Signs of Life is a sci-fi survival sandbox platformer with a combination of procedurally generated and hand-crafted content. You'll explore mysterious locations, Mine blocks for resources, and meet strange (and some familiar) creatures, some of which don't even want to kill you and eat your corpse.
User reviews:
Overall:
Very Positive (460 reviews) - 84% of the 460 user reviews for this game are positive.
Release Date: Jan 27, 2014

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We wanted to get our game in the hands of as many people as possible, as soon as possible. We are a tiny team with no budget, so Early Access will allow us to think longer-term, and ultimately deliver a better game.”

Approximately how long will this game be in Early Access?

“Until we finish the content we have planned for the 1.0 release. We can't give you an ETA at this point, as we're still quite far from being finished.”

How is the full version planned to differ from the Early Access version?

“The full version will have more content, a complete, satisfying narrative and less bugs. What we have in the current Early Access build is a solid foundation, but now our job is to expand on that content in order to finish the game.”

What is the current state of the Early Access version?

“The current Early Access version of Signs of Life is very playable and stable. What we have now is a solid experience, although it has only a portion of the planned total content.”

Will the game be priced differently during and after Early Access?

“We have no plans to change the price between now and release.”

How are you planning on involving the Community in your development process?

“In any way we can. We're active on the Steam forums, and we love getting feedback from the community. The more you guys get involved and tell us what we're doing wrong the better the game is sure to get. We take criticism well, so don't be shy =)”
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Recent updates View all (18)

August 15

Signs of Life Update 0.7.5 - Balance Changes

The primary goal with this update was to change the combat balance and armor/weapon progression to be more satisfying across the length of the game. This update is light on the new content because we're still working on the next major content update, but we figured we should go ahead and put out the balance changes in the meantime.

Previously, armor provided percentage damage reduction, which meant early armor sets protected very little, the high level armor sets ended up providing far too much protection, and going from one tier to the next didn't feel very satisfying because gaining a few percentage points of defense at a time is really boring. The new system uses flat damage reduction, so if you pick up a helmet that has a defense of 3 it will just prevent 3 damage, which might not seem like a big change but it allows us to make the progression much more satisfying and each new tier of armor or weapons should feel like more of an upgrade. There is a cap on the defense though, and you will always take at least 25% of the damage that is dealt to you. These changes required tweaking the balance of pretty much everything in the game. Most creatures have more health, most weapons do more damage, and we've changed the way armor piercing works so that individual weapons can have specific armor piercing values.

We've done a significant amount of testing, but with all the combinations of creatures and weapons we have I'm sure there will still be some balance issues, so let us know what you think. We're definitely not done tweaking the combat balance, but we decided now was a good time to start making some big steps towards a better system.

Balance Changes
  • Changed armor calculations to use flat damage reduction instead of percent damage reduction
  • Shields no longer add to encumbrance
  • Encumbrance values tweaked across the board
  • Encumbrance can now slow your melee attack speed if it is high enough
  • Projectiles now have individual armor piercing values
  • The weird pink eyeball creatures can now only spawn spikes on appropriate block types. Also reduced their initial spawn rate.
  • Sulfur gas now does its own damage type, we'll probably make a gas mask or something soon
  • Tesla gun does more damage but uses more energy
  • Base energy regen rate has been doubled
  • Reduced energy regen rate bonus on the Jewel sets
  • Increased damage of most projectiles
  • Increased health of most creatures
  • Increased armor on many creatures
  • Fists now do more damage with better gloves
  • Kicking now does more damage with better boots
  • Increased rocket/grenade explosion range
  • Reduced the spawn rate of creatures
  • Spears no longer prevent you from moving while attacking
  • Increased the amount of sand that generates on the surface of planets

Gameplay Changes
  • Changed quick slots to use Z/X instead of Q/E by default, and changed the default dodge behavior so that Q/E make you dodge left/right.
  • Reduced knockdown received from creature
  • Spiked wall creature updated, it is now much easier to damage in the soft spot and much harder to hurt it from the back
  • Fruits can no longer spawn quite as close together
  • During world generation, the area between the mining base and Pioneer Station have been cleaned up a bit. This means fewer spikes, etc.
  • Deposits should now only generate on flat ground
  • Added some grass golems to the far side of the planet during world generation
  • Toilets can now be opened
  • Tweaked some bits of the Pioneer Station and Mining Base. Nothing major, but we're working on fleshing them out a little bit at a time.
  • Renamed Rifle Ammo to 5.56 Ammo
  • You can now click quick slots in order to select them while the inventory menu is closed.
  • Sheared sheep now drop 1 piece of wool when sheared post-mortem instead of 0.
  • Slightly reduced the drop rates of sticks/logs when breaking trees

