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.
Check out the Wolfire Blog for the latest Overgrowth news!
In this update you'll read about the development of Overgrowth's terrain, at the end of this update you'll also get a look at the procedural animation...
I asked some of my classmates to get some Wolfire t-shirts and model them for you guys. :)
The music in Overgrowth will feature many different tracks to help set the mood in the diverse environments. depending on the player's situation the music...
Wolfire Games recently signed the contracts saying they will get to sell Overgrowth on Steam. "We are really excited by this news, and it’s awesome...
Overgrowth will feature many different medieval weapons, like swords, knives and staves for example. But Wolfire Games are putting some extra thought...
Read about how the map editor works. Also in this update: get your free copy of Lugaru as a Christmas present from Wolfire.
Terrain is something that's tricky to get right in games, Wolfire have done their best and they have created something quite extraordinary.
The dog soldiers have decided to stage a last stand against a superior force.
The basic idea is to simulate the glare as a human eye would see it...
Three of the five developers from Wolfire - Jeff, John and David - was recently interviewed by ModDB about the past, the present and the future of Wolfire...
How close to the reference pictures are the models in Overgrowth? What do the unreleased concept art look like? Get your answers in this news post.
HD video demoing Overgrowth's hot map editor! We are making our own game engine from scratch and this is our take on an in-game, live map editor.
HD video fly by of the Overgrowth terrain! Everything in this video has been made from scratch, engine and all.
This is a behind the scenes look at how we render plants with smooth edges in Overgrowth using our engine made from scratch.
One of the benefits to making your own engine from scratch is that it's really easy to add new tools to it that do exactly what you need. Here's one that...
We are trying an experiment today. Click this article to talk to Wolfire directly, in real time! Ask us anything, anonymously confess something, or just...
David have been working hard on the animation system, but he have also worked on sound effects lately, wind sound effects to be specific.
The Open Dynamics Engine have been used for some basic physics in Overgrowth for long, for the character and camera collision to be precise, but that...
We're building a game completely from scratch and an early Overgrowth fan used our map editor to build an epic strong hold. This was really motivating...
Well, after talking to developers and publishers at GDC we have realized that Overgrowth is probably a bad idea. Instead, we've decided to make a much...
It's getting exciting! We are using baked lightmap shadows in Overgrowth, but it's still important that they can be quickly calculated. Firstly because...
We're building a game completely from scratch and we just added real time dynamic shadows into our game engine.
We have added hotspot and Javascript support to our brand new engine (we are building a game completely from the ground up), letting mods get much more...
We have some new tracks for Overgrowth so we have made a little article about the evolution of our music. You can hear the original version and then it...
Here is a timelapse HD video of Aubrey drawing a dog concept for Overgrowth.
Whenever we mention Overgrowth's scripting system (which uses JavaScript as the core language) we get attacked. Here is my defense of the JavaScript...
We're building a video game and its engine from the ground up. Here's a demo of its early modding capabilities.
This is a quick introduction to some post processing effects using our engine built from the ground up.
David added ragdolls to our ninja rabbit fighting game. They are not rigged to our models yet, just raw ragdoll tech. Here's an HD video showing them...