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Introducing Overgrowth!
Coming soon... Overgrowth Now available for preorder!

Wolfire Games develops innovative, independent games for Mac OS, Windows, and Linux. It was started by David Rosen in 2003 to organize his open source video game contest entries. After graduating college in 2008, he was joined by his twin brother and three friends and Wolfire Games officially dove into the independent game industry!


We have finished our first shareware game, Lugaru. Please check it out here! We are currently hard at work on the sequel, Overgrowth, and you can follow our progress on the Wolfire Blog.

Overgrowth 1.3 - Controller and Language Support

4 comments July 3rd, 2018 by Merlyn Morgan-Graham

The 1.3 update for Overgrowth is now available. This will be the final update of Overgrowth for now, and we will be pausing development on the game.


Be sure to watch it in HD!

In this update, we added better controller support, and support for language mods.

Controllers now work in menus, and can be rebound inside the game instead of having to hand edit the config file. You can also rebind controls for each of the players, when using the local multiplayer or split screen support.

To show off the new language localization support, we've added a mod that uses Google Translate to add support for a few different languages.

We've also made many bug fixes, some performance optimizations, and a bunch of improvements to the editor and to mod scripting.

We added a lot of modding features to hotspots, which should allow modders to make modding tools that are much easier to use. Hotspots now support linking through the editor, and support custom GUIs.

Here's a summary of all the changes in the 1.3 release. You can find the full change log in this document.

Gameplay

  • Added walking and bound it to left control by default
  • AI increases aggression a bit, while they are the group leader

Input

  • Made it possible to navigate the main menu and pause menu with game controllers
  • Added ability to rebind game controller inputs in game
  • Added per-controller rebinding support
  • Improved key binding and controller binding text in tutorials
  • Made "Controller" settings menu appear/disappear when unplugging or plugging in gamepad

Localization

  • Added a "Wolfire machine translations" mod. Contains examples of translations - no promise of quality!
  • Added settings in-game to select the current language
  • Made it possible to define arbitrary languages via mod.xml in Languages tag
  • Moved existing Overgrowth, Lugaru, and Therium 2 dialogues into separate files to make them easier to localize

Performance

  • Added check box in settings menu to quickly enable/disable frame rate display (without having to enable debug UI)
  • Turned off full-quality shadows in levels where they aren’t actually visible (better performance)

Editor

  • Added quick item loader UI (CTRL + L). Hit CTRL + [Number] in that menu to quick-pick item
  • Added the ability to add connections to and from hotspots, and to launch a hotspot's custom editor (if they're built for it)
  • Made removing character also remove attached objects (but not inventory)
  • Added ability to connect and disconnect objects in the object inspector
  • Added button to open dialogue editor from object inspector
  • Moved collision paint visualization to "view" menu

Overgrowth story

  • Overgrowth Story → Canyon Ambush: Removed one of the 4 enemies in the first wave

Therium 2 story

  • Therium 2 Story → e/a (Collinpeak): Improved navigation jump node placement

Bugfixes

  • Attempted fix for crash when launching the game on old AMD GPUs
  • Changed "Could not open GameController" error into a log message instead of a dialog
  • Fixed crash when trying to launch game if game is set to now-unplugged monitor

These are just a few of the changes in this update; you can find the full changelog here.

If you find any bugs, please email a full description along with your system specs to [email protected]

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

If you liked this video, be sure to subscribe to our YouTube channel.

If you'd like to see real-time news about Overgrowth, you can follow us on Twitter at @wolfire.

Also, feel free to support us by purchasing Overgrowth!

What's new at Wolfire - Early May

11 comments May 9th, 2018 by Merlyn Morgan-Graham

Merlyn here. I'm a game producer for Wolfire, and I've been working here since September 2016. You might recognize me from Discord, or for some of my writing on various social media posts.

What's new at Wolfire?

Most of Wolfire is working on a new game. I'd love to say more about it but I can't just yet. A few of us also continue to work on making Overgrowth better.

We're about to release an Overgrowth 1.2.5 hotfix. It should fix the game crash on launch when using an older AMD GPU.

