Name | Signs of Life | ||
Developer | Sweet Dog Studios | ||
Publisher | Sweet Dog Studios | ||
Tags | |||
Release | 2014-01-27 | ||
Steam | 7,49€ 5,24£ 7,49$ / 25 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  3  | ||
Steam Rating | Mostly Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  50,000 .. 100,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 322 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 322 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Signs of Life Depot (Linux) [568.15 M] |
Hey folks, we've got a new update ready for ya. This update is largely about tying up loose ends in the various gameplay systems and cleaning things up as we get closer to release. The high points are a re-worked melee system, improved ore refining, chemistry, and an expanded food and cooking system. We also put a good bit of time into various quality of life features that we'd been putting off, including the ability to scale the entire game for folks with very high resolution monitors.
[h2]New Weapons[/h2] [h3]Daggers[/h3]
[h3]Clubs[/h3]
Refining Rework Prior to this update, the metal refining and cooking has been kind of messy. In this update we've split cooking and refining into their own devices, and added a tech tier that lets you refine metals and cook using batteries instead of fuel. All of the basic refining devices have also been made into structures rather than items because they are just too big and awkward to be items, but we also added some portable options.
Chemistry While reworking the refining systems we realized that we needed dedicated devices for chemistry processes.
[h2]New Chemistry Recipes:[/h2]
Cooking Rework For a long time we've had a functional cooking system, but it was pretty thin and wasn't very interesting, so we've reworked it considerably. Like the rest of our game, we've come up with a fun mix of procedural and hand-crafted foods. You'll be able to make straightforward foods like hot dogs, sandwiches and sweet rolls, but you'll also be able to make custom meals that let you combine different ingredients with stacking effects. You can make a Plated Meal with egg and bacon, or a Big Salad with raw crawler meat and buttery nuts. That last one will probably give you parasites though.
[h2]New Cooking Recipes[/h2] [h3]Basic Recipes[/h3] Up to 2 ingredients, and can be cooked in a Brick Oven, Iron Stove, or Kitchenette
[h3]Intermediate Recipes[/h3] Up to 3 ingredients, and can be cooked in an Iron Stove or Kitchenette
[h3]Advanced Recipes[/h3]
[h3]Preparation Recipes[/h3] These are recipes that do not require cooking, and they can be made in your inventory through the crafting menu.
New Dungeon For awhile now there have been 8 alien temples scattered around worlds that allow you to unlock abilities of the Strange Alien Gadget. In the last update, we expanded on the "Spacetime" temple that always generates under the mining base, and in this update we expanded on the "Heat" temple. There is a new boss, and a new dungeon to explore. Quality of Life
Gameplay Changes
Ipecac We added an ipecac herb and made it so you can turn it into medicine. When consumed, it... clears you of status effects and empties your uh... fullness meter. What's Next? Our immediate goal is to do a slight revamp of the intro/tutorial areas to make them flow a bit better and to file off some of the rough edges. After that, we're mostly going to be working on one of the last story related areas of the game deep underground on the planet. This update was primarily about tying up the loose ends with the basic systems of the game, and now we need to do the same with the story content. Right now the story content just sorta ends abruptly, and nothing is really resolved, but hopefully we'll fix that in the not too distant future. This update ended up having us touch just about every part of the game from top to bottom, so it is entirely likely that there are some issues we haven't caught and I encourage you to let us know if you run into any issues or have any suggestions. As always, we would love to hear from you, so feel free to comment on this post, get in touch through the Steam Forums, join the Official Discord Server, or email us at playsignsoflife@gmail.com. |
New Recipes
New Strange Alien Spells In this update we added a new set of alien spells based around the idea of being able to summon a helpful totem. You can acquire the first totem spell at the end of the new area.
