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At Wolfire Games, our mission is to push the video game industry forward by challenging conventional wisdom, sharing what we learn, and exploring the positive effects that games can have on the world.


We have completed work on, Overgrowth, and are working on a new secret project!

Receiver 2019 Update

2 comments September 14th, 2019 by Jessica Morris

About

We just released a brand new update for Receiver! There have been many improvements to the engine since we launched the game that we wanted to take advantage of, especially with regards to performance. This update should also fix a few annoying little bugs and make the game look a bit nicer overall.

Update Video

Changelog

  • Much smoother performance
  • Eliminated loading 'hitch' when entering new rooms
  • Added post effects (TXAA, SSAO, bloom, color grading, automatic eye exposure adjustment)
  • Fixed problem with doorways not always aligning perfectly
  • Moved an awkward pipe obstacle
  • Fixed a problem with shell casings going to sleep in midair
  • Converted from Unityscript to C#
  • Updated from Unity 2012 to 2019

Bugs

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

Discord

If you'd like to get even more involved in our community you can join our Discord server here!

Overgrowth Map Jam Results (July 2019)

Post reply! August 19th, 2019 by Jessica Morris

Every few months our talented modding community organizes an Overgrowth map jam, where the goal is to create a themed map in just ten days! July’s theme was “music” and there were some super creative entries that we’re excited to show you.

The first map is The Tower, in this map you’ll follow Thorn and Sparrow on their harrowing journey to save the world from “The Great Chill”.

Coming up second is The Jester, where you’ll take control of a mad jester as he wreaks vengeance on the king who imprisoned him.

Third on our list is The Musical Stones, which follows the adventures of Rone as he collects all four of the mysterious musical stones.

And also tied for third is Someday, a short and surreal descent into the weird and wonderful.

And lastly we have Trololo, which is the best way to learn the lyrics to the hit song of the same name.

Here are the voting results: Voting results pie chart

Thank you to everyone who participated! If you’d like to take part in the next map jam, or just stay up to date on all things Wolfire, please join our official Discord server!

Overgrowth 1.4 - Drika's story and modding improvements

Post reply! August 1st, 2019 by David Rosen

We released a 1.4 update for Overgrowth back in January! We didn't post about it here because we were having trouble with the blog system, and were too focused on our new game to work on that. It's finally fixed now, though, as one step in the process of preparing our new website! I'm sorry it took so long.

Here's the Overgrowth 1.4 update video:

In this update, we added a new story mode campaign: Drika's Story, and some improvements for modding.

The editor's spawner menu has been cleaned up quite a bit. Many new items have been added to the spawner menu (over 200!), and old ones have been cleaned up.

Now most hidden parameters for characters have also been exposed in the editor, so they're easier to find and to remember how to use.

There's also a bunch of other bug fixes and other small modding related features that have been added.

Thanks to the Wolfire community (especially people on The official Discord Server) for all the play testing and bug reporting they've been doing. Without you, this 1.4 release wouldn't have happened!

Changelog:

Here's the top changes in the 1.4 release. The points listed here are just a summary of all the changes. You can find the full change log here.

New Drika's Story Mode:

  • New story mode content in the Therium 2 universe
  • Drastically improved version of the mod version of Drika’s Story (so it would be worth another playthrough if you’ve played the mod)
  • A lot of new dialogue and levels
  • Graphics updates (to the Steppes especially), and more character interactions

Editor:

  • Exposed most hidden parameters on characters, so they can be easily found in the editor UI
  • Made AI fear mechanics fully customizable via editor params. Can now make rabbits not flee wolves, make non-wolves scary to other species, etc.
  • Added parameter to make a specific character flee when health drops below specified value
  • Cleaned up spawner items, added all working items to the spawner that were used in levels

Modding:

  • Many bug fixes. See the full change log (link above) for details
  • Many new script APIs
  • Several small improvements to the editor

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

To download the update, use Steam, or log into your Humble Bundle account.

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

Overgrowth 1.3 - Controller and Language Support

14 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

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