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: Very Positive (211 reviews)
Release Date: Jan 27, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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. At some point between now and release, we are also planning on implementing online co-op multiplayer.”

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 (9)

November 1

Signs of Life Update v0.43

Heya folks, got another update for ya. Its a bit light on content as we've been putting most of our content creation time towards working on the intro/tutorial (which is coming along freakin' awesome) but we have quite a few bug fixes and UI changes for ya based on the feedback we've been getting on our forums. As always, we'd love to hear from you if you have any suggestions or run into any issues with the update =)

New Content
  • Impact Rod

  • Added Ore Scanning alternate fire mode to Wrist Scanner

  • Added punching as a default melee weapon

New Recipes
  • Impact Rod (6x Tin Ingots, 4x Plastic, 4x Tin Rivets)
  • Impact Rod Ammo(1x Tin Ingots, 1x Copper Wire, 1x Black Powder)

UI Changes
  • Minimap size and brightness increased
  • Wrist terrain scanning changed to left mouse button by default
  • Added edge peek option to settings menu
  • Added keybinds for the Equipment menu, MEG tool, Crafting window and Projects window
  • Ammo is now displayed on the active scroll slot for a second while scrolling
  • Hovering over scroll slots now shows the name of the item in the slot
  • Fixed some of the issues with font size rendering after changing font sizes
  • Analyzing crafting requirements will now give you the recipe for that item if it exists
  • You can now analyze crafting requirements by right clicking on them
  • Added a crafting category in materials for bricks
  • Fixed UI display issue on equipped batteries
  • Added achievements for crafting gems

Item Changes
  • Reduced energy cost of wrist map scanner
  • Lowered granite and marble deposit densities to match block density
  • Basic smelter now requires mud bricks instead of regular bricks
  • Increased number of rocks and flint during world generation

Bug Fixes
  • Fixed a bug that would sometimes result in incorrect collisions on melee weapons
  • Fixed a bug that resulted in 2x the proper encumbrance from shields
  • Fixed a crash related to foreign languages and certain dialogue boxes
  • Fixed a crash related to planting grass seeds
  • Fixed a crash related to changing keybinds without a selected character
  • Added a workaround for people who had items disappearing when dropped in world from inventory, probably still has issues but let us know
  • Fixed a bug that would let you take items from the crafting window
  • Fixed an issue related to switching weapons during a roll
  • Fixed a bug that could cause prefabs to overlap during world generation
  • Fixed winter hat recipe
  • Fixed a crash related to certain dialogue boxes
  • Fixed a bug related to using high velocity ammo on SMGs
  • Fixed an issue that could result in ant tunnels generating over certain underground bases

Creature Changes
  • Mobs that block the player no longer act as trampolines (almost sorry)
  • Reduced mob spawning a bit
  • Further reduced flyer spawn rate

24 comments Read more

August 18

Signs of Life Update v0.42

We've still got quite a bit to go on the tutorial/intro we're working on, but we figured now was as good a time as any to push out an update with some of the other changes we've made recently. As always, we'd love to hear your feedback and definitely let us know if you have any issues =)

New Content
  • Aluminum Bat

  • Clobb SMG

  • Micro SMG

New Recipes
  • Aluminum Bat (6x Aluminum Ingots, 2x Leather Straps)
  • Clobb SMG (4x Iron Ingots, 2x Rubber, 4x Tin Rivets)
  • Micro SMG (1x Steel Gun Parts, 2x Plastic, 4x Steel Rivets)

UI Changes
  • Added an auto-organize button to containers

  • Added Key Items pouch to the side of the player's backpack
  • You can now flip the glass wall project from the project menu before placing it
  • Tweaked some dialog UI issues and added the ability to highlight "important" information.
  • Removed new recipe text from the bottom of the screen, seemed kinda messy? Might put back as an option.
  • Quick slots should now be labelled properly if you rebind the keys

