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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Check out this video from David showing off new features including multi-bladed weapons, detail textures, materials, and detail objects live update from level xml, detail objects have min/max embed and scale values, detail objects have controllable view distance, and more!

Posted by jeffr on Feb 6th, 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):

- Weapons can stick with multiple blades
- Detail textures, materials, and detail objects live update from level xml
- Detail objects have min/max embed and scale values
- Detail objects have controllable view distance
- Fixed problem with detail objects in split-screen
- Fixed missing struggle when choking
- Fixed crash when deleting attached weapons
- Fixed problem with weapon sticking

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
Edrahil Feb 6 2012, 2:13am says:


+3 votes     reply to comment
Angerfist219 Feb 6 2012, 2:48am says:

new knives look sick

+6 votes     reply to comment
mr_peters Feb 6 2012, 2:57am says:

Looks awesome, nice work! ^^

+3 votes     reply to comment
RogerRamjet Feb 6 2012, 3:12am says:

Nice details.

+2 votes     reply to comment
odysside Feb 6 2012, 3:47am says:

Epic stuff

+2 votes     reply to comment
WarHedd Feb 6 2012, 4:31am says:

i cant wait man. hope it dont take too long. but im only downloading when its finished. for now im watching progress. =D

+3 votes     reply to comment
Atlasfield Feb 6 2012, 4:54am says:

Cool effect with the grass, now only we need high bushes, interaction with trees and... flowers? (you know, an epic dead, honorific battle, great end... and maybe cute bunny blooding around red roses :3 )

Also, the wind will be something cool to work to, but I am not sure if the lag will affect the gameplay, will be cool for represent "a storm is coming" or something like.

And the weapons, weird designs but cool too, and hey, what about hurt yourself when you do not use correctly the weapon or the movements you are doing are very brute, maybe the character will interactive with his status and the form in how use the weapon: quiet, expert, green, desesperated, crazy, etc.

And well, congrats for your advances, keep it and remember we are looking you... furrys or not we are humans playing with bunnies. ;)

+1 vote     reply to comment
MarcusM Feb 6 2012, 6:18am replied:

Bushes and trees already move IIRC.

+3 votes     reply to comment
0rpheus Feb 6 2012, 5:05am says:

I had an idea- make it so that when you throw a smaller blade (eg. dagger) into a non-vital part of the body (like arm/leg) then it doesn't kill and the victim can pull it out, but renders that limb useless, like if you throw it into someone's arm and he pulls the blade out, he can't use that arm anymore, or starts limping if you throw it into the leg

+6 votes     reply to comment
scottellison92 Feb 6 2012, 5:39am says:

love it, and the running rabbit at the end topped it off

+2 votes     reply to comment
Dave27 Feb 6 2012, 10:37am says:

You need to make the grass "cuttable" ie when swinging a weapon at someone through the long grass a few particle blades need to break off. Also using the same code you could make some fantastic sword fights in bamboo forests :D

+6 votes     reply to comment
BluishGreenPro Feb 6 2012, 10:39am says:

LoD system is neat, do you get control over the placement, or is it randomly generated?

+2 votes     reply to comment
Dr.Goupyl Feb 6 2012, 11:52am says:

You've done me proud boy !

+2 votes     reply to comment
Tyrell Feb 6 2012, 1:06pm says:

Love these vids, I get happy every time I see an update

+2 votes     reply to comment
Hell_Diguner Feb 6 2012, 3:38pm says:

If you don't mind, I'd like to see a kukri -like knife. It's an interesting and unusual weapon, a combination of axe and scythe, which is small enough to be handled with the finesse of a knife.

+3 votes     reply to comment
Kark-Jocke Feb 6 2012, 6:23pm says:

Wery nice =)

+1 vote     reply to comment
Tedi47 Feb 8 2012, 9:30am says:

aawh i love those jaw-handle knives!
The tall grass also looks very fitting with the current art direction of a full animal cast. As mentioned before it will be very fun for stealth gameplay

+2 votes     reply to comment
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