Experience the life of creatures in a 0.1 mm scale world. Endless gameplay possibilities inspired by natural phenomena: Lifecycles, Anatomy based combat, Quest narration and more. Massive updates are coming for 2017-18!
All Reviews:
Mostly Positive (27) - 77% of the 27 user reviews for this game are positive.
Release Date:
Nov 16, 2016

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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?

“The enormous scope of a Nature Sandbox game and the sheer number of gameplay systems involved makes Early Access a vital tool in allowing Drunk On Nectar to attain its full potential. By purchasing the game early, you will also be supporting the development of what is potentially the first full-fledged nature game ever made. Your feedback is highly valued and will be used in shaping the course of your nature game.”

Approximately how long will this game be in Early Access?

“Q4-2018 is the expected timeframe.”

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

“Creature lifecycles including growth, metamorphosis, mating & reproduction for the game's existing species (invertebrates) will be the main focus of DoN's EA journey. Multiplayer/Co-op support is also planned.

Inclusion of new content such as more species of animals/plants/biomes/scenario-editor may happen, but is by no means considered a core part of the EA development cycle itself, but a process that may extend well beyond EA and into the full release.”

What is the current state of the Early Access version?

“The current game is fully playable with multiple game modes and species for players to explore along with procedurally generated levels, sandbox mode, etc. However, replay value of the current version will vary from player to player as not all features have been built yet, so please keep that in mind before purchase.

Major features not yet built:
1) The main game mode ("The Life Of Animals") is currently a simplified version of the game's vision, current gameplay is simple. After lifecycles for all existing creatures has been built, gameplay for this mode will be enhanced further.
2) Save/Load functionality is not yet available.”

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

“Eventually as more content is added to the game the price is expected to be adjusted accordingly.”

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

“DoN's genre (the natural world) has seldom been explored in gaming before meaning we're practically building a new genre together while defining the standards for gameplay in this genre. Community feedback will be crucial in ensuring that natural world phenomena depicted in the game translates into gameplay that is both sensible and fun at the same time.

The community is also welcome to suggest their favorite species of animals and plants for inclusion in the game although this will be a long-term process because of the enormous amount of time taken to fully realize a species and not every species will make it into the game.”
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Recent updates View all (33)

January 8

Major A.I. Improvements - Patch v3.0.5

This is another patch in the run up to Lifecycles Act 2 with a focus on A.I. improvements for the entire game. Major highlights include Dragonfly hunting A.I overhaul and Lifecycles Act 1 A.I. (Jumping Spider early instars). This patch carries significant improvements to both.

To whet your appetite, here's a preview of DoN's new Grasshopper for Act 2!


Texturing is not yet done! hence the golden hue

Changelog

Flying Creatures A.I.
  • Dragonfly A.I. can now travel to and snatch grounded prey with far a greater chance of success. Jumping Spiders esp, beware!
  • 3D Pathfinding critical bugfix; flying creatures no longer get permanently stuck in mid-air .
  • Dragonfly A.I. stamina limited to compensate for improvements. A.I. is forced to rest/perch frequently and can only pursue prey for short durations.
  • Perched Dragonflies can be taken down by adult Jumping Spiders from the next update onwards (Act 2).

Lifecycles Act 1 A.I.
  • Major behavior bugfixes. Instar activity is now smooth and efficient, A.I. now completes its growth cycle fully.
  • Moulting mid-fight is now prevented (this was an edge case to do with XP earned from counterattack)
  • Bigger instars are now able to make combat contact with smaller instars more easily during combat
  • Bigger instars now deliver greater combat damage compared to smaller ones
  • Bigger instars pick up items with better accuracy
  • Hitbox modified for young Jumping Spiders to prevent visual intersection in some cases
  • A.I. no longer glitches/spins around while moving/turning for activity.
  • Fauna evasion behavior improved (upon colliding with each other).
  • Instars caught under the egg sac's silk webbing are now swiftly evacuated :)
  • Instars escaping the eggsac glitch has been fixed
  • Post-playfight toppling over anim now plays consistently.