Item Changes
  • Smelters now should continue working when you walk away from them - This probably needs some testing, but it seems to be working right for me.
  • Made keycard into a key item
  • Fixed some item descriptions, let us know if you see more bad ones
  • Impaler spikes now have a 25% chance to break on contact, do less damage and are a bit slower/heavier.
  • Impaler spikes now do 30 base damage to the player when dropped by Impalers
  • Fixed some UI issues with the equipment window

Bug Fixes
  • Possible fix for save failure/rollback after spending a long time in pause - Definitely let us know if you still run into any save issues
  • Fix for a crash related to explosions
  • Fix for a crash related to orange shorts (lol, not even kidding)
  • Possible fix for issues that could cause the player to get stuck, let us know if you still get stuck and unable to move
  • Fixed a bug that could result in duping/losing block items when added/removed from containers in the world
  • Fixed some bugs related to the escape pod container
  • Fixed a dupe related to multi-quantity recipes in the material printer

Creature Changes
  • Changed crawler behavior a bit so they won't walk on the bottom of platforms
  • Tweaked the big chicken AI a bit

Recipe Changes
  • Changed most Jewel tier recipes to be less rose-quartz dependent
  • Jewel Helmet (2x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Torso (5x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Arms (3x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Gloves (2x Bornite Ingots, 2x Rough Rose Quartz)
  • Jewel Leggings (4x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Leggings (4x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Boots (4x Bornite Ingots, 2x Rough Rose Quartz)
  • Jewel Pick (6x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Bow (4x Bornite Ingots, 1x Linen Bolt, 2x Rough Rose Quartz, 1x Refined Rose Quartz)
  • Jewel Crossbow (4x Bornite Ingots, 1x Steel Machine Parts, 1x Linen Bolt, 2x Rough Rose Quartz, 1x Refined Rose Quartz)
  • Jewel Spear (4x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Sword (4x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Axe (4x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)
  • Jewel Shield (7x Bornite Ingots, 1x Refined Rose Quartz, 1x Rough Ruby, 1x Rough Topaz, 1x Rough Sapphire)

12 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.


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.



  • An expansive world with procedurally generated and hand-crafted content.
  • 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.

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. Our second priority is working on the co-op online multiplayer, which we have been working on since day one, but we don't feel is ready for prime time. In addition to those priorities, we'll be adding content to the game regularly as we finish fleshing out the game. 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 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 =)


  • Multiplayer is not yet implemented, but we have been working on it since the beginning and it is our next major milestone.
  • Some sound effects are missing, but we are actively working on filling them in.

System Requirements

    • OS: Windows XP
    • Processor: Dual-Core 2 GHz
    • Memory: 2 GB RAM
    • Graphics: Graphics card with Shader Model 2 support
    • DirectX: Version 9.0
    • Hard Drive: 1 GB available space
    • OS: Windows 7
    • Processor: Dual-Core 2+ GHz
    • Memory: 2 GB RAM
    • Graphics: Graphics card with Shader Model 2 support
    • DirectX: Version 9.0c
    • Hard Drive: 1 GB available space
Helpful customer reviews
4 of 4 people (100%) found this review helpful
61.8 hrs on record
Posted: December 10
Early Access Review
If you like survival craft games and also like a good story to go along with it, than you have found the right game. This is easily the best value I have ever gotten out of a Early Acess game.
Was this review helpful? Yes No
2 of 2 people (100%) found this review helpful
21.7 hrs on record
Posted: November 26
Early Access Review
As it stands, the game is still fairly early. The plot's not complete, and the tutorial is still being worked on. But, what content is there is very polished, and effective. There's a fair amount to do, but you have to piece it all together yourself. This game does not hand hold you, and it can be punishing at times. However, once you really get into it, the game is not that difficult. I can't wait to see where the game goes from here, one to keep your eye on!
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1 of 1 people (100%) found this review helpful
10.0 hrs on record
Posted: December 19
Early Access Review
Temp review... might write a longer review later.

