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Here's a little patch release that fixes some of recent feedback on the game:
Fixed game considering mouse as constantly active - that caused Controller aim input to stop working
Welcome old and new players! With new player influx we have noticed several issues popping up more often than would be normally acceptable. Therefore, while working on new content, I wanted to gather a bunch of fixes and improvements to the game bit earlier and release that in this small update:
Hello future Sipho players! Sipho is now on historically high sale - 20% off! We have some bits of information of what to expect in the game:
Hello Siphonophoreans! One of the fathers of Sipho, NinjaKyat, has released their solo project called Antipaint! It is a roguelite action-shooter where each levels becomes a painting. The game features an awesome soundtrack from real live bands, really juicy effects that make popping enemies super satisfying and wacky items that parallel Sipho Late Epoch Gameplay. From my personal experience, I've been playtesting the game and it hasn't gotten old yet - it's a really nice way to let off steam after day's work. It feels like I can still break the game in different ways and while doing so, I have started putting my attention to the level's dynamic canvas - some intrusive thoughts come in tell you to try manipulating your playstyle just to draw on it. There are some creative gameplay parallels with Sipho for sure. https://store.steampowered.com/app/1418390 So while waiting for the next Sipho update, I recommend trying Anpaint out, it has a free demo after all! Yours, Dominas
With this update we would like to wish you Merry Christmas and Happy New Year! Lots of background changes have been introduced in this version - while it's not content, we want to have the best version of Sipho available while we work on more content.
Hello players! As hinted about in previous update post - we finally have a full Verification for Steam Deck! This required making several improvements to User Interface. Now smaller screens have UI automatically scaled up to make the text larger and more legible in small resolutions (800p). Text Input Fields required some rework which I am quite happy with. Now on top of all Input Fields an extra button appears when hovered or selected, indicating what will happen when it's clicked - either entering search query, renaming a thing. Feels quite fitting for all input types and makes them more noticeable. We have a lot of reworks happening in the background - from more Stats that Mutations can change to better and more consistent level spawning. Stay tuned for more and keep eating those ecosystems!
Dear Sipho fans! Highly requested Sipho soundtrack is now available both on Steam and Youtube! Years in the making, it was carefully composed together with in-game art by our artist TheSpin! You can support Sipho development by purchasing the soundtrack on Steam. It also includes high-quality FLAC files: https://store.steampowered.com/app/2628380/Sipho_Original_Soundtrack/ The soundtrack is also available on Youtube: [previewyoutube=eYh7liX3_8w;full][/previewyoutube] Enjoy the Sipho music wherever you go and keep on diving!
Psst! poisonBomb We snuck in a bunch of fixes following the last announcement:
Hello Sipho players! We are proud to present a new, much more Polished version of Sipho! From little things that break immersion and make you question the reality of underwater ecosystem dynamics to huge improvements for Controller and new languages!
Hello all!
We have been gathering feedback from community forums and watching various streamers play Sipho and got a nice list of notes that we are addressing with this update!
Budlings now feel much safer next to their parents and should not run away from big enemies. Especially those enemies who are threatening their mother colony!
There seems to be a disturbing lack of self-preservation among your offspring...
Enemy AI has been tweaked to be less aggressive to enemies that are much smaller than them - that makes more sense to make them dispose of something that is more threatening and only then go after small ones. The change is most impactful when the small one is the player!
A lot of bugfixes and performance have been done - especially related to level spawning and whirlpool level destruction. While there are things to optimise further, we hope this will help with stuttering a lot.
Hello, Gamers! siphoPog For all your gamer conversations and cool profile backgrounds Sipho Emoji and Trading Cards are now available! Impress your friends with your grabbing skillz: siphoPoggrabberStartgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberMidgrabberEndnutritiousEgg Or make silly faces: poisonBomblickItpoisonBomb skellyHandLseaheadskellyHandR Are all now available in Steam through card collecting and points shop!
Hello Sipho players! Almost a week has passed since 1.0.0 launch and it was exhilarating! After so long in the Early Access tunnel the release and tons of new players experiencing the game for the first time were the light at the end of the tunnel. Development isn't over though - we want to "unlock" the intended Sipho experience for everyone. After watching many new Let'splays and collecting players' feedback we noticed that onboarding to the game needs more work. It is something you can develop a blind eye on - the playerbase was experienced, you, as a developer know how things work - so nobody notices the missing first steps as they've already passed them. One of the things we can immediately fix are certain moments where players can't get up on their feet anymore: Losses at the end of levels sometimes put players in soft-lock state, where there is no more nutrition left and only large enemies. Our solution - spawn some "snacks" so if player has lost any nutrition they will be able to regain before having the courage to dive deeper. Other things were obvious quality issues - stability, problems with input and polish in general. We will continue to improve new player experiences, controller support and add more polish to the game. As well as new in-game languages.