UI Changes
Balance Changes
Other Misc Changes
What's Next? With this update, we're pretty happy with the amount of content on the surface and near-surface of the planet, so we're going to go deeper. Our next goal is to make the bottom of the planet more interesting as well as start to tie up the story content progression. We're just a couple content updates away from finishing the base story content now, and once that is done we'll be pretty close to ready to leave Early Access. As always, we very much want to hear what you folks think of our new update. Let us know if you see balance problems, bugs, or if you just have suggestions for cool stuff to add by responding on this event, on the Steam Discussion forums, the official Discord server, or you can email us directly at playsignsoflife@gmail.com. |
Some cybernetics also have special abilities, that are equipped and used like weapons. Once installed, these abilities are accessible from the Cybernetics Menu, and can be found in the appropriate slot in the hotbar (Guns in the gun slot etc). Cybernetic Arms with Abilities
[h3]Cybernetic Legs[/h3]
[h2]Cybernetic Organs[/h2] [h3]Cybernetic Hearts[/h3]
[h3]Cybernetic Lungs[/h3]
[h3]Cybernetic Stomachs[/h3]
[h3]Cybernetic Eyes[/h3]
I want to stress that most of our time spent on the cybernetics has gone into implementing this system, and we very much need feedback on how to balance it well. We want your feedback on how the cybernetics feel, as well as what you'd like to see added. We already have plans for eye lasers and a cybernetic stomach that turns any food contents into an acid that you vomit, but if you guys can think of anything else then let us know! Carbon Nanotubes We got some feedback regarding the overall tech progression that led us to adding a new crafting material, Carbon Nanotubes. They're used in all of the cybernetics crafting, and we will also be updating some old recipes to include carbon nanotubes over time. Carbon nanotubes are grown in a Carbon Nanotube Processor, and require a charged battery as well as a rich source of carbon such as coal, anthracite or charcoal. You'll be able to find a carbon nanotube processor in Dr. Hahn's lab in the Pioneer Station, and once you've scanned it you should get the recipe. World Generation Changes In this update, we've basically completely re-written the world generation code as well as reduced memory usage to the point that we could support much larger maps. The most immediately obvious change is that newly generated worlds will be bigger, and we've added slopes to all naturally generated tiles like dirt and stone, which really makes the world look and play a lot better. In general, worlds should also generate a bit less messy - things on the surface will more cleanly mesh with the ground, tunnels underground will connect to locations better, etc. The biggest change isn't really exposed to players directly, but opens a lot of doors, and that is that we've now got the world generating based on data files instead of being hard-coded. This means that it is now much, much easier for us to add new things to the world generator (new bases, new materials, etc), but it also means that, at least in principle, folks can tinker around with those data files and make custom worlds. We haven't really exposed that stuff cleanly through Steam Workshop yet, but that is very much our intention in the not too distant future. One thing we will need help with is dialing in the proper ore and resource density with the new world generator. We tried to match it pretty closely to what it was before, but we need you folks to get your hands on it and let us know how it feels. There are probably still some other issues as well, so let us know if you see any general weirdness with the world generator. World Zooming You can now zoom in and out in the world by using the Up and Down arrow keys by default. We are also working on making it so you can scale the UI and containers/menus, but that is not quite ready yet. Fonts We've replaced the existing fonts with some more readable, bigger fonts. We've also gone through most of the UI elements in the game to make sure that all sizes of fonts fit and look right. There are a handful of exceptions, notably the MEG tool menu, which is slated for a full re-work in the not-too distant future. The changes we made to the font systems also means that we're a step closer to supporting other languages. Armor and Clothing Dyeing Having only the base colors for clothing and armor was pretty limiting, so we decided to add dyeing. You can use Dye Pigments on Dye Basins which will bring up the Dye color picking menu. Once you've dyed a Dye Basin, you can use the basin to dye armor and clothing. You can then later use a Dye Cleaning Rag to clean off any dye. Dropped Backpack on Death From now on, when you die with item drop on death enabled you will drop a convenient backpack rather than spewing out your items. When you right click on that backpack it will