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 (13 reviews) - 84% of the 13 user reviews in the last 30 days are positive.
Very Positive (455 reviews) - 84% of the 455 user reviews for this game are positive.
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.”

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 (17)

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)

24 comments Read more

June 23

Signs of Life Update 0.7 - Strange Mysteries

Hey folks, we have a fancy new content update all piping hot and ready to go. Our intention with this update is to continue making the underground more interesting by adding some Strange and mysterious things underground that tie into the larger story we're trying to tell with Signs of Life. There are many new artifacts, gadgets, etc that range from "cool but pointless" to "probably wildly overpowered" so we're going to need a lot of feedback on what works and what doesn't =)

We really want to give players a sense of exploration and discovery, and to that end we've decided to do something a bit different with our update notes this time around. In order to preserve the sense of mystery, we've decided to redact big chunks of the new content notes to avoid spoiling it. Hopefully this will let players figure stuff out for themselves (and let folks explore the new content together) without just outright spoiling everything on day 1 in the notes. We'll post the unredacted notes in a week or two.

Things to keep in mind
  • You will need to generate a new world in order to see most of the new content. You can generate a new world from the sandbox menu without losing your character, and you can go back to your old world through the sandbox menu as well whenever you would like.
  • Much of the new content is purposely unexplained, but hopefully it shouldn't be too hard to figure out. We're hoping that figuring out how the new content works will be fun and encourage players to work together both inside and outside of the game to figure everything out, but let us know if you think parts of the update are too confusing or hard to understand. We want to make players think and experiment, but we don't want people to feel like they need to go to a wiki to figure out how to use the new content.
  • A small number of players have reported an issue that prevented them from cutting down trees with both the axes and the wrist laser. We're still trying to figure out the cause of the bug, so if you happen to figure out a way to cause it reliably please let us know. Apparently restarting the game fixes the issue if you do experience it.
  • Similar (and possibly related) to the above tree breaking issue, there may be an issue with the Grab Laser, but we have been unable to replicate it.
  • If you need a hint as far as where to look for some of the new content, make sure you fully explore the Mining Base on the surface of the planet.

New Content (Some parts redacted to avoid spoilers =D)
  • Added a gross eyeball creature to the areas near the spiky bosses.

  • Added a craftable spike dart launcher
  • Added a Python revolver that has an alternate fire that allows you to fan the hammer and quickly unload all the remaining bullets in the cylinder.

  • Added a paper bag container :I

  • Added this weird creature

  • Added [REDACTED] that allows you to [REDACTED] Tablets

    • Ice [REDACTED] - [REDACTED] for a few moments and [REDACTED]
    • [REDACTED] - Explodes, [REDACTED]
    • Calm [REDACTED] - [REDACTED]
    • [REDACTED] Bolts - [REDACTED] hard to control explosive [REDACTED]
    • [REDACTED] - Send the [REDACTED]
    • Energy [REDACTED] - [REDACTED] damages a target
    • [REDACTED] - Lights up [REDACTED]
  • Added [REDACTED] Tablet - Used with the Strange Artifact, and can be bound with [REDACTED]
  • Added [REDACTED] and [REDACTED] - [REDACTED] used in various [REDACTED]. [REDACTED] is now added to the world generator
  • Added [REDACTED] - Converts [REDACTED]
  • Added [REDACTED] Device - [REDACTED] mark a location and then [REDACTED] a portal that [REDACTED].
  • Added [REDACTED] for [REDACTED]
  • Added [REDACTED] Altar for acquiring [REDACTED]
  • Added [REDACTED] to the HUD under the enery bar - Does not charge over time and must be replenished by [REDACTED]. Enabled once you find [REDACTED]
  • Added [REDACTED] - A pedestal that is activated by [REDACTED], and [REDACTED] your [REDACTED] when right clicked once activated. [REDACTED] when you die.
  • Added [REDACTED] Expansion - When broken, [REDACTED]
  • Added [REDACTED] creature
  • Added [REDACTED] deposits
  • Added many different [REDACTED] statues and decorations
  • Added several [REDACTED] containers

Bug Fixes
  • Fixed an issue with particle effects that was causing them to look more muted than intended. The majority of particle effects should now look better.
  • Fixed many cases where items would get desynchronized between clients and servers (should result in less items that can't be picked up when on a multiplayer game)
  • Fixed some issues that could have caused graphical corruption on a narrow range of computers
  • Prevented the player from deleting key items
  • Fixed rendering issue on the text input popups on larger font sizes
  • Scrolling in the crafting menu no longer causes the scroll slots to scroll as well
  • Many other small issues