Bug Fixes
  • Fixed some cases where certain energy bonuses wouldn't stack. Let us know if you see more.
  • Fixed some graphical issue with the spike blocks
  • Fixed a crash related to fireballs
  • Fixed a bug with fall damage calculation related to using multiple fall damage reduction items
  • Movement buttons no longer get stuck on if you were holding them while clicking in the search box of the crafting window
  • AGIS message received when you equip the entire prototype mining suit now only appears once

13 comments Read more

July 3

Signs of Life Update 0.7.4 - Special Independence Day Update



We decided to celebrate Independence Day in the best way possible, by adding more things to Signs of Life that explode in a brilliant and dangerous fashion. For this special holiday update, we added several fireworks and stuffed a Fireworks Party Pack into everyone's inventory, filled to the brim with instruments of pyromaniacal delight.

Fireworks
  • Roman Candles

    • Red Roman Candles
    • Blue Roman Candles
    • Green Roman Candles
    • Yellow Roman Candles
    • Multicolored Roman Candles
  • Bangsnaps

  • Bottle Rocket Kit and Bottle Rockets

  • Sparklers

  • M80s
  • String of 20 Firecrackers

  • String of 100 Firecrackers
  • String of 1000 Firecrackers (Best Value!)

  • Fireworks Party Pack (Right click in your inventory to open)

26 comments Read more
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About This Game

Signs of Life is a sci-fi survival sandbox platformer with a combination of procedurally generated and hand-crafted content. You'll explore mysterious locations, Mine blocks for resources, and meet strange (and some familiar) creatures, some of which don't even want to kill you and eat your corpse. Along the way, you'll be able to craft armor, weapons, gadgets and more to assist you in surviving in an inhospitable environment.

Story

Sensing that an apocalyptic war was imminent, the United Nations executed a last ditch plan to save what they could of the human race. 2 crafts were launched, a massive colony ship called the Hephaestus and a smaller, faster scout ship called the Hermes. The destination was a recently discovered earth-like planet with the potential to harbor life located roughly 18 light years away. The Hermes reached the planet first in order to establish a presence in anticipation of the arrival of the Hephaestus.

4 years later, as the Hephaestus approached its destination a faint signal was detected from a nearby asteroid. Against their better judgement, the crew of the Hephaestus decided to investigate, and in doing so set in motion a chain of events that would ultimately lead to their destruction.

The good news is, you managed to survive by hitching a ride on a small escape pod just in the nick of time. The bad news is, everyone you knew and loved is dead, you have nothing but the clothes on your back, a standard issue multi-function wrist laser and a faulty artificial intelligence companion named AGIS. Oh, and the human race is probably doomed.

Probably.

Features

  • An expansive world with procedurally generated and hand-crafted content.
  • Online Co-Op Multiplayer
  • A bunch of weird alien creatures.
  • Some familiar creatures.
  • Chickens.
  • Mining, hunting, gathering.
  • Gobs of ores, materials and animal organs you can use to...
  • Craft all kinds of weapons, armor, gadgets, furniture, etc.
  • A bit of story and lore to hold the whole thing together.
  • Eggs.
  • All spiritual content in this game has been assessed by Dr. Halamkah, advisor to the stars.

Current State of Development

Signs of Life is currently in Alpha. We feel like we've put together a fun, satisfying experience that will allow us to get wider feedback while we complete the rest of the game.

Right now our first priority is making sure that the content we have in-game is as bug-free, balanced, polished and fun as possible based on feedback from you folks. We have a significant prologue/tutorial planned, as well as significant content beyond what is currently playable, so the sooner you get involved the more of an effect you'll have on the final game. We deal in hard science, and in working very closely with our personal science advisor at Sweet Dog Studios, that tends to lead to results.

We are still very much in development, and we would like you to join us in shaping the game from here on out. Your feedback is vital to us, so don't be shy =)

Caveats/Issues

  • Some sound effects are missing, but we are actively working on filling them in.