re-equip you with whatever you had when you died. Your dropped backpack will also show up on the minimap and GPS Device Map. New Block Building We've struggled with the balance problems inherent in a game like this for awhile, and we want to try something different for the way blocks are placed in the world. We don't want to make creatures that can simply move or attack through walls, but the ability to just place blocks instantly anywhere you want really makes it easy to trivialize almost any fight in the game. The solution we want to try is a new system that delays block building by a short time in a way that shouldn't slow down the creative side of building. It works like this: Blocks will be printed out over time, and any creature that passes through will cancel the building process of that block. You can queue up many blocks to build at once, so ideally it isn't too intrusive when you just want to build, while still making it a bit harder to just wall up any creature you come across. Try it out and see what you think. If you hate it, this change can be disabled by going to the settings menu and setting "Instant Block Placement" to "on". Reworked Ore Scanner We've never been particularly happy with the way the Scan Laser functioned in the game so in this update we've reworked it pretty significantly. Now, the primary function of the Scan Laser will scan creatures, structures, and it will also periodically send out a pulse of ground-penetrating particles that bounce off of any detected ores or other buried resources. Our goal here is primarily to reduce the amount of random digging you need to do, while still leaving some ambiguity about what you're detecting. The scan laser is great for finding pockets of resources, but you'll need to dig your way there to find out what the resource actually is. Give it a shot and see how it feels. Reworked Codex We've overhauled the Codex a bit. Previously you could only scan creatures, but in this update the codex will also track scanned structures in the world and any datapads you find will be automatically downloaded to your codex. Corn We wanted to add craftable corn dogs but we hadn't actually added corn to the game yet. Each corn seed will grow 2 cobs, and a cob can be put in the grinder to separate out some seeds. New Recipes
UI Changes
Gameplay Changes
Parasites Apparently the creatures on the planet are infected with some kind of parasitic lifeform, so you should make sure to cook any raw meat before eating it. What's Next? We've been working on new story content simultaneously with all of this other stuff in this update, so our plan is to finish some of that up next. We're actually pretty far along on the next story content update, so it shouldn't take us all that long to get finished. We've got a handful of story updates planned that should give more context to the world (and it's inhabitants...) and have a satisfying conclusion, so finishing that story content will be our primary objective for awhile. As always, we very much want to hear your thoughts about the new changes, and just the game in general. Tell us what you think in the comments, the Steam forums, official Discord server, or you can email us at playsignsoflife@gmail.com |
Hey folks, it's been a bit since our last update and I know we can be kinda quiet when we're busy behind the curtain, so we wanted to give you an idea about the stuff we're working on. |
Nights on the surface of the planet have become spookier and more ominous, and there seems to be a strange red comet in the sky. On the plus side, the red comet seems to be emitting some kind of radiation that is increasing the speed of plant growth.
Other Changes
This was a fun distraction for us, but rest assured that we're still hard at work on the next story content update and we're super excited to get it into your hands soon :) As always, if you have any suggestions, criticisms or just want to say hi then feel free to post a comment on this announcement, make a post in the Steam discussions, or join us at the official Discord Server. |
Hey folks, we've got another update for ya. As we get closer to finishing the story content for the 1.0 release of the game (more on that later), we're going through our existing systems to make sure that we finish up some of the things we had planned but never got around to. To that end, we've significantly revamped the battery/energy system, added a new stamina mechanic and we now have basic Steam Workshop support implemented.
[h3]Capacitors[/h3]
In addition, we have adjusted many powered structures so that they require charged batteries to function, and they consume power as they do their functions. For example, the Teleporter now requires a battery and uses a small amount of power each time you teleport. [h3]Charging Options[/h3]
[h3]Battery Powered Structures[/h3] The following structures now require a battery to function. They also have an on/off switch that is accessible by right clicking on the battery port.