Hello all, We have a small batch of hotfixes from recent feedback. Some have reported controller auto-detection not working, so we added an option to override input detection mode. It can be found in the Options menu. We notice a lot of runs end after the first boss - enemies are noticeably more aggresive there and gang up on the player. As a temporary solution we have tweaked their aggresiveness and range of detection to be lower - making them less likely to gang up on the player. Let's see how this goes. Caltroper is one of the newest Zooids who is quite hard to control. These changes make it a bit more predictable by pre-penetrating objects without obstruction of movement. Old behavior was that they would bounce-off for single frame and penetrate on the next one.
Hello Sipho players! A small patch build has been uploaded which addresses several issues. There were some memory leaks in new and improved pathfinding code. Aquariums were lacking music and they won't anymore! We hope you are enjoying Sipho and more improvements will be coming!
Dear Sipho players, Sipho is out of Early Access with all its glory! New content awaits you!
We are very happy to announce that Sipho will be coming out of Early Access this September of 2023!
Hello Siphonophorians! We're just inches away from Sipho 1.0 and there is still some time to improve our beloved Zooids. It would be very interesting to hear which Zooids, in your opinion, need the most work - so I've created a poll. Let me know which Zooids are the most underwhelming by moving them to the top/giving them the most points in the poll. If you have additional comments or would like to participate in discussions - we have a lively discussion and some sneak-peaks into development of Sipho on our Discord or leave a comment under this announcement. Cheers and keep on diving deeper, Dominas
A quick hotfix for players which experience only Head zooids spawning instead of fully grown enemies. This was caused by game not handling several invalid custom Layout cases which should be resolved now. All invalid layouts are moved to Version 0.9.5f2
Hello Sipho society, we have an update!
Looking through the whole changelog and thinking of "what should I outline for this update" really makes me want to have done this announcement one version ago. Nevertheless, we need to keep ourselves ahead, so here it is - another Sipho update! In the spirit of celebrations, we have implemented some of new Mutation Contest winning entries. Specifically in this order - Phyllodermic, that reduces Drag stat of Zooids, EF5 Twister that turns Twister into a mild tornado and Reduplicating - which makes your projectile weapons shoot an extra projectile and hurt themselves for the right balance!
Halloween has quickly passed and have finally tallied all of the Mutation Creation Contest results! Considering the difficulty of the challenge - designing Mutations that are only experienced while deep in the game, the Sipho community has proven to be adamant with 9 entries in total!
Effects:
+ 75% range
+ 1 penetration
- 50% energy usage (-100%)
- 66% autotracking (-150%)
- 30% stiffness (leach tip lags behind movement)
- Zooid is permanently activated
The goal of this mutation is to transform leach type zoids into one where the leech lazily "hangs around", like the stinger of a jellyfish but still just as deadly, where prey that happen to get caught in it are leeched of their blood instead of stung!
A punny play on words, this Mutation turns Leeches into jellyfish-like tentacles that sting on touch. This sounds like a great idea that could synergize well with fast-moving Siphos. Furthermore, Leech tentacles could be affected by Pushers and Twisters as well. That would give player control to extend limp Leeches further as they would lack stiffness with this Mutation. Definitely worth of thinking about and giving some extra work on Leech physical interactions with the world.
Only affects zooids that make projectiles. Affected zooids include: Flak, Sprayer, Sniper, Soul Eater and all forms of Mine or Bomb laying Zooids.
When a zooid affected with this Mutation fires a projectile, the stimulating properties cause the Zooid's generating properties to bolster, making it fire an additional projectile per volley. This boost however cannot be maintained for long as the mutation is actively hindering the zooid and its healing ability
Reduces Energy Efficiency by 15%, and the Healing Efficiency of all affected Combat Zooids. Snacks and Nutrition will heal affected zooids less
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The classic extra-bullet per bullet take with a twist - at the expense of reduced healing and Energy efficiency. Ranged weapons are inherently very strong - most of them can safely damage their prey while being far away from the danger. To balance that, proposed drawbacks help limiting the damage potential - with reduced energy efficiency and increasing the risk - with reduced healing effect. We could push this further by making affected weapon damage its neighbours while firing - as if it was leeching life-force to create additional stings or bombs to fire. This could be mitigated with healing and regeneration Mutations. This could open up interesting synergies with Zooids that activate their passive abilities after being damaged - one of which is Advena's Radial mover that regenerates Energy after being damaged.
