Overgrowth

More than nine years after it was announced, Overgrowth's surreal mix of wild animals, fast-paced martial arts, stealth, and gore is nearly upon us. The last beta version before a proper release arrived this week, bringing with it the game's full story mode.

Those who have purchased the game early will be able to play through the full campaign now, which sees our rabbit hero Turner fight to protect the island of Lugaru from slavers. Expect hand-to-hand combat that relies upon timing and counters, segments where you sneak through shrubbery, and lots of blood.

The amount of gore in the game is emphasised by another tweak in this beta: you can now be impaled by spikes. That means some pretty gory clips of Turner's limp body sliding down a wooden spear, blood spurting.

Other changes will make the game's different animals more distinct. Cat enemies, for example, can now throw smaller weapons such as daggers, while rats can attach bits of the environment to their head as camouflage.

Developer Wolfire Games has fixed lots of bugs, too, and added new settings options including a brightness slider. The full change log is here.

Overgrowth is currently £22.99/$29.99 on Steam and the Humble Store. There's no word on a final release date, but it shouldn't be too long. I, for one, am looking forward to it.

If you're interested, click here to read James's interview with the game's creator earlier this year.

Overgrowth - contact@rockpapershotgun.com (Dominic Tarason)

Overgrowth

It’s hard to write about Overgrowth [official site] without feeling a little old – this is early access before that was even a thing>. According to my email archives, I was first informed of Wolfire Games’ ninja rabbit simulator entering development in 2008, and I put down a preorder on it back in 2009. It feels very strange to say this, but as of October 4th, 2017, Overgrowth is now feature-complete and the latest version – Beta 6 – will be the last step before launching in a few weeks, with only minor tweaks, tuning and bug-fixing planned before version 1.0.

(more…)

Overgrowth - kavika
Check out the details here: https://youtu.be/Lv5CHSj_QqU
Blog post available here: http://blog.wolfire.com/2017/10/Overgrowth-Beta-6---The-Final-Beta
Full change log is available here: https://docs.google.com/document/d/1wnDiY7touC5VeTsoAgXqv0bJyJwJntMSST1vT22VaWM/edit?usp=sharing

Abridged Changelog:

Gameplay
- Added new finalized Overgrowth story mode
- Added improved difficulty select menu
- Added "Continue" option to reopen current story mode level
- Several improvements to the integrated combat and parkour tutorial in the Overgrowth story
- Added lethal spike object that impales both player and enemies
- Tweaks to make Dogs, Cats, Wolves, and Rats more distinct
- Several improvements to weapon throwing, weapon handling, and pulling weapons from enemy's bodies
- Gave player more buffs and wider reaction windows in easier modes (even more than Beta 5)
- Made enemies react to victory in more interesting ways
- Made enemies no longer able to counter after ragdoll block or block while rolling (fewer unfair blocks)

Settings
- Added brightness slider
- Can now tweak difficulty in settings menu
- Player invulnerability now in debug menu, invisibility on B key (if editor and debug keys enabled)
- Added campaign progress unlock cheat to debug menu

Graphics/Sound
- Added depth of field effect to dialogues
- Improved blending between multiple audio tracks to reduce or eliminate crackling
- Added true fullscreen and windowed-fullscreen video options
- Added screen transitions to level start, win, and dialogues
- Added unique animation for choking out a rat (with a lift)
- Improved text display on lower resolutions, and made it easier to read
- Improved dialogue prompt symbols (? and !) above character's heads
- Fixed some graphics glitches (skipping char shadows, water reflection in splitscreen)

Editor/Modding
- Improved mod upload and download UI (better progress indicator/error message display)
- Improvements to many error messages, and fewer crashes when mods are broken (XML files wrong, files missing, etc)
- Some housekeeping on spawner menu
- Can now control direction and speed of animated water froth decal (better moving water)
- Made some improvements to collision painting reliability and behavior
- Fixed problem with editor not being able to ragdoll a character (CTRL+K now works again)
- Improvements to "mod campaign" system to make it easier to use
- Added ability to specify dialogue color/sounds on a per-character basis, instead of per-line
- Added "scared" flag to cats
- Several scripting improvements

Performance
- Fixed several asset allocation/deallocation issues to improve memory usage (and some crashes)
- Added more assets to the preload.xml file, so fewer assets are loaded while playing levels
- Made blood surface textures stay resident so they don't thrash memory as much
- Minor improvements to level loading speed
- Improved rendering performance for detail objects, shadows, water splashes
- Improved CPU usage a little bit for collision detection

Other/Bugfixes
- Fixed slow-mo not working and music playback issues in non-expert difficulty levels (less than 100% game speed)
- Fixed some problems with characters appearing to float, falling through world, animating when dead
- Made click to respawn prompt go away when not in Overgrowth story
- Fixed several less common crash bugs

New Overgrowth story
- Big gameplay tweaks to almost all levels, concentrated in beginning and end of story
- Finalized story, dialogues, character names, level titles. Added ending
- Added many ambient sounds, improved music (more silence, distinct victory stings, layered music in levels)
- Updated thumbnails and loading screen images

