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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 a207 video changelog

91 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

91 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!

Art Asset Overview #44

29 comments May 27th, 2014 by Aubrey Serr

The cats of Overgrowth are a politically powerful group who tend to use the other species as pawns. In a one-on-one fight, few can stand against a cat duelist, which earns them the grudging respect of even dogs and wolves. In large scale warfare, cats make excellent generals who use subturfuge and ruthlessness to make the most of their diverse slaves and troops. In the rare case that the cats work together, a small group of elite cat warriors can decimate much larger groups using traps, hit and run tactics and night raids. The cats of Overgrowth would be even more powerful if they were not so pre-occupied with leisure activities and their own personal enjoyment. Although the individual tastes of cats vary, they are known to be great patrons of the arts, and enjoy only the finest foods.


Be sure to watch it in HD!

I finished the cat a little while ago, but I wanted to make a video showing it off before moving on to new art assets. There are still a few more core assets to make, but I will free to work on more specific assets soon!

To see more of the stuff we are currently working on, check out @wolfire for realtime updates!

GDC 2014 Procedural Animation Video

35 comments May 4th, 2014 by David Rosen

This year I gave a talk about procedural animation at GDC, and the recording is now free to watch here!

I put a lot of effort into this presentation because in a sense it represents much of my life's work so far: approaching technical production problems from first principles to try to maximize what a small team can achieve.

I always hit a bit of a productivity slump in the period after GDC each year, and I appreciate your patience with the relatively infrequent updates since then. I have been working on some significant technical improvements to the engine, and should have more to show pretty soon!

Art Asset Overview #43

32 comments April 24th, 2014 by Aubrey Serr

In this Art Asset Overview I show the new dog armor set and the new rat characters. While I think this armor set is cool, I plan to make fewer, bigger pieces of gear in the future. It's easier to line up the bigger pieces when attaching them, and it's less work to make a few big pieces of gear rather than a dozen smaller ones. Adding more armor sets for the different species is one of my next major tasks, and I'm looking forward to making more gear for the rabbits and rats.


Be sure to watch it in HD!

These last few months have been pretty busy for us here. The time around GDC is always a great to talk with inspiring game developers, try new games, and catch up with friends who travel here to San Francisco. It's also disruptive and exhausting. Since then, we have been slowly getting back to our normal routine, and it's nice to not have any other plans for the next several months beyond "make stuff for Overgrowth."

To see more of the stuff we are currently working on, check out @wolfire for realtime updates!

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