Welcome to the Wolfire Blog! This is where we keep everyone up to date on our progress on Overgrowth and other new stuff. Be sure to subscribe to get the latest news! Also, be sure to check out the forums for even more up to date news - or get on IRC for up to the second updates.

Overgrowth's new game plan

Add Comment! By Lukas Orsvärn on June 18th, 2016

Around seven months ago we increased the team size, and started releasing alphas every other week. During this time we've made good progress, but the game hasn't been coming together as quickly as we hoped. So, we're trying a new plan.

The problems

The issues that we want to solve are the following:

  1. Since we are adding new features while fixing bugs at the same time, bugs are added to the game at the same rate as we are fixing them, resulting in an unstable game.
  2. The updates and changelogs are not always as interesting as they should be. Game development takes time, and even with this larger team, two weeks is not enough time to reliably make an exciting release.
  3. The user experience for new players is pretty poor right now, not only due to bugs, but because it's difficult for them to learn about and get to all the features that are currently in the game.

The solutions

To address these issues, we are going to stop releasing an alpha every other week. Instead we'll work towards specific milestones with internal deadlines, and once a milestone is reached we release an alpha after a bug testing phase. This will help make alphas more stable and interesting.

The first milestone on our list is to fix the user experience. This includes fixing many bugs, making a tutorial and adding menu items for all the modes that currently exist in the game. We are aiming to release this alpha during next month.

Arena mode changes

We realized the scope of the arena mode was too ambitious, so we've decided to reduce it. It was like a combination of a story campaign and an arena mode, with even more features on top of that. We've decided to make it into a series of arena challenges instead and remove the meta game. This will let us finish it in a more reasonable time frame while letting the story campaign take care of the storytelling.

The plan is to let each arena challenge take you though several fights to test your skills in a specific area such as sword fighting, free for all fights or slaying wolves. Beating one challenge will unlock access to the next one which will be harder than the previous. The arena challenge mode will be the next milestone after we're done with fixing the user experience.

Looking forward

Despite the lack of an alpha today we hope that you are as excited as we are to see this new plan come to fruition. Thank you for sticking with us, and we hope that you'll continue to support us as we find the best path to finally complete this project!

Overgrowth a225 video changelog

Add Comment! By Lukas Orsvärn on June 8th, 2016

Here is the new Overgrowth alpha video!

Don't forget that you can help support us, try out our alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth. If you'd like to see real-time news about Overgrowth, you can follow us on Twitter at @wolfire.


Be sure to watch it in HD!

The features highlighted in the above video are as follows (as well as some that didn't make it into the video):

  • Nodes on world map now pulse if clickable
  • It now automatically starts the campaign after creating a new character
  • Current profile and session are now reset when entering arena menu
  • Fixed formatting on campaign introduction page
  • Cave Arena texture upgrades
  • Fixed image scaling for GUI images with lower texture settings
  • Reset the font in GUI to resize text when resizing window

Thanks as always for all the support! See you guys in IRC and the forums.

If you liked this video, be sure to subscribe to our YouTube channel.

Also, feel free to support us by preordering Overgrowth!

Overgrowth Weekly 110

Add Comment! By Lukas Orsvärn on June 1st, 2016

Here is the new Overgrowth Weekly!

The community content highlighted this time is..

  • Melee challenge for Receiver
  • Update on the Therium 2 mod
  • Two updated shaders: parallax & fisheye
  • Remake of Path of Blood
  • List of hidden features
  • Whale man sculpt

For links and timestamps to each item in the video, see the video description.

Lugaru campaign port

Add Comment! By Josh Goheen on May 25th, 2016

Josh here with another blog post, this time i’m going to talk about the Lugaru campaign we’re porting to Overgrowth. Lugaru is the spiritual predecessor to Overgrowth, we’re porting its campaign to get a better idea of where we’re at in terms of features so we can bring Overgrowth up to feature parity with it.

Village

Some of the currently missing features are..

  • Fire
  • Animal running
  • Fighting system improvements like staff attacks, air takedowns, wall kicks and running leg cannon (as opposed to the jumping leg cannon currently in the game)

Rocky Hall

Beyond that there is a lot of art to create for the characters and environments, and of course a bunch of testing and refining.

Raider Sentries

Since the arena is top priority right now it will be a while before the Lugaru campaign port is ready to be released. But once it’s out we’ll have many of the pieces in place that will allow us to create the Overgrowth campaign.

Raider Patrol

There is some work in progress video footage from the Lugaru campaign in the Overgrowth a218 video changelog. What are you looking forward to the most with the Lugaru campaign port?

Overgrowth a224 video changelog

Add Comment! By Lukas Orsvärn on May 20th, 2016

Here is the new Overgrowth alpha video!

Don't forget that you can help support us, try out our alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth. If you'd like to see real-time news about Overgrowth, you can follow us on Twitter at @wolfire.


Be sure to watch it in HD!

The features highlighted in the above video are as follows (as well as some that didn't make it into the video):

  • Main menu
    • New main menu using the new GUI system
    • Put old main menu behind the editor button on the new main menu
  • Arena mode
    • Improved arena mode menu
    • Continued work on “slave” campaign
    • World map now works
    • Added back button to map page
    • Made esc a general back button in menus
    • Removed access to contender and fighter campaigns
    • Added descriptions on hover for states on endgame menu
    • Back button icon and text now light up together
  • Graphics
    • Ambient occlusion from characters
    • New motion blur that works on everything
    • Removed old weapon motion blur
    • New bloom blending method (thanks to suggestion from Abecederia)
    • Lit particles now receive shadows
    • Lit particles are now lit by point lights
  • Bug fixes
    • Default position for editor camera is now at movement object (character) 0
    • Fix level paths to always accept both long and short paths
    • Bug fixes in GUI system
    • Other bug fixes and improvements

Thanks as always for all the support! See you guys in IRC and the forums.

If you liked this video, be sure to subscribe to our YouTube channel.

Also, feel free to support us by preordering Overgrowth!