General Gameplay Improvements
  • Improved medium and large fonts
  • Re-worked the Crafting menu significantly
    • Added larger buttons for categories
    • Reduced max crafting items to 4 (Some recipes that required 5 items have been changed slightly)
    • Combined with functions of the Projects menu
    • Increased the overall size to make the menu less cramped
    • Added ability to change materials in crafting, for example you can now choose between using a normal or rubber stick in many recipes. Some recipes also let you change the primary (first) material, which can change the crafted result, for example now there is just a "torch" recipe, and you can change the result from a normal sap torch to a biofuel torch by changing the primary material from sap to biofuel. We only adjusted a few recipes, so let us know if you have more ideas for places we could use this feature.
  • Removed Projects menu since its functionality was included in the Crafting menu
  • Added mineable Biofuel to world generator
  • Added optional settings for the Dodge mechanic as well as a bindable dodge action - Can be found in the settings menu
    • Double Tap - How it worked previously, double tap forward to dodge roll forward, double tap back to backjump.
    • Shift + Double Tap - Double tap only works when holding shift
    • Binds Only - Only activates when you press the key bound to dodge, dodge rolls forward if you're moving forward, backjump if you're moving backwards or standing still. Bound to Z by default... but honestly that is a terrible key to use and we're trying to find a better one, but its tricky to find something that we're not already using that can be easily pressed while doing other actions. Still working on this, and if you have any suggestions let us know.
  • Increased friction on the player when stopping to be less slippy

Balance Changes
  • Tweaked combat balance a bit - We only made some small changes for now, but we're planning on doing a bit of an overhaul soon
    • Melee weapons do a bit more damage, and have a wider spread between tiers
    • Enemies have a bit more health
  • Added additional health set bonuses to Bronze and Tin armor sets

  • Added ability to tweak various balance settings for creatures and melee weapons through a text file located in your game install directory (The directory should be something like Steam/SteamApps/Common/Signs Of Life/Content/CSV)

70 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
Customer Review system updated! Learn more
Very Positive (13 reviews)
Very Positive (455 reviews)
Recently Posted
( 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
( 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
( 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
( 75.4 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
( 11.1 hrs on record )
Early Access Review
Posted: June 28
Great game, lots to do and lots of fun!
Helpful? Yes No Funny
( 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.''

Helpful? Yes No Funny
( 1.2 hrs on record )
Early Access Review
Posted: June 27
I cannot honestly recommend this game ATM. It's not a bad game but w/Steam's up/down review system I must err on the side of caution and give it a not recommended.

The graphics are decent and the game plays fairly well once you get into it BUT there is very little to guide the player as what to do. The crafting system is on the complex side with new recipes randomly(seemingly) popping up but they seem to be more tied to resource gathering.

Resource gathering: a PITA. While there is an autogather option that can be turned on, it SURPRISINGLY does NOT use the grabber tool and so only picks up what is on the spot that your character's feet cross. The grabber used manually is easily blocked in ridiculous ways forcing more mining that one might want to do just to get at the originally mined resources.

The game menus are a complete and total mess. Honestly it's the best way that I can describe them, illogically organized and arranged. e.g. when wanting to strart a new game with a new world instead of offering a NEW FSCKING GAME menu option you are presented with CREATE AN FSCKING CHARACTER. This as you might surmise allows the player to create a new character which is just a name and very few character depiction options. To create a new world/map in singleplayer(SP) you must dig down into the SANDBOX menu(WTF?!) where you will find the options to generate a new world. THIS IS ALSO WHERE you can DELETE OLD FSCKING maps/worlds. Yes I would've though that would be my first place to look. This menu madness continues EVERYWHERE in the game.

Controls: while they work, they are clunky and dissimilar to ANY OTHER similar game. Apparently like the menus they don't have a clue...

Development: EXTREMELY sssslllllloooooowwwwww...

If these things end up being correct upon release or close to it(as that's when I'm likely to bother trying it again), I'll update the review accordingly.
Helpful? Yes No Funny
A developer has responded on Jun 27 @ 3:27pm
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( 5.9 hrs on record )
Early Access Review
Posted: June 24
Oh look, it's Terraria with nicer graphics! Not exactly, although the basic premise is... Not similliar at all. Bad example. But this game is pretty good, with more content slowly but surely coming in. Plus you get to fight giant Mecha-hen and craft gliders that look like Raziel's, which is always a plus.

Recommended: Does Kain think you can flip a coin enough times to get it to land on it's edge?
Helpful? Yes No Funny
( 6.7 hrs on record )
Early Access Review
Posted: June 23
Atmospheric game with an interesting story to figure out. It is a bit short currently, but still worthy of a play. People have complained about the inventory system, but I loved it. Good times.
Helpful? Yes No Funny
( 11.1 hrs on record )
Early Access Review
Posted: June 23
very fun but its REALLY complex i couldent get the hang of it for a while
Helpful? Yes No Funny
A developer has responded on Jun 23 @ 3:39am
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Most Helpful Reviews  In the past 30 days
7 of 9 people (78%) found this review helpful
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.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
1 person found this review funny
75.4 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?)
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
238 of 255 people (93%) found this review helpful
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
165 of 173 people (95%) found this review helpful
21 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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81 of 83 people (98%) found this review helpful
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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90 of 107 people (84%) 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
2 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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60 of 67 people (90%) found this review helpful
1 person found this review funny
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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52 of 59 people (88%) found this review helpful
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.

