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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.

Mod Highlight: Lugaru Campaign Co-op mod

Post reply! July 26th, 2017 by Lukas Orsvärn

Next up in our highlight series is the Lugaru Campaign Co-op mod by DoctorGester.

Be sure to watch the Lugaru Campaign Co-op mod Highlight in HD!

Check out the Lugaru Campaign Co-op mod on Steam Workshop.

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.

Level Highlight: Suraks Playground

4 comments July 12th, 2017 by Lukas Orsvärn

Next up in our highlight series is Suraks Playground by Surak.

Be sure to watch Suraks Playground Highlight in HD!

Check out Suraks Playground on Steam Workshop.

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.

Previous two weeks in Overgrowth - Early July

11 comments July 8th, 2017 by David Rosen

Project Status:

Yesterday, we finally put the lid on bug fixes and got Beta 4 out the door. There's a few small things we are going to hotfix very soon, but they should not impact many people.

We've been spending the last two weeks on bug fixes and continuing to polish the new Overgrowth campaign. This means doing anything from gameplay tweaks, to tutorial implementation, to level changes, to buffing or nerfing enemies, to rewriting chunks of the story's script. We're still working out how many betas are left (if any!) before leaving Early Access.

Gameplay changes:

  • Added loading screen images for Lugaru campaign
  • Made auto ledge grab a togglable option
  • Made characters a little less likely to self-immolate on campfires
  • Made loading screen text wrap if too long to fit on one line
  • Fixed issue with camera rotation after skipping a dialogue
  • Fixed bug with saving progress on lugaru campaign
  • Improved text alignment on death "click to continue" message, and fixed bug where it was appearing upon pause

Graphics changes:

  • Tweaked brightness of reflective items on waterfall arena level

Modding changes:

  • Added Object::GetPlayer function to angelscript, so mod scripts can tell which characters are the player
  • Fixed bug that didn't allow you to set color style property in from-script UI code
  • Some improvements to script change hotloading for reference types
  • Moved level loading images to their own folder, so it's easier to find levels in File -> Load
  • Fixed some debug UI drawing leaving persisting images/lines while time is frozen
  • Worked on some improvements for "Selected item" properties window
  • Made menus display the currently bound key commands instead of static strings
  • Added "new level" and "open level" shortcut keys (now they actually work, instead of just showing up in the menu), and made them rebindable

General improvements and bug fixes:

  • Fixed bug with particles merging into each other (visual glitch when many fires + slitting throat)
  • Fixed issue with fire texture persisting on character after death
  • Fixed bug on nVidia cards with opaque white halo around plants, water, etc, when AA turned off and simple shadows turned on
  • Fixed bug where "debug level" setting was causing crashes on start on some computers
  • Made some cases of a missing texture no longer be a fatal error/crash while loading
  • Removed texture color space warning log spam
  • Reduced texture loading log spam
  • Reduced mod loading log spam
  • Worked on removing deprecated UI code from old UI toolkit (but didn't check it in to deployed branch)
  • Began work on improving nav mesh behavior (updated library, removed some old code, fixed some bugs in library, regenerated existing nav meshes)
  • Fixed allocation bug related to blood textures
  • Refactored some scripts to make them work better with hotloading
  • Fixed crash bug when switching from complex shadows to simple shadows (or vice versa)
  • Deal better with texture handles when texture cache file is determined to be corrupt
  • Fixed bug loading when navmesh .xml found but a missing navmesh .obj
  • Fixed some deployment problems so we have to worry a bit less about missing files
  • Fixed some debug collision mesh drawing problems

Performance changes:

  • Improved loading speed of Lugaru campaign menu by shrinking images
  • Improved loading times/memory/disk usage of loading images by shrinking them to 1080p res

New Overgrowth campaign:

  • Fixed some floating objects, made enemy in first cutscene not teleport, combined trees to be single objects for better load times in slaver camp level
  • Hooked up arena crowd sounds/music to new OG campaign arenas
  • Tweaks to Magma arena dialogue and sounds (crowd cheering during dialogue, etc), and customized enemies a bit more
  • Tweaks to waterfall arena dialogue and sounds, customized enemies a bit more
  • Added waterfall barracks return back to campaign progression, and customized characters in it a bit more
  • Added knockout shield to turner and tweaked enemy difficulty and vision distance in water cave escape level
  • Tweaks to music and made turner and ally a bit more resilient in rock arena level
  • Made fight last a bit longer in cave barracks level
  • Customized prisoner NPCs a bit in dog base
  • Customized characters and updates to dialogue in garden duel level
  • Updates to dialogue, customized some characters, added ? over some characters, and tweaked nav mesh generation for Sky Ark level
  • Tweaks to environment in volcano platforming level
  • New level loading flavor text and gave Turner a backpack on White Flags Village level
  • Tweaked platforming on ice cliff level, fixed some misplaced decals, and fixed some problems with checkpoint triggering even if you fail the jump to the checkpoint
  • Put doors on holes-in-walls, fixed non-collidable trees, made trees each a single object to improve load times, and brightened up pitch black parts of ship on beach level
  • Fixed bridge floating in air in watchtower level

Overgrowth Beta 4 video changelog

2 comments July 6th, 2017 by David Rosen

Here is the new Overgrowth Beta video!