Bonding system bugfixes
  • Follower / Spectator distances increased to give more room to the player.
  • After grooming Min Walk Speed is now properly restored. Previously it was stuck at the grooming value (slowing down the player)
  • Grooming visual feedback and audio now modulates correctly when players are frantically tapping LMB and RMB together :)
  • Changed "follower lost" text color/style for readability

Misc
  • Caterpillar infinite leaf farming prevented; browsed leaf areas are no longer browsable (this used to work correctly in previous builds)
  • Gamepad input cue in the bonding screen (for Continue) corrected
  • Gamepad I1/I2 changed to A/B (from X/Y) for consistency
  • Gamepad controls image updated (was outdated before)
  • Font changes to Act 1 intro for readability


Your A.I. siblings can now finally grow up to third-instar quite briskly :)

Act 2 Dev
While this bugfix spree has delayed Act 2's core development a fair bit (many new species are planned, on that note!), it was inevitable as Act 2's gameplay revolves around A.I. hunting/evasion/etc and so this solid foundation was necessary.

On the bright side things like the improvements made to Dragonfly A.I. will benefit new species like the Spider Wasps that are being added to Act 2.

New Species confirmed for Act 2
The following A.I. species are confirmed for the next update:-
  • Grasshoppers (First-instar, Nymph, Winged adult)
  • Spider Wasps
  • Tiger Beetles
  • Springtails
  • Whiteflies
  • Possibly more...
Here's some Grasshopper WIP footage for your time :)


Texturing is not yet done! hence the golden hue

See also, GIF:
Grass-hopping antics

More WIP images of new species will be shared this week!

With ❤,
Venugopalan Sreedharan
6 comments Read more

December 27, 2017

Major improvements to Drunk On Nectar & New Act 2 release ETA

In anticipation of DoN's Lifecycles Act 2, this patch brings major improvements to the game that significantly bolsters gameplay experience, fixes several long-standing issues and improves upon nearly every aspect of the game.

Patch Notes
For a full list of improvements see further below.

When will Act 2 release?
Act 2 will release in January 2018, the exact time period in still being worked out.

Several factors contributed to this delay, let's look at some of them below:

1. The decision to finally develop a Save/Load system for DoN as part of Act 2 was one source of delay. The game's living plant simulation (where plants germinate from seeds, sprout leaves, blossom, etc) proved exceptionally complex to distill into a compact save file.

Saving/Loading was finally achieved last week though and is an important milestone for the game as players will soon be able to save their Lifeycles progress and eventually even share their Sandbox creations/etc.

2. Apart from infrastructure dev, there was the need to polish and fix outstanding glitches in the existing game before adding new content. These needed a fair amount of time to build and test as well.

That's ultimately the purpose of today's patch, so let's review that:

v.3.0.4 List of improvements:

Lifecycles Act 1
  • A.I. growth capacity significantly bolstered by smarter movement, evasion and foraging.
  • Now the A.I. will not only keep pace with you, but swiftly outgrow you if you don't keep up :)
  • Egg-sac occupants are now prevented from accidentally falling out of the egg sac / flipping over.
  • Visual glitches while picking up pollen grains fixed. Camera no longer jerks around! Creature turning anim plays properly too.
  • Pausing the game before narration no longer causes narration to get stuck after unpausing.
  • Bonding follower now behaves like a spectator during playfight (instead of annoyingly getting between you and the opponent :))
  • Grooming while climbing atop another creature (usually your Mother!) is fixed
  • Female Jumping Spider's texture details are now more evident (like the male) while growing to better emphasize their growth.
  • Added reminder to Act 1 outro that players can use the "Survival" mode to play as adult Jumping Spider even now :)
  • Egg emergence input cue changed to simply "Hold W" (instead of the previous "hold W/S/D/A")

Combat System
  • A.I. combat intelligence significantly improved, Combat logic fully reworked. A.I. can handily defeat players now!
  • Combat face/off distance is now correct for smaller-instars playfighting with larger-instars. Previously they'd end up under the larger creature.
  • Heavy Strike audio cue now plays consistently. It was previously getting swallowed in certain cases.