This game is like Starbound, but it's far more grindy. I've already spent enough time into the game to notice that the threats are almost non-existent, getting ores takes forever and crafting stuff requires way too much resources for what little we can find. I'm still only using some copper stuff and an iron pickaxe. Armor doesn't even seem like it's needed for anything so far as I haven't even come close to dying yet. Mining feels a bit clunky and time consuming only because you have to dig such a large cave just to mine out the area you want.

Overall, it's an interesting new game, but not nearly as good as the competitors so far. And I can't recommend it simply because it's way too grindy for no reason at all.

EDIT: I'm giving this review a thumbs up only based on the dev's post here. If the dev does fix / improve on my above complaints, then it'll definitely boost the entertainment value by an insane amount.
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A developer has responded on Dec 19 @ 10:33am
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48 of 55 people (87%) found this review helpful
11.5 hrs on record
Posted: July 11
Early Access Review
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.

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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23 of 27 people (85%) found this review helpful
13.9 hrs on record
Posted: November 7
Early Access Review
A spectacular game so far with plenty of content despite it's early access status.
I only have a few minor issues, in which I will state them in the questions I have for the developer(s) in hopes of having them answered
1. Will there be more diverse terrain generation in the future? Such as curved/diagonal blocks for easy terrain navigation, as it's tedious to continuously place blocks to get to higher spots.
2. Will there be character wipes in the future to make room for updates?
3. Will the game eventually have an "ending" or do you intend to make it free-roam for as long as the player wants?

That's all I have, TL;DR this game is worth it's 10$ price tag.
My rating is at least a 9/10
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A developer has responded on Nov 7 @ 9:51pm
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31 of 44 people (70%) found this review helpful
10.2 hrs on record
Posted: November 2
Early Access Review
I resorted to cannibalism faster than I thought.
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A developer has responded on Nov 2 @ 3:04pm
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15 of 19 people (79%) found this review helpful
16.3 hrs on record
Posted: November 2
Early Access Review
At first glance, Signs of Life looks like another shameless "blocky sandbox pickaxe terrria/minecraft ripoff" to be tossed on top of the ever growing pile of said games. Yet, while only being single player, it does a lot more than other titles trying to cash in on this theme.
This game does a fine job standing on its own in this theme, though like everything in beta, it has its own share of problems

While the game does a lot right, I feel like the game doesn't know what its doing with itself, as if its trying to be a comedy, and yet take itself seriously. I can't help but feel like the developers were trying to achieve that quirky balance borderlands 2 does so very well. The game unfortunately the game never captures this balance, and instead falls flat on its face with its story.
It however does do an outstanding job with the crafting system, and the many gadgets you can make with it.

The game has you start off landing on an unknown planet with minimal survival equipment, the clothes on your back, and an AI partner with terrible dialog. You then set off to explore the planet, looking for equipment, useful materials and as the name of the game suggests, signs of life.
The top of the world looks like Willy Wonka exploded, painting everything in bright colors: its cheery, safe, and it counteracts the rest of the game in terms of atmosphere.
Dig down, or explore one of the abandoned stations at night, and the atmosphere does a complete 180 degree turn. The atmosphere is dark, dank, empty, and devoid of all human life. As you explore deeper, the atmosphere of the game gets even more creepy, with alien tentacles raining acid on you, floating sacks of puss that explode, and large vicious looking aliens with scythes for legs. The further you go down, the more dangerous it feels, the atmosphere does a very good job of this.

Unfortunately the storyline can't seem to latch onto what the atmosphere does, and write a compelling narrative to motivate the player into finding out what happened on this planet.
Instead the storyline tries to play it silly, inside of a dark, unlit station, with human corpses strung about.

You find E-readers in these stations, with some of the articales writen in them hint at where items of interest to you can be found. However, you will mostly be reading about some doctor acting erratically (the game tells you he is afflicted with "Space Madness") and as a result, everyone around him, including his CO's, are implenting EXTREME measures to keep the space madness doctor from rifing through their property.