A mutation for weapons and utility based on the dermal denticles that sharks have for reducing drag (hence the name translating to leaf-skinned because some denticles resemble leaves, idk)
Loving the biological basis for this Mutation! Physical Drag reduction Mutation was one of the things we were thinking about of introducing into Mutation pool and this idea hits the right spot. The very subtle +1 Max Health hints of Zooid getting an additional layer of skin - one that makes them move better in the water.
Grade IV Mutation for Burstopod, Miner, and Muck
Effects:
- +1 penetration (if applicable)
- +2 ranged power (if applicable)
- +50% range
- 50% slower cooldown
- Zooid projectiles no longer detonate on their own, instead eventually fizzling out after a while.
- Zooid projectiles gain the ability to attach to enemy siphos, detonating after a short period of time after attaching.
This mutation aims to turn the Miner into a weapon that you can use on its own, and the Burstopod into a better weapon. Muck also becomes more useful at slowing down enemy siphos, because the attached mines will mess with their "aerodynamics".
Another classic mechanic entry with a suggestion of sticky, or rather, Adhesive mechanic - with a twist of Mines and Bombs becoming a bit less volatile until they get stuck on objects. Shaking those bad boys off would be hard. So we're thinking that initially the Adhesive force would be weaker and additional stacks would increase the strength of the effect - giving player and its enemies a chance to "shake off" stuck bombs early and additional stacks creating more sticky situations.
Grade IV Mutation for, you guessed it, the Twister.
Effects:
- +1 cooldown (100% slower cooldown)
- More energy usage
- Swirls move slower
- Swirls pull and push things more violently
- Swirls now deal damage to things that are inside them, akin to poison. This makes them affected by mutations/zooids that affect penetration and ranged power, they have a base ranged power of 3 and a base penetration of 0.
- Swirls have a "dustier" appearance, similar to a tornado, to differentiate them from normal swirls.
This mutation, like the one I submitted before it, also aims to turn a utility into a weapon. I feel this mutation would help the Vagorians' lack of weaponry to use, having only the inconsistent burstopod to rely on most of the time.
An attempt to give a deadly power to Twister, a harmless Utility Zooid that creates twists of currents that carry things around, is a welcome attempt. While this Mutation could reduce Twister synergy with Burstopod and Projectile weapons as it would destroy projectiles inside of it, we could make those destroyed projectiles "feed" into the twister, increasing its passive damage. So the play would be keeping the Swirl alive with by releasing additional Swirls and feeding it various objects so it becomes more "dusty" and dangerous.
Affects Grabber.
Effects:
- +25% range
- +5% energy cost
- +2 seconds to cooldown
- Reduces the grabber damage to zero
- Grabber no longer retracts automatically. Instead it stays stuck in the zooid it hit. You can reel in the enemy sipho by holding down the grabber keybind. doing so costs energy.
- The grabber will not start cooldown until fully retracted
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Grabber is a very special Zooid that we keep looking for ways to improve - it is chaotic and often does more harm than good - pulling in a spiky ball from offscreen is rarely fun for the player. This Mutation changes how Grabber would work - turning a meme machine into a more controllable and reliable gap-closing Utility Zooid. We might not have this as a Mutation, we might just change how the Grabber works - control and reliability is very important in the physically janky world of Sipho.
Affects Piston.
Effects:
- The pistons connections become weak like the one between the flails base and spike ball when the piston expands
- +350% energy cost
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This entry cracks us up as it is a Mutation for a Zooid that doesn't exist yet. At least officially. Piston Zooid is an experimental Zooid, hidden deep in game files and in historical development test builds. We tested how could new "squishy" physics work with muscle Zooids - that can extend and contract their connections. And they do somewhat work - their quick and hacky implementation makes them extend one of their connections further away - allowing player to change their shape on a whim. They could be used as muscles for opening "jaws" without needing to change layout. There are some technical challenges with making connections weaker - Zooids can become tied-up in a disorderly ball if their connections are loose enough. Before we implement Piston or any other kind of Muscle Zooid, we will keep this Mutation in our hearts. Figuratively.
