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Subsistence Alpha 68 adds mod support and Steam Workshop publishing

Alpha 68 is out now (September 11, 2026), adding mod support—one of Subsistence's most requested features since release. The in-game Mod Manager lets players create mods, play them locally, or publish them to the Steam Workshop. Player-created mods already range from full rebalances to smaller QOL tweaks.

Mod Manager and editor

Access it from the main menu to manage subscribed Workshop mods and your own: create, rename, duplicate, delete, unsubscribe, and filter by authored, subscribed, or published. "Create New Mod" names it; "Edit" opens the editor. Mods go under ../Subsistence/UDKGame/Mods/Local/. Editor categories will expand from feedback. Changed values show a "modded" badge; a "Default" button shows and restores defaults.

What can be modded

Recipes for all items, craft/repair recipes, craft lists for the player and all stations, loot tables, hunter damage vs human players, hunter loot drops, weapon damage/degradation, power rates (generators/solar/wind), buildable health/repair costs, food nutrition, and more.

Craft lists are under "Player" or "Buildables" per station. The BCU list sets per-item craft restrictions—e.g. locking the workbench until base items like generators or storage are placed. Recipes can remove, adjust, or add items/counts via the item browser, and items can be dragged to reorder in game. Mass/power requirements only apply if the item is in a base item's craft list. State items (clean-water canteen, cooked meat) show a hover state selector.

Loot tables use variants—slots mapping to loot pools—and pools those slots draw from. A container picks one variant, then fills each slot from its pool. Variant/item weights and min/max per slot are adjustable. "Test Loot Drop" simulates opening the current crate or dropped bag in the editor.

Playing, sharing, hosting

Activate mods from the profile launch screen for solo and co-op; they apply to existing profiles and can be removed anytime. Multiple mods can run together, but order matters: mods listed above others take priority on the same value. A "Modded" badge appears top right in inventory.

Joining a co-op game or server shows a popup listing host mods. Published Workshop mods offer Subscribe before joining. Unpublished mods transfer directly from the host before the join proceeds.

Publish from the Mod Manager to Steam Workshop; subscribers receive updates through Steam. The publish page supports a branding image and shows up-votes, ratings, and subscriber count; discussions and more images are on the Workshop page.

Dedicated servers: for published Workshop mods (recommended), add the workshop id to Mods in UDKDedServerSettings.ini; the server downloads it on first run, and clients are asked to subscribe. For unpublished mods, copy the folder from Subsistence/UDKGame/Mods/Local to the server, then add the uuid from mod.json to Mods; clients download directly. Example: Mods=567890,81873EFT-F20C-56FE-BD9B-DAC37A0E2275.

Achievements/stats are disabled in modded games but reactivate when mods are off and continue tracking. Steam Cloud backs up local mods folders; if you change computers or lose your install, Steam restores authored mods on next launch.

Water, performance, gameplay

Water shaders now let sunlight sparkle over the surface for nicer sunrises/sets. Screen space reflections were added via the full engine source; they can be disabled in graphics settings.

Typical profiles should see around a 15% performance increase. In testing, an extremely large build-count profile went from 30fps to 120fps, though mileage may vary. Swimming physics were reworked at engine level, and exiting water should now be a smooth transition.

Rogue Transceivers now locate locked crates in addition to rogue camps, boosting their value. Hang glider speed and uplift are increased, allowing much greater travel distances.

Other changes

Modern/recent Steam SDK; cordage recipe reduced to 10 fiber; fixed multiplayer "snap back" after sprinting; password visibility toggle on launch; singleplayer profiles can be named; rebuilt menu UI panels with animations and new sound themes; added distance to rogue camp HUD beacon; ladder hatch is now paintable; fixed items on glass triangle ceilings; prevented building pieces clipping through others—disable in Options->Gameplay.

The developer apologized to vanilla players for the mod-focused update and said work is moving on to new content.

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