The Phoenix Engine is under development by Wolfire Games, it's being used to power their upcoming game Overgrowth. The Phoenix Engine aims to be easily modable and user friendly, it has built in support for rigging, animating and scripting.

Latest Media

No images, videos or audio files have been added to this gallery. Join now to share media with the community.

Blog RSS Feed Report abuse Latest News: New Overgrowth a208 video devlog

About Overgrowth with 5 comments by jeffr on Nov 27th, 2014

Here is the latest in our new Overgrowth alpha format! David himself took some time to illustrate the traditional changelog in video form.

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.

Be sure to watch it in HD!

The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):

- AI scripts are more optimized to support more simultaneous characters
- Ragdoll physics are more accurate and more efficient
- Moved all inverse kinematics and local physics animation from engine to script
- Improved chase AI
- No disqualification for arena overkill
- Updated weapon attachments for challenges since AI no longer grabs weapons in patrol
- Increased enemy sight distance
- Cat movement is much quieter
- Improved animation retargeting
- Changed unconscious ragdolls to be more limp
- Characters drop combat stance when enemy is unseen or otherwise not a threat
- Character loading works even if simplification fails
- Enemies are alerted by collision
- Debug keys can be toggled in settings
- Improved leg IK to handle foot orientation and hip movement
- Improved tail physics and tail collision with world geometry
- Calibrated eye morphs so they can look at precise points in space
- improved ear physics, ear collision, and idle ear rotation
- better gravity on roll animation
- new walk and sneak animations
- fixed Mac text rendering
- improved vertex bone weights for all characters
- breathing animation
- new idle behavior and weight shifting
- Added seamless cubemap toggle (to fix visible lines on some GPUs)
- Softened wolf fur normals

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

Also, feel free to support us by preordering Overgrowth!

If you liked this video, be sure to subscribe below.

Track us
on ModDB (visit our page)

Please join us here too:
Facebook icon ModDB icon Steam icon Twitter icon YouTube icon


Overgrowth Overgrowth

Updated 2 months ago TBD Single & Multiplayer Adventure

Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage...

Post comment Comments  (0 - 10 of 18)
Guest Jan 23 2014, 4:55am says:

is this engine support C# ? what language is support ?

+1 vote     reply to comment
Guest Jul 22 2014, 2:26pm replied:

This comment is currently awaiting admin approval, join now to view.

hulk0 Feb 6 2012, 3:22pm says:

this engine would be great for platformers.

+4 votes     reply to comment
redowner Jan 2 2012, 6:35am buried:


This engine would be great for a naruto game!

-24 votes     reply to comment
GamerDude27 Sep 14 2013, 9:23pm replied:

Why all the hate?
I totally agree with what you said!

+1 vote     reply to comment
noob-killer Mar 15 2011, 6:20pm says:

HEllo, you said your engine is very friendly for modding, so, will it be possible to modify terrain by using some brushes or terrain tool? Also you can modify your level in real time or off line only?

thank you!

+3 votes     reply to comment
Black_Stormy Oct 17 2011, 4:00am replied:

The terrain is edited using heightmaps, which at the moment you can't edit in engine. It's probably codeable, but for now they have to be edited externally. Wolfire are using a third party terrain generator, terragen or geosculpt or something, to make their maps.

+3 votes     reply to comment
mariuscojocaru Aug 10 2011, 6:34pm replied:

i've preordered it and u really can modify terrain colour and other things///even add or remove elements like rocks, wood and other things like weapons and AI controled ragdolls :) it's actually verry good and i can't wait for it to be finnished :)

+3 votes     reply to comment
Chinka Oct 31 2010, 10:28pm says:

What and what version of graphics libraries this engine use?

+2 votes     reply to comment
feillyne Staff
feillyne Dec 17 2010, 7:25pm replied:

You mean the main one? Built on the top of OpenGL, AFAIK.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Windows, Mac, Linux
Wolfire Games
Send Message
Release Date
Engine Watch
Track this engine
Embed Buttons

Promote Phoenix Engine on your homepage or blog by selecting a button and using the embed code provided (more).

Phoenix Engine
Phoenix Engine
396 of 688
Last Update
4 years ago
84 members