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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 a208 video changelog

15 comments November 27th, 2014 by David Rosen

Here is the new Overgrowth alpha video!

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


Be sure to watch it in HD!

The features highlighted in the above video are as follows (as well as some that didn't make it into the video):

  • AI scripts are more optimized to support more simultaneous characters
  • Ragdoll physics are more accurate and more efficient
  • Moved all inverse kinematics and local physics animation from engine to script
  • Improved chase AI
  • No disqualification for arena overkill
  • Updated weapon attachments for challenges since AI no longer grabs weapons in patrol
  • Increased enemy sight distance
  • Cat movement is much quieter
  • Improved animation retargeting
  • Changed unconscious ragdolls to be more limp
  • Characters drop combat stance when enemy is unseen or otherwise not a threat
  • Character loading works even if simplification fails
  • Enemies are alerted by collision
  • Debug keys can be toggled in settings
  • Improved leg IK to handle foot orientation and hip movement
  • Improved tail physics and tail collision with world geometry
  • Calibrated eye morphs so they can look at precise points in space
  • improved ear physics, ear collision, and idle ear rotation
  • better gravity on roll animation
  • new walk and sneak animations
  • fixed Mac text rendering
  • improved vertex bone weights for all characters
  • breathing animation
  • new idle behavior and weight shifting
  • Added seamless cubemap toggle (to fix visible lines on some GPUs)
  • Softened wolf fur normals

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

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

Also, feel free to support us by preordering Overgrowth!

Shared post with TotalBiscuit

57 comments November 10th, 2014 by David Rosen

This is a shared post authored by both David Rosen (@wolfire) and John Bain (@totalbiscuit)

After an unfortunate heated exchange on Twitter, we had a private talk over Skype, and found that we share a lot of common ground. Our only real point of disagreement was how to react to a certain hashtag, and we agreed that it is probably best to just never speak of it by name again, especially on Twitter. This is not a medium that promotes calm and nuanced discourse about complex issues: the constant barrage of hate took a toll on both of us, and we both said things that we wish we could take back. Since we both have our own significant social media followings, hashtags are not necessary for us. We both have the privileged position of being heard by many.

Here are some topics that we both agree on:

  1. It is important to promote consumer rights and journalistic ethics, both by supporting consumer friendly policies (like refund policies and DRM-free builds), and by disclosing relevant contact with developers that might color an article or review. The best way for consumers to help is to simply support sites that do this well, and avoid sites that do not.

  2. Harassment of any kind is unacceptable, and there are three ways to effectively combat it. First, we can all expand the conversation started by the victims of this harassment so that there are too many targets to attack effectively, while focusing on the issues and freezing out trolls who would seek to derail the discussion.

    Second, we can all push for reform of systems that allow this harassment to occur, such as the lax evidence requirements for SWAT raids.

    Lastly, we can ask that social media services provide new tools that allow users to filter out harassment, such as the ability to automatically mute tweets from new accounts, and filter out specific words, phrases and links. Policing all of Twitter is an impossible task, but as it stands, the tools for shielding oneself from persistent trolls are woefully lacking and could use a serious upgrade. Freedom not to listen is just as important as freedom of speech: you cannot unread something.

  3. Diversity is important among game creators, players, and characters, and this is an important conversation that must be encouraged, not punished. Diversity leads to better stories, better stories lead to better games. If someone posts an article or video that you disagree with, the correct response is to write a comment, write to the editor, or create your own opposing article or video. It is not appropriate to threaten his or her safety, family, or anything else along those lines.

  4. Variety of perspective and critique is important to the consumer. However, Metacritic strips away all of this nuance and context to create simplistic aggregated scores which have real consequences within the industry. If you want to claim a game is sexist that is entirely your right, but we both believe that scores should be abolished from all reviews to allow personal opinion to be just that, and not representative of an entire site, particularly when staff may not share that view. Removing scores and the relevance of Metacritic allows reviews to stand on their own merits, and declaws the arguments caused by disagreement with an arbitrary score.

  5. The gamer identity is very much alive, and very important to a lot of people. For many of us it was the first place that we found acceptance and a sense of belonging, and it grew into a passion that influenced many aspects of our lives. It should not be dismissed so lightly. Gamers have endured attacks from the mainstream media for decades and we should be doing everything we can to bring that ignorance to an end, not further fuel it with incendiary rhetoric.