System Requirements

    Minimum:
    • OS: Windows XP
    • Processor: Dual-Core 2 GHz
    • Memory: 2 GB RAM
    • Graphics: Graphics card with Shader Model 2 support
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 7
    • Processor: Dual-Core 2+ GHz
    • Memory: 2 GB RAM
    • Graphics: Graphics card with Shader Model 2 support
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated! Learn more
Overall:
Very Positive (460 reviews)
Recently Posted
MacgruberKent
15.8 hrs on record
Early Access Review
Posted: August 23
o.k, great concept
not great
needs work
good for beta
only buy if cheap
Helpful? Yes No Funny
 
A developer has responded on Aug 23 @ 8:36am
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CondomDoom
23.3 hrs on record
Early Access Review
Posted: August 20
More people should play this game. It's very good but needs more content like biomes and more.
Helpful? Yes No Funny
Nerdoelle
42.6 hrs on record
Early Access Review
Posted: August 16
Being a huge fan of crafting/survival and in particular Terraria, Minecraft, and Starbound is what brought me to Signs of Life. As a rule, I tend not to buy Early Access games, choosing instead to mark them on my wishlist, however I couldn't help but purchase Signs of Life and over a year later I am still quite glad I did.

What I found was a game that had an amazing groundwork laid, but little to fill the time ones I had gotten myself to the highest tier of gear, but such is the case in Early Access games. As time has passed and the Dev's continue to make updates to the game I am more and more reassured that the amazing groundwork they have put in place is going to eventually become the fantastic 1.0 that I look forward to for SoL. And if any of my friends were looking for a crafting/survival I would most definitely point them in SoL's direction if they're willing to be a bit patient.

But even so, this is perhaps the best place to highlight both the positives and negatives of the game, so here I go:

-I love the graphics, pixel art is rarely given so much high fidelity, and I always felt that it fit the game far better than a more 16-bit esque style, similar to Terraria. Sci-Fi looking Hi-Fi is important to me.
-I am intrigued by the story although I will admit ignorance on any new additions to it. The planet is infested and a lot of people are dead and/or missing. I hope I can make a ship or something to get off this crazy planet before I join them, I'm just saying.
-There's a myriad of items and weapons to craft, letting you have a goodly amount of variety when it comes to your favorite monster killing weaponry.
-I actually really like the MEG AI character, I can't put my finger on why but he just manages to toe the line between funny and annoying for me and do so in a way that just makes him more enjoyable. I'm dying horribly and all he has is a pithy one liner, like please I will drop you down a hole the moment I have all the recipes, just you wait.

Cons (these are longer but more due to wanting to be detailed in my constructive criticism than anything else):

-Lack of Difficulty Settings: Call me a baby, but most of my play sessions of Signs of Life come to an end when I die. The punishment of losing all of my items and having to spend the next 45 minutes chaining deaths as I attempt to run back down to whatever pit I lost them down is really frustrating. While the loss of items in Minecraft was also an issue (that many people modded around to be fair), part of what always softened the blow for me was that any items, or armor I made had durability and thus would eventually have run out anyway. This is not really so in Signs of Life, so the need to dive down 4000 feet in only my undies is tantamount, and I've often resorted to console commands just so I can get to the items without dying.

-Lack of Fair Fighting: So just gonna be honest here, my go to strategy when fighting monsters is to build dirt walls around myself in a fit of panic and then stab or shoot them through a hole while they ineffectually try and destroy my hideaway. If this strategy was the one you wanted to encourage in your players then this is not a con (I actually don't dislike doing this), but I always felt that the monsters were far too effective at wrecking my small, shipwrecked ♥♥♥ for any other strategy to be viable. Hopefully in the new version things might be different, and I am not suggesting for this strategy to be removed so much as, well, it to be easier to kite or go toe-to-toe with these underground goons.

No Tier Gating: So currently, while there is a wealth of items and tiers of items to experience, I tend to skip right past one or even several of them at once simply because it is practical to do so. Why should I make leather armor when after 15 minutes underground I've enough for copper? Why bother with iron, gold, or silver when I can just spelunk down and get the materials for steel? No solution to this comes to mind really, besides somehow gating the access to higher tiers behind some sort of technology that must be gathered from bases.