We're also working on the Overgrowth 1.3 release, which should be out within a few weeks. The focus for this release will be:

  • Better game controller support (including menu navigation, and a controller rebinding menu)
  • Better dialogue localization support
  • Several editor and modding improvements
  • Several bugfixes

If you have the game on Steam and want to try out the 1.3 patch early, you can use our unstable nightly build ("internal_testing").

To switch to that branch, open your Steam Library -> Right click Overgrowth -> Properties -> Betas tab -> switch from "NONE" to "internal_testing" -> press OK -> wait for the download to complete.

If you do switch to internal_testing, please note that it hasn't gone through a test pass yet. It might have bugs and crashes, and is likely to be incompatible with more script-heavy mods. Please report any new bugs in that branch to [email protected]

Here's the current change log for 1.3 -

Gameplay:

  • Added walking and bound it to left-control by default
  • AI increases aggression a bit, while they are the group leader
  • AI's player attack prediction is now cleared on respawn
  • AI's "got hit by leg cannon" count now is cleared on respawn
  • Added check box in settings menu to quickly enable/disable frame rate display (without having to enable debug UI)
  • Added more details to frame rate display (min, max, average FPS, and sub-ms frame times)

Level changes:

  • Overgrowth Story -> Canyon Ambush: Removed one of the 4 enemies in the first wave
  • Lugaru Story -> Village_3: Moved Skipper up a bit so they're not sitting inside the ground
  • Therium 2 Story -> s2/b2: Fixed a visible object underside

Input:

  • Made it possible to navigate the main menu and pause menu with game controllers
  • Made keyboard (and controller) navigation in main menu go to expected spot more often
  • Added ability to rebind game controller inputs in game
  • Added per-controller rebinding support
  • Added ability to rebind game controller axis sensitivity and dead zone
  • Added mouse button rebinding support
  • Improved key binding text in tutorials
  • Made auto camera not target non-awake characters

Localization:

  • Moved existing Overgrowth, Lugaru, and Therium 2 dialogues into separate files, to make them easier to localize
  • Added better support for dialogue being stored in a separate file, and not inside your_level.xml
  • Added better support for migrating to separate dialogue file, from inside your_level.xml
  • Added settings in-game to select the current language
  • Added locale-specific file overlay paths system, similar to (but separate from) the modding system

Editor:

  • Changing the level now silences whatever song was previously playing (including title screen music)
  • Added quick item loader UI (CTRL + L)
  • Added the ability to add connections to and from hotspots
  • Added ability to connect and disconnect objects in the object inspector
  • Added button to open dialogue editor from object inspector
  • Added support to "Launch custom GUI" in the object inspector for hotspots
  • Stopped the editor from updating when the game is paused (avoids accidental level changes)
  • Added an toggle option to enable/diable editor-only drawing of boxes around groups
  • Moved collision paint visualization to "view" menu
  • Made sliders work properly when dragging outside window bounds
  • Added numpad enter support for text entry fields

Modding:

  • Added an angelscript API to make hotspot connections filterable, and programmatically controllable
  • Added HasVar functions to hotspot object, level object, movementobject in angelscript
  • Added Get*Var functions to hotspot object in angelscript
  • Added Query*Function functions to hotspot object in angelscript
  • Added all GUI functions to hotspot scripts
  • Made ASCollisions object available in level scripts
  • Updated Angelscript version to 2.32.0
  • Updated Dear ImGui to 1.53 (and updated Angelscript API)
  • Added an Angelscript function for keeping backup files when writing data/text to a file
  • Added new input/game controller handling functions to Angelscript
  • Added some previously missing Dear ImGui functions to angelscript ["parameter stacks (current window)" functions]

Bug Fixes:

  • Attempted fix for crash when launching the game on old AMD GPUs
  • Changed "Could not open GameController" error into a log message instead of a dialog
  • Fixed issue with dialogue preview only working once
  • Fixed some problems connecting objects to characters in editor
  • Fixed knocked-out characters not breathing
  • Fixed NPCs not doing idle head movement
  • Auto Camera setting no longer moves the camera while paused
  • Fixed issue with number ("float") sliders when frame rate is high
  • Fixed bugs in our custom Dear ImGui text coloring extension
  • Added a better error message when failing to save a zip file (i.e. navmesh or collision painting data)
  • Added better error message when an asset accidentally references itself during load (cyclic reference)
  • Fixed some bugs causing angelscript debugger to not update
  • Fixed some crashes in angelscript hot reload
  • Fixed game hanging instead of properly crashing on certain fatal errors (Windows and Linux)
  • Fixed issue where QueueDeleteObjectID didn't delete blob shadows
  • Fixed potential crash if fire_object_id is -1 when calling FirePreDraw
  • Made "Did not find song" not spam log (when not adding certain hotspots to level)
  • Made mouse_event_time and last_controller_event_time script variables update correctly
  • Fixed some memory leaks in the main menu/pause menu UI code

Testing: (likely to be removed from the 1.3 release, and held for further refinement until a future release)

  • Added optional "bloodthirsty" AI trait. Given to wolves by default, but can give to other species
  • Updated all levels with wolves to tweak their aggression and the parameters for the "bloodthirsty" trait
  • Added ability to set the current level's terrain, from Scenegraph -> Level -> Terrain -> Browse. Starts in preview mode, and you cannot edit the map or save changes until committing the terrain changes
  • (test-only, won't be in any official patch) Added "wolf combat" mod campaign, that just lets you quickly play through all the levels with wolves in them

Overgrowth Volunteer Orchestra Post-Mortem

1 comment May 3rd, 2018 by Anton Riehl

Overgrowth Arrangement Post-Mortem
Written by Mikko Tarmia and Anton Riehl

Introduction

It’s always interesting to try new things, so during the Overgrowth’s development process we had this idea of having Wolfire’s community to contribute their musical talent for the game’s upcoming soundtrack album. So we started working on an arrangement based on the game’s main tune. We wanted it to consist of several parts with different genres of music so we could utilize loads of instruments and players in it. The whole point with the project was that players could record themselves at their home and send files back to us. The requirements to join the band were very low - you only had to have an instrument, some skills to play it and any device you could record your performance with.

It took us few months to finish a mock-up (a software rendition made with samples) of the arrangement. As we had our own parts to work with, we had to plan how we would glue the parts together to make it sound like one big piece of music. Somehow we got it work with no problem at all.

Structure of the arrangement:

Part 1: “Trailer-esque” (written by Anton)
Part 2: “In the Woods” (written by Mikko)
Part 3: “Rabbit Rock” (written by Mikko)
Part 4: “The Godrabbit” (written by Anton)
Part 5: “Pastorale” (written by Mikko)
Part 6: “Grande Finale” (written by Mikko)

Player hunt

As the requirements for joining the project were low, we expected to run into some problems. First of all, we had over 200 applications from players all over the world. We are grateful for such an enormous interest. It’s quite understandable many players left the project after realizing they didn’t either have time, recording equipment or skills to play the parts, so there was no “black list” or anything of people who didn’t send us files.

The first run of the hunt was resulted with a nice amount of files received, covering many instruments for different parts. However, it wasn’t enough, and we were forced to recruit more players to the project in several takes. As we were busy doing other projects as well, the hunt was progressing very slowly, taking couple of years all together. Fortunately for us, the development of the game needed much more time than we did, so we were in no hurry with this project.

Preparing

Once we had a list of potential players, we had to prepare the score so players could play their parts. We made downloadable zip packages for every part and instrument, consisting of

sheet music for each particular instrument
mp3 file of particular part with click
instructions for playing, recording and sending files

Anton made these packages available on his server, as well as a website to upload files back to us (because dropbox wasn’t a thing yet… lol).

Post-processing

Even while some of the takes were played with great talent and sufficient quality, we had loads of work to do with most of the material before we could add it into the mix. The problems we encountered were either

tuning problems (notes out of tune, wrong notes...)
timing problems (notes out of tempo, take recorded with wrong tempo...)
bad sound quality
additional noises (instrument noises → bow noises, broken sounds...)
or everything above at the same time

We wanted the arrangement to sound as good as possible so there was no question about it - we were going to “cheat” by using tuning/timing tools. One of the tools to do this is Celemony Melodyne.