A.I. Locomotion
  • Creatures no longer fall off when bumping into another fauna. They hop off intelligently! Especially evident during playfights
  • Evasion - Flying creatures no longer get stuck when bumping into each other. Evasion behavior also improved.
  • Evasion on vertical surfaces/angles fixed for walking creatures

A.I. Behavior
  • Adult Jumping Spider scouting behavior fixed (this was broken recently)
  • Major bugfix that vastly increases a creature's ability to perceive flora/food in a map

Camera
  • Invert camera option now supports independent controls for Walking and Flying modes
  • Look up clamp relaxed for cam to make looking up easier
  • Mouse turn-around setting option removed. Streamlining camera management code became necessary due to multiple possible camera paths (spider cam, regular third-person, etc)

World Generation
  • Caterpillar now spawn on leaves with gentle slopes (as opposed to steep ones) to make camera viewing angle and movement easier for players.
  • Adult fauna spawning for non-Lifecycle game modes fixed
  • Population of Monarchs v/s Viceroys and Bees finetuned in favor of the latter (for gameplay)
  • Amount of nectar per flower decreased to encourage flower-hopping

UI
  • In-Game Clock fixed to show user-friendly time, removed from all modes except Survival and Sandbox
  • Stamina/bodyfat alert cue no longer flashes too quickly, readability improved.

Hunting
  • Prey Snatch mechanism rewritten; grasping prey with mandibles is more physical now.
  • Long Jump aiming+camera improvements in anticipation of Act 2; still more room for improvement here.
  • Long-Jump-Snatch positioning issue for Jumping Spider fixed
  • Long Jumping onto a creature you can't snatch no longer suspends you in mid-air!

Sandbox
  • Floral varieties spawning in Sandbox mode fixed (eg: different colors of Orange Lily flowers)

"Hard mode" improvements
  • Hard mode's mandatory "Manual snatch via Shift" for hunting is now explained to player at startup
  • Stamina mgmt for JP lifecycles in hard mode reworked
  • Grappling in hard mode reworked for all game modes.

Audio
  • Increased tempo of bonding-new-bond music cue
  • Reduced volume of jump tutorial feedback cue, fixed cross-play / overlap of progress cues
  • Eggs cracking open can no longer be heard by farway walking creatures :)

There's still plenty of room for improvement, but for now the focus shifts back to Act 2. Screenshots of new species (NPC) on both sides of the food chain will be shared next week!

Thanks again to everyone for your patience in waiting for Act 2. It is shaping up to be the game's most exciting update yet, so the wait will be worth it :)

Learn to live in the Great Outdoors, Build your own silken egg sacs, March on towards adulthood and beyond!

With ❤,
Venugopalan Sreedharan
7 comments Read more
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About This Game

Drunk On Nectar is a Nature Sandbox game about animals, plants and ecology. Multiple game-modes allow you to play as a creatures, simulate ecosystems or challenge yourself on quests maps with leaderboards.

Multiplayer support is planned for 2018.

DoN aims to provide the most comprehensive nature experience gaming has ever seen. To this end, the game has been built at invertebrate-scale (a 0.1 mm accurate micro world) for an unprecedented level of detail. Plants in DoN are not flat props but living, growing entities that flower, pollinate and propagate across seasons like real plants. Finally, each species has unique gameplay depending on its morphology.

The current release features eight invertebrate species:
  • The Monarch Butterfly (will full lifecycle from Caterpillar to adult!)
  • Jumping Spider (Phidippus Regius, with Lifecycle upto Third Instar)
  • The Ladybug Beetle
  • Dragonfly (Common Hawker)
  • Ants & Mealybugs (mutualism)
  • Butterfly (Viceroy)
  • Bee (Solitary).

Plants are first-class citizens in DoN and expected to play an increasingly important role over time.

Additional species of animals, plants and ecological phenomena are planned for addition once the game's EA goals (read above) have been met. You are welcome to vote for a creature or plant you're excited about for addition in the community forums!

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 7 SP1, Windows 8.1, Windows 10
    • Processor: 3 Ghz Dual-Core 64-bit CPU
    • Memory: 8000 MB RAM
    • Graphics: Dedicated Graphics Card with 2 GB VRAM, min DirectX10 necessary.
    • DirectX: Version 10
    • Storage: 10000 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu or equivalent distro
    • Processor: 3 Ghz Dual-Core 64-bit CPU
    • Memory: 8000 MB RAM
    • Graphics: OpenGL 3 compatible GPU with 2 GB VRAM
    • Storage: 10000 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system

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