-The UI: I'm sure this is a complaint that you have heard often, since your redesign of the UI have been some of my favorite updates to the game, and I feel like you have made some really good choices with the redesign, so I am only here to ask you one thing, please let me control what is on my hotbar. I understand wanting the first button to be on my tools, but I can't count the times where I've been happily mining away and then I accidentally touch my middle mouse button and now I have an axe. Or when I pull out my shotgun in battle but in my panic I accidentally am unleashing flares at the enemy due to fat fingering the middle mouse button. Or even the number of times I have pulled out both my sword and my gun before actually getting to the mapping tool that I wanted. Just an option to either have the hotbar like it is now, or in a more customizable way since I don't really need to always have food readily available to chow down on, but I could always use more melee weapons at the ready, or the ability to swap between MEG and pick without having to scroll through axe, hoe, and who knows what else first.
Helpful? Yes No Funny
 
A developer has responded on Aug 19 @ 9:54am
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Parallax Core
43.9 hrs on record
Early Access Review
Posted: August 1
I love this game so much more than Starbound, even though it's still unfinished... sooooo much smoother, a lot more immersive, better UI... what a shame it's still not finished :/
Helpful? Yes No Funny
XboxOneNoob
1.3 hrs on record
Early Access Review
Posted: July 25
So I bought the game so I can write a review on my account rather then one in my friends. The game itself is as good as it describes itself, though I find that there are alot of tiny problems that add up. Combat system I feel is the best I've seen in a 2d game. Take every critic I have about this game with a grain of salt, since I am not used to playing with a keyboard. The game itself does have that terraria feel, but the combat system is not as simplistic as terraria; you acually have to aim your weapon and charge throws, etc. The combat feels great on paper, having complete control of your character is great, but falls short when fighting in areas that are not in a wide open field, or has alot of blocks inbetween you and your enemy.

Enemy AI remind me of the zombie AI from terraria, simple. I know nothing of programing but I would argue that 2d ai programing should be more simple to design than a 3d game. The tutorial I found extremely confusing (having to remember seemingly random buttons) and Kinda brings me out of the game whenever I start up a new game. The "friendly" AI is by far the most useless companion I've ever had. My ♥♥♥♥♥♥♥♥ magikarp from pokemon affected gameplay alot more than a Navi rip-off. The Surface world seems really, REALLY boring. I would think there would maybe be a few ruins or relics, perhaps a potential body or skeleton; dead robots or ships to look at to distract me from the MASSIVE amount of animals in the game. Food should be scarce in a survival game, if you are gonna have so much food why have it in the first place, it's barely a function. If you're worried about people complaining about to little food perhaps you should add it in as a default option that can be removed. As far as I can tell you can't join a new world with your ship to get more resources. It would be a nice feature if you could reset your world via repairing or making a ship or transport to a nearby world. I also think there should be events that would trigger you to have to do things differently. maybe locus horde to some plant life on the surface, dust storm to block vision on the surface or open base, maybe even acid rain that damages structures and life if exposed on it for too long. I also want to see Implants for your character that could change how high he can jump w/o armour (example). Since this is a rpg game (right?) Shouldn't character stats be shown? Character customization is also extremely pathetic, terraria has terrible character customization because you can't do much with a few pixels; and terraria provides perma bonuses like life crystals. This game however I think should have alot more character customization that could maybe affect more than vanity (?). I would not recommend this to all my friends but I would to a few people, so that gets a "yes" from me.

It has come to my attention that controller support would be hard to make. Another thing that bugs me is that Yes, there is a ingame menu; but ESC take me off the game; making that function unfunctional. I tend to compare this game to terraria often because that game is the only game that is 2D that has controller support. I make this game a rare exception due to it's nature, speaking of which I mentioned that character customization is limited, but What I meant to say is character creation; it's almost the same as terrarias, which is very limiting in my opinion. It is viable that people use the cursor using controller thumbsticks or potentially remove the cursor using an option by using automatic place, similar to what terraria does to mine, and place blocks usign manual placement. Don't starve also offers a great example on how a game that is very centered on using your mouse can change dramatically to suit consoles. Not saying this is easy, but at the least could we get key binding for every single key, and when i mean this is offer multiple keys be optional (Hotkey for mining so that you don't have to select your drill everytime you wanna mine?).
Helpful? Yes No Funny
Cheeseburger
19.8 hrs on record
Early Access Review
Posted: July 4
Like Terreria or Starbound but for adults. Worth giving it a try if you are into this genre.
Helpful? Yes No Funny
Steplar98
31.0 hrs on record
Early Access Review
Posted: July 2
This game is absolutely amazing. The aesthetic is awesome, with the graphics and soundtrack really making it an immersive experience. The story and message is driven by mechanics, with player exploration playing a large part in progressing, and it feels entirely organic. More people need to play this game.
Helpful? Yes No Funny
The Stubby Tailed Destroyer
75.5 hrs on record
Early Access Review
Posted: July 1
Signs of Life is one of my favorites, already having gameplay better than some finished games. The amount of content os incredible, considering that liquids haven't been imlemented yet. Water does not exist, and I've played 60+ hours already. The updates are awesome, and really add a lot to the game. Currently, I have done everything except finish my set of Jewel Armor. The music is incredible, with the name of the song showing in the bottom left corner of the screen being a nice touch. Accessories are creative, and the story is interesting. (Although there is a glitch I found where everytime I open the chest in the escape pod, I get a new shower. What's with that?)
Helpful? Yes No Funny
melissa_xo
11.1 hrs on record
Early Access Review
Posted: June 28
Great game, lots to do and lots of fun!
Helpful? Yes No Funny
ButtBiscuit
13.6 hrs on record
Early Access Review
Posted: June 27
In the loading screen it said ''Useful Fact: Everyone should eat their fair share of hair.''