As mentioned, we also had some great takes which didn’t need to be fixed at all, but most of the takes had tuning and timing problems at some degree.

Mikko: in the last part, I had to “increase” the number of string players by processing every take two times - one with more accurate tempo and timing, and one a bit less. This makes the string section sound a bit bigger than it otherwise would be.

Bad sound quality is usually caused by either insufficient recording conditions or equipment. By positioning a microphone to a wrong location from an instrument will cause problems, no matter how good your equipment is. Add the fact that many of the recordings were done with a cell phone mic and you got even more things to worry about. We had to use noise reduction and equalization tools A LOT to save many takes. There were also takes that couldn’t be rescued.

Parts in detail

Part 1: “Trailer-esque”

Anton: I had actually written a variation of this before we came up with the idea for this volunteer orchestra, but it seemed like a good way to start the arrangement off, so I decided to adapt it for live players. This meant adding new elements, and trying to simplify difficult elements. Since I didn’t really have an ensemble in mind when I first wrote it, I wrote a lot of techniques that were more advanced than what I would have written in a normal situation. The two hardest things to get right were replacing the opening string harmonics, and the “Storm Drum” loops in the middle.

One interesting thing that happened was I was able to hear other people playing their ethnic flutes, to replace mine. I first came on board Overgrowth by adding live flutes, so it was fun to hand that job off to other people, and hear how it evolved the sonic scape of the music.

Part 2: “In the Woods”

Mikko: As the part’s name refers, this part was written for mainly woodwind instruments. The solo is played with a flute, accompanied by all the other woodwind instruments as well as guitar, piano and glockenspiel.

The part continues with the “determined” tone from the previous part, leading then to introduce a small fraction of the main melody before preparing itself to the next part with a strong presence of piano.

Part 3: “Rabbit Rock”

Mikko: This part consists actually of two segments. It starts with a fast segment with some small hints of the main tune presented by alto saxophone and continued by the slow segment with two lead guitars playing more of the game’s main melody.

The part was written for an extended rock band. It first sounds like a sort of fusion jazz, but becomes more rock when electric guitars join in. I included some instruments from the previous part to bind these parts together, namely piano and the woodwinds. Then there’s the brass section which gives a nice edge for the first segment.

Part 4: “The Godrabbit”

Anton: So… this kinda came as a dare for me, lol. Part of what triggered the desire to create this orchestra piece was the interaction we had been getting from fans at the time, and those conversations made me want to write something in the style of “The Godfather Waltz”. Mikko’s theme had the right elements to arrange the song this way, so it was a matter of finding the right way to arrange it.

I took a big risk in writing for a solo instrument, something very exposed and open. Luckily, one of our trumpet players delivered in droves, and gave us an excellent performance. The rest of the arrangement was able to utilize a lot of the creativity of our players, and really showcases how you can get a group of people to pull off something interesting. Every player in this arrangement needed minimal amounts of work, yet every part is easily heard. I really enjoyed combining all the tracks on this section!

Part 5: “Pastorale”

Mikko: This short part is more like a mood setter than anything else and it also binds its surrounding parts in a nice manner. It has no references to the main melody at all, but it didn’t feel like a bad thing to give the melody some rest and play something else for a while. I wanted to utilize some “exotic” instruments in this part such as banjo, accordion and ukulele which gives the part a folkish countryside atmosphere. I was also trying to get an ocarina player to it, but it was then replaced with alto recorder as there was no ocarinas lying around.

Part 6: “Grande Finale”

Mikko: It was quite obvious that the final part, the finale, had to be something grand, so I wrote it for symphony orchestra. And grand it became, both for the amount of files as well as the amount of work. The previous part ended with diminuendo, so this part was meant to grow - starting from quiet strings till the gathering of the entire orchestra. Instead of a big bang like most of the classic symphonies had, I wanted to end it more quietly, with repeating few important notes from the theme melody. It felt like a comfortable way to finish the soundtrack with.

