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 (462 reviews) - 84% of the 462 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

30 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.

  • 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.


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.
  • 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 =)


  • 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
    • Storage: 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
    • Storage: 1 GB available space
Customer reviews
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Very Positive (462 reviews)
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334 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
4 of 4 people (100%) found this review helpful
137.2 hrs on record
Early Access Review
Posted: October 2
Not having touched this game for a year, I decided to give it another try.
Initially I left a positive review, just recently left a negative and now I'm back to positive. Most games I've played don't deserve a postive review, with the few exceptions, this being one of them.

The main problem with the game is that the instructions as to how to play it are not very clear at all.

1st off coming back I had forgotten everything about it (my first 100 hours of game play). So I'll talk about my last 20 hours of gameplay.

The game needs a tutorial or better explanation as to how things work, Here's why:

The first 15 hours I spent fighting with the action/toolbar. There are two. One is predetermind what goes in it and the other you can put into it whatever you want. You can only see one at a time. So on the first actionbar #1 is you Meg tool (main digging tool), #2 is your fists. Etc. When I got my first pick, I assigned it to #2 on the second and an then the frustration would start, When I switched to the 1st, the pick would be there replacing the Meg tool, I did see little up and down arrows but couldn't figure out how to use them. I had hit every key and nothing had happened. Only after misclicking did I notice that the middle mouse button controlled these. After that the game became easier and funner.

After 18 hours into the game I finally figured out how the map works. You press the M key to bring up the map. All you see is 4 dots on it. One of them being you. How does that do anything for you? Well, I misclicked again. The purple Meg tool sends out sonar when you hold down the mouse button and updates your map with cave walls. I have as of yet to figure out how I got the map to stay on.

Took me over 10 hours of experimentation to figure out I didn't have to chop down trees to get wood, only cut of branches, that eventually grew back.

Crafting is well done. Everytime you pick up something new, for instance iron ore, your crafting icom sort of blinks and you're presented with your new options in yellow. All your craftables are organized into various categories.

Picking up items a year ago was a pain, you had to hold down the C key. Per the Dev, you can turn on auto pickup in the settings menu. I for one would have never thought of looking in there for that.....ever.

There are bugs still present. Initially coming back my game crashed a few times creating charaters. Sometimes when taking out back blocks and if there are items on the ground, your tool will stop working for a bit.

Base building is obsolete in this game, you come with two prebuilt metal bases. So there is absolutely no need to ever build a third.

I also didn't like that you get almost a full set of iron armor and a copper pick from both bases, thereby making all armors below iron obsolete as well.

I was a bit disappointed that in sandbox mode you can select the size of your world but not in single player mode. I have not tried multiplayer yet.

Otherwise the game has good graphics. There is more content to play with. I haven't run into any game breaking bugs yet, so that's also a plus.
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A developer has responded on Oct 2 @ 8:16am
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2 of 2 people (100%) found this review helpful
1 person found this review funny
11.3 hrs on record
Early Access Review
Posted: September 30
Product received for free
good game gets boring fast devs are slow (six months for each update) other then that its a fun game for a bit
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A developer has responded on Sep 30 @ 3:48am
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2 of 3 people (67%) found this review helpful
1 person found this review funny
Not Recommended
40.8 hrs on record
Early Access Review
Posted: October 1
Note: There is no end goal at the time of writing this review of the game.

Interesting game at first. But I find that the game is very uninviting very soon after you've explored the topside of the planet and gain access to some of the buildings.
What you'll soon find out is that (at this time of writing) the majority of the game has you digging underground.
So much to the point that they should have called this "Signs of Digging". It's very repetitive and a chore at times. Unlike say terraria where there are many surprises both above ground and below ground. Signs of Life turns into a sci-fi mining simulator for material to craft items which is actually the other interesting content in the game(at this time) but even this has it's own problems.

Now I've played the game way back before and I got to say. The UI was terrible because everything was just text in the crafting menu.
But after coming back it to see if anything changed. I liked how the UI for the crafting has pictures/icons instead of text. If only it would have extended into the items you could be crafting and also giving highlights to items that are craftable. Instead of just text.

I'll say this, at least the game this time took up a good couple of hours of me finding material to craft items. But after finding out that there's no end goal and that the game is still in early access. I stopped playing and will return much much later to see if there is anything new to actually do.

Long story short do I recommend it?
Honesty no I don't, the reason I have so many hours in the game is because I have patience and having to put up with the frustrating and boring aspects fo the game.
Also another thing is that at points I needed to look up a guide to progress in the current state of the game. Which I immediately put a strike on the game for driving me to look up what to do next.
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A developer has responded on Oct 1 @ 4:53pm
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1 of 5 people (20%) found this review helpful
Not Recommended
5.4 hrs on record
Early Access Review
Posted: October 1
Product received for free
this game is ok but there isnt much storyline and it dosent last for long, i wouldent pay for it
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A developer has responded on Oct 1 @ 2:41am
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2 of 20 people (10%) found this review helpful
Not Recommended
0.2 hrs on record
Early Access Review
Posted: October 9
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A developer has responded on Oct 9 @ 11:12pm
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Most Helpful Reviews  Overall
253 of 272 people (93%) found this review helpful
2 people found this review funny
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'.
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181 of 190 people (95%) found this review helpful
23 people found this review funny
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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88 of 90 people (98%) found this review helpful
1 person found this review funny
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
6.5 hrs on record
Early Access Review
Posted: January 27, 2014
Video Review:

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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53 of 54 people (98%) found this review helpful
3 people found this review funny
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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Recently Posted
10.2 hrs
Early Access Review
Posted: September 15
So I've had this game since around Christmas of 2015 and didn't start to actually play it until very recently. And I wish I had started back when I first got it. This game is a LOT of fun. The crafting is simple and diverse, fighting monsters is difficult when you first spawn, but as you progress (get better tools, armor, etc.) they become much easier, but to keep the challenge aspect the game has minibosses, bosses, and the monsters get progressively tougher as you dig deeper. The game also has a story that you can follow if that's your thing, which I recommend as it leads you to some good rewards. The devs are also pretty active too which is always a plus. Overall I rate this game a 9/10 and highly recommend you get it.
Helpful? Yes No Funny
16.2 hrs
Early Access Review
Posted: September 11
This game İs very Cool and good pls uptade becuz soo many bug's in this game :/
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A developer has responded on Sep 11 @ 2:48pm
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0.7 hrs
Early Access Review
Posted: September 10
i didnt like this game at all. it was very laggy and boring and i was not satisfied with it. its worth checking out but i just did not like it at all
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A developer has responded on Sep 11 @ 1:54am
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40.9 hrs
Early Access Review
Posted: September 7
Great game, and the devs are active and responsive. Lots of little details that show they care about the game.

+ Good balance difficulty-wise. Not too easy nor too challenging.
+ Interesting mysteries to explore.
+ Polished game, especially for early access title.
+ Fun :)

Areas that could improve:
+ Larger world.
+ More bosses.
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True Reclaimer
18.8 hrs
Early Access Review
Posted: September 4
Pretty good game.
Its like Terraria and Starbound but more fleshed out.
Coop is kinda a mess due to loot and quest items not having separate drops per player, so it can ruin the game.
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A developer has responded on Sep 5 @ 2:00am
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