10/10
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
6 of 6 people (100%) found this review helpful
Recommended
42.6 hrs on record
Early Access Review
Posted: August 16
Being a huge fan of crafting/survival and in particular Terraria, Minecraft, and Starbound is what brought me to Signs of Life. As a rule, I tend not to buy Early Access games, choosing instead to mark them on my wishlist, however I couldn't help but purchase Signs of Life and over a year later I am still quite glad I did.

What I found was a game that had an amazing groundwork laid, but little to fill the time ones I had gotten myself to the highest tier of gear, but such is the case in Early Access games. As time has passed and the Dev's continue to make updates to the game I am more and more reassured that the amazing groundwork they have put in place is going to eventually become the fantastic 1.0 that I look forward to for SoL. And if any of my friends were looking for a crafting/survival I would most definitely point them in SoL's direction if they're willing to be a bit patient.

But even so, this is perhaps the best place to highlight both the positives and negatives of the game, so here I go:

-I love the graphics, pixel art is rarely given so much high fidelity, and I always felt that it fit the game far better than a more 16-bit esque style, similar to Terraria. Sci-Fi looking Hi-Fi is important to me.
-I am intrigued by the story although I will admit ignorance on any new additions to it. The planet is infested and a lot of people are dead and/or missing. I hope I can make a ship or something to get off this crazy planet before I join them, I'm just saying.
-There's a myriad of items and weapons to craft, letting you have a goodly amount of variety when it comes to your favorite monster killing weaponry.
-I actually really like the MEG AI character, I can't put my finger on why but he just manages to toe the line between funny and annoying for me and do so in a way that just makes him more enjoyable. I'm dying horribly and all he has is a pithy one liner, like please I will drop you down a hole the moment I have all the recipes, just you wait.

Cons (these are longer but more due to wanting to be detailed in my constructive criticism than anything else):

-Lack of Difficulty Settings: Call me a baby, but most of my play sessions of Signs of Life come to an end when I die. The punishment of losing all of my items and having to spend the next 45 minutes chaining deaths as I attempt to run back down to whatever pit I lost them down is really frustrating. While the loss of items in Minecraft was also an issue (that many people modded around to be fair), part of what always softened the blow for me was that any items, or armor I made had durability and thus would eventually have run out anyway. This is not really so in Signs of Life, so the need to dive down 4000 feet in only my undies is tantamount, and I've often resorted to console commands just so I can get to the items without dying.

-Lack of Fair Fighting: So just gonna be honest here, my go to strategy when fighting monsters is to build dirt walls around myself in a fit of panic and then stab or shoot them through a hole while they ineffectually try and destroy my hideaway. If this strategy was the one you wanted to encourage in your players then this is not a con (I actually don't dislike doing this), but I always felt that the monsters were far too effective at wrecking my small, shipwrecked ♥♥♥ for any other strategy to be viable. Hopefully in the new version things might be different, and I am not suggesting for this strategy to be removed so much as, well, it to be easier to kite or go toe-to-toe with these underground goons.

No Tier Gating: So currently, while there is a wealth of items and tiers of items to experience, I tend to skip right past one or even several of them at once simply because it is practical to do so. Why should I make leather armor when after 15 minutes underground I've enough for copper? Why bother with iron, gold, or silver when I can just spelunk down and get the materials for steel? No solution to this comes to mind really, besides somehow gating the access to higher tiers behind some sort of technology that must be gathered from bases.