This is the absolute baseline for this system, and these changes should also let us do some fun things down the line such as batteries or capacitors with special or unique properties. Stamina In this update, we've added a stamina system. This is something that has been a long time coming, because it took us awhile to come up with a system that gets in the way as little as possible, while adding some more meaningful decisions that have to be made during combat. Dodge rolls, back-jumps, running, jumping and melee attacks all have a melee cost now, and when you completely run out of stamina you will get exhausted for short time which prevents running and slows you down a bit. While stamina is a thing you'll need to take into account now, it also means we'll be able to use stamina for things like new power attacks, and it will allow us to differentiate the weapons more. We could make clubs heavy, high stamina, slow weapons that do appropriately high damage for example. We want this mechanic to make the game *more* fun, not *less* fun, so let us know how you feel about it after playing with it for a bit. All of the stamina costs, regen values etc are very easy for us to tweak (and even moddable!) so your feedback will help us nail down a system that encourages more thoughtful combat without being annoying. Steam Workshop Earlier this year we started working on mod support, and adding Steam Workshop support was the next obvious step. We've always thought it was very important to support Steam Workshop because of how convenient it makes it for folks to subscribe and search through mods. We've put a few Example Mods on the workshop, and if you would like to make mods you can check out the Modding and the Steam Workshop pages on the Official Wiki. We've also added several mods related to this latest update: https://steamcommunity.com/sharedfiles/filedetails/?id=2209316957 https://steamcommunity.com/sharedfiles/filedetails/?id=2209316784 https://steamcommunity.com/sharedfiles/filedetails/?id=2209317132 Everything about the mod support is still a work in progress, so bare with us as we fix issues that crop up and continue to expand the documentation. If you have any trouble or confusing documentation, we're more than willing to help out. We're usually reachable from the official Discord Server if you run into any issues either using or making mods. Weapon Mechanic Test One of the neat things about this workshop support is that we can use it to let folks test out some mechanics that are still a bit of a work in progress. Along with these other changes, we've been tinkering around with some changes to both melee and ranged weapons. To that end, we put out an optional mod on the Workshop that adds a "Test Iron Sword" and a "Test 9mm Pistol" https://steamcommunity.com/sharedfiles/filedetails/?id=2237032351 [h2]Melee Weapon Combos and Charge Attacks[/h2] One of the mechanics that we're considering is adding combos and charged power attacks to melee weapons. The "Test Iron Sword" has the ability to progress through a 3 hit combo by clicking the attack button shortly after hitting a creature, and if you hold the attack button after progressing to the third attack in the combo it will do a flurry attack that attacks very quickly until you run out of stamina. The goal here is to add options for more involved combat in a way that can be pretty much ignored if you don't want to engage with it. [h2]Ranged Weapon Hipfire and Focus Fire[/h2] The "Test 9mm Pistol" uses a hipfire by default, and a focus fire with a higher accuracy and rate of fire when the right mouse button is held. Try these out, and let us know if you think we should apply these mechanics to the rest of the weapons in the game. Bees Sometimes beehives now form on trees. If this happens, try to avoid pissing off the bees, and definitely don't huck them like a crude organic grenade. What's Next? This update includes some of the systems and mechanics that we've been working on since the last content update, but we've also been working on story content that isn't quite ready to release. The next story update will include new story elements, alien ruins, new creatures, a new boss and a revamped mining base in the world. That update is about half finished at this point, and we're hoping to get it out before the end of November. Here is one of the creatures that will be in the next update: After that, our plan is to start working on our plans for the endgame. We've got some *really* cool plans for the endgame section of the game, and we're really looking forward to making it our main priority. Lots of cool stuff ahead, so stay tuned =) As always, we really appreciate any feedback you have. We're inching our way towards finishing the 1.0 version of the game, but we're still very much able and willing to change things based on feedback so don't be shy. Feel free to post a comment on this announcement, make a post in the Steam discussions, or join us at the official Discord Server. |
Heya folks, we've got some new stuff for ya. In the last update we re-worked the plant system, but we didn't really use it for much more than better versions of existing plants, so we wanted to take some time to add some brand new cool and weird plants. We also figured that we could kill two birds with one stone by adding some new related early game combat options in the form of various nuts and nut based technology.
Nuts
If you load up the game sometime in the next week or so, you'll find a free bag with 30 of each of the new seeds. Pod Fruit Pod fruit is also something that we added. Nut Based Technology
What's Next Our next update will expand the story content, which will involve a significant revamp of the Mining Base (to the right of the Pioneer Station), a new boss, new mechanics and new content related to the intelligent aliens on the planet. As always, we would love to hear from you about what you like and don't like about the update, as well as any issues you run into or suggestions you have. Feel free to post on this announcement, on the forums, or join our official Discord server. The eventual quality of the game is going to largely depend on the feedback we get from players, so don't be shy! |
Heya folks, we've got a new update ready for ya. Our goal with this update was primarily to improve some mostly cosmetic areas of Signs of Life, as well as to lay the groundwork for future content. The high points are: Improved tile drawing on crafted tiles, an improved Equip menu, and a revamped plant system that should allow us to add all sorts of weird and interesting plants.