(minor spoiler here) One such example was the leader of the installation, She finds good doctor madness combing through her pantie drawer. Instead of sticking the guy behind bars until they can send him into the place with padded walls, she demotes his access, then processes to bury the device that promotes keycard access, several hundred meters underground, just for the hell of it.
(end of spoiler)

Your only form of story content besides the e-readers, is your partner AI, AGIS.
AGIS is suppose to be malfunctioning, and yet, he says nothing you'd think an AI would actually say. He constantly makes useless comments that help in no way, and when he does actually say something somewhat useful, you've already tuned him out. He's basically a watered down, forgettable version of claptrap attached to your wrist. Hes annoying, but you can forget about him, so that makes him slightly better than claptrap?

Where the game actually shines is the use of the M.E.G. your wrist mounted multi tool. This thing is sweet, and actually puts all the other multitools you see in other games of this theme to shame. It functions as your map, your scanner used for updating your map, an autolooter, and of course, placing and breaking objects and blocks. All of these functions can be upgraded to improve them even further, everything besides AGIS that is... Honestly, all this thing needs is a blade attachment and it'd put the omni-tool in Mass Effect to shame.

The crafting is very strong here, making use of resources constantly. In Terraria, theres a point where you stop gathering copper, because you have no more use for copper, unless you maded to make a copper castle, using copper blocks. Here, copper and most everything else constantly has a use, so your always gathering for everything.

Guns felt kind of lack luster, the game makes you jump through hoops to get your first real gun besides the 9mm pistol, and most later on enemies are resistant to your bullets. The Laser gun was my go to weapon, as it could kill anything, although waiting on your energy to recharge was a ♥♥♥♥♥, but you never truly ran dry, where as bullets actually use materials.

All in all, I enjoyed the game, even though when I played it, there was no final boss fight, or at least I couldn't find one. My only worry is that they keep rolling with the shallow storyline, and make the final events of the game lackluster, making you feel like you wasted your time, as a bad ending has that effect.


- Strong crafting system.
- Lots of interesting materials to scavange.
- The M.E.G. Tool does an outstanding job for its intended use, as a multi-tool.
- Enemies look interesting, and later ones look imposing.
- Loads of weapons to choose from.
- Certain areas of the game deliver an erie atmosphere, supporting the actual title of the game.
- Graphics, while looking the part of a flash game, actually do a pretty good job.
- The inventory system is reminiscent of the old Ultima games, which I love. The autosort works very well.
- Retrieveable arrows and bolts.

- No Multiplayer
- Weak storyline (its a bigger deal, brought by the fact of the first con, no multiplayer.)
- Gunplay doesn't feel very rewarding, since you need to scavange for both the materials to make the gun itself, and its ammo. You are more likely to use ranged weapons with retrievable ammo such as bows and crossbows, or weapons that use your energy.
- AGIS has to be some sort of spawn from claptrap
- Lack of boss fights (though it is still in beta)
- Lack of tutorial on how your M.E.G. is upgraded.

Final verdict: Would recommend, but only to those who can't get enough sandbox, blockfest, diamond pickaxe goodness.
If you are tired of these games being perpetually in beta such as *cough* Starbound *cough*, then stay away until 1.0.
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10 of 11 people (91%) found this review helpful
32.4 hrs on record
Posted: November 17
Early Access Review
Metroid meets Minecraft.

It's all about discovery and enjoying the enviroment.

The crafting system is very intellegent.

It's a got a hard science fiction tone.

The game is constantly being updated.

The develepor listens to the players and responds right away to any issues or suggestions.