This update brings small bugfixes and some hidden code refactors to make Sipho a bit more extensible for future Zooids. There is a one notable fix to how dive-awarded Mutations were applied. They were given to the player when they should have been applied to enemies. Newly spawned enemies would get their Mutations correctly, but since the player never dies, player accumulated them by surviving. Saving and re-loading would apply correct player Mutations. This was noticeable by player being weaker after save reload. The outcome of this fix makes New Game plus a bit harder. The upside of that is that we can add more powerful Grade IV Mutations that will help the player a bit more in the future. Big thanks to our player who reported it. And a reminder - our Mutation Design Contest is still on-going and gives you a chance to win Sipho keys for you or your friends!
Have you ever had ideas for new spooky and creepy Mutations? Now there is a chance - we announce The Halloween Mutation Creation contest! If you need inspiration, you could think of how you would like to see certain Zooids act differently and what needs to be changed. For example - if you wished to have dozens of passive Spikes that are good enough just to sit on your structure Zooids while you ram your enemies your wish could be a Mutation: Reduce Spike Mass, Drag, Range and Cooldown Recovery and it becomes a stationary, passive Spike, which can be placed all around your Sipho. You can also read more about Mutations in our Mutations update announcement. Mutations can be seen as Zooid ideas which are not unique or distinct enough to become physical Zooids. This type of thinking allows taking some of those ideas and creating them as Mutations. Or creating Mutations that shift existing Zooids into their idea counterparts. This changes how your Sipho is laid-out and that is what makes Mutations and replaying the game interesting. There are some design limitations - Mutations need to stack to not make their usefulness limited. If you wish to negate some of existing Zooid functionality you could play around with Stats as in previous Spike example. Adding negative Stat allows to shape Mutated Zooid into playstyle you want. And those Stat reductions can be alleviated with other Mutations, allowing player with a certain Mutation combo have a very powerful Sipho.
The deep waters have changed - what was once a simple endless loop of growing, adapting, eliminating your foes and resting is no more. Instead of laying down your Zooids after finishing the game you will now be able to repeat your journey in a new Epoch. Some may call it a New Game Plus!
Each new Epoch starts after your long slumber, getting a wake up call to climb back onto the top of the food chain. After your first Epoch, Nature starts to Mutate and shift towards chaos. Each dive brings new Mutations to your foes and each Boss kill awards you with a choice of one. Alpha creatures also reward you with a choice of Mutation - but beware, the one that isn't picked gets applied to the rest of the creatures.
That is some highly mutated Sipho right there
New Epochs and Mutations will give new opportunities to experiment with builds that were not possible before - some Mutations may even change Zooid properties that affect their placement. Other Mutations will simply make you faster, stronger or prolong buff durations!
Fix whoopsie and random errors that have surfaced after engine update. Enjoy!
This update marks a new step towards Layout management as we have envisioned.
Layout Browser now displays previews of layouts which makes layout management much more pleasant and allows to see what is going to be grown without exiting the window.
It works by Layout Window requesting for previews of displayed layouts and the Layout Preview Generator either provides existing layouts or queues a request to render a preview for layout. Then Siphos are spawned in the background to have their layout image taken. Selected layouts take priority and no longer displayed layouts without previews have their requests automatically retracted. Large siphos grow over several frames to not resource hog the game, so some may take several frames to render a preview. If you have a very low memory machine you can reduce the number of cached layouts in options menu.
Descriptions can now be added to saved layouts in Layout Browser, allowing to describe lore or intended strategy of the layout. Descriptions are included in exported layout data.
We now also track kills of the layout in Campaign mode. It should be an interesting trivia to look after at some time - who is your greatest nemesis?
In the future, we hope to speed up Layout preview generation process by saving generated previews as files on disk, so they don't have to be regenerated every time the game is opened. This would also allow us to embed layouts in images and allow sharing images instead of just layout text.
We have made some notable mechanical changes:
This update brings polish to various parts of Sipho.
Most notably - performance, which after latest physics update has not been as good as with older physics. It was expected as calculations are now more complex, but reports have shown that some players were unable to play in certain parts of the game. We would have left optimisation phase for 1.0 release, but we tackled this issue now, as we want to keep the game as accessible as possible. Not only we have spent time improving physics calculations related code, but also optimised other parts of the game to give more CPU room for physics to run.
Some of Powerup effects were quite dated - coming from the older times when Powerups have been just introduced and never changed since. Other effects were placeholders which weren't replaced for a while. We took an opportunity to make visual effects more consistent and fit a more realistically into Sipho world.