-The UI: I'm sure this is a complaint that you have heard often, since your redesign of the UI have been some of my favorite updates to the game, and I feel like you have made some really good choices with the redesign, so I am only here to ask you one thing, please let me control what is on my hotbar. I understand wanting the first button to be on my tools, but I can't count the times where I've been happily mining away and then I accidentally touch my middle mouse button and now I have an axe. Or when I pull out my shotgun in battle but in my panic I accidentally am unleashing flares at the enemy due to fat fingering the middle mouse button. Or even the number of times I have pulled out both my sword and my gun before actually getting to the mapping tool that I wanted. Just an option to either have the hotbar like it is now, or in a more customizable way since I don't really need to always have food readily available to chow down on, but I could always use more melee weapons at the ready, or the ability to swap between MEG and pick without having to scroll through axe, hoe, and who knows what else first.
Was this review helpful? Yes No Funny
 
A developer has responded on Aug 19 @ 9:54am
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1 of 1 people (100%) found this review helpful
Recommended
23.3 hrs on record
Early Access Review
Posted: August 20
More people should play this game. It's very good but needs more content like biomes and more.
Was this review helpful? Yes No Funny
9 of 17 people (53%) found this review helpful
6 people found this review funny
Recommended
43.9 hrs on record
Early Access Review
Posted: August 1
I love this game so much more than Starbound, even though it's still unfinished... sooooo much smoother, a lot more immersive, better UI... what a shame it's still not finished :/
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
248 of 266 people (93%) found this review helpful
2 people found this review funny
Recommended
13.3 hrs on record
Early Access Review
Posted: January 27, 2014
I've seen the game about on the web for a while and decided to buy it purely because of my love for games such as Starbound and Terraria.

I was not disappointed.

SoL doesn't feel nearly as expansive as Starbound (Which i will try to avoid comparing it to, though the two are very similiar so this will be hard) however what it lacks in explorable planets and the like it seems to make up for in crafting content and the amount fo materials you can collect.

One handy little tool that you have when starting SoL is the HTWLT or Hight-tech-wrist-laser-thingy (I'm almost 100% certain this isn't what it's actualy called), which functions as all the basic tools you need to start out: pickaxe/axe, flashlight, map, object grabber and a lovely home for the AI companion that accompanies the player and provides a few tips. One thing worth mentioning is that your character won't actively pick up any objects you mine or get from a kill, this has to be done manually, an action that is default bound to the middle mouse button. In my opinion this is a good thing, as it means that your inventory doesn't have to get clogged up by dirt blocks being hoovered up by your player's legs. Unless you want it to. Weirdo.

Whilst I haven't amassed a huge number of hours on SoL (yet), it feels far more realistic in some of the systems that it has, for example your inventory. In games like Terraria or Starbound, you have a grid based inventory where every item is stored in a 'slot', in SoL however you simply have a backpack in which everything you pick up is thrown, which leaves in up to you to jig it about and make it organised.

The combat also feels vastly different and improved from similiar games, as the player is able to attack in a full 360 degree circle and left clicking will perform a slash attack whilst right clicking will perform a thrusting attack. You will also find that different melee weapons have different effective ranges and that they all feel weighty and satisfying to use. The bow (I haven't tried any other ranged weapons yet) also feels just as satisfying, almost as satisfying as watching a sheep run in fear as the first arrow hits their backside.

The crafting is pretty similiar to any other game, with one key difference: you can actually take things apart and use their pieces in other recipes. I can't really say much about the building side of the game as i've spent a vast majority of my time hunting chickens and cooking their flesh, though i still have no idea how to eat it (you do HAVE to eat in this game, in case you were wondering).

Also, BACON.

If there's one thing i'd have to pick on it would be the level of guidance for new players, some actions such as eating and destroying background blocks aren't covered in the few tips your AI companion gives you and I have yet to figure out how to do either of these things. Having said that, this is the first time the game has been playable by the public, so i'm sure the Devs will be adding more tutorials as the game progresses :)

Overall SoL is definitely worth your time if you're a fan of similiar games as it feels familiar enough to not be daunting, yet it has quite a few nifty features that help it feel fresh and new. Please don't be put off by the people that say this is a Starbound clone or anything similiar, SoL has its own legs and it stands on them perfectly well.

Great job Devs, keep up the good work :D

EDIT: I figured out how to eat, you right click on the food and a stomach icon fills up, though the stomach icon was hidden behind the inventory screen so I had to drag that out the way. Still, BACON.

