Signs of Life is a 2d survival sandbox platforming game set in the distant future. It is designed from the ground up to support drop in/drop out online co-op. Explore procedurally generated worlds full of meaningful handcrafted and procedurally generated content and a wide variety of creatures, some of which don't even want to kill you and eat your corpse. You’ll hunt monsters, gather resources, craft weapons, armor and gadgets, cook the innards of the various creatures you encounter and if you have some time left over maybe you can try and save humanity.
Sensing that an apocalyptic war was imminent, the United Nations executed a last ditch plan to save what they could of the human race. 2 crafts were launched, a massive colony ship called the Hephaestus and a smaller, faster scout ship called the Hermes. The destination was a recently discovered earth-like planet with the potential to harbor life located roughly 18 light years away. The Hermes reached the planet first in order to establish a presence in anticipation of the arrival of the Hephaestus, but shortly after it reached its destination, all communications between the vessels were lost and never recovered.
4 years later, as the Hephaestus approached its destination a faint signal was detected from a nearby asteroid. Upon investigating the signal, a small artifact of presumably alien origin was discovered. Against their better judgement, the crew of the Hephaestus decided to attempt to activate the artifact, and upon doing so set in motion a chain of events that would ultimately lead to the destruction of the Hephaestus.
The good news is, you managed to survive by hitching a ride on a small escape pod just in the nick of time before the destruction of the Hephaestus. The bad news, is everyone you knew and loved is dead, you have nothing but the clothes on your back, a standard issue wrist laser and a faulty artificial intelligence companion named AGIS. Oh, and the human race is probably doomed. Probably.
We have been working on Signs of Life for just over a year and we're quite far along, but we are far from finished. The majority of the core systems are in place and most of them are nicely polished and satisfying. The game is starting to come together and is already very fun to play, but we have a lot of work ahead of us. We are shooting for a multiplayer alpha sometime in the next few months. We want to be very open with our development, and plan on doing regular dev blogs which you can follow on our website (www.PlaySignsOfLife.com).
We have ambitious plans for Signs of Life, and we intend to continue developing the game long after the initial release.
Heya folks, got another update for ya.
Its a bit light on content as we’ve been putting most of our content creation time towards working on the intro/tutorial (which is coming along freakin’ awesome) but we have quite a few bug fixes and UI changes for ya based on the feedback we’ve been getting on our forums.
As always, we’d love to hear from you if you have any suggestions or run into any issues with the update =)
Latest tweets from @playsignsoflife
@glassbottommeg A big part of polish is simply attention to detail, as indies we have the luxury of spending as long as we think it needs.
Nov 22 2014, 12:16am
@Nition I think it is a natural progression, games that are rushed out to meet a deadline are the worst.
Nov 21 2014, 6:48pm
@bartwerf Yeah, I recently started waking up in the morning and sleeping at night. It's weird, but more restaurants are open when I'm hungry
Nov 17 2014, 3:37pm
@fourattic Just backed Crossing Souls, you folks are pushing all my buttons with that game.
Nov 17 2014, 11:43am
Nov 17 2014, 11:26am
@ManMadeMoon Watching that movie in the background is the right way to watch it.
Nov 16 2014, 11:31pm
@GodOfMoogles Free Cheeto!
Nov 15 2014, 9:38pm
@mikeBithell Oh my god, isn't that the truth? I spend the most time on stuff that is completely taken for granted if its working right.
Nov 15 2014, 12:48pm
@futurecopx Is it true? Is it true?! Oh yes oh yes oh yes its true-oo.
Nov 9 2014, 8:27pm