Wolfire Games is a team of four guys working hard to develop an independent game for Mac, Windows, and Linux. Track our progress on Overgrowth on ModDB. :)
Matteo from Ragdoll Software just released his awesome new game Rubber Ninjas. He made an Overgrowth themed mod! Video inside.
I'm working on a user interface that will expose all of the cool features of the Phoenix Engine's map editor to people without the need to memorize a...
Aubrey designed a couple of Overgrowth wallpapers yesterday. Check them out!
Since Overgrowth mostly takes place outdoors, we put a lot of effort into making the sky look nice. We've already talked about the sun placement tools...
Today's alpha build features a fully functional, LittleBigPlanet style item browser for easier map making.
We've added some new trees to Overgrowth. Click to check them out!
We recently finished the initial sky editor for Overgrowth in our brand new engine. Check out this video demoing it!
Looking for a set of fancy icons for social websites, but none of them include ModDB or Steam? Here's one just for game developers. :)
Last week we asked people to ask us any question they wanted in the comments and we'd take the highest rated questions and respond to them! Over a hundred...
Phillip has made some pretty good progress on Overgrowth's physics editor. Here is an HD video demoing it so far.
Here is a timelapse HD video of Aubrey drawing a new concept for Overgrowth.
How do you make a tiling texture? Here's a tutorial on how to make a seamless tiling texture and import it into our brand new engine.
This is a technical explanation of how decals are actually projected geometrically onto complicated objects.
We've been gradually improving our decals in our brand new engine. Now we're ready to show off the whole system in an HD video.
Click through to see an awesome ninja rabbit clay model and hear about another awesome indie game.
We just finished the first scene of an Overgrowth comic we are working on. Check it out!
Most of the orchestral music used in games, movies, and advertisements is now created with virtual orchestras -- computers and software samplers have...
We're a small indie team but we decided it might be a good idea to send a man to E3. John decided to try storming the place with a kilt, a Wolfire cape...
We recently dramatically improved our terrain detail while optimizing the game at the same time. Here's how it works!
We've finished the first set of "mysterious ruins" for Overgrowth. Here's a small preview.
I just finished some UI that unifies the item browsers into one global palette. Let me know what you think.
Here is some background on how we developed the physics engine for our upcoming game Overgrowth.
We recently made a lot of progress on our decal tech for Overgrowth. This will let us make levels that look 10x better. Check out this video showing it...
This is the number one question we get, so we thought we'd answer once and for all.
David added ragdolls to our ninja rabbit fighting game. They are not rigged to our models yet, just raw ragdoll tech. Here's an HD video showing them...
This is a quick introduction to some post processing effects using our engine built from the ground up.
We're building a video game and its engine from the ground up. Here's a demo of its early modding capabilities.
Whenever we mention Overgrowth's scripting system (which uses JavaScript as the core language) we get attacked. Here is my defense of the JavaScript...
Here is a timelapse HD video of Aubrey drawing a dog concept for Overgrowth.
We have some new tracks for Overgrowth so we have made a little article about the evolution of our music. You can hear the original version and then it...