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.


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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):

- Self-documenting script registration
- Attached objects can be manipulated with editor
- Can attach groups to characters
- Can save characters with attached objects
- Can copy/paste/save/load connected objects
- Fixed mass of wolf and female rabbit ragdolls
- Character bone mass is proportional to the cube of character scale
- Fixed a problem with sky rendering when there is no terrain
- Fixed raider ear weights
- Shift moves camera along camera's up vector instead of world's up vector
- Fixed problem with floaty rolls
- Clamped IK hip movement to reasonable range
- New checksum for animations and character lod cache
- Added sky rotation level parameter
- Spawner no longer closes after spawning a new object
- Attached objects work better with different scales
- Fixed slowdown when transitioning from ragdoll to animation
- Attached objects work with different character scales
- Fixed Mac SDL framework
- Fixed issue with "Texture format no GL_BGRA" with stabdecal.tga
- Characters are immediately alerted when damaged in any way
- Fixed character dragging when weapon is in offhand
- Fixed persistent animation layers across reset
- Fixed deleting characters with item objects connected
- Path points can trigger wait, sit, sleep
- Fixed dialogue editor undo/redo
- Level objects can have detail objects
- Any kind of object can be in a group
- Telemetry profiling
- Progress on native UI widgets
- Can alt-drag multiple objects at once
- Cleaned up editor snapping (and can start snapping in the middle of an action)
- Attaching weapons and their scabbards to the same item slot puts one inside the other

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

Also, feel free to support us by preordering Overgrowth!

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New features including a dew settings screen, can change any graphics options without restart, new fullscreen system based on native desktop resolution...

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8 months ago TBD 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  (10 - 18 of 18)
SPYFF Aug 7 2010 says:

Nice engine, very cool. Where download this engine? Or purchase?

+2 votes     reply to comment
AVittoz Jan 4 2011 replied:

you can get your hands on the alpha builds if you pre order Overgrowth ;)

+8 votes     reply to comment
doweeez Nov 16 2010 buried:


It's TBD so i don't think u will get it

-8 votes     reply to comment
architectts May 30 2010 says:

Whaleman FTW! Will we be seeing any animal riding in Overgrowth? I want to ride a giant eagle. That would be pretty epic. Could you show us how you modeled your characters? I'm curious. The skin is spot on.

+6 votes     reply to comment
Av7xrocker97 Feb 9 2010 says:

I have NO idea why I haven't pre-ordered this.

+14 votes     reply to comment
altercuca Feb 3 2010 says:

cool engine, id like to see more stuff related to this one, hope some demos or videos come up!

+6 votes     reply to comment
Silverfisk Creator
Silverfisk Feb 3 2010 replied:

It's the engine that Overgrowth uses, just check out the videos for that game. If you preorder the game you get a weekly alpha version of the game also that you can play around with.

+7 votes   reply to comment
cW#Ravenblood Feb 3 2010 says:

cool engine!

+5 votes     reply to comment
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