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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New features including ten early prototype challenge levels, initial challenge level selection menu (press 'challenge' on main menu), LevelSet xml files, which list a whole set of challenge levels to display in selector, "Name" and "Description" fields to level xml, and more!

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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):

- Added ten early prototype challenge levels
- Added initial challenge level selection menu (press 'challenge' on main menu)
- Added LevelSet xml files, which list a whole set of challenge levels to display in selector
- Added "Name" and "Description" fields to level xml
- Can exit out of challenge level end to continue playing completed level
- Fixed problem with levels that have empty Objectives text
- Starting work on function to detect which data files are used

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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It would be neat if wolves jumped into the air when you did and batted you to the ground!
That would be one way to counter the player's ability to jump over them so easily.

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They had something like that in Lugaru, except they just pulled you to the ground. I've been wondering when they would reimplement such a thing for Overgrowth.

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Perhaps depending on how intelligent they are, they would either bat you to the ground, pull you to the ground, or grab your foot and smash you against the ground!
That would be fun. :)

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Yeah, but a slam may be too much punishment and may discourage jumping waaay too much, especially if you landed neck or spine down since this game is mildly realistic with that sort of damage.

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two ideas: for the "stealth testlevel" it'll be awesome to create a night scenery for this. bright fullmoon, stars some clouds... stuff like that... that'll be done pretty fast i guess (chganging sunlight, skybox, light colours?) but add so much more atmosphere already for this task i think. ;)

for "the unarmed fight": make give the enemy idle gestures/animations if he tries to stay away... like tapping the ground with a foot very fast, or mocking the player with taunts. jumping backwards if the player gets to close should also look nice and then you won't have the problem with him not facing the player while moving backwards.

hope that helps a bit ;)

great update again!

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