We are always looking for ways to improve mechanics in the game by tying up different zooids with synergies. Either through stats or other more interesting interactions. Thus we have finally added support for Leech and Energy Leech to benefit from Penetration stat. Leeches will now slurp on more targets as Penetration stat scales. The leech graphics behaviour had been also updated which looks quite satisfying.
New Powerup effects and Buffed Leech in action.
Another, more fringe mechanic was added to Sniper zooid. We wanted to try this for a long time and while Sniper was already a strong zooid due to its ranged capabilities, it didn't differ much from other projectile weapons. We made its projectiles carry status effects. Sniper Projectiles can now be imbued with Sizzler energy, can be Poisoned or Mucked if they pass through a cloud and carry these effects onto targets as if the Sniper's owner was applying them. This makes fighting with Sniper more interesting - your damage type depends on what you are fighting. Or you can come up with elaborate Layouts to imbue your projectiles with deadly effects.
Oh boy, what a journey this was. The short version of the story is - Sipho physics are now different - more squishy, wiggly and natural-feeling.
Just look at this Sipho segments individually moving in different directions!
New physics allow Zooids to have different Connection Stiffness parameter - something that controls how much deformation resistance Zooid has. Higher stiffness means less deformations and more similar behaviour to old physics. Lower stiffness means that connected Zooids will be more wiggly and Sipho will have more difficulty holding its shape. Current stats as of this patch are:
Happy October everyone! This is quite fitting update for the month as it features improved boss fights for third Saenus Beefuorus encounter and various improvements for other bosses. Third Saenus boss concept is a Warden of The Depths - it is a literal boss of a prison guarding various aggressive outlawed Siphonophores. It launches shockwaves which destroy parts of arena letting captive enemies out. This destructible obstacle feature was something we wanted to experiment for a long time and may be used elsewhere in the future. Check out the full list of changes below:
Greetings! It's been a while since last update - summer has taken toll on development time with its social life occasions. Finally, the Autumn is here and we can finally sit back at our screens and deliver the Sipho content everyone awaits.
Speaking of updates, previous one has introduced a new kind of powerup which stacks and its effectiveness heavily relies on how many stacks it has. We already have more than 5 different powerups which need an easier way of tracking - telling which ones and when will fade away. Powerups are designed to be something that impact moment-to-moment decisions of fighting or fleeing so the information has to be readable at glance. Thus buff UI was added:
Hovering it also highlights affected zooids and what stats it provides - it should be especially clearer for new players what buffs do. In the future, more interesting effects can be shown in this space.
Most of the zooids were designed with simple ways of connecting them in mind. By experimenting, we have noticed that having more diverse zooid connections makes more interesting Sipho Layouts. Combined this experience with feedback that starting breed weapon Spike should be placeable at an angle we found that it can be a very (inefficiently) fun zooid!
Spike can now not only be placed at an angle, but also allows other zooids connect to it. The gif above shows new Spike placement taken to extreme. To place Spikes, or other multi-connection-point zooids at a different angle, rotate them with default key R.
As always, the nitty-gritty details can be found below:
The closer we get to feature-completeness of the non-linear levels the more wacky mechanics we can experiment with and reach our design goals. One of them is introduction of The Essence of The Elders buff exclusive to Cra'Than evironments. Even though it was designed to make Cra'Thanos boss fight quicker and easier, it can be found in The Twisted Betrothal and Cra'Than environments as well, spawned by Holes. It has a very short 5 second duration, 90% shorter for each stack, but it stacks +50% buff to damage, movement speed and range. It also temporary reduces all zooid health by 50% with each stack turning your (enemy) sipho into a glass cannon. We have already seen players stacking it to ludicrous stacks and having fun with that. Following Holes spawning a new buff, Tentacles have received a bit of brain and will react to things touching them. We hope that these environmental gimmicks bring more to the table and makes visiting Cra'Than areas play out differently than usual.
Starting a game for new players is now fixed. Update also includes little sneaky gift of ading synergy between Sizzler and Muck and buffing Chiting structure zooid!
Keeping up to our plans we have improved Whirlpools - you will now be able to choose which Environment to dive to, one out of two. This will add a little bit of strategy of choosing which breeds to encounter early and what bosses to fight. This improvement also allows us sneaking in surprise destinations. Third Advena boss fight has also been improved thanks to our community feedback on Discord Server. We will continue improving and polishing the rest of the boss fights - hop and and share your ideas! And the changelist:
Greetings, travellers of the depths! We are getting closer to finishing Sipho 0.7 branching level update cycle with new Cra'Than environments. Before moving on to exciting new things we have planned, we will also be improving some of bosses, to bring them up to a similar quality bar.
