to get. If you need smooth onboarding, a modern look, or a designed arc that tells you when you have won, look elsewhere, because Early Access here has been a long-term lifestyle rather than a phase. Bring a friend if you can. It is better with someone to argue with about where the wall goes.

Alex
Alex · Scout Team

Catch-all

Tags

auto-admittedAI OpponentsEnemy Base RaidingSeasonal SurvivalTech ProgressionBase DefenseOnline Co-op SurvivalHuntingLong-Term Early AccessSandbox ProgressionFirst-Person SurvivalCrafting HeavyBase BuildingPower Grid ManagementEmergent AI ThreatSteep Learning CurveDated PresentationSolo ViableWilderness Survival

System Requirements

Minimum

Processor
Intel Core 2 Duo E4600 2.4ghz or Athlon 64 x2 Dual Core 5200
Memory
2 GB RAM
Graphics
Geforce GT 460 or Radeon HD 3800
DirectX
Version 9.0
Storage
1500 MB available space

Recommended

Processor
Quad Core
Memory
8 GB RAM
Graphics
Nvidia GTX 760+ or Radeon HD 6950
DirectX
Version 9.0
Storage
1500 MB available space

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Reviews & Ratings

Steam
72%(13,767)

Game Info

Developer
ColdGames
Publisher
ColdGames
Release Date
Oct 25, 2016

Features

Single-playerMultiplayerPvPOnline PvPCo-opOnline Co OpSteam AchievementsFull controller support+6 more

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Frequently asked questions about Subsistence

How much does Subsistence cost?

As of 6 September 2026, the cheapest in-stock offer for Subsistence is €9.65 at Steam, out of 2 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Subsistence cheapest?

The lowest in-stock price we track for Subsistence is €9.65 at Steam (6 September 2026). We compare 2 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Subsistence available on?

Subsistence is available on PC.

When was Subsistence released?

Subsistence was released on 25 October 2016.

Who developed Subsistence?

Subsistence was developed by ColdGames.