New Equipment Menu One of the things that has needed work for quite awhile is the equipment menu. We've remade it from the ground up to be larger and more user friendly. It's now a lot less cramped, and it has a panel on the side that lists all of the effects currently active on the player. We also increased the number of equippable accessories to 5. New Plant System For a long time we've wanted to add a bunch of new plants, but the plant system we were using wasn't very flexible or dynamic. It got the job done, but it really made it difficult for us to add any new types of plants. So - we ripped it out and re-did it completely. Now plants can be animated, they grow more smoothly, and most importantly it is dramatically easier to add just about any kind of plant that we can imagine. We also built the system from the ground up to be moddable. This update mostly just replaces the existing plants with updated versions, but very soon we'll be adding a whole bunch of new plants, fruits and nuts. You can punch trees (but make sure you wear gloves or it's going to hurt!) which causes the fruits to drop as well as occasionally causes some tree materials to drop out out. In this way, you can gather tree materials without destroying them by whackin' them every now and then. And you can cut them down, now with fancy animations. Bug Fixes
What's Next? In the very near future we'll continue adding some new plants, as well as some new early-game weapon options that utilize nuts for some nut-based combat. This update will come very shortly (within a week or two). After that, we're going full-steam ahead on the next major content update which will include a significant expansion of the Mining base, as well as a bunch of new mechanics, gadgets, and story content related to the intelligent aliens on the planet. As always, we would love to hear from you about what you like and don't like about the update, as well as any issues you run into or suggestions you have. Feel free to post on this announcement, on the forums, or join our official Discord server. The eventual quality of the game is going to largely depend on the feedback we get from players, so don't be shy! |
Hey folks, we've got a new story update ready for ya to try out. The primary goal with this update was to expand the gameplay and story content related to the crew of the Hermes, who set up their residence in the Pioneer Station before you land on the planet. We've dramatically redesigned the Pioneer Station with the intention of making it more interesting to explore, as well as less hospitable. Aside from the story content, we've also added a new platinum material tier, a bunch of new weapons and gadgets and made quite a few quality of life changes.
[h2]Experimental Mod Support[/h2] We've also started exploring mod support. We're still fairly early in the process, but we have gotten it far enough that you can already do some pretty cool stuff with it. We're still figuring things out, so expect things to change and your mods may break as we nail down exactly how it all needs to work. So far, you can mod in the following stuff:
I'd like to get it set up so you can mod in guns and armor soon, and we'll go from there. [h3]Mod Installation[/h3] Right now mods can be distributed as zip files, and are placed in a new "Mods" folder in your Documents/My Games/Signs of Life directory. For the most part the mods should work in multiplayer as long as everyone has the same mods. In the future we're planning on setting up Steam Workshop support. [h3]Mod Creation[/h3] There is very little documentation right now, but we're starting to fill out the Wiki with information about how do get started with modding. If you need help or just want to talk about modding, feel free to make a post in the modding section of the forum or in our official Discord server. [h2]Behind the Scenes[/h2] This update took us a heck of a long time to get done, partially because we were re-working a lot of stuff behind the scenes that we've been meaning to do for a long time. On top of the new content that we added, we integrated a new, better animation tool (Spriter), fixed a bunch of issues with our particle effect system and started integrating mod support. These things took us awhile to get working, but they're already paying off in a big way. Long story short, we're really happy with the way things are coming together, and hopefully a lot of the time we invested will result in quicker updates from here on out. [h2]What's Next?[/h2] Our primary goal is to continue working on the story content. Our next bit of story content is going to involve a rework of the mining station similar to what we did with the Pioneer Station. As part of that update, we'll be expanding the story and mechanics related to the aliens. There are just a handful of content updates left to finish the story we have planned for the 1.0 release, so we're getting there! Signs of Life is a work in progress, and we always want to hear your feedback about the current state of the game, so let us know what you like and don't like. Tell us what you think in the comments, the Steam Forums, or our official Discord server. |
Hey folks, we have a brand new update for ya. We're not quite done with the next chunk of story content, but we decided we should go ahead and release the non-story stuff we've been working on. The main goal with this update is to fill in some of the gameplay gaps and improve various quality of life aspects.