This part was sort a of nightmare to work and I want to share few words about it. There were so much files I had to mix it in separate sessions. Here’s a diagram to aid with the demonstration:

The output of string and brass sessions were added to the main session where I also had all the woodwinds as well as piano and few other instruments being mixed. For this part I utilized a thing called analogue summing, by sending the four separate instrument groups outside my DAW to a summing mixer and recording its output signal back to computer. It mixes the signals in a bit different way than the regular inside-the-daw mix and gives a little of that analogue warmth into it. I tried it both ways, but I was more satisfied with results of summing in this case.

Final Mix and Mastering

Anton: Once Mikko and I had worked on all of our sections individually, we created stems for each section. Stems are basically pre-mixed elements of a track where you have the overall sound dialed in, but they are flexible enough to make changes if something doesn’t work. I took all of the stems from every section, and then had to arrange those to make the flow work in a long session. I wanted everything to sound like it had been recorded together, so I grouped all similar instruments into busses, and added reverbs for room tone, and for musicality. I then mixed all of the tracks again, and balanced out the flow from one section to the next. A track like this is not so easy to mix! Here is a combined screen shot of the entire Stem Mix session. Remember that each line of color represents between 1-20 players that have already been mixed together.

After mixing, I then mastered the track, along with the rest of the Overgrowth Soundtrack, so that it would be a good listening volume, and also tweaked the EQ a little more, just to make the whole track sound good, and transition from section to section well.

The results

We were surprised how great the results sound. It surely took both us and our players a lot of time to do it, but here, take a listen of both mock-up version and the “real thing”:

Sample version: (right click and save-as to save)
Get the mp3 here

Real orchestra: (right click and save-as to save)
Get the mp3 here
Get the wav here

We want to thank every player for their contribution and patience for waiting to hear the results.

If you are a member of the Volunteer Orchestra, we recently sent you a follow up email, and we would like to hear back from you all. We know that some people have changed their email addresses since the time this project started, so if you did not receive an email from us as part of the follow up, please reach out to us at [email protected]

Thank you to the following group who comprised the Overgrowth Volunteer Orchestra!

Flutes: Adam Gardiner, Joshua Jacobs, Kevin Montgomery, Alex Cho Snyder
Oboes: Emi, David T.H. Loring, Jesse Perkins
Clarinets: Jeff Conary, Stephanie Davis, Anthony Struthers Young
Bass Clarinets: Sean Baker, Jeff Conary, Rusty McKee
Bassoons: Peter de Castro, Valentin Churavy, Gabor Udvari
Altosaxophones: Dustin Bell, Dennis Grauel
Tenorsaxophones: Dustin Bell
French horns: Edward Altherr, Donald Binderim, Keith Downer, Tom Ganter
Trumpets: Edward Altherr, Thomas Dickerson, Stefan Hayder, Jacob Jarecki, Oscar Lane, Kevin F McCarthy, Sean Mottram, Gradster One, Landen Raszick, Alex Cho Snyder, Dan Wray
Trombones: Karoun Kasraie, Peter Osnes, Marton Regoczi, Patrick Rose
Euphonium: Caleb Myszka, Gradster One
Tubas: Aaron Jacobs, Vasilii Uchanev
Violins: Jaron Bautista, Brian Chalif, Eric Chalif, Peter Dixon, Evan Dorsky, Erik Emmons, Santiagoth Escobar, Chelle Fulk, Tom Ganter, Thomas Grimme, Brian Harper, Jay Kim, Dylan Kimsey-Hutchinson, Gage Lawson, Malcolm Moore, Etienne Pemberton-Renaud, Mai Li Pittard, Jackson Spargur, Glen Thompson, Hayden Zahn
Violas: Lee Anderson, Erik Babuschkin, Chelle Fulk, Jay Kim, Dylan Kimsey-Hutchinson, Jason Kosloski, Mai Li Pittard
Cellos: Rachel Brinkman, Benjamin Jones, Murray Natkie, Gregory Potter, Scott, Jose Pedro Sousa
Doublebasses: William Sheppard
Percussion: AiglosCelt, Donald Binderim, Frank Brilhuis, Michael Cousins, Matt Haley, Adam Lerner, Gabe Marino, Miri Miettinen, Murray Natkie, Glen Thompson, Clemens Bernhard Winter Drums: Eetu Orbinski
Acoustic Guitars: Ferdia Bridgeman, Louis Fortier, Rolf Lifvergren
Ukulele: Ale Ellis, Rebecca Bunny Flower, N M, Christoph Schuber Banjo: Lachlan Kingsford
Mandolins: Jonas Hedenquist, Gregory Potter, Kalle Turppo, Henry Werrell Electric guitars: Drew Burden, Olli Laine Bass guitars: Fuxter, Phil Gorley
Piano/harpsichord: Galen, Johan Hassel, Reuben Lemer, Betsalel Williamson
Accordion: Brendan Mauro, Sean Mottram, Daniel Tadeuszow, Betsalel Williamson, Clemens Bernhard Winter, Zorba