EDIT: You can't destroy natural spawning background blocks at all, but you can place your own over them :) Oh and the HTWLT is actually called the 'Meg Tool'.
Was this review helpful? Yes No Funny
183 of 192 people (95%) found this review helpful
23 people found this review funny
Recommended
1.5 hrs on record
Early Access Review
Posted: December 27, 2014
"Controls are disgusting.
the text is too small to read easily.
and in general I am less then impressed"

this was my initial take on this game but since I posted this the developer has asked me questions about my experiances and has been incredibly helpful. if a single man can take the time to do this why can't our AAA titles?
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A developer has responded on Dec 27, 2014 @ 8:52pm
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87 of 89 people (98%) found this review helpful
1 person found this review funny
Recommended
54.0 hrs on record
Early Access Review
Posted: February 1, 2014
Yesterday I decided to purchase Signs of Life on a whim. I mean, at $8.00'ish dollars it's not a tough sell, really. I have to say that Signs of Life has impressed me greatly so far. I definitely LOVE the very colorful, beautifully crafted world, and already I can't get enough of this game.

I loved discovering that I could bash stuff with a torch. I laughed when I found out that I could 'suck' an item towards me, and watch the item launch somewhere when I let off the 'suck' button too soon. I found that if I sucked up the Impaler Spikes and let the button off to quickly, it would actually impale me. Tell me that small pleasures are the sign of a small mind, but either way, sign me up. :) I love that the Pickaxe has a more realistic approach to swinging in a true arc than any other 2D miner, and using the right button gives you the ability to do the little tappy-tappy semi-swings that let you work in smaller areas. I am discovering silly little things all the time, and it's great!

I own and play Starbound, Edge of Space, Terraria and Craft the World. As I've noticed, a lot of people are comparing this game to Starbound, so I'll work from that common perspective. So far me (and my kids) have put 142 hours into Starbound. But it's missing something. Perhaps there is just SO much randomness to everything in Starbound that it's difficult to identify with anything in it. My kids grew bored quickly with it, and I was trying to figure out why. It may have to do with dated graphics, which seem very washed out, but that's the art style they are going for and it doesn't bother me a whole lot, especially after growing up on ASCII games. The only thing I can speculate at, is that there is so much to do in Starbound, but not much reason to do anything. Hunting for food is a chore, and killing the 4-5 monster types on a planet gives me high marks on the yawn scale. And 'treasure chests' often go ignored because I know it's just gonna contain another Tier 1 weapon, or a copy of Tech I've already received 5 other times.

Now with the few hours I've had with Signs of Life, everything is fascinating. I want to discover as many new things as possible to see what I can build. AGIS (Aegis?) has a low and wicked sense of humor for an AI, and the creatures of the world feel life-like. Chickens lay eggs (and even have the animation to prove it!). The bugs( insects) are so happy being in the game that they do flips. What more of an endorsement do you need?! The monsters begin to differ as you dig deeper into the world, and they get tougher too. Every time I stumble upon a new life-form, I think, "What little surprises do you have for me to discover, my pretty?" The only thing that truly rings false to me so far, is finding sheep and goats living down deep inside the supremely dark and oxygen deficient caves and caverns. Perhaps that is a bug that may be fixed later.

Anyway, to sum up this extremely long post, Signs of Life has some serious promise, and for the few hours I've played it, it has been very enjoyable, fun, funny and I can't wait to put some more time into this game, to see what other simple pleasures I can discover in this beautifully rendered game.

Keep up the great work!
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93 of 110 people (85%) found this review helpful
Recommended
6.5 hrs on record
Early Access Review
Posted: January 27, 2014
Video Review:
http://www.youtube.com/watch?v=q0UXFWStuys

Signs of Life is a side scrolling exploration sand box. The player explores the world and mines resources to craft new items. Items range from armor and weapons to tools that aid in the crafting of new objects. The exploration is great. It's as fun and exciting as it can be in a 2d world. The crafting is rewarding and the new equipment looks awesome as you equip it. The gathering of blocks needs to be more stream line though and the fighting/motion is awkward. If that gets fixed it will be a really fun game. It's a decent value at less than $8.
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55 of 56 people (98%) found this review helpful
3 people found this review funny
Recommended
10.9 hrs on record
Early Access Review
Posted: June 26, 2015
I purchased this game after reading through the negative reviews and seeing the developer personally answer each. That says alot about the interest the developer has to his player-base. Thanks for that. In terms of the game itself, it doesn't seem like much when you first see the online video and feels a little "strange" when first playing. However, the game is carefully crafted and well designed. What takes the most time is the controls. But hit ESC and select "Keybinds" to see them all. Also, the environment is wonderful. I love the way each sprite is rendered. It has a simple system for these sprites and focuses on the main goals of the game. I love the amount of content. Literally everything has a purpose. The building mechanics are simple enough and well designed to give you exactly the immersion needed and nothing more. Also, I LOVE that the games make no *elaborate* claims. The game is exactly what the description promise. Additionally, nothing ever feels monotone and the game lays out a well defined goal. And, this game has no MODDING capabilities yet (still a work in progress). This I LOVE!! Because it means the developer actually built (is building) this game, not relying on his users to create new functionality or add new content.
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63 of 70 people (90%) found this review helpful
3 people found this review funny
Recommended
26.8 hrs on record
Early Access Review
Posted: February 1, 2014
My intial review was overly harsh, and lacked proper insight to be helpful. ( I was really wrong.) You should totally check this game out, Reason why below:

Quick And Dirty:
The game is a must play, it is superbly refreshing both visually and game play-wise to anything in the survival miner adventure game arena.

