Biologists, machines and programmers have been modelling biological systems for many years. We think that it’s about time a video-game got in on the act! This is our unique premise for Soup. We believe that battling agents, with limited interaction types, creates an experience that is bursting with colourful action, yet deceptively strategic.
We have endeavoured to combine two well-known game mechanics: the strategic building and commanding of units coupled with good old competitive battling! Player control input is purposefully limited but extremely tactical. You will need to keep a close eye on the evolving battlefield and make split-second decisions on which units to employ. These decisions can be the difference between triumphant victory and swift defeat. We have already amassed a community of fans who love sharing their strategies and techniques with us. In short, Soup is easy to pick-up-and-play but difficult to master.
Level design progressing. Building tutorial levels that introduce controls one at a timeright now working on hunter mode cycling between guard (orbit and intercept) and prowl (patrol territory, ambush intruders). The goal is levels where players learn by doing, not reading.
On the technical side, faction visuals are becoming separate libraries with a common interface. This keeps the rendering code modular and opens the door for skin variants later. The membrane faction (tentacles in glass bubbles) is the test case.
We\'re also considering replacing the legacy Steam build with the current dev version. The old build has show-stopper bugs on Windows. The new version runs consistently on Windows, Mac, Linux, and Steam Deck. If you\'re on the beta branch, you\'re already playing the stable one.
Concept art attachedthe membrane faction and its units taking shape.
Mines are behaving properly now. They orbit the core, maintain spacing with neighbors, and break formation to snap at nearby threats before drifting back. Simple rules, emergent flocking.
Still more to do on unit behaviorshunters need to get smarter and torpedoes aren\'t done yetbut mines feel right.
Basic HUD sketch in place. Nothing fancy, just enough to playtest without guessing at numbers.
Started level design work. Exploring environmental zones that shape how units behave rather than just flat arenas.\n
[table equalcells=\"1\" colwidth=\",\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/18405392/697ff0df45365244a117b2605bfaedb3deb607b5.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/18405392/da12d414157944d77dd1fba0d9f17eec7144dea3.png\"][/img]
And a render from our concept artist: one of the factions taking shape. Green organic mass wrapped in a translucent membrane.
More next week.
Oh boy, they really don\'t have to be smart to be agents.
New mine attack modes are in. Each mine runs simple rules: maintain orbit distance, match neighbors\' speed, snap at anything hostile within range, return to formation.
The result? Swirling flocks that look almost intelligent. Mostly they stay in their orbit, occasionally darting out to bite an enemy, then lazily drifting back into place.
No navmesh. No behavior trees. Just physics + a handful of impulses.
Hey everyone,
Yes, we\'re still here. Yes, it\'s been years. You were right to call the project deadit was.
Here\'s what happened: we rebuilt the entire game from scratch. New engine, new netcode, new everything. The old codebase couldn\'t do what we needed for proper competitive multiplayer, so we started over.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/18405392/93de1c598c4219e208e8d2b7fa18a035853faf32.png\"][/img]
What\'s different now:
The server is live. Right now. If no other players are around, bots will fill the match so you\'re not staring at an empty lobby.
It\'s roughplaceholder art, missing features, probably bugs we haven\'t found yet. But it works, and we want your feedback on what\'s there.
How to play:
Go to Soup in your Steam library Properties Betas enter the code [c]PRIMORDIALSOUP[/c] and the new build will download.
What happens next:
Weekly updates. Every week we push changes, post what we changed. If you tell us something\'s broken or feels wrong, we fix it. If you have ideas for mechanics, I\'ll genuinely consider themcan\'t promise every suggestion makes it in, but I read everything and take proposals seriously.
E.T.
Hi folks!
In the spirit of openness and transparency, as well as

For now, it just contains coder tasks only, but that may be quite enough to reflect our progress accurately. Also, hereby I promise to actually keep track of things in there.
It's been a while since the last update, that's because we're really busy with that network multiplayer promised long ago. And please rest assured: this killer feature *will* be delivered, here's the plan:
https://www.pivotaltracker.com/projects/1605003
As soon as this rather big chunk is done, we'll get back to adding graphics, gameplay features, and Steam integrations like achievements. Stay tuned!
Hi folks!
In the spirit of openness and transparency, as well as

For now, it just contains coder tasks only, but that may be quite enough to reflect our progress accurately. Also, hereby I promise to actually keep track of things in there.
It's been a while since the last update, that's because we're really busy with that network multiplayer promised long ago. And please rest assured: this killer feature *will* be delivered, here's the plan:
https://www.pivotaltracker.com/projects/1605003
As soon as this rather big chunk is done, we'll get back to adding graphics, gameplay features, and Steam integrations like achievements. Stay tuned!
Crash on exit fixed, Escape button put to work
Crash on exit fixed, Escape button put to work
Finally fixed 2 launch configurations with some help from Valve.
Finally fixed 2 launch configurations with some help from Valve.
Hi folks, and thanks for all your feedback. As you clearly stated in most of the discussions, getting some nice interface with at least sound controls should become our priority. So be it.
But hey, look what happened before you spoke your mind, when I was happily playing around with units' behavior!

Mines now play nicely and leave some space in between, so other units can come through. And check out the new hunters - they got much smarter, which lets them live longer, hunt down and munch on more stuff!
Some minor bug fixes made it to this update. Please post your screenshots to discussions if your find anything broken. If everything works, post them anyways!
Hi folks, and thanks for all your feedback. As you clearly stated in most of the discussions, getting some nice interface with at least sound controls should become our priority. So be it.
But hey, look what happened before you spoke your mind, when I was happily playing around with units' behavior!

Mines now play nicely and leave some space in between, so other units can come through. And check out the new hunters - they got much smarter, which lets them live longer, hunt down and munch on more stuff!
Some minor bug fixes made it to this update. Please post your screenshots to discussions if your find anything broken. If everything works, post them anyways!
Minimum Setup
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Intel Core 2 DuoMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Shader Model 2.0 Capable (Everything Made Since 2004)
- Storage: 256 MB available space
Recommended Setup
- Processor: Intel Core 2 DuoMemory: 2 GB RAM
- Graphics: Shader Model 2.0 Capable (Everything Made Since 2004)
- Storage: 256 MB available space
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