ISLAND SURVIVAL — Complete Survival Game Template
▶ FREE DEMO
UPDATE — v1.1 (Aug 2026)
Mobile support has arrived: on-screen touch controls (joystick, look area, jump/sprint/attack/interact/reload/inventory/build/pause), a fully movable and resizable HUD, safe-area handling for notches/cutouts, and separate tuned mobile scenes — the PC experience is untouched.
Zombies have been rebuilt around settings instead of hard-coded numbers, directly answering v1.0 feedback: the first wave is now schedulable by day and time of day, spawn distance is a configurable range, sight is a cone with line-of-sight and a notice delay instead of instant detection, and chasing is bounded by detection/lose range with a leash that sends zombies back home. Night has its own spawn regime, and difficulty can escalate per day with capped ceilings.
Also new: swimming with an oxygen/drowning system, three craftable firearms (pistol, rifle, shotgun) with recoil and reloading, an iron tool tier with a furnace, new placeable stations (workbench, furnace, chest), and doors/fences/gates. Building gained ghost preview and rotation for stations, reworked snapping, and an improved radial build menu.
Performance work cut frame time significantly through distance culling, a smaller texture budget, and a proper loading screen for world generation. A long list of save/load, UI and physics fixes rounds out the release. Full changelog is included in the package.
⚠ Requires Unity 6000.0.78f1+ (URP) for the full 1.1 feature set, including mobile support. A separate build for Unity 2022.3 LTS (pre-1.1) remains available for buyers on that version.
Island Survival is a ready-to-extend survival game template for Unity, built as a working vertical slice rather than a demo scene. It combines procedural world generation, base building, crafting, enemy AI and a full save system into one connected project — designed so you can either ship it as-is or use it as the foundation for your own survival game.
KEY FEATURES
Procedural Island Generation — every island is generated from a single seed using layered, domain-warped noise: organic (non-circular) coastlines, ridge-based hills and mountains, smooth shoreline blending, and automatic terrain texturing (sand/beach/grass/rock/snow) based on height and slope. No hand-painting required.
Building & Snapping System — a Valheim-style grid/snap building system: foundations, walls, doorways, floors, ladders. Pieces have durability and can be destroyed (by zombies or tools), with world-space HP bars.
Inventory & Crafting — a ScriptableObject-driven inventory (24 slots + 8 hotbar) with drag-and-drop UI, stacking, and a recipe-based crafting system. Adding a new item or recipe is a data-only change — no code required.
Zombie AI — enemies with a custom A* pathfinder (built on top of Unity Terrain), a state-machine brain, day/night-aware spawning, and simple procedural leg animation — no rigged character needed to get moving enemies.
Day/Night Cycle — a fully procedural sky (no baked skybox textures) that drives lighting, fog and zombie spawn rates over a configurable day length.
Player Systems — first-person controller (New Input System) with walking, running, jumping, swimming and ladder climbing; health, stamina, and a drowning/oxygen system for underwater survival.
Water System — a lightweight, shader-free water plane and underwater indicator that generates its material at runtime, with no external shader dependencies.
Full Save/Load System — a modular, JSON-based save system with multiple save slots; player, inventory, world, buildings, resources and zombies are all restored on load. The core save framework is decoupled from game-specific data, so it can be extended to save new systems you add yourself.
Complete Menu Flow — Main Menu, Create Game (with a live seed preview), Load Game, Settings (graphics, key rebinding) and an in-game Pause Menu.
Mobile Support (New in 1.1) — on-screen touch controls driving the same virtual gamepad as keybo
Description sourced from the Unity Asset Store listing.