Composers: Mikko Tarmia & H. Anton Riehl

Overgrowth 1.2 - Combat improvements

2 comments March 15th, 2018 by David Rosen

We're back with another update for Overgrowth. This is the second large patch we've released since leaving early access.


Be sure to watch it in HD!

This time we focused on AI and combat improvements on hardcore and expert difficulty settings.

Enemies are now more cautious, and their attacks are bit less predictable. They are better at evading jump kicks, and will roll away when they see them coming.

We've also reduced the attack magnet, and made the maximum shoulder-throw distance shorter. These make it harder to land hits (especially the jump kick).

Last, cats are a bit more tactical about throwing their off-hand weapon. They use to just throw it at random times. Now they throw it to intercept jump kicks, when you're running away, and when you're far away from them.

We've also made many bug fixes, some performance optimizations, and a bunch of improvements to the editor and to mod scripting.

Here's a summary of all the changes in the 1.2 release. You can find the full change log in this document.

Gameplay

  • Added back per-character aggression setting (only applies in hardcore or higher), and made AI a bit more cautious on higher difficulty levels
  • Disabled attack “magnet” in anything but "casual" mode
  • Made AI roll away from jump kicks
  • Made it harder to hit large characters as the difficulty increases
  • Made shoulder throw require you to be closer at higher difficulty levels
  • Made cat offhand throwing more fair

Performance

  • Improved script performance of ragdolled NPCs
  • Added setting to disable Depth of Field

Reliability

  • Added better error messages for many game launch failures
  • Added file backup system while while saving a map (at "../Overgrowth/Data/Levels/backup/")
  • Print progress on loading screen when nav mesh is generating (if no loading screen image is present)
  • Fixed error when showing nav mesh on OSX
  • Improved non-english language file system support
  • Fixed some problems with texture atlas bleeding when texture sizes changed (decals, mostly)
  • Enabled stack trace error logging on OSX
  • Fixed many crash bugs, especially when working with mods

Modding/editor

  • Improved vignette and depth of field behavior in split screen mode
  • Improved error messages in Mods menu
  • Bumped up supported mod count to 256
  • Added "Species" character script param (just affects behavior, not other script params or appearance)
  • Added ability to specify character controller script per-character-instance or per-level
  • Many editor UI improvements
  • Many additions to Angelscript interface, including split screen controls, and hotspot->object connections
  • Added angelscript debugger
  • Made "press any key to continue" pulse, so you know level load finished
  • Fixed problems setting sky texture
  • Fixed issues with character eye target in the dialogue editor
  • Fixed File -> New, File -> Open, and File -> "Save Level As..." hotkeys
  • Fixed several editor bugs with grouped objects

Overgrowth story

  • Made some enemies in Level 1 and Level 2 more aggressive, and more navigation clean up
  • Fixed a few small bugs in other levels

Therium 2 story

  • Fixed progress unlock and story completion icons
  • Made it impossible to bypass Jairo's dialogue on Begin
  • Made it impossible to slide up fences on Prologue
  • Improvements to collision/stairs
  • Made it so you can't pick up enemy weapon scabbards
  • Fixed infinite Prologue meeting dialogue loop
  • Replaced most static spikes with impaling spikes

Known issues

  • There is an issue for some people where you try to launch the game and Steam crashes. We're still investigating the cause of this, but the known work-around is to launch the game from the install folder. Here is a troubleshooting thread here that might help you: Steam Thread
  • There is a known performance issue when Steam is running. You can try quitting out of Steam and launching the game from the install folder, and might get a performance boost. We're looking into a fix for this issue as well.