Hey everyone, small hotfix update while working on finishing new Cra'Than levels and experimenting new physics. Stay tuned!
Greetings! This in-between large updates update addresses some of recent feedback points. Enemy threat evaluation has been re-written to be more easily controllable. This will help us to monitor and tweak enemy behaviour to become more predictable and feel fair to fight against. Enemies now spawn at distance depending on level instead of fixed range - this fixed emergent difficulty rise which made enemies spawn more relatively densely in later levels. Players would end up fighting more enemies than intended at once which would negate any strategy. Now enemy spawn range scales with their size and environment. Such scaling allowed us to make visible area around the player dynamic - later levels will now have more things spawned around and consequently add more view range. This should feel less claustrophobic and more rewarding for growing big. Things out of distance will be shrouded with blackness. Energy Leech now attaches to environment bodies such as Spike Balls and holds them at distance! It then can be used as a makeshift Flail or as a shield against projectiles. We hope to have more physical objects in the future which could be exploited by this physical interaction. Check out the changelog:
Hey all! Big bugfixing update is now available for everyone. Sipho's performance is very important - even small stutters can ruin your experience. The FPS needs to be smooth. Therefore we have put our attention to how disabled objects are handled as they were causing stutters. Now, instead of disabling whole hierarchies of Obstacles, Consumables, Decorations - everything that is constantly spawned and despawned in played level, we disable only parts that are visible or cause interactions. This has cut the time CPU has to process level spawning by almost a half - noticeably improving performance in denser areas and level-ends. Let us know if you notice a difference! Full list of changes below:
This update might not seem like a big one from the first glance - not so many content additions, mostly tweaks and bugfixes. But there is one major tweak that will change how Sipho is played - Snacks now restore Nutrition if you have fallen below your recorded maximum!
That's right - if you lose half of your colony, you can still get it back by consuming much more abundant Snacks. This helps to keep achieved progress and avoids soft-locks where one is unable to re-grow parts without killing whole Siphos. This change has been suggested in many forms by you, players, and we had to figure out how to make it work intuitively. Nutrition Orb now displays missing nutrition as a red bar above your current nutrition, as well as indicates how much nutrition you lose or gain by doing actions:
Notice how picking up additional Snacks don't provide nutrition beyond the red zone. We hope that these changes will remedy some of unfortunate moments due to volatile nature of Zooids.
Cra'Than Sizzler zooid has received a facelift - it has received a better visual effect to show what has been affected by the shock. Affected zooids are no longer random - now closest zooids and their neighbors are shocked.
Additionally, Sizzler stun duration is now affected by Ranged Power stat, which increases stun duration by 1 second for each stat point.
Changelog in detail:
Last bugfix and quality updates for 0.7.8 are here! Next update is going to be about addressing surfacing common feedback - enemy behavior and nutrition drops, stay tuned.
This update addresses some requests for better control binding - you can now bind default keys for skills. Dive action keybind has been also separated from Confirm button - so it will be possible to bind Version 0.7.8f6
We had an opportunity to make several small fixes to a part of issues we had reported. Enjoy!
We can finally say that the latest version 0.7.8 is a direct improvement over previously available Sipho version 0.6.9 and time has come to make it available for everyone! There are loads of new content and tweaks in this update:
New and higher resolution graphics for all environments. Deeper objects are now affected by parallax effect. Some of new objects have special properties - Bones spawned in Advena areas are breakable, Cra'Than Holes spawn food if they are unblocked. And all of these environments are no longer visited in fixed order - this improves replayability and allows us present more varied enemies. Previously, Saenus Beefuorus were only seen in first levels and they barely fought back. Now, you might encounter them in later giving a much better fighting chance for that breed.
Sea creature in its comfy coral-decorated environment waiting to snip you
9 new bosses were added for each difficulty tier, adding up to a total of 13. Some of boss designs were based on the winners of community boss design competition. Boss fight arenas also use new environment features to spice up the strategy. We will be further polishing these fights - we want to these fights to encourage varied strategies and break pace from regular open-area battles. Boss fights are also great for experimenting with different mechanics in isolated area which we might bring later to the rest of the game.