It has a giant mechanical chicken for no reason.
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14 of 22 people (64%) found this review helpful
77.7 hrs on record
Posted: July 11
Early Access Review
Bought this game over other's like it, and its an amazing game so far. Definitely worth every dollar!
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5 of 5 people (100%) found this review helpful
16.3 hrs on record
Posted: November 16
Early Access Review
This game is AWESOME! the physics are not too good, but it is a 2d terraria type game. now,when i say that, i mean it's a 2d voxel based game about building and not getting your butt kicked. pros: amasing gameplay, dungeons and (a) boss character custumosation, and sheep that you can peg with fruits. cons: small world. thats about it. yeahhhhh. not a bad game.
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5 of 5 people (100%) found this review helpful
21.9 hrs on record
Posted: November 16
Early Access Review
Well made 2D Crafting and exploring game

The game has simple mechanics so its easy to get into and even when its on the Early Access there is still a lot to do.

I myself come from games like Terraria and Starbound and this is similar but still unique enough to entertain for hours.

I would recommend the game for everyone.

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28 of 49 people (57%) found this review helpful
8.8 hrs on record
Posted: September 27
Early Access Review
Don't recommend. Maybe it will get better as the EA progresses, but so far I found myself binge playing this game once then putting it down and never picking it back up again.

Why? Is it a bad game? No. But neither is a very engrossing game. There really isn't much here that's new and unique. It features a few small touches that are intriguing (such as the wearable holographic mini-map that must be filled in by manual scanning), but largely none of these made me really feel all that engaged.

The art and presentation is fine, if bland. Only real complaint I had was that the high-rez, high-saturation pixel art made it hard to figure out what is an actual user interface element and what are just little visual doodads that serve no purpose. But you learn quickly enough what is clickable and what isn't, so it's not like it prevents you from playing the game. It's just a style I don't particularly care for in a game. (Starbound had the same issue, though it featured low-rez pixel art.)

The trailer showed all kinds of nifty items, such as lasers, flying ships, etc. But after seven hours of play, I had nothing to show for my time save the same standard progression of items that you find in these games. I had yet to craft anything that was cool and exciting; All I saw in my future was an ever-progressing grind. Replacing my copper items with iron, and so on. I'm sure I'd get flying laser ships eventually but the incentive isn't there for me to try, particularly when you die very far away from your spawn and must back-track quite a long way to recover your items -- Without even a marker to indicate where you died. A lot of work for too little reward, IMHO.

Crafting is okay, and like that it's implemented via a list. (Though it's annoying that you cannot mass open or close categories.)

I think this has signs of life (pun!) but for now I would recommend you wait.
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A developer has responded on Sep 27 @ 4:51am
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5 of 6 people (83%) found this review helpful
6.1 hrs on record
Posted: July 14
Early Access Review
At first I didn't think much of it. I was slightly confused but also happy that there was no tutorial to the game, but after 2 minutes I totally got it - PURE SURVIVAL.

The game doesn't hold your hand all the way (not sure if intentional) which in my opinion is a nice change. The game mechanice are as follow:
-The crafting is nice and straightforward.
-Melee Combat has no downsides.
-The first bow has a dodgy accuracy thing going on (not sure if same for all bows) so I'm not sure about ranged combat.
-Loads of little menus to make smelting (for example) more sexy and nice to use.
-The inventory has to be sorted which shows you how much of a mess you would make IRL.
-The toolbar is very intuitive and action-ready.
-Didn't really try to build anything grand yet so I can't really comment on building :(

The design is nice (couldn't think of a better word).
-The graphics feel warm and polished
-The animations are mostly smooth (some transitions from walking and ducking are sudden)
-The effects (fire. lasers etc.) are very out-there and well made.

From what I played so far I already had loads of fun. For the future I would love to see more crafting and of course the common-♥♥♥♥ request of Multiplayer games maybe?... pls :P

I would totally reccomend this game to anyone out there cause I had a lot of fun with it so far and I don't see myself getting bored of this anytime soon.

I'm looking forward to further updates :)
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7 of 10 people (70%) found this review helpful
2.7 hrs on record
Posted: October 30
Early Access Review
This game will naturally (and rightfully so) be compared to Terraria and Starbound. I have all 3 and I think that SoL will be my favorite of them. I havent devoted enough time into SoL to say that with certainity yet, but the inital impressioins were very differnt from those I got with Terraria and SB.