Lugaru story
- Added ending
- Slight tweaks in a few places (improved shadows slightly, added more dialogue prompt ! symbols, etc)

If you find any bugs, please email a full description along with your system specs to bugs@wolfire.com.
Overgrowth - kavika
Check out the details here: https://youtu.be/Lv5CHSj_QqU
Blog post available here: http://blog.wolfire.com/2017/10/Overgrowth-Beta-6---The-Final-Beta
Full change log is available here: https://docs.google.com/document/d/1wnDiY7touC5VeTsoAgXqv0bJyJwJntMSST1vT22VaWM/edit?usp=sharing

Abridged Changelog:

Gameplay
- Added new finalized Overgrowth story mode
- Added improved difficulty select menu
- Added "Continue" option to reopen current story mode level
- Several improvements to the integrated combat and parkour tutorial in the Overgrowth story
- Added lethal spike object that impales both player and enemies
- Tweaks to make Dogs, Cats, Wolves, and Rats more distinct
- Several improvements to weapon throwing, weapon handling, and pulling weapons from enemy's bodies
- Gave player more buffs and wider reaction windows in easier modes (even more than Beta 5)
- Made enemies react to victory in more interesting ways
- Made enemies no longer able to counter after ragdoll block or block while rolling (fewer unfair blocks)

Settings
- Added brightness slider
- Can now tweak difficulty in settings menu
- Player invulnerability now in debug menu, invisibility on B key (if editor and debug keys enabled)
- Added campaign progress unlock cheat to debug menu

Graphics/Sound
- Added depth of field effect to dialogues
- Improved blending between multiple audio tracks to reduce or eliminate crackling
- Added true fullscreen and windowed-fullscreen video options
- Added screen transitions to level start, win, and dialogues
- Added unique animation for choking out a rat (with a lift)
- Improved text display on lower resolutions, and made it easier to read
- Improved dialogue prompt symbols (? and !) above character's heads
- Fixed some graphics glitches (skipping char shadows, water reflection in splitscreen)

Editor/Modding
- Improved mod upload and download UI (better progress indicator/error message display)
- Improvements to many error messages, and fewer crashes when mods are broken (XML files wrong, files missing, etc)
- Some housekeeping on spawner menu
- Can now control direction and speed of animated water froth decal (better moving water)
- Made some improvements to collision painting reliability and behavior
- Fixed problem with editor not being able to ragdoll a character (CTRL+K now works again)
- Improvements to "mod campaign" system to make it easier to use
- Added ability to specify dialogue color/sounds on a per-character basis, instead of per-line
- Added "scared" flag to cats
- Several scripting improvements

Performance
- Fixed several asset allocation/deallocation issues to improve memory usage (and some crashes)
- Added more assets to the preload.xml file, so fewer assets are loaded while playing levels
- Made blood surface textures stay resident so they don't thrash memory as much
- Minor improvements to level loading speed
- Improved rendering performance for detail objects, shadows, water splashes
- Improved CPU usage a little bit for collision detection

Other/Bugfixes
- Fixed slow-mo not working and music playback issues in non-expert difficulty levels (less than 100% game speed)
- Fixed some problems with characters appearing to float, falling through world, animating when dead
- Made click to respawn prompt go away when not in Overgrowth story
- Fixed several less common crash bugs

New Overgrowth story
- Big gameplay tweaks to almost all levels, concentrated in beginning and end of story
- Finalized story, dialogues, character names, level titles. Added ending
- Added many ambient sounds, improved music (more silence, distinct victory stings, layered music in levels)
- Updated thumbnails and loading screen images

Lugaru story
- Added ending
- Slight tweaks in a few places (improved shadows slightly, added more dialogue prompt ! symbols, etc)

If you find any bugs, please email a full description along with your system specs to bugs@wolfire.com.
Overgrowth - kavika
Check out the details here: https://youtu.be/fgqlQVpI9Xc
Blog post available here: http://blog.wolfire.com/2017/09/Overgrowth-Beta-5-video-changelog
Full change log is available here: https://docs.google.com/document/d/1332pAglqebOMYaxQZTqtO7jIYzmRKKfRkF7bLi6L1cg/edit?usp=sharing

Abridged Changelog:

Gameplay
- Added game difficulty presets to Top Bar -> Settings -> Game (Casual, Hardcore, Expert)
- Added the new Overgrowth story to the mods menu, for people who want to play it before it is complete
- Made dogs throw weapons again, but now only within a certain range to prevent player fleeing
- Several small enhancements to make stealth more interesting (harder, but a bit more effective)
- Made it easier again to fight wolves with weapons
- Added death hint support, with the particular hint chosen based on how the player died
- Added ? or ! symbol over characters that you can talk to (configurable per level/character)