It seems that almost everyone on both sides agrees about these fundamental points, but we have all become polarized beyond reason by the medium we have used to discuss it. The next time you consider writing an angry message to someone on the other side of this issue, please go for a walk and cool off for a few minutes, and then see if you still think that is the best use of your time. Perhaps it would be more productive to pursue one of these goals that we all agree would improve gaming for everyone.

Haphead Kickstarter

2 comments November 10th, 2014 by David Rosen

I will have a new Overgrowth Alpha update later this week, but in the meantime, there's only four days left in the Haphead kickstarter campaign, and it needs your support!

Here is a video explaining what Haphead is, and why you might be interested:

If you pledge $50, you can get a copy of Overgrowth for yourself or a friend, a hand-forged Overgrowth pendant, and both a physical and digital copy of the Haphead series plus all the extended content.

I think this is a really interesting project; I've never seen a show that incorporates Machinima content to this degree. It would be a shame if it barely falls short of its Kickstarter goal!

Overgrowth a207 video changelog

104 comments August 13th, 2014 by David Rosen

Here is the new Overgrowth alpha video!

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


Be sure to watch it in HD!

The features highlighted in the above video are as follows (as well as some that didn't make it into the video):

  • AI characters can be set to follow other characters
  • AI investigates dead bodies
  • New wolf variant with tintable colors
  • Changed scale of different characters (rats are small, dogs are big)
  • Player can attack unconscious characters
  • Hotspots have update function, testing particle emitter volumes
  • AI makes a sound when alerted or hostile
  • AI transitions more slowly to 'investigate' state
  • AI takes longer to notice visible enemies
  • Characters keep track of what items they know about
  • Automatically swap weapons to dominant hand
  • More natural combat crouch stance movement
  • Combat AI targets closest enemy
  • AI does not roll to standing between arena rounds
  • Reasonable maximum arena difficulty (no more black blobs)
  • Non-rabbits cannot jump very high
  • AI only runs for help from allies that they know about
  • Fixed blood streaks stretching too far
  • Fixed performance bottleneck when there are many weapons
  • Updated vertex weights for all characters
  • New weapon animations for attacking low
  • More robust ledge grab/detection system
  • Characters drop large weapons when grabbing edges
  • More controlled AI sound detection
  • Fixed "#version 130" shader compatibility issue
  • Prompt if user wants to save changes to levels on quit
  • Fixed "GL_ARB_shader_texture_lod" shader compatibility issue
  • testing dithered cascade shadow filtering
  • fixed partial rendering of graphics setting screen
  • fixed problems with blood decal lighting and tinting
  • better control of AI character rotation

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

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

Also, feel free to support us by preordering Overgrowth!

Overgrowth a206 video changelog

92 comments June 7th, 2014 by David Rosen

Here is the new Overgrowth alpha video!

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


Be sure to watch it in HD!

The features highlighted in the above video are as follows (as well as some that didn't make it into the video):

  • Added cats and rats
  • Arena preloads all necessary files (no stuttering from file I/O)
  • finer jump velocity control
  • dynamic character cubemap test (radiosity/reflection)
  • rendering uses cubemap mip levels for blur
  • enemies only try to pick up weapons in combat
  • improved animation when rolling off of edges
  • experimenting with triangle mesh subtraction
  • one-way physics collision (so camera/character can't get stuck)
  • Seamless cube map filtering and blurring
  • Removed intel GPU warning
  • Improved gamma correction compatibility
  • Added debug options to disable animation features
  • Improved dialogue text positioning
  • Fixed dialogue camera preview
  • Fixed split screen rendering
  • Objectives and achievements are now stored in level parameters
  • Improved wind effect on ears
  • Fixed "GL_prefix reserved" error
  • Controllers can be plugged and unplugged while game is running
  • Automatically recognize common controller input (via SDL game controller db)
  • Updated SDL to 2.0.3 (fixes some controller and windowing issues)
  • New mesh simplification algorithm for character LOD
  • Improved running bounce animation

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

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

Also, feel free to support us by preordering Overgrowth!

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