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I happen to not actually be dead yet.

So that's neat, isn't it?

Therium-2 is still in Alpha stage, but it's getting closer and closer to Beta stage by the day.


Status:

Well, for one, the F path is no longer going to be in the final release of Therium-2. I have a number of reasons why:

1. I'm awful with parkour levels.

The F path was going to be nothing but parkour, climbing and exploration. But, as it turns out, I'm garbage at parkour levels (at least, not as good as I want to be).

2. Uncertain about the storyline.

I have no idea what the F path's storyline would be, but the original plans for the path do not fit in with what Therium-2 is right now. If I were to implement the F path's storyline as I originally made it with Therium-2 as it is, it'd probably be garbage. Not that Therium-2 is high quality.

3. Development time.

It's already taking me long enough to develop Therium-2, so it'd be better off to cut the F path for the sake of time. Unless someone else happens to really enjoy making parkour levels in Overgrowth that aren't awful, I'm not gonna be able to make the four other paths along with the F path and release it some time other then 2017 or something.

On the other hand, I still've done plenty of development.


What I've done so far:

I have 23 levels planned (not counting endings, cutscenes or extra levels) for Therium-2.

  • 4 levels have to be remade (not high enough quality in my standards, which are probably shit).
  • 10 I have not begun development on.

I can't exactly guess how many levels are finished (it's uncertain), but it's not awful.

I've been working on textures, storyline & a bit of scripting recently (more on that later). I've also been working on the C path.


The C Path

I resumed development on the C path, which I haven't worked on in a while.

The C path will be entirely indoors, and will mostly have plenty of combat, but also plenty of stealth opportunities. It'll mostly feature the Beetles as enemies; rabbits who have knives strapped to their wrists for easy puncturing attacks.

To be 'beautified' later.

A strategy I'm going to be using for building this path is "ugly first, pretty later". AKA, each level I make will be an ugly gameplay prototype that'll serve as a chrysalis for when it blooms into a beautiful, finalized level.

As you can see in the screenshot above, it looks like shit. But that's totally okay, because it's just a prototype.

Later on, the C path'll look more like this. I'd describe it as a bit more like Thief, but a bit lighter in graphics. There'll be stuff like lanterns, torches on the wall, stuff that'll illuminate the corridors, but until then, it's going to be ugly, gross prototype blocks.


Let me know what you guys think in the comments, if anyone's actually going to read this and/or has anything to say. Sorry for the awful update schedule. I'm not actually busy, I'm just awful, so.

I'll detail more on the A, B and D paths later on, so you guys can have something to read.

I might also do a lore update.

Character Design

Character Design

News 10 comments

Hey everyone! I’m Steve, the new character concept artist for Overgrowth. In this post I will share some of the designs I’ve been working on. All...

Earlier levels

Earlier levels

Therium-2 4 comments

Something noteworthy about the current stage of development.

Custom Music

Custom Music

Therium-2 0 comments

Great news! Halzoid from the Wolfire Forums gotten Custom Music to work!

Technical Limitations

Technical Limitations

Therium-2 4 comments

All the technical limitations I have to deal with.

Overgrowth: Floating Chinatown by Ertyez

Overgrowth: Floating Chinatown by Ertyez

Singleplayer Map 0 comments

A Custom Overgrowth Map "Floating Chinatown". This map is being updated from time to time and there are no requirements for download. Installation/launch...

Overgrowth Spray For Source Games

Overgrowth Spray For Source Games

Sprays 25 comments

If you feel like promoting your favourite indie game while playing your favourite Source game. To use it: unzip the file, start your Source game, press...

Overgrowth Main Theme

Overgrowth Main Theme

Full Version 15 comments

Music for the upcoming sequel to Lugaru: The Rabbit's Foot.

Post comment Comments  (1030 - 1040 of 1,069)
INtense! StaffOnline
INtense!

Amazing profile - added this to my buy list on steam :D

Reply Good karma+2 votes
Robots!
Robots!

i agree!

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Silverfisk Creator
Silverfisk

May I suggest you preorder the game instead? If you do this Wolfire gets all the money (otherwise Valve gets 50%) and you still get the game on Steam. Support the indie developers! :-D

Reply Good karma+4 votes
DarkJee
DarkJee

Wow! Cool 1 hour interview for Overgrowth!

If only I could perfectly understand everything what you said because I'm your biggest french Canadian Overgrowth Fan! =D

Woops, I wanted to post a comment, not a reply XD sorry Silverfisk

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Robots!
Robots!

great concept art!

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TAU!
TAU!

I just beat Lugaru today, and I've been wondering, what's the estimated release date for Overgrowth?

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HANDofKANE
HANDofKANE

For the team;
-------------
From what I've seen from the vids and images, your landscapes and overall visuals looks absolutely amazing. The atmosphere of the game is gripping. Your desert maps are pretty much sorted, but what about tropical maps?

I'm imagining lush, alive green forests. Don't let the task sound daunting. As long as you have 4-5 different models of one tree, each with a couple of morph channels, you can have a forest with seemingly huge diversity. (You already knew that ;) )

But if that's already done/planned and you guys are holding out on us, the next, and probably biggest, thing would be to write in a shader that can mimic SS Scattering or even have the real shader.
I thought that crysis would be the only game to have it (the real thing) but I was surprised to see that Tomb Raider Underworld, FarCry2 and UT 3 all had a similar shader for their plantlike/skinlike objects.

It would be nice to have godrays/sunbeams, Crysis like if possible or even FarCry 2 like, but personally I'd like to see ones that resemble HL2 - Garry's Mod 10's, it had a very clean and quick code behind it. (If you have Gmod or know someone who has it I advise you to check it out under the PostProduction ingame tab.)

Just think of the visual impact it would have? And depth it would add? Not just realistic skin or plants, but volume effects on nearly everything that counts, like cloth, organics, (dusty)water, (dusty)air, and other materials like snouts or gemstones (or jelly, yum). The sun rising over the world of Lugaru, behind silhouetes on the horison casting long rays over the distance.

Just a thought...

Keep us the good work guys :)

- HawK (HANDofKANE)

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Ninjas
Ninjas

We were thinking more along the lines of doing a temperate rainforest instead of something tropical (since that has been done to death recently)-- We should be able to do that kind of environment eventually. We may have to do some tricky stuff for the plant LOD before it is really working.

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HANDofKANE
HANDofKANE

Can you believe this? I just downloaded the Lugaru demo and now it's comming out for free, must be my month :)

I'm so gonna buy this game, Overgrowth,

- - -

If you developer need a graphic designer for menus, interface and stuff, let me know ;)

Reply Good karma Bad karma+3 votes
Kasplatt
Kasplatt

If I preorder it through Wolfire, then when I get it, will it be through steam or just a standalone for itself?

Reply Good karma Bad karma+2 votes
jeffr Creator
jeffr

Kasplatt, if you preorder, not only do you get the Mac, Windows, and Linux version directly from us, you get the Steam version when we launch!

Reply Good karma+3 votes
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