One of new Advena breed bosses found in Level 3 "Secondary Crater"
Extended connections for structure parts was a small change which unlocked exponentially more possibilities of designing your SIpho. It was once a [strike]cursed[/strike] growth technique of experienced players, which required placing and removing structure Zooids in a specific way to create farther connections than usually possible. Thanks to our community, it has been implemented to work out of the box:
Here you can see Advena structures placed further apart to allow Spikes sliding through
Special properties for movement Zooids were added to differentiate movement zooids further. They have the following effects:
As we are getting closer to 0.7.x release to wide masses we are focusing on doing last touches of polishing roughest edges. Remakes of Cra'Than areas and boss polish will be coming after we release this update to the default branch - they are good enough to not lower the quality bar compared to widely available version 0.6.9.
This version can be played after updating to Steam's beta branch called [staging]. Find it at: Library -> [Right Click] on Sipho -> Properties -> Betas
Another fight based on boss design contest has been added to the game! This time it's The Gemini, create by Popcorn Dust!
The original design was solid - boss behaviour promotes interesting strategies fighting them. And there is a lot of potential for lore. We deviated a bit from original by making the second Gemini an invert of the original design:
The fight might be fiendishly hard or cake-walk easy. We will be monitoring feedback and tweaking this boss in the future!
The arena features new Cra'Than environment objects which will be added to existing levels to spice up variety. We are very happy how Tentacles have turned out to be. If they prove to be stable enough for such physics-based action as Sipho has, we might add stronger interactions with them - some might get annoyed and push objects away. We have also added Holes which sometimes spit out useful powerups to aid you in your fights.
Aquarium Layout Browser has gotten a little bit of love - it can now be searched and sorted by names or values of Layouts. More Aquarium functionality improvements are planned in the future.
Have a go at all changes we've made:
Initial release of so-called Swarm - Buginis third boss fight has shown several things it needs to be improved upon. Its AI was tweaked to have a goal inside the Boid-brain to attack its current target Siphonophore - you, the player. Previously it would override Boid flocking behavior to go straight to its target, if it is in vision, and it would cause clumping together with other agents. Clumping up should now happen much less often. Another interesting change was addition of Camera position and size overrides for boss fights. We can now increase zoom range in arenas without having to design environment outside of playable areas - the camera is simply pushed away from the edge, towards arena contents. This increases vision of important arena parts and allows us to tell the story using the environment more clearly.
After many tweaks, third Buginis boss fight is now in the game! It is based upon Murderswarm design by TIC. We have let ourselves experiment with it a bit and we feel that it is going to be yet another unique boss fight. The boss fight implementation differs from original by being Buginis, rather than Vagorian breed. On paper, swarm-based AI might sound easy to do, but it required quite a bit of tweaking to get it somewhat right in the game. It turned out alright and we are pretty happy with the result - the Swarm behaves believably in confined arena and is a threat to the player. While tweaking and improving Swarm's behavior we saw potential of using the same method of control for friendly Siphos in Aquarium. Smaller Siphos would follow larger ones, including player's Sipho, which would have some influence upon the rest of the Swam. That would turn into a herd-management minigame if you want to keep your own Swarm together and fight other Siphos. These Aquarium improvements would come after we finish with non-linear levels in 0.7 versions.