UI Changes
New Content
New Recipes
Changed Recipes
Misc Fixes and Changes
As always, we very much would love to hear your feedback, so don't be shy. Feel free to leave a message on this post, make a post on the forums, join our Discord community or email us at playsignsoflife@gmail.com. |
Hey folks, we decided it was past time to put out a roadmap and give you an idea of what we have planned between now and leaving Early Access. We're keeping some things intentionally vague to avoid spoiling stuff too far out. This isn't everything we have planned, and it is entirely possible that our plans may change, but this is where we're at right now in terms of planning out the remainder of the game's launch content. |
Hey folks, we've got a new update ready. This update does double duty as both a tutorial and a significant chunk of story content at the beginning of the game. We've known for awhile that we needed a proper tutorial, but we waited until now because we wanted to make sure that we had a good idea of the stumbling blocks that new players have when starting the game fresh. Hopefully what we put together will make it easier for new players, while not being too overbearing or annoying for existing players. From a story standpoint, we've always known that we wanted to start the game like this, but because it was tangled up with the tutorial we had to hold off until we could do both at the same time. Between the tutorial and the story elements, we're hoping the new player experience should be a lot less awkward. You can skip the intro/tutorial content when creating a new character.
Gameplay Changes
Misc Changes
Bug Fixes
What is up next We have two large goals left before we would be ready to take Signs of Life out of Early Access. One is to finish the story content, and the second is to expand on the existing content by re-working some existing areas, adding bosses and cleaning up issues with the progression through the game. This includes things like finishing up the earlier work we showed with the Spitters, as well as a possible rematch with a certain fowl creature... This update took ages in large part because we couldn't really split it up into smaller pieces, but the things we're going to be working on next are smaller individual chunks so we should be able to get updates out quicker going forward. We feel pretty happy with this intro/tutorial content, but it is still a work in progress. Let us know in the comments, on the Steam forums and in our Discord channel if you have any suggestions, complaints or just want to say hello! |
Hey folks, I wanted to put out a quick announcement and let you know what we've been up to since the last one. Originally we were going to put out a smaller update next, but along the way we ended up deciding to go ahead and finish up the intro/tutorial for the next update as well. The intro/tutorial will help introduce players to the world, as well as introduce many of the gameplay mechanics that you'll be using for the rest of the game. Signs of Life does some things a bit different than other games, so we feel like it is super important to make sure that players understand how the game functions before they get dropped on the planet that they'll spend the majority of their time on. |
Hey folks, I wanted to check in and let everyone know what we've been working on since the last update. In the past we've pretty much gone dark in between updates and worked quietly behind the scenes, but I want to start being more transparent about what we're working on. I've decided to start putting out monthly updates like this, whether we have an update ready to put out or not. |
Hey folks, it has been awhile but we have a brand new content update hot off the presses. We had several goals with this update - We wanted to move the story forward a bit, add a new area to explore, and we wanted to add a repeatable combat encounter that would be both fun and practically useful.
Gameplay Changes
Bug Fixes
UI Changes
Graphics Changes
Known Issues
What is next?
As always, we want to hear your feedback either in the comments or on the forums. Let us know if you think the new area is too hard or too easy, and definitely let us know if you run into any bugs. |
Hey folks, we've got a new update for ya. Over the last several months, we've been working with two main goals: Improving the basic user experience and moving the story content forward. This update contains all the user experience changes we've been working on (including a much-requested grid-based inventory option), and a portion of the story content that we've been working on. We've got a much larger story content update in the works, but we figured it has already been too long since the last update so we'd go ahead and put out some of what we have finished so far.
Gameplay Changes
UI Changes
New Recipes
Bug Fixes
We hope you like the changes, but either way we'd love to hear from you so make sure to let us know what you think in the comments or on the forum. |
Hey folks, we've got a new update for ya. Over the last several months, we've been working with two main goals: Improving the basic user experience and moving the story content forward. This update contains all the user experience changes we've been working on (including a much-requested grid-based inventory option), and a portion of the story content that we've been working on. We've got a much larger story content update in the works, but we figured it has already been too long since the last update so we'd go ahead and put out some of what we have finished so far.