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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46 of 51 people (90%) found this review helpful
12 people found this review funny
41.6 hrs on record
Early Access Review
Posted: August 9, 2015
Summary: A solid engaging, and thoroughly enjoyable experience; definitely a purchase for anyone who enjoys games of Terraria’s kind. The complaints I have with this game are not too noticeably and will hopefully be fixed as it heads closer to completion.

Long Review: At first glance it looks like another Terraria clone, which I’ve played but never hit off with. Signs of Life is similar in the aspect of Terraria, but possess a more serious theme with a heavy emphasis on exploration. The game is tough in the beginning due to the lack of a tutorial and new users might be deterred like I was at first. The only source of information was AGIS the AI which squats in your wrist device, and he is about as helpful as he is insensitive. Alright, I’m being a little harsh. He’s my only companion and I depend on him to discover crafting recipes. For that I can overlook his jabs and would-be-delight at my coming misfortunes. However I must put a negative on his dialogue. Some parts feel too much like no writing effort was made and instead was just words slapped together to convey the basic intention of his attitude. Tsk, tsk, shame on you developers.

The graphics are pleasing; bright and vibrant. I enjoyed the design of the characters and environment. It has more realism than you would expect from this type of game; none of Terraria’s pixelated approach. A plus in my books.

The crafting system made my brain twirl a bit in the beginning and AGIS being the help he is, only kept piling more recipes for my brain to work out, into my already flooded list. Though once you learn how the gears tick and get the basic tools up and running, it is bloody damn enjoyabe!

The soundtrack I hardly noticed. So far the songs I’ve heard when I pay attention to it, fit the whole atmosphere quite well; Peaceful and lulling, perhaps too much so as it tends to flow in one ear and out the other. I actually heard more of Terraria’s music than I did here. The lack of combat oriented soundtracks for when you engage monsters makes me give this edge of the game a slight negative.

The monsters are interesting and for the most part, well imagined and thought out. Some are the only source for certain crafting ingredients thereby forcing you into the dark reaches of the earth to hunt them down. I have my issues with their current behavior in combat. They can be a threat, especially in the early stages where you’re just learning to stand on your feet, but once you get decent gear, it is disappointing. They are also encountered sparsely, this makes it easier for new poorly equipped players, but subtracts the danger feel as you explore. However they do spawn in more numbers as you go deeper, but not enough to make you feel satisfied. The lack of types, numbers, and ease of which you can eliminate them as you get better gear subtracts from this aspect of the game. Now while I’m being a spoiled kid and bashing the hard work of the poor developers, let me just add that the lack of dangerous creatures above ground, apart from that one special chicken, is disappointing to me.

Now onto the developers, the charming creators of this experience I am so enjoying. I’ve read a number of negative reviews and nearly each of them they have responded to with grace and factuality to the criticism and gripes people have of this game. They are also active on the Community Hub and welcoming to ideas. Get ready because I will hit you with a list of mine as well as issues. Ugh, when I’m actually energetic enough to write it out. Currently they are my second favorite, a big round of applause to them. Their involvement with the community was a factor in encouraging me to buy Signs of Life.

Now the game has some lore which adds a nice touch. In a way it helps drive you on to discover the full story as you explore and craft. However it is currently lacking in content. Understandable since this is still early access, but please bear that fact in mind. Newcomers, if they are slow minded dimwits like me, can expect to have enough content to work through and learn the ropes for 24.8 hours before it gets dull. Progression till then is perfectly enjoyable if you’ve managed to work out how to proceed. Good news is that a tutorial is in the works. This will transform it into a smoother experience for rookies. However, currently there is only one world, or in Terraria terms, one biome. And that is the green lush forest grassland. I do hope more locations with varieties in animals and flora will be added later. Fingers crossed.

Now that Signs of Life has had Co-op multiplayer added, it is even more fun. This game is another little gem lost in the swirling mass of titles being thrown into Steam since the Greenlight feature, and I find most of them to be very dreary. Don’t pass Signs of Life up if you are into the style. Perhaps genre would be a better term, but oh well.

PS: It is a pity you don’t know how lazy I can be. That I managed to force myself to write a review of this game means it is worth having a gander at. Oh well, oh well. No one will believe me. That’s fine. I know myself. That’s good enough.
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