This game is more intentional it feels. Its slowed down a bit. Everything looks a bit different than what we are used to . Everything seems to have a bit more "weight" to it. I didn't drop in the world and craft full sets of stuff, construct a house, and run across the map laying waste to everything i saw within 1-2 hours.

The best way to compare it really is to say... Imagine another football game came out. Something other than Madden. We would all naturally campre said game to madden. But when we played it we would all likely say "its a football game, but its not madden". Its a 2D sandbox resource mining survival game... but its not SB or Terraria.

Also, Its 9.99. Go buy it. Even if the DEVS packed up shop today and we never saw another update. There is alread 10 bucks worth of content.

Should you buy it? Did you like Terraria? Did you like Starbound? Then yes.... buy this 2. Even if you bought all 3 you've still spent less than any big studio release =)
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7 of 11 people (64%) found this review helpful
3.4 hrs on record
Posted: October 11
Early Access Review
Hell yeah this is a good game. Played it during an Indie-Game-Saturday event, and really enjoyed figuring out the interaface and how stuff works. Things appear complicated at first glance, but we quickly found it to be intuitive and well-laid out. The game sets the bar for how hot-bars should be done. Music is good, graphics are fine enough. What really sets this apart from others like it in the genre, is tech depth. I mean after 4 hours we felt that we barely scratched the surface here. Cool thing is that it is not simply a sandbox - there are actual storyline goals (as far as I could tell it is to rebuild the ship and get off the planet). Developers seem like cool people too.

I think I got this in a bundle, but I would have guessed it should cost around $20. And for the current $9.99 price tag, its a steal.
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2 of 2 people (100%) found this review helpful
92.2 hrs on record
Posted: October 2
Early Access Review
A very great and realisticly unique in a way! I love playing this game, its step by step, fighting for survival to thrive, though it would be more challenging to add hunger or atleast the option... and water... ok off topic here, we gotta understand that it's still in EARLY ACCESS, sorry. I personally enjoy playing this game everyday... Seeing myself progress... finding more and more discoveries "Ive seen things...creepy things...", still on the planet. Those things though... the spitter killed me once. Progress might be slow but you'll feel so succesful and proud once you have improved. Ate a human, killed an alien (kind of) and took a ♥♥♥♥ twice in my pants and in the toilet... and still don't know how to go to space yet. Adventure awaits you space :P 10/10 for an Early Acces Game.
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9 of 16 people (56%) found this review helpful
6.2 hrs on record
Posted: November 2
Early Access Review
Great game so far, i can't wait for them to go on with the story. I've finished most of the game throught creative. I would recommend this.
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1 of 1 people (100%) found this review helpful
11.2 hrs on record
Posted: August 29
Early Access Review
To start off, I have to say that games that are similar to Terraria are my favorite types of games. I've been looking for a similar game for a while, but I haven't had much luck.

That being said, I really like this game. It's not too hard, and it's not too easy. It requires patience, there are TONS of things to craft. There's a lot of unique features that Terraria type games lack. But there still isn't much of a building prospect yet, or at least in my opinion.

I see a lot of potential for this game. I would love for worlds to be bigger, to see a dungeon aspect, with more monsters, and more bosses.

So far, I like the game, it's more enjoyable to play than a few other Early Access games.
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1 of 1 people (100%) found this review helpful
23.3 hrs on record
Posted: September 4
Early Access Review
Awesome game! I would definitely recomend this game to anyone who loves sandbox games. I've become addicted! I also find that I have not had real buggy experiences with the game, and it has never crashed. I expect some issues as it grows, but so far it has been cool to play! It has the right amount of everything, I am looking forward to new updates!
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1 of 1 people (100%) found this review helpful
1.4 hrs on record
Posted: August 17
Early Access Review
This game is why us mortals continue our disgusting lives, each day hoping to play Signs Of Life.

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