These are just a few of the changes in this update; you can find the full changelog here.

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to [email protected]

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

If you liked this video, be sure to subscribe to our YouTube channel.

If you'd like to see real-time news about Overgrowth, you can follow us on Twitter at @wolfire.

Also, feel free to support us by purchasing Overgrowth!

Overgrowth 1.1 (on sale for 40% off)

21 comments December 22nd, 2017 by David Rosen

Happy Holidays! We're pleased to announce Overgrowth 1.1, on sale for 40% off until January 4th. Along with many performance improvements and bug fixes, it features an officially-remastered version of Therium 2, a total conversion by Constance P.


Be sure to watch it in HD!

Constance has worked on this story over the course of two or three years, and created more than 40 levels, including branching paths, multiple endings, an entirely new story, and deep background lore. Since the launch of the Overgrowth story in October, the Wolfire team has been working with Constance to improve Therium 2 and make it easier and better for players to access.

Constance added several new levels to the beginning to introduce the story more smoothly, and completely remade or revised a number of others. Together we built a new menu and save system that makes it easy to keep track of progress through the branching campaign. We also went through most of the levels to overhaul the lighting and visuals, so that they look as good or even better than the original Overgrowth levels, while keeping performance and framerate in mind.

Therium2 gives the player a lot of freedom, and doesn't hold their hand much with hints and checkpoints, so I would recommend playing through the original Overgrowth story first to make sure you have mastered the controls and mechanics.

Like the Overgrowth story, Therium-2 was made with moddability in mind, so it'll also include new assets made by Rolands and Jackie, made available in the editor. There are also several new hotspots and scripts that anyone can use for their own levels.

Here's a summary of all the changes in the 1.1 release. You can find the full change log in this document.

Therium 2 story

  • Now comes with base game, no need to install a mod
  • New branching story progress menu (and progress saving!)
  • New levels at beginning to give more back story
  • Many graphics updates (improved shadows and lighting, new models, decal and detail work, FOV in dialogues, fixed some broken assets, a couple new shader effects)
  • Prompts for reading lore notes, and added a few more lore tidbits (dialogues, notes)
  • Improved level load times from mod version

Overgrowth story

  • Improvements to wall-run, platforming, collision issues in several levels
  • Added invisible level boundaries to many levels, so player less likely to get lost

Gameplay

  • Added ability to drop weapon by pressing grab and drop (right click + Q by default)
  • Made "hardcore" difficulty 100% speed to make it feel less "floaty"/"unresponsive"
  • Improved the difficulty selection menu (added "auto ledge grab" and "tutorials" checkboxes, added descriptions of difficulty changes)

Graphics/Settings

  • Improved full screen modes, added multi-monitor and high-DPI support

Performance

  • Added shader preload and caching support, which will reduce in-level hitches, and improve load times for loaded levels (after the first level is loaded)
  • Added detail object dropdown to graphics settings (now different detail levels, to help ease performance on medium/low end machines, without sacrificing visual quality nearly as much)
  • Added simple fog setting to graphics settings (for better rendering performance)
  • Small optimizations to rendering performance

Reliability

  • Added 64 bit windows build, made it default in Steam for 64 bit machines (should significantly reduce out of memory issues on long runs)
  • Did some work on fixing memory allocation issues
  • Worked on making Linux/OSX less case sensitive in asset file path fields (for compatibility with Windows-sourced content)
  • Fixed many crash bugs, especially when working with mods

Modding/Editor

  • Added color history to color picker in editor
  • New in-game, filterable, dockable log window
  • Added "Replace mesh..." to "select" top menu bar
  • Several other editor improvements
  • Added better support for branching mod campaigns
  • Fixes to "deactivate all mods" button

Scripting

  • Editor enhancements for manually sending messages to scripts
  • Better documentation dump
  • Better error messages for missing script functions
  • Several new functions in angelscript
  • Performance improvements on live update

These are just a few of the changes in this update; you can find the full changelog here.

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

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