Full Disclosure:
Like other games of the genre, your object is mostly to survive your harsh new world. You mine ores craft armors and tools to your delight, and build yourself a home or fortress. That's about where the similarities end.

The game has a Flash-like graphics look to it. Do not let this deter you at first sight, it's gorgeous. From the fire effects, to the smashing of eggs on enemies, to the felling of trees and leaves falling about you, the beauty and dare I say simplicity of it will draw you in. Did I mention you can light sheep on fire?

I'm still not too big on the controls, a tad of a learning curve to them, mostly muscle memory though, so once you got it, you're good. But the actual movement of the player and and other mobs is really awesome and fluid. Like the ability to crouch, and still and attack and function normally allows you to build these small winding passages that your character fits through, but not for the deadly aliens looking for a meal.

Oh you have this like AI-Guide like thing, that's farily whimsical. I would like to see/hear more from him. Kind of like your best friend, who's sole purpose is there to troll you, and revel in your misfortunes.

The death mechanic(On death all items and equipment is dropped) is a little harsh in my opinion, and I would love to see hopefully an option for maybe like a casual and normal difficulty, and Normal being the game's default mechanic. That being said is does not take away from the fun, it further extends the dire situation your character has found themself in, and ensures a thrill to your mining runs, as there is no warp to surface or death port option, and forces players to more carefully evaluate mining situations with safety in mind, to ensuring a Spitter (Alien critter that spits some kind of corrosive acid at you, not good with children) can just drop in on you and wreck your party. Hell and if one does, time to test out them emergency protocols, otherwise known as Kill it, Kill it with Fire!

So the game is definitely worth the pennies, if surviving on hostile planets is your thing, but another thing to mention as it's a sore spot for me with a lot of these Early Access Games. This was released end of January, like 27th or 28th, since that time there have already been 10 updates pushed to address everyone's concerns and feedback, and they are very active here on the Forums for developers. Hell, typically the Nerd Rage rants go completely unanswered and just lost to the interwebs, yet within hours of my nasty review, I was contacted and nicely mind you to address my experience. Like I wasn't told to go complain about Early Access nonsense elsewhere, It was justa simple hey, you seem to be having trouble, let us know we'll get it fixed if it wasn't already updated.
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53 of 60 people (88%) found this review helpful
Recommended
18.7 hrs on record
Early Access Review
Posted: July 11, 2014
TL;DR: SoL is one of the best Sandbox games out there if you are willing to put the time into it, and I can not recommend it more if you are into that genre.

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Signs of Life is a breath of fresh air (for me, at least) in the survival-sandbox genre. Most games in said genre tend to visually resemble eachother, or play identically (i.e. make a crafting table, then furnace, etc...).
SoL manages to differentiate itself from the lot, mostly thanks to it's (although minor) storyline and lore.
Sure, it has pickaxes, mining, 2D voxel worlds and the likes, but it offers much more than the run-of-the-mill sandbox game.

Having played for a good couple of hours now, I've made it to the point where I've acquired the Level 2 Access Card, and have explored the 4 structures that I've found (I'm certain there are more that I've yet to discover), and am starting to get a nice collection of gadgets, and technologically advanced items.

However, at multiple points during my current playthrough, I started getting afraid that I might have gone through all of the content, due to the fact that I had no new recipes that seemed interesting, nor could find anything of interest that I had access to either. Though, I will admit that when I 'did' discover new recipes and the likes, I couldn't help but pull a massive smile, knowing that my playthrough wouldn't be done anytime soon.

In it's current state, the game has huge amounts of content (most of which I haven't even discovered yet), and quite a bit of potential. I'm hoping that the content shown on the trailer will be soon added -if not already-, as I'd love to find larger bases, ruins, and more content to explore.

SoL is by far one of my favourite games in the sandbox genre, and could easily compete with, or even surpass games like Edge of Space, Starbound or Terraria, if enough work is put into it in the coming months of it's development.
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