Overgrowth is an awesome indie game! We're four guys working more than full time on this until it's done. We hope you will follow our development on ModDB and on our blog! We update our blog every day: click here to subscribe.

Image RSS Feed Latest Screens
Desert pictures Desert pictures Newer screenshots
Blog RSS Feed Post news Report abuse Latest News: New Overgrowth a209 video devlog

7 comments by jeffr on Feb 7th, 2015

Here is the latest in our new 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 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):

- Self-documenting script registration
- Attached objects can be manipulated with editor
- Can attach groups to characters
- Can save characters with attached objects
- Can copy/paste/save/load connected objects
- Fixed mass of wolf and female rabbit ragdolls
- Character bone mass is proportional to the cube of character scale
- Fixed a problem with sky rendering when there is no terrain
- Fixed raider ear weights
- Shift moves camera along camera's up vector instead of world's up vector
- Fixed problem with floaty rolls
- Clamped IK hip movement to reasonable range
- New checksum for animations and character lod cache
- Added sky rotation level parameter
- Spawner no longer closes after spawning a new object
- Attached objects work better with different scales
- Fixed slowdown when transitioning from ragdoll to animation
- Attached objects work with different character scales
- Fixed Mac SDL framework
- Fixed issue with "Texture format no GL_BGRA" with stabdecal.tga
- Characters are immediately alerted when damaged in any way
- Fixed character dragging when weapon is in offhand
- Fixed persistent animation layers across reset
- Fixed deleting characters with item objects connected
- Path points can trigger wait, sit, sleep
- Fixed dialogue editor undo/redo
- Level objects can have detail objects
- Any kind of object can be in a group
- Telemetry profiling
- Progress on native UI widgets
- Can alt-drag multiple objects at once
- Cleaned up editor snapping (and can start snapping in the middle of an action)
- Attaching weapons and their scabbards to the same item slot puts one inside the other

Thanks as always for all the support! See you guys in IRC and the forums.

Also, feel free to support us by preordering Overgrowth!

If you liked this video, be sure to subscribe below.

Track us
on ModDB (visit our page)

Please join us here too:
Facebook icon ModDB icon Steam icon Twitter icon YouTube icon

Media RSS Feed Latest Video
Downloads RSS Feed Upload file Latest Downloads
Overgrowth Spray For Source Games

Overgrowth Spray For Source Games

Jul 29, 2009 Sprays 24 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

Jan 13, 2009 Full Version 14 comments

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

Post comment Comments  (920 - 930 of 1,060)
Undisputed_91 May 19 2009, 5:36pm says:

Go with the animals-Golden!
Here's another question for you, though:
Overgrowth shows amazing improvements in environment, texturing, physics and a lot of other stuff I don't know too much about in comparison to Lugaru, though will it offer the same level of playability on not so up-to-date machines like its predecessor(though not expecting it to run its best on 700MHz PCs like Lugaru of course)

+1 vote     reply to comment
jeffr Creator
jeffr May 19 2009, 6:45pm replied:

It will have substantially higher system requirements than Lugaru (which worked great on my 400 MHz G4!) It will be possible to turn down a lot of the graphical details, but it is too early to say what the minimum specs are.

+1 vote   reply to comment
Assaultman67 May 18 2009, 10:16pm says:

<_< ----- > "Overgrowth"

If you guys go with regular characters i would probably lose all interest in this game ... animal characters are a pretty awesome ideas ... well as long as you keep away from the anime furry style and more like you have drawn

+1 vote     reply to comment
Assaultman67 May 18 2009, 10:24pm replied:

If you ditch the animal aspect because its unconventionality ... you will immediately lose my respect and interest :P ...

+1 vote     reply to comment
jeffr Creator
jeffr May 19 2009, 6:18am replied:

Don't worry, we won't. :)

+1 vote   reply to comment
Atlasfield May 18 2009, 8:52pm says:

For the Furry art this game is coming awesome, I really want to play it! T-T

If you need advices about art and styles and what format of picture will be work pretty cool, I´m a skinner, I know a little. ;) Contact me if you need something. :D

+1 vote     reply to comment
EvilConker May 18 2009, 8:41pm says:

You guys going to get a rabbit model done? It'd be nice to see what approach you'll be taking to them in the view of an art style.

+1 vote     reply to comment
Robots! May 16 2009, 9:24pm says:

People seem to be pretty determined to call this a furry game.

+2 votes     reply to comment
jeffr Creator
jeffr May 17 2009, 12:24am replied:

So far we've been getting a pretty good response, but the "furry" knee jerk reactions are pretty annoying. Luckily most people give us the benefit of the doubt before judging the game.

+2 votes   reply to comment
CerealDemon1 May 14 2009, 9:44pm says:

hey are you guys planning on using next-gen tech? (to add with the DoF and bloom you have)
I have to suggest POM (Parallex Occulsion Mapping)
i suggest taking a look at the Cryengine 2 ( Youtube.com ) to get some idea's of what next-gen effects are out (i use CE2 to map and its VERY easy to use and some flaws in that video that are noticable are fixed)
I wish this game the very best of luck.

+1 vote     reply to comment
jeffr Creator
jeffr May 16 2009, 1:25am replied:

We are very familiar with CryEngine ;) David (our lead programmer) was actually offered a job at Crytek. He decided to go the indie route, though instead of enhancing someone else's engine.

+1 vote   reply to comment
jeepis May 16 2009, 4:28pm replied:

not to be rude, but is this David guy insane?! :D Holy s**t! It's Crytek for heaven's sake! :D Damn, he's got balls...

+1 vote     reply to comment
jeffr Creator
jeffr May 16 2009, 8:33pm replied:

He has also been offered jobs at Blizzard and Ubisoft. Some when he was under 18 (they didn't know at the time). ;) He is insane.

+1 vote   reply to comment
Jackson97 May 19 2009, 3:54am replied:

HOLY ****! he must have SKILLS

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Windows, Mac, Linux
Developer & Publisher
Wolfire Games
Send Message
Official Page
Release Date
Game Watch
Track this game
Single & Multiplayer

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote Overgrowth on your homepage or blog by selecting a button and using the embed code provided (more).

Last Update
4 months ago
3,758 members