Editor
- Added player invincibility setting to Top Bar -> Settings -> Debug
- Added setting in Graphics -> Debug to disable fog, so you can more easily edit levels without messing up the fog setting
- Added "ragdoll" collision painting option, which automatically ragdolls characters that touch the painted surface
- Added per-level settings for color saturation, under Scenegraph -> Level -> Script params
- Added "Stick To Nav Mesh" option to characters, to keep enemies from running off lethal cliffs
- Added support for loading text and background images to be displayed while a level is loading
- Kill hotspots can now be set to only kill NPCs, only players, or both
- Added several new idle animations

Performance
- Many more assets are now pre-loaded to reduce hitching from asset loads during gameplay
- Added checkboxes to disable level shaders and GPU particle fields
- Added "simple water" option to Top Bar → Settings → Debug → Graphics, it disables screen space reflections for water

Graphics/Sound
- Improved dialogue graphics, and support for custom color/sound for each character
- Added victory/death music stings in new campaign
- Added camera Depth of Field effects to dialogues and when you take damage
- Improved choke-out, sword, and knife animations
- Added screen space refractions to raindrops, and added time-based squash and stretch

Bugfixes
- Fixed Versus camera flipping. It may look straight down at combattants, but should no longer flip upside down
- Fixed menu UI resizing when resolution is set through settings menu
- Fixed render problems for lighting/shadow of plant detail objects

New Overgrowth story
- Most levels: Added new loading screen text and loading screen images
- Most levels: Final draft of story - updated character dialogues
- Most levels: New music tracks
- Arena levels: Added crowd cheering, with cheering level based on your performance in the arena
- Most levels: Tweaked shaders, improved environment art and lighting, customized NPCs/enemies more, made gameplay tweaks

If you find any bugs, please email a full description along with your system specs to bugs@wolfire.com.
Overgrowth - kavika
Check out the details here: https://youtu.be/fgqlQVpI9Xc
Blog post available here: http://blog.wolfire.com/2017/09/Overgrowth-Beta-5-video-changelog
Full change log is available here: https://docs.google.com/document/d/1332pAglqebOMYaxQZTqtO7jIYzmRKKfRkF7bLi6L1cg/edit?usp=sharing

Abridged Changelog:

Gameplay
- Added game difficulty presets to Top Bar -> Settings -> Game (Casual, Hardcore, Expert)
- Added the new Overgrowth story to the mods menu, for people who want to play it before it is complete
- Made dogs throw weapons again, but now only within a certain range to prevent player fleeing
- Several small enhancements to make stealth more interesting (harder, but a bit more effective)
- Made it easier again to fight wolves with weapons
- Added death hint support, with the particular hint chosen based on how the player died
- Added ? or ! symbol over characters that you can talk to (configurable per level/character)

Editor
- Added player invincibility setting to Top Bar -> Settings -> Debug
- Added setting in Graphics -> Debug to disable fog, so you can more easily edit levels without messing up the fog setting
- Added "ragdoll" collision painting option, which automatically ragdolls characters that touch the painted surface
- Added per-level settings for color saturation, under Scenegraph -> Level -> Script params
- Added "Stick To Nav Mesh" option to characters, to keep enemies from running off lethal cliffs
- Added support for loading text and background images to be displayed while a level is loading
- Kill hotspots can now be set to only kill NPCs, only players, or both
- Added several new idle animations

Performance
- Many more assets are now pre-loaded to reduce hitching from asset loads during gameplay
- Added checkboxes to disable level shaders and GPU particle fields
- Added "simple water" option to Top Bar → Settings → Debug → Graphics, it disables screen space reflections for water

Graphics/Sound
- Improved dialogue graphics, and support for custom color/sound for each character
- Added victory/death music stings in new campaign
- Added camera Depth of Field effects to dialogues and when you take damage
- Improved choke-out, sword, and knife animations
- Added screen space refractions to raindrops, and added time-based squash and stretch

Bugfixes
- Fixed Versus camera flipping. It may look straight down at combattants, but should no longer flip upside down
- Fixed menu UI resizing when resolution is set through settings menu
- Fixed render problems for lighting/shadow of plant detail objects

New Overgrowth story
- Most levels: Added new loading screen text and loading screen images
- Most levels: Final draft of story - updated character dialogues
- Most levels: New music tracks
- Arena levels: Added crowd cheering, with cheering level based on your performance in the arena
- Most levels: Tweaked shaders, improved environment art and lighting, customized NPCs/enemies more, made gameplay tweaks

If you find any bugs, please email a full description along with your system specs to bugs@wolfire.com.
Overgrowth - kavika


Another blog post up. Big change log, and status on Beta 5 / 6:
http://blog.wolfire.com/2017/08/Previous-two-weeks-in-Overgrowth---Late-August
Overgrowth - kavika


Another blog post up. Big change log, and status on Beta 5 / 6:
http://blog.wolfire.com/2017/08/Previous-two-weeks-in-Overgrowth---Late-August
Overgrowth - kavika


New blog post up. New change log and a brief update on milestone planning:
http://blog.wolfire.com/2017/08/Previous-Week-in-Overgrowth---Mid-August
Overgrowth - kavika


New blog post up. New change log and a brief update on milestone planning:
http://blog.wolfire.com/2017/08/Previous-Week-in-Overgrowth---Mid-August
...