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 automatic plant pivot points, automatic plant convex hulls from point cloud, first draft of plant interaction sound effects, plants slow player movement based on penetration amount, leaves spawn from plant point cloud, improved AI response when group defeats player, navigation works better when navigation mesh is not calculated, and more!

Posted by jeffr on Jan 2nd, 2012

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):

- Automatic plant pivot points
- Automatic plant convex hulls from point cloud
- First draft of plant interaction sound effects
- Plants slow player movement based on penetration amount
- Leaves spawn from plant point cloud
- Improved AI response when group defeats player
- Navigation works better when navigation mesh is not calculated
- Fixed 'hop' when entering DisplayText hotspot

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
SinKing Jan 2 2012 says:

This game is sooo much work! And you're doing it very well. I wonder how long it will take until I can finally play it. I also wonder, how you finance it, during all that time.

One suggestion - I always hate the sharp corner of the playable area, when I'm looking down from a cliff, etc. It spoils the experience to see things end so abruptly. Is it possible to disguise the border (in the water), where the playable area ends? If nothing else helps, maybe there can be fog or a reef to disguise that sharp edge.

Everything else looks amazing, gorgeous and beautiful. I can't wait, but have to. Playing the beta is too much of a hassle for me with the constant updates. I do check them out from time to time. Can't say I regret pre-ordering this game.

+12 votes     reply to comment
Bov Jan 2 2012 replied:

I agree with you. They put down a lot of work on this and shows that they are very ambitious. The preorders are probably their main income.

+5 votes     reply to comment
Nighttwister Jan 2 2012 replied:

i belive they made a hefty sum from their preorder sale. and some money on lugaru.

but i think that every one will agree that the money is spent on the game and the workers who make the game, course with a game thats in alpha and still beats the living **** out of all other fighting games is proof of a devoloping team that does not mess around.

keep up this amazing works guys and girls (cant remember the whole team) and i hoped you had a merry chrismas and a fine new year.

+5 votes     reply to comment
shanesemler Jan 2 2012 replied:

Considering the amount of detail and work being put into this, fixing the visible hard edge of the level is likely on their todo list. :)

+5 votes     reply to comment
Dnst Jan 2 2012 says:

The phoenix engine will be one of the best on the market when it is finished. It seems very modifiable while providing high quality graphics.

+9 votes     reply to comment
scottellison92 Jan 2 2012 says:

that point cloud creating a collision mesh is great! i wish udk was as well thought out as yours

+3 votes     reply to comment
moci Jan 2 2012 replied:

There is no comparison between UDK and Phoenix engine. Agreed this is looking to be an awesome engine but UE can do much MUCH more than Phoenix - at the cost of complexity and compatibility of older features (UE is old...).

+2 votes     reply to comment
BluishGreenPro Jan 2 2012 says:

Ingenious! Now contrast this to most games where you just clip through plants...

+7 votes     reply to comment
flamingvipir Jan 2 2012 replied:

***Callofduty***COUGH*** Excuse me. Something in my throat.

+2 votes     reply to comment
SabreXT Jan 2 2012 replied:

I'm not sure why you would single out CoD other than "It's popular so it's crap!" type mentality, which is a little childish.

I think a better example would be Far Cry, and possibly Crysis, where having the nice looking plants was a disadvantage because the enemies could see through then while you couldn't. It made the game very frustrating in places.

+2 votes     reply to comment
moci Jan 2 2012 replied:

Did they? I remember sneaking up on them/waiting for them to pass. While crouching in some bushes... Maybe I got lucky.

+2 votes     reply to comment
Hell_Diguner Jan 2 2012 replied:

Some of the foliage in Crysis has AI sight occlusion, but not all plants. Far Cry 2 is much worse, AI detection of the player is almost solely based on standing/crouching and if you have the "camo suit" upgrade.

+2 votes     reply to comment
SabreXT Jan 5 2012 replied:

I wasn't much of a stealth guy (I'm bad at stealth) but the AI was questionible. Getting spotted from miles away while crouched in a bush happened alot, other times I could tip toe up to them and melee them while they just stood around.

I heard a funny story from the making of Crysis. (I can't remember where I heard it though) An exploit in a test version where if you held a tree branch in front of your face, the guards wouldn't see you, not questioning a small tree walking around the base.

+1 vote     reply to comment
ThatTrunkMonkey Jan 2 2012 says:

Why are you guys so awesome?

+2 votes     reply to comment
Cossack-HD Jan 2 2012 says:

This awesome game can be relased very soon if developers will stop add new stuff. Just add storyline, fix old stuff, make levels and awesome game is ready... But target is higher - make (awesome)^3 game :D Respect on that :)

+1 vote     reply to comment
flamingvipir Jan 2 2012 says:

Those synchronized moving bushes kinda creeped me out. Like some sort of pagan-plant ritual.

+4 votes     reply to comment
Kokumotsu Jan 2 2012 says:

so im guessing that the "bushes" are just trees that are very low to the ground?

+1 vote     reply to comment
SabreXT Jan 2 2012 says:

Given that trees slow you down, does that mean you can do a Rambo and survive a fall from a cliff by using a tree to slow yourself down?

+6 votes     reply to comment
Hell_Diguner Jan 2 2012 says:

0:01 Holy lighting effects batman

+1 vote     reply to comment
Fxor Jan 2 2012 says:

In this video. God I love that phrase! :)

Keep up the awesome work!

+4 votes     reply to comment
takeer Jan 2 2012 says:

Grr... i hate how the videos are so short!!! But awesome work guys!

+1 vote     reply to comment
Tedi47 Jan 2 2012 says:

i love you guys for this,
I'm always annoyed by how the interaction with plants and glass in games is so "floaty"

+1 vote     reply to comment
LordMcMutton Jan 6 2012 says:

You, sir, are unbelievably ingenious.

+1 vote     reply to comment
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