Gameplay Changes
UI Changes
New Recipes
Bug Fixes
We hope you like the changes, but either way we'd love to hear from you so make sure to let us know what you think in the comments or on the forum. |
New Content
New Crafting Recipes:
New Projects All of these recipes are obtained by destroying matching projects that are in the world with your wrist laser.
Recipe Changes
New Status Effects Most of these new status effects are currently attached to various food items.
Misc Fixes
Known Issues:
This update adds quite a bit of new bits of content and changes, so let us know if you run into any issues and we'll fix them ASAP. As always, we encourage any feedback you folks have about the new content (or any old content). We love hearing from you, so don't be shy =) |
New Content
New Crafting Recipes:
New Projects All of these recipes are obtained by destroying matching projects that are in the world with your wrist laser.
Recipe Changes
New Status Effects Most of these new status effects are currently attached to various food items.
Misc Fixes
Known Issues:
This update adds quite a bit of new bits of content and changes, so let us know if you run into any issues and we'll fix them ASAP. As always, we encourage any feedback you folks have about the new content (or any old content). We love hearing from you, so don't be shy =) |
Hey folks, we put out a new update today (version 0.8) that changes the engine that Signs of Life runs on and adds a few quality of life improvements as well as a sweet new grappling laser function for your wrist device. We changed the engine that the game runs on from XNA to MonoGame because XNA has been abandoned by Microsoft for awhile now, and MonoGame fixes a lot of issues that we had with XNA as well as lets us support platforms other than Windows. That said, If we did our jobs right you probably won't notice much of a change right now. The performance seems a bit better for us on our machines and it fixes some crash bugs that we were unable to fix with XNA, but really this update is about opening the door for more stuff down the line and making sure the game is as future-proof as possible. While the new version fixes some things, I'm sure there will be some new problems as well, so let us know what issues you run into.
Known Issues
Gameplay Changes
This update doesn't add a lot of new content, but that is somewhat intentional. We've actually been working on two updates at the same time, and we wanted to get this version of the game out to players as soon as possible so we can get to fixing the issues that crop up with the engine change first. The next update should be ready in a few weeks, and will add several new creatures, a new boss, and a bunch of other fun stuff. Here is a teaser: |
Hey folks, we put out a new update today (version 0.8) that changes the engine that Signs of Life runs on and adds a few quality of life improvements as well as a sweet new grappling laser function for your wrist device. We changed the engine that the game runs on from XNA to MonoGame because XNA has been abandoned by Microsoft for awhile now, and MonoGame fixes a lot of issues that we had with XNA as well as lets us support platforms other than Windows. That said, If we did our jobs right you probably won't notice much of a change right now. The performance seems a bit better for us on our machines and it fixes some crash bugs that we were unable to fix with XNA, but really this update is about opening the door for more stuff down the line and making sure the game is as future-proof as possible. While the new version fixes some things, I'm sure there will be some new problems as well, so let us know what issues you run into.
Known Issues
Gameplay Changes
This update doesn't add a lot of new content, but that is somewhat intentional. We've actually been working on two updates at the same time, and we wanted to get this version of the game out to players as soon as possible so we can get to fixing the issues that crop up with the engine change first. The next update should be ready in a few weeks, and will add several new creatures, a new boss, and a bunch of other fun stuff. Here is a teaser: |
Happy Halloween! Some kind of spooky comet has been seen in the sky, and it seems to have resulted in some kind of Halloween related weirdness! You should find a stack of seeds for the new pumpkin bush and a random mask in your inventory. We've also heard reports of weird ghost-like energy beings that can be found on the surface of the planet.
Item Changes
New Recipes
Bug Fixes
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Happy Halloween! Some kind of spooky comet has been seen in the sky, and it seems to have resulted in some kind of Halloween related weirdness! You should find a stack of seeds for the new pumpkin bush and a random mask in your inventory. We've also heard reports of weird ghost-like energy beings that can be found on the surface of the planet.
Item Changes
New Recipes
Bug Fixes
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The primary goal with this update was to change the combat balance and armor/weapon progression to be more satisfying across the length of the game. This update is light on the new content because we're still working on the next major content update, but we figured we should go ahead and put out the balance changes in the meantime.
Gameplay Changes
Bug Fixes
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The primary goal with this update was to change the combat balance and armor/weapon progression to be more satisfying across the length of the game. This update is light on the new content because we're still working on the next major content update, but we figured we should go ahead and put out the balance changes in the meantime.
