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.
All Reviews:
Mostly Positive (499) - 78% of the 499 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 (24)

August 2

What we're working on, August 2018

Hey folks, I wanted to check in and let everyone know what we've been working on since the last update. In the past we've pretty much gone dark in between updates and worked quietly behind the scenes, but I want to start being more transparent about what we're working on. I've decided to start putting out monthly updates like this, whether we have an update ready to put out or not.

In the last update we introduced a new area based around some intelligent aliens, and one of the things we've been working on is fleshing that area out. We feel like the area still needs a boss, some new creatures and some new gear. We don't want to go into too many details because we don't want to spoil everything before it is done, but here is some of what we're working on for the next update:

This is a boss we're working on:

This is a new creature we're adding:

And here is a new gun that we're working on:

It was also brought to our attention that it was a bit annoying to get ahold of enough acid to craft the various batteries required for the higher-end weapons due to the relative rarity of the Spitter creatures that drop the acid glands, so we decided to do a bit of an overhaul on those creatures. Our intention is to improve their visuals, mechanics and spawning behavior. Here is what the new version looks like:

Aside from the improved visuals, we're making it so the new version of the Spitter can rotate it's head so it no longer just spits directly in front of itself, and we're going to make it more reliable to find them by putting spawn areas near the surface of the planet. The goal is to make them a bit tougher to fight, but easier to find.

We also decided that the existing craftable spitter pistol was a bit lackluster, so we've overhauled that as well. The new version looks better and packs a bit more of a punch:

As always, we love to hear your feedback so don't be shy! If you have any questions, criticisms or just want to say hey, feel free to leave a comment on this post or the forums.
18 comments Read more

June 21

Signs of Life Update 0.12

Hey folks, it has been awhile but we have a brand new content update hot off the presses. We had several goals with this update - We wanted to move the story forward a bit, add a new area to explore, and we wanted to add a repeatable combat encounter that would be both fun and practically useful.

You will need to generate a new character or a new world (through the Sandbox Menu) to access the new area.

New Content
  • A new alien themed aread to explore
    • The area is entered via a portal that the Xenoid scouts open from their deployment pods that drop to the ground after you attempt to contact the Hephaestus with the satellite dish in the Pioneer Station.
    • 2 new intelligent alien creatures
      • A Xenoid Specialist that shoots fireballs

      • A tanky soldier Xenoid

      • All of the Xenoid aliens can now teleport to the player as long as there is an unobstructed path.

    • 3 new less intelligent alien creatures
      • A ProtoXenoid Crab
      • A ProtoXenoid Slug
      • A ProtoXenoid Hound
    • A new alien device that can be used to duplicate items.
      • The device has 4 crystals that must be stabilized with alien energy in order for the machine to function.
      • The crystals will spawn ProtoXenoids from special portals when the machine is on and the crystals are not stabilized.
      • Items placed on the device's tray will be pulled up into the machine when the lever on the device is set to the on position.
      • Once an item is pulled up into the machine, it will slowly be duplicated.
    • A Alien Turret that fires alien energy projectiles.
    • A Xenoid Reflector that can be used to redirect alien energy projectiles.
    • Devices that can temporarily or permanently provide power to connected alien devices after they are struck by an alien energy projectile.
    • A device that disables the power in the new area, which disables the duplication machine, prevents the aliens from respawning and prevents the alien pods from dropping to the surface of the planet.
    • Added alien wiring that connects the new alien devices to power sources.

Gameplay Changes
  • You no longer need to manually scan the environment to fill your map. Your surroundings are now scanned automatically
  • Added a Codex to track information that you have discovered about creatures, including a description and a list of drops

  • The primary function of the wrist scanner gadget is now used to scan creatures and add their information to the codex

  • Creatures should be more persistent. If you build a house and put a chicken in it, the chicken should never disappear unless you kill it. Our intention is to move in the direction of letting you "farm" creatures for resources, and this is a step towards that.
  • Increased the range of the wrist light
  • Improved functioning and reliability of the grapple laser. It still needs improvements to its functionality and graphics, but it should be better now.
  • Herb Catalysts and Remedial Herbs now get automatically sorted into Forager pouches.

Bug Fixes
  • Fixed some issues that would cause weapons and gadgets to stop firing occasionally.
  • Fixed an issue that would cause the inventory grid/gridless setting to not save
  • Fixed a graphical issue that would cause asteroids to be visible for a few seconds after entering the game
  • Fixed an issue that would cause the Backglider equipment to jiggle around when placed on a surface
  • Fixed some issues related to dying while using the Grapple laser
  • Fixed an issue that would cause the stone pressure plates to not function correctly sometimes

UI Changes
  • Enabled VSync by default. Let us know if you notice any new lagginess or input delay.
  • Added tooltips for items in the hotbar
  • Added an "info" button to the hotbar slots that opens the selected item's details
  • Changed the default font size from Small to Medium
  • Improved the descriptions for some of the creatures. Our intention is to do a pass over all the item and creature descriptions soon since quite a few of them need to be improved.
  • Now that the world is scanned automatically as you explore, the scan button on the HUD has been changed so that it now opens the minimap.
  • The various refiners (campfire, brick oven, advanced smelter) now require you to insert a firestarter.
  • Added tooltips and error messages for the refiners
  • Recipes that require a "heat source" will now recognize nearby (active) refiners as heat sources.

Graphics Changes
  • Improved and enlarged many item sprites.

Known Issues
  • We're not done decorating the new area, and we need to add some more/better rewards to find
  • There are likely still some multiplayer bugs, but I'll be squashing them as they come up.
  • Some sound FX are still missing for the new creatures and some new structures, but they'll be coming over the next couple weeks.
  • Currently, if you destroy all the alien drop pods (that drop to the surface of the planet and spawn the Xenoid Scouts) after disabling the power in the new area, then you will be unable to enter/exit the new area.

What is next?
  • Our next goal is to flesh out this new area a bit. We're going to add a boss fight as well as some new weapons, armor and gadgets. Much of the planned work is already finished, so this should happen before the end of next month.
  • Our next planned large content update is going to be the intro/tutorial. This is something that we've been putting off for awhile because we wanted to make sure we didn't miss tutorializing anything important, but I think at this point we have a pretty good idea about what things give players trouble early on. We're always interested in hearing what gives folks trouble when they're first learning the game though, so don't be shy! The more feedback we get about the early hours of playing the game, the better the tutorial will end up being.

As always, we want to hear your feedback either in the comments or on the forums. Let us know if you think the new area is too hard or too easy, and definitely let us know if you run into any bugs.
39 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

SteamOS + Linux
    • OS: Windows 7
    • Processor: Dual-Core 2 GHz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0 Compatible Graphics Device
    • Storage: 1 GB available space
    • OS: Windows 7
    • Processor: Dual-Core 2+ GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.0 Compatible Graphics Device
    • Storage: 1 GB available space
    • Processor: Dual-Core 2 GHz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0 Compatible Graphics Device
    • Storage: 1 GB available space
    • Processor: Dual-Core 2+ GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.0 Compatible Graphics Device
    • Storage: 1 GB available space

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