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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 1.2 - 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.


  • 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


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


  • 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


  • 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


  • 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)


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


  • 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


  • 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


  • 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


  • 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.

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, Receiver, or Lugaru HD, all on sale now!

Hotfix patch 1.0.5 out now

9 comments October 31st, 2017 by David Rosen

Here's the change log for the last few hotfix releases, since the 1.0 launch.

We have more fixes and improvements on the way. These are just crucial fixes or are low impact and timely:


Main game fixes:

  • Made it so checkpoints are much harder to avoid in White Flags, Watchtower, and Ice Cliffs levels
  • Made it much harder to get lost in Thick Fog level
  • Fixed bright white fog when "no reflection capture" enabled
  • Fixed one source of white screen bug on AMD RX GPUs when opening pause menu
  • Fixed crash on mod activation on linux (regarding "ModID" error message)
  • Fixed crash on linux if case is wrong on thumbnail in mod
  • Added ability to invert the X axis on mouse and gamepad input (by player request)
  • Added more items to preload.xml from Overgrowth story, should further reduce mid-level load hitching

Modding fixes:

  • Fixed crash when animation file doesn't match skeleton (only in misconstructed mods)
  • Fixed bug where cubemaps were saved with wrong filename (when using editor)
  • Allow mouse ignore on imgui, prevent stolen input with overlays (when using editor)
  • Removed some sources of log spam


  • Add preload.xml back to deploy


  • Fixes for crash when launching arena mode, some sandbox levels, and levels in some user created mods (regarding "DialogueCameraControl()" error message)

This patch is automatically applied to the Steam version of the game. You can download the DRM-free version of this patch on your Humble Bundle account.

Overgrowth 1.0

55 comments October 16th, 2017 by David Rosen

After nine years of development, we have finally released Overgrowth 1.0! Here is our launch video:

Be sure to watch it in HD!

The features highlighted in the above video are just a summary of all the changes. You can find the full change log in this document.


  • Made AI become alert more quickly and sometimes try to help a little when they find their friend unconscious on ground
  • Fixed rolling so it triggers splashing sounds in water and alerts AI
  • Tweaked wolf slap animation to land slightly later
  • Tweaks to combat tutorials
  • Made automatic ragdoll recovery only happen when on ground (no more auto air flips)
  • Several small bug fixes in Overgrowth story and Lugaru story


  • Improved graphics menu, improving resolution and windowing options, adding custom resolution support, and adding monitor selection for multi-monitor setups
  • Improved sound and mouse input sliders, and added some fixes for camera stickiness problems
  • Made disabling level shaders also disable level-specific post process shaders (e.g. heat shimmer)
  • Added depth of field blur effect in escape (pause) menu
  • Fixed some rendering glitches and made small improvements to some common assets

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.

Also, feel free to support us by purchasing Overgrowth!

We're going to keep working on it post-launch, while also experimenting with new project ideas. Do you have any thoughts about what we should do next?

Overgrowth Beta 6 - The Final Beta!

27 comments October 4th, 2017 by David Rosen

We have now released our final beta version! This version features the new story mode, and is feature-complete -- we just need a couple weeks of final testing before we exit beta and release Overgrowth 1.0. At that point we will continue to support Overgrowth, using the 1.x version scheme, while exploring ideas of what to make next! Here is a video showing what's new in the final beta:

Be sure to watch it in HD!

The features highlighted in the above video are just a (very short) summary of all the changes. You can find the full change log in this document.


  • Added new finalized Overgrowth story mode
  • Added improved difficulty select menu
  • Added "Continue" option to reopen current story mode level
  • Several improvements to the integrated combat and parkour tutorial in the Overgrowth story
  • Added lethal spike object that impales both player and enemies
  • Tweaks to make Dogs, Cats, Wolves, and Rats more distinct
  • Several improvements to weapon throwing, weapon handling, and pulling weapons from enemy's bodies
  • Gave player more buffs and wider reaction windows in easier modes (even more than Beta 5)
  • Made enemies react to victory in more interesting ways
  • Made enemies no longer able to counter after ragdoll block or block while rolling (fewer unfair blocks)


  • Added brightness slider
  • Can now tweak difficulty in settings menu
  • Player invulnerability now in debug menu, invisibility on B key (if editor and debug keys enabled)
  • Added campaign progress unlock cheat to debug menu


  • Added depth of field effect to dialogues
  • Improved blending between multiple audio tracks to reduce or eliminate crackling
  • Added true fullscreen and windowed-fullscreen video options
  • Added screen transitions to level start, win, and dialogues
  • Added unique animation for choking out a rat (with a lift)
  • Improved text display on lower resolutions, and made it easier to read
  • Improved dialogue prompt symbols (? and !) above character's heads
  • Fixed some graphics glitches (skipping char shadows, water reflection in splitscreen)


  • Improved mod upload and download UI (better progress indicator/error message display)
  • Improvements to many error messages, and fewer crashes when mods are broken (XML files wrong, files missing, etc)
  • Some housekeeping on spawner menu
  • Can now control direction and speed of animated water froth decal (better moving water)
  • Made some improvements to collision painting reliability and behavior
  • Fixed problem with editor not being able to ragdoll a character (CTRL+K now works again)
  • Improvements to "mod campaign" system to make it easier to use
  • Added ability to specify dialogue color/sounds on a per-character basis, instead of per-line
  • Added "scared" flag to cats
  • Several scripting improvements


  • Fixed several asset allocation/deallocation issues to improve memory usage (and some crashes)
  • Added more assets to the preload.xml file, so fewer assets are loaded while playing levels
  • Made blood surface textures stay resident so they don't thrash memory as much
  • Minor improvements to level loading speed
  • Improved rendering performance for detail objects, shadows, water splashes
  • Improved CPU usage a little bit for collision detection


  • Fixed slow-mo not working and music playback issues in non-expert difficulty levels (less than 100% game speed)
  • Fixed some problems with characters appearing to float, falling through world, animating when dead
  • Made click to respawn prompt go away when not in Overgrowth story
  • Fixed several less common crash bugs

New Overgrowth story

  • Big gameplay tweaks to almost all levels, concentrated in beginning and end of story
  • Finalized story, dialogues, character names, level titles. Added ending
  • Added many ambient sounds, improved music (more silence, distinct victory stings, layered music in levels)
  • Updated thumbnails and loading screen images

Lugaru story

  • Added ending
  • Slight tweaks in a few places (improved shadows slightly, added more dialogue prompt ! symbols, etc)

These are just a few of the changes in this beta; you can find the full change log here.

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.

Also, feel free to support us by purchasing Overgrowth!

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