Gameplay Changes
Bug Fixes
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Hey folks, we have a fancy new content update all piping hot and ready to go. Our intention with this update is to continue making the underground more interesting by adding some Strange and mysterious things underground that tie into the larger story we're trying to tell with Signs of Life. There are many new artifacts, gadgets, etc that range from "cool but pointless" to "probably wildly overpowered" so we're going to need a lot of feedback on what works and what doesn't =)
New Content (Some parts redacted to avoid spoilers =D)
Bug Fixes
General Gameplay Improvements
Balance Changes
Miscellaneous
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Version 0.6
New Recipes
Gameplay Changes
Misc Changes
We ran out of characters, so check the Steam Forums for the bug fixes that we couldn't fit here. |
Got a new update for you folks. The big feature of this update is the long-requested online co-op multiplayer, today is truly a red letter day. Multiplayer uses Steamworks and is drop-in, drop-out, so you should be able to join your friends games through the friends list or the new multiplayer menu from the main menu. Right now the multiplayer is exclusively peer to peer, but we'll be looking into the option of dedicated servers before too long. We've done quite a bit of testing and things seem to be working pretty well, but multiplayer is a very complicated feature so definitely let us know if/when you run into issues.
New Content
New Recipes
Recipe Changes
Gameplay Changes
Bug Fixes
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Heya folks, got another update for you, sorry for the long delay since the last update but it took us awhile to work most of the kinks out of the new tree system but it also gave us time to add a bunch of fun new stuff.
New Recipes
UI Changes
Gameplay Changes
Bug Fixes
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Update time, yay! Got some fun new toys and features for you folks, let us know if you run into any issues. We changed the way the static lighting works a bit (with torches, etc) so let us know if you notice any reduction in performance. As always, we'd love to hear your thoughts, so don't be shy and let us know what you think in the comments =)
New Recipes
UI Changes
Gameplay Changes
Bug Fixes
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Hey folks, I have a small update for ya. Normally I'd hold off until we had a more substantial update ready, but we found a bug with the item details that would occasionally cause items to get removed when you attempted to split a stack so we went ahead and pushed out what we had so far. We also made some balance changes to picks and guns which should make fighting armored creatures a bit less annoying, but we may still need to raise their health amounts to make up for the change, so let us know what you think.
UI Changes
Gameplay Changes
Bug Fixes
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We've got a brand spankin' new patch ready for you folks, featuring mostly quality of life improvements that we've been working on the last several weeks. Most of this update came directly from feedback we've received on the forums and elsewhere, so I just want to say thanks to everyone who is playing Signs of Life and giving us suggestions and feedback. As always, we more than welcome your comments and concerns with the update, so don't be shy and let us know your thoughts =)
New Recipes
UI Changes
Misc Gameplay Changes
Bug Fixes
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Heya folks, got another update for ya. Its a bit light on content as we've been putting most of our content creation time towards working on the intro/tutorial (which is coming along freakin' awesome) but we have quite a few bug fixes and UI changes for ya based on the feedback we've been getting on our forums. As always, we'd love to hear from you if you have any suggestions or run into any issues with the update =)
New Recipes
UI Changes
Item Changes
Bug Fixes
Creature Changes
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We've still got quite a bit to go on the tutorial/intro we're working on, but we figured now was as good a time as any to push out an update with some of the other changes we've made recently. As always, we'd love to hear your feedback and definitely let us know if you have any issues =)
New Recipes
UI Changes
Item Changes
Bug Fixes
Creature Changes
Recipe Changes
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New Content
Gameplay Changes
Recipe Changes
UI Changes
Bug Fixes
New Recipes (Slightly spoilery)
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New Mechanics
Gameplay Changes
UI Changes
Bug Fixes
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New Mechanics
New Content
UI Changes
Balance Changes
Bug Fixes
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Version 0.37
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Here are the interesting recent updates for February 12 - March 31:
Changes
Bug Fixes
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Hey folks, we've been super busy working on Signs of Life, here are the updates we've made to the game over the last few weeks:
Bug Fixes:
Gameplay Changes:
UI/Graphics:
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