Care for a miniature ecosystem in a strange world, exert limited influence to encourage the growth of different fungi and bugs and try to maintain the balance of life.
All Reviews:
Very Positive (74) - 91% of the 74 user reviews for this game are positive.
Release Date:
Apr 27, 2015
Developer:
Publisher:

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Recent updates View all (7)

August 9

Patch 1.3.2 Nutricycle

:etmold: Patch 1.3.2 Nutricycle :etmold:

Hey! Some new genes for use in Modules were requested, so I've added them, and also implemented most of them in existing earthtongue species. You can view said species if you want an example for how to use the gene in your own modules.

New Genes:
- allow module support for unique deadfungus sprites (under the Sprites/Map folder)
- created fungus gene: deadfungus_multi (a decimal value and multiplies the amount of dead fungus generated by that fungus by that amount.)
- created herbivore gene: Picky (a bool, if true this bug only eats living fungus.)
- created new life form gene: taste. (a string. the life form's taste value, normally empty, will be defined as this string.)
- created bug gene: refuse_taste. (a string. This bug will not eat anything with a taste value that matches the string. this gene can be taken multiple times.)

Rebalance (utilizations of genes:
- Blue Mushrooms now produce extra dead fungus (1.2x)
- Moths are now Picky
- Wasps dislike eating snails, and do not consider them prey.
- Moths dislike the taste "Fruit".
- Fruit Pods and Brown Pods now have the taste "Fruit".
0 comments Read more

August 4

Update 1.3: The Nutricycle

:etmoth: Patch 1.3 Nutricycle :etmoth:

Hello! Oh wow, that was quick! I went into fix a few bugs but instead ended up spending the past week working fervently, and I have this.. honestly rather significant patch to bring you.

This patch involves a very thorough rebalancing of the game, as well as increased visibility on some of the more esoteric features. The main focus of this patch is in fleshing out the Nutrient Cycle in the world.

=====================

New Features:
- When a fungus takes damage from starvation or thirst, it drops "Dead Fungus" on the ground. Dead Fungus rots into nutrient extremely slowly, but herbivores can eat it, preferentially choosing to do so over living fungus on the same tile.
- Dead Fungus Mass counts as "Nutrient" when summing for the Nutrient Cap. Dead Fungus must be eaten so that the nutrient can be recycled back into the environment via waste emission and respiration (eating it will stop it from potentially pausing the nutrifall).
- Bug corpse biomass contributes towards the Nutrient Sum as well, just like dead fungus it needs to be eaten so that the nutrient can be recylcled back into the environment.
- Fungus that is at full health gains half of its sustain-hunger as plantfat, which, when starving, it is able to use to half the damage it takes from starvation. Plants drawing upon plantfat will release more dead fungus that usual.

QOL/Visuals:
- Additional metrics by species are present on their journal page (species-wide population, biomass, and most importantly: species age)
- Arrows display the rate of intervention gain
- Arrows display the relative nutrifall rate (very important for diagnosing the health of the world)
- New markers on species journal entry buttons now easily inform the player whether or not a species is present at all in current world
- Intervention Quantity text colors itself green to represent that interventions are at maximum capacity
- Fires are visually enhanced by particle effects

Rebalancing:
- Fungal Hunger demands have been slightly reduced globally
- Carnivorous fungi that swallow prey (Hungry Pod, Pitcher Stalk) now digest their meals a bit faster
- Spore-Belching Fungi (Hungry Pod, Brown Pod) now belch a slightly more dramatic amount of spores
- Tallstalk Fungi will now always attempt to reach at least a height of one above the ground.
- All detrivores have had their lifespan extended by significant amounts, thus delaying egg laying. This is intended to reduce the severity of detrivores surviving off the bodies of their parents.
- All detrivores have had their egg hatching time extended, hopefully producing effects similar to above.
- Egg brood mechanics have been adjusted somewhat, occasionally an egg will produce 50% less brood (eggs always produce at least 1 young) to curb overpopulation issues.
- Bug now decay much slower. Detrivore manure can expedite reconversion to nutrient.
- Sticky Fungus touching bug corpses cause the bug corpses to decay significantly faster.
- Initial Worldstate now has a minimum tile height of 2.
- World Gen now generates three "spires" and two "chasms" on the map (they may not always be visible if they generate on top of existing extreme terrain).
- Egg hatch times are no longer entirely predetermined, every egg has a random amount of hatch time extended to it.
- Bugs that have laid a clutch of eggs cease feeding and allow themselves to waste away to prevent them from competing with their young.
- Bugs require a stricter health condition to lay their eggs than before (Vit 75% -> Vit 90%)
- Nutrifall rate adjusted: nutrient now falls faster when there is less of it present in the world, and slower at the cap is approached.
- Spore generation rate has been decreased
- Map size increased (400 -> 450)
- Species Journals now require keeping the species alive for longer (5000 -> 7000) due to increased species longevity from egg changes.
- Wasps are now immune to spiderwebs
- Moths are now Grazers (grubs still eat indiscriminately)
- Grazers can no longer eat stalk fungi
- Locust brood size increased
- Interventions slowly drain if the world is in a dead state

Journal:
- The site that earthtongue takes place in has been recontextualized as the rim of a crater, rather then the entirety of an asteroid.
- Early journal entries more explicitly explain mechanics such as the nutrifall cap and biomass correlating with intervention rate.
- Roach and rhino beetle now mention Grazer. Between them, grazer behavior is fully described.

Bugfix:
- Species Age for journal-unlock purposes no longer resets on reload
- "Angry" bugs (Rhino Beetle) were erroneously only performing territorial killings when starving, they now properly perform such attacks.
- Fixed a bug where sometimes the portrait for a sprite was not showing in the research journal
- The music was set to be permanently extremely low, this has been fixed.

I'm going to be keeping a close eye on feedback over the next time, consdering that this is a rather major adjusting of the game. I believe it to be in a much more interesting place with this change. As always, if you desire to play the 1.2 version of the game, there is a legacy build in the betas tab.

---
hotfix1:
wasps no longer spin webs
dead fungus no longer hangs in the air
dead fungus is produced at half the rate as before
corpses are only 75% as nutritious as they were before

7 comments Read more

Reviews

“it's a lovely terrarium sim with added bugs and fungi and weather effects, that will let you observe and play with a beautiful little fantasy ecosystem set on alien world. It's all very relaxing and clever”
IndieGames

“EarthTongue is a relaxing, interactive experience that allows players to take care of a small ecosystem consisting of different types of fungi and bugs”
IndieGameMag

About This Game

A sunless world of fungi and bugs, sustained by a slow rain of nutritious substance, could use your guidance and cataloging.
EarthTongue is a vivarium sim that places in you limited control over a small ecosystem on a fantastical world. You will spend most of your time watching life grow and eat each other to survive. Your subtle nudges will be required to maintain the balance of this world, but it can handle itself much of the time. Player given goals are limited, aside from maximizing the health of your ecosystem. You may choose to try to create a fungal garden to your liking. You may try your best to breed as many beetles as you can. You might use those beetles instead as food stock for the mantises. You might instead just peacefully watch the story of Earthtongue unfold on its own.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: XP
    • Processor: Intel(R) Pentium(R) CPU B950 @2.10 GHz
    • Memory: 250 MB RAM
    • Graphics: NVIDIA GeForce 7100 / NVIDIA nForce 630i
    • Storage: 120 MB available space
    • Additional Notes: keyboard & mouse
    Minimum:
    • OS: OSX Yosemite 10.10.2
    • Processor: 1.7 GHz Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4000 1024 MB
    • Storage: 120 MB available space

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