Greetings everyone! Happy past holidays and new year! Now that the festive distractions are gone we can go back to improving Sipho. One thing that has been bothering us for a while, was how hard the game is when your Sipho is little. It is hard to balance the game to play well when your creature colony is small, made out of few movers and a weapon, and large, having dozens of buffed-up(tm) weapons, efficient energy regeneration... and skills cost the same fixed amount. So we have finally gathered our courage to attempt at balancing that through skill cost. Now, most of the skills have a lower base cost and grow their cost with each zooid: [table][tr][th]Zooid[/th][th]Old cost[/th][th]Cost Base[/th][th]Extra cost Per Zooid[/th][/tr][tr][td]Burstopod[/td][td]35[/td][td]20[/td][td]3[/td][/tr][tr][td]Claw[/td][td]30[/td][td]16[/td][td]3[/td][/tr][tr][td]Flail[/td][td]20[/td][td]6[/td][td]3[/td][/tr][tr][td]Flak[/td][td]55[/td][td]20[/td][td]8[/td][/tr][tr][td]Leech[/td][td]7[/td][td]5[/td][td]1[/td][/tr][tr][td]Sniper[/td][td]60[/td][td]30[/td][td]7[/td][/tr][tr][td]Soul Eater[/td][td]50[/td][td]20[/td][td]7[/td][/tr][tr][td]Spike[/td][td]50[/td][td]22[/td][td]7[/td][/tr][tr][td]Sprayer[/td][td]10[/td][td]5[/td][td]1[/td][/tr][tr][td]Swarmer[/td][td]15[/td][td]6[/td][td]2[/td][/tr][tr][td]Energy Leech[/td][td]2[/td][td]3[/td][td]1[/td][/tr][tr][td]Grabber[/td][td]25[/td][td]20[/td][td]1[/td][/tr][tr][td]Miner[/td][td]45[/td][td]30[/td][td]4[/td][/tr][tr][td]Muck[/td][td]25[/td][td]15[/td][td]3[/td][/tr][tr][td]Pusher[/td][td]15[/td][td]5[/td][td]3[/td][/tr][tr][td]Sizzler[/td][td]75[/td][td]25[/td][td]2[/td][/tr][tr][td]Squirter[/td][td]25[/td][td]10[/td][td]4[/td][/tr][tr][td]Twister[/td][td]35[/td][td]15[/td][td]4[/td][/tr][/table] As you can see, new skill costs match old ones are around 4-5 zooids. We hope that this skill cost rebalance will feel more realistic and allow better difficulty scaling for different Sipho sizes. We will monitor experience and adjust these skills costs accordingly - let us know how they feel!
Hey y'all, small weekly update is here! It features a new Buginis level 1 boss and has few gameplay tweaks/experiments to make fighting a little bit more pleasant. The update, as usual per 0.7.x is currently available only in [staging] beta branch: Here's how to get it:
As weather is getting colder in our Northern hemisphere, water starts solidifying into ice and so does our update! We had a bunch of sneaky updates since our last update post. Most notable changes are:
After lots of judging and criteria-quantization we have decided upon winners of the Sipho Boss Design Contest! Judging was not easy. To reach the decision we have tried to imagine how your creations will work in various game scenarios. Less violent boss fights, based on boss behaviour and its "decision making" were evaluated more highly. Some entries even felt like they have been mind-read out of our design ideas list and that gave a lot of confidence in both ideas and entries. We also looked at additional mechanics we would have to implement for some of entries to work and how well we could re-use them in the rest of the game. More re-usable game mechanics were rated more highly. Let's get to the business. First place winner is:
It features enabled Development mode which will report issues more visibly - both to you and for us automatically. If you find yourself looking a red text at the bottom-left corner of the game, please report it and tell us what you were doing! We hope to catch issues faster this way and stabilise faster.
Sipho is a pretty spooky game as is and boss fights make it even scarier. From weaksauce first boss, which looks daunting at first, but falls easily, to nerve-wracking (sorry!) stronger, gimmicky bosses - we are looking for your ideas to implement. We had suggestions for boss fights in the past and this is a great time to officially add them to the game and reward idea authors! Boss fights are all about an isolated challenge and means to overcome it - boss arenas are separate levels which can have various gimmicks which help defeating larger and superior boss Siphos. With that in mind - get creative in Aquarium or just open up MS Paint, sketch your crazy idea for boss layout, arena and tell us how the fight is supposed to go. There can also be various unususal objects in the boss lair that affect the fight - maybe there are unstable currents moving everything around or breakable rocks that allow player getting in better position to strike the boss. Creative freedom is yours! After your are ready to share the idea, post it in our Discord or on Steam's Artwork page. Most unique and technically achievable ideas will be remade in the game! You don't have to be a professional designer to participate in this event. A basic doodle on a napkin and a description of a fight are enough for us to make it into a proper game asset. Anyone can participate. Although if you haven't played Sipho before, be sure to check videos or screenshots to get familiar with its world and creatures.
Hi everyone!
We have been silently working on this update for a while now and we're getting comfortable of sharing part of it with you. This is going to be a largest update so far, overhauling how levels work and adding much more replayability and polish to the game. Our Discord Server members had a little heads-up about this.
And you can try it right now in Steam's [staging] branch:
The current state of 0.7.0 alpha contains and will contain:
Another great Layout competition is over with 115 new designs added to the game!
Breed distribution ended up being quite uniform, which is great for filling up all levels. Saenus was least submitted with 21 entries and most loved one were Buginis - 26 entries! 100 Designs featured breedless zooid aiding their colony in things whatever Alpha creatures do. We've seen more intricate zooid combos which we hope AI will be able to handle