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 each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel. Overgrowth also benefits from Wolfire's brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.

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New features including initial plant rustling effect when characters collide, each AI keeps track of what it knows about each character, AI characters look at allies occasionally, idle characters walk backwards when they are crowded, and more!

Posted by jeffr on Dec 25th, 2011

Here is the latest in our new weekly 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 weekly 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):

- Each AI keeps track of what it knows about each character
- AI characters look at allies occasionally
- Idle characters walk backwards when they are crowded
- Combat song initiates when player character sees pursuing enemy
- Sad song initiates when player is defeated
- Initial plant rustling effect when characters collide
- Testing combat stance for dog knife
- Recreated challenge level 1 from Lugaru

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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Post comment Comments
Tatsur0 Dec 25 2011 says:

Congrats on player's choice upcoming game of the year 2001 :)

+11 votes     reply to comment
DuckSauce Dec 25 2011 replied:

What's life like in the past?

+5 votes     reply to comment
Tatsur0 Dec 26 2011 replied:

As always usually better than today. (Not really the case :D) Heh 2011 sorry for typo.

+6 votes     reply to comment
Exigopro Dec 25 2011 says:

When I think about it, this game acutally is so damn violent :D
good... ;)

-1 votes     reply to comment
legendgrobo Dec 25 2011 says:

two words: bunny dismemberment :)
the updates rock guys, keep it up!

+4 votes     reply to comment
Cossack-HD Dec 25 2011 says:

Really, it's looking like real life and so o_O about those unreal rabbits which are looking like real (did you understood? xD). This game has unreal real detailed graphics and physics + unreal idea so it's going to blow up some heads after relase.

+3 votes     reply to comment
BluishGreenPro Dec 25 2011 says:

Nice changes! I like that enemies who sneak up on you don't trigger the combat music.

+2 votes     reply to comment
flamingvipir Dec 25 2011 says:

BUSHES. Finally, a game with realistic bushes. How I hated waddling through shrubs in CoD and just going straight through them, especially in the stealth missions in MW and MW2. Props.

+2 votes     reply to comment
Chompster Dec 25 2011 says:

epic slow-mo kill

+1 vote     reply to comment
the*Joker Dec 25 2011 says:

Reminds me of Skyrim. =D

0 votes     reply to comment
sbnewsom Dec 25 2011 replied:


+2 votes     reply to comment
xalener Dec 26 2011 replied:

hurr der be sum snow

+3 votes     reply to comment
Hell_Diguner Dec 25 2011 says:

Love the plant movement you've created so far.

+2 votes     reply to comment
Atlasfield Dec 26 2011 says:

Wow, I´m glad you are retaking ideas from Lugaru. o3o

Nice advances, I loved the idea of movement in bushes, will be good idea create an AI for the characters make ambushes and depending of the race/animal, it will be different form for steal and maybe detect it.

Also, the music is nice, but I feel in my opinion do not sounds very epic or, how to explain? "strong" like Lugaru, you can feel the adrenaline when you listen the music and start the fight. Maybe for different characters and/or bosses the music will change, or not?

And a last point, why not add Jackalopes? Something like a kind of "legendary" warrior or something like, you know, since the ambient is perfect for make legends and heroes and only the model need antlers... Will be cool. :3

Congrats for the team of Overgrowth, I hope this proyect still upgrading and working, I am following like many people this amazing and unique videogame. (^u^)

+1 vote     reply to comment
luch174 Dec 26 2011 says:

starting to take shape guys :D nice update, cool to see more and more progress :) keep up the good work and happy christmas!

+1 vote     reply to comment
xalener Dec 28 2011 says:

Since you guys are doing all this to make bushes and tree leaves resistant to player movement and ragdolls, would they be able to dampen fatal falls to slightly damaging too?

I still kinda think the music should be a lot more percussion based and much less melodic, but that's up to ya'll srs.

+2 votes     reply to comment
Myloman Dec 30 2011 says:

Inspiring progress as always. The idea of the cues and hit detection on the plantation is fantastic. Recreating the Lugaru levels sounds like a real treat to indulge in. Look forward to the next update!

+1 vote     reply to comment
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