Don't forget that you can help support us, try out our beta (such as the one in the video), and chat with other people in early access in the Secret Preorder Forum by purchasing Overgrowth. If you'd like to see real-time news about Overgrowth, you can follow us on Twitter at @wolfire.

Be sure to watch it in HD!

The features highlighted in the above video are as follows:


  • Made dogs no longer throw swords at you
  • Added auto ledge grab feature (while pressing a direction) to make climbing simpler for new players
  • Made dodge work a little better against knives (2nd attack doesn't get through now if you've timed your dodge correctly)
  • Fixed some spawn points in magma arena that were causing character to fall through the world sometimes

Several improvements to new campaign


  • Added fog, moving water, and rainbow effects, and tweaked lighting in waterfall arena
  • Added smoke and cinder particles and tweaked lighting in magma arena
  • Added rain and gradient fog effects, and tweaked lighting in cave arena
  • Preserve motion blur while pausing world for better screenshot angles
  • Improvements to weather effects
  • Added prototypes of SSAO and Volume Shadows ("god rays") to Top Bar -> Settings -> Debug -> Graphics


  • Revamped mod menu to make it much easier to see a bigger list of mods, and get a better preview area
  • Added Disable All Mods button in mods menu to make it easier for players to debug problematic mods they've installed
  • Added mod voting buttons to mods menu so mods get more votes (better feedback on mod quality)
  • Added improved prefab support. You can now update the objects in the prefab and it update all levels it is used in, and maintain connections to other objects (weapons, dialogs, etc)
  • Added search for objects by name in the scenegraph search, tagging objects with a name in the editor, filtering to only show named objects in scenegraph, and access to object names in angelscript
  • Added scenegraph window and search hotkeys to editor ("Y", "CTRL + F")
  • AI patrol path points can now trigger arbitrary animations instead of just Sit, Stand, etc
  • Added progress unlocking to "simple campaign" mods, and hotspot so progress can be saved
  • Added more parameters to nav mesh generation, to better control cases where small gaps aren't added to nav mesh
  • Exposed Dear ImGui UI functions to mods


  • Added ability to select preferred audio device, when default device isn't preferable
  • Fixed some looped sound issues and playback stalls by switching to software mixing


  • Pre-load most (if not all) assets for Lugaru campaign to reduce in-game content loads and hitching
  • Improved loading speed of lugaru campaign menu
  • Removed some sources of log spam, which should improve framerates in some cases

Many more reductions of CPU and GPU utilization

General improvements/bug fixes

  • Put nav meshes in their own directory so it's harder to File -> Load a non-level file on accident
  • Display list of mods when crashing so users know to try disabling them
  • Fixed some bugs related to handling of IMPulseAlpha (should make some crash error messages more clear so we can debug them - won't fix the underlying crashes)
  • Fixed some bugs where cursor disappeared when steam overlay is on
  • Fixed some memory allocation and initialization issues
  • Fixed some bugs when Steam Workshop APIs return errors

Known issues: Lugaru campaign progress saving isn’t working correctly on OSX. We plan to release a hotfix for this issue very soon.

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 an early access copy of Overgrowth!

Overgrowth Progress: Late June 2017

16 comments June 24th, 2017 by David Rosen

Project Status:

We have finished the major art pass on the new Overgrowth campaign. All new levels are in place, and the majority of work on level layout and environment art is complete. This means we have also scaled back the team again to the same size we had last November - just David, Max, Lukas, and Merlyn fully allocated to the project.

We've been spending the last month on improvements to gameplay and story, small effects improvements, more character animations, a tutorial system that's better integrated with the game, and tons of bug fixing.

Changelog for the last month:

(This list reflects changes to internal_testing - not all of this will be present in Beta 4. If you have the game on Steam and want to try out these changes early, open your Game Library -> right click Overgrowth -> Properties -> Betas tab -> switch from "NONE" to "internal_testing")

Gameplay changes:

  • Made depth of field (DOF) change when taking damage (world gets blurrier)
  • Made damage DOF and vignette fade over time so you can see distant characters more easily
  • Begun work for per-level loading screen images, and added placeholder screenshots for all of them
  • Begun work for per-level loading screen text
  • Begun work for hints upon death, and added several detected death types to hint about
  • Fixed nearsighted bug with NPCs
  • Made health restore more quickly after defeating a group of enemies
  • Improved choking animation, and did some small tweaks to its logic
  • Added tutorial text hotspot feature, and added it in several places in beginning of new campaign
  • Made "?" or "!" show over characters you can talk to
  • Improved sword/knife walking/running animations
  • Added "lean on wall/strech" animation
  • Added "listen for sound" animation
  • Added "shiver and dance about for warmth" animation
  • Added "gardening" animation
  • Added "talking" animation
  • Added "sword cleaning" animation
  • Hooked up some animations that were recently added
  • Made it so enemies attempt shoulder throws less often in a row
  • Made it so enemies attempt dodges less often in a row
  • Made characters die when they fall off the world
  • Added defeat/victory "sting music" support
  • Made it so hands are put up when grab key is held
  • Smoother landing when floor is marked as "ground" with physics painting (fixed some weird deflection/bouncing in some levels)
  • Made falling damage bypass KO shield
  • Made footsteps louder, so you have to be more careful when sneaking up on enemies
  • Made rabbits hear more clearly, and made it more obvious when they are listening
  • Made enemies not hear wall run as well as footsteps (since footstep hearing sensitivity has been increased)
  • Made it so you can sneak attack an enemy if they're investigating
  • Added slight magnet towards enemy when attacking
  • Added NPC skill parameter for shoulder throw counters
  • Increased NPC throw counter probability, but made it scale on game difficulty
  • Made enemies rush you when you have a weapon and they aren't on a shoulder throw cooldown
  • Made it so holding down the jump key causes you to climb up a ledge
  • Made dogs ragdoll when you hit them with a sword while sneaking up (to make sword assassination more viable)
  • Made low attacks w/ dog sword a slash instead of a thrust
  • Made enemies vary attack timing when you block or dodge
  • Did some experiments with a flying leg choke, but reverted script changes since it was taking a long time to implement
  • Made dogs and cats harder to disarm, even on a successful shoulder throw
  • Made dogs throw weapons at their enemies, but only if far away
  • Disabled "camera cones" collision testing
  • Made it so you can grab ledges while holding crouch
  • Added new dialogue frame visuals
  • Made it so dialogues can have different colors, and different writing sounds
  • Added more explicit dialogue progress prompts (click/enter)
  • Added "click to try again" prompt on death
  • Fixed bug where music layer went back to idle when an alert enemy ran to pick up a weapon
  • Fixed issues with blocking from ground

Graphics changes:

  • Added color saturation post-processing parameter
  • Made rain move in slow motion while game is slowed down
  • Improved rain drop reflections
  • Added wall hammering (loop and single-run) and arm cross character animations
  • Fixed bug in falling ash particle color
  • Begun work on fixing discontinuities so we don't animation blend when teleporting characters (reset level, dialogues, etc)
  • Fixed some issues with snow fog
  • Fixed some problems in left shoulder of drag stance animation
  • Added guaranteed blood splatters when hit by a wolf
  • Made particles be affected by ambient shadow decals
  • Made blood puddles merge, but not blood spatters
  • Clear depth of field effect when you start a dialogue
  • Made detail objects react to camera zoom
  • Fixed some issues with mouth movement during dialogues
  • Made snow no longer accumulate on attached items
  • Made blood on characters show throw snow on characters

Modding changes:

  • Added "disable all mods" button to mods menu, to make debugging problematic mods easier
  • Fixed bug where cursor was disappearing when steam overlay enabled ("Get more mods")
  • Now allow single-item prefabs
  • Now allow saving a selection as a prefab without having to convert it first
  • Fixed problems with offsets when spawning prefab
  • Disabled creating a nested prefab
  • Fix some crashes with new prefab system
  • Allow dialogues to be connected to groups/prefabs
  • Allow movement objects to be connected to movement objects in prefabs
  • Allow connections in prefabs to be fixed on load, after ids are reset
  • Made object names searchable in scenegraph
  • Made it so object names can be retrieved in angelscript
  • Added "Turner" name to player object in Lugaru campaign levels (for mods)
  • Exposed a lot more of Dear ImGui to Angelscript/mods, and fixed some bugs with the functions already exposed
  • Made mods only check major version numbers, so that mods don't get broken on minor non-breaking hotfixes
  • Made editor undo/redo no longer mess up reflection captures
  • Added arbitrary animations support (by filename) to Path nodes, not just Stand, Sit, Sleep, Wounded, as it previously supported
  • Fixed several crash bugs when various assets are missing or filename fields are incorrect in XML, etc
  • Added some items to Edit menu that only had hotkeys before, or were buried in other menus that no one opens
  • Minor improvements to mod documentation (Data/ExampleMods/mod_xml_specification.txt)
  • Added activate_character hotspot, which also supports optional music layer override
  • Added "QueueScriptMessage" support to Objects, to support deferred/non-interrupting events (especially to fix infinite recursion)
  • Renamed ReceiveMessage to ReceiveScriptMessage for consistency
  • Moved scenegraph hotkey to "y" key
  • Made it so you can directly set water to be lethal, without having to make an additional kill hotspot
  • Added "ragdoll" and "ragdoll-death" to collision painting
  • Moved NPC navigation mesh saving to separate directory from level files (easier to find level files in file browser)

General improvements and bug fixes:

  • Made sound use software mixing (fixes looping sounds/sound bugs in some cases)
  • Moved sound to its own thread/removed some unnecessary thread synchronization
  • Made sure sounds don't double-delete
  • Add logging of assets while in middle of level (so we can add them to preload lists for better perf)
  • Fixed some issues with memory allocation debug monitoring
  • Fixed several small bugs that had a potential of causing memory corruption
  • Made sure object destructors were being called correctly in several cases
  • Moved some texture allocations to stack allocator to make it easier to guarantee they are freed
  • Refactor asset loading so all assets use the same asset manager system
  • Made sure failed asset loads unload failed assets
  • Made object file fail to load when textures inside it fail to load
  • Made it so spawner thumbnail textures aren't loaded twice in some cases
  • Added many items to pre-load in Lugaru campaign (perf improvement)
  • Made it so asset precache list loads don't have to succeed
  • Now should deallocate complex shadows when enabling simple shadows (lower RAM usage if changing settings)
  • Fixed some deallocation issues with "pretty" GUI system (e.g. settings menu)
  • Added memory initialization to many places where memory was not initialized
  • Fixed some crashes when NULL vendor returned by GPU (slightly better handling of some under-spec cards)
  • Attempted fix at IMPulseAlpha error message (this error is basically a crash on top of a crash, so all that should change is that we now get better error messages that are more relevant)
  • Improvements to deployment so we miss fewer files
  • Fixes to asset conditioning pipeline so we have fewer build hangs
  • Added support for single-shot asserts (so players don't get repeatedly spammed when things go pear-shaped)
  • Minor bugfixes to help out crappier GPU shader compilers
  • Added sanity check (and logging) when steam workshop fails to initialize
  • Fixed a bug with music layers not resetting when you reset the level
  • Added "Open Local Level" to file menu (to make it easier to load levels from the game directory)
  • Fixed hang when trying to display error message in some cases
  • Refactor input system to use scancodes for bindings (to help with international keyboards)
  • Muted some unnecessary debugging log output that was confusing players

New campaign:

  • Story updates through most levels
  • Hooked up some music tracks in new campaign that had been recently added
  • Tweaked saturation and white/black point in most levels
  • Updates to unique characters, and placed many of them in levels
  • Many tweaks to level 1 gameplay, checkpoints, and initial spawn positions to better teach stealth and platforming
  • Improved group fight at end of level 2, so villagers are a little less likely to be dead at the end, made first camp a bit easier to sneak up on, added better signposting and an NPC encounter by crete arch
  • Increased player KO shield and made it easier to sneak up on guards in level 4 (slaver camp at night)
  • Many improvements to level 5 tower approach and platforming section
  • Tweaks to level 6 (farm) visuals and gameplay (better pathing, a little better enemy balance)
  • Did another major art pass on level 7 (beach) and populated with several more guards
  • Did another art pass and some wall running fixes on level 8 (ice cliff level)
  • Some gameplay tweaks to dog fort level
  • Fixed bug at end of level 13
  • Toned down the fog gradient in swamp levels and waterfall arena level
  • Tweaked volcano fog/smoke colors, and added dark patches
  • Reduced magma arena underglow
  • Tweaked waterfall arena fog
  • Tweaked reflections/water color in pit arena level
  • Merged magma arena, waterfall arena, and rock cave arena levels to reduce reloads and pull in new updated arena graphics without duping work
  • Added puddles to rock arena and tweaked reflections/water color/bloom
  • Added color sign-posting to cave escape level
  • Changed level order around near rock cave arena/barracks
  • Added ambient occlusion to rock arena barracks level and tweaked lighting
  • Gameplay tweaks to garden duel and sky ark levels
  • Made it so detail objects appear wet in some levels
  • Added different dialogue colors for first few levels
  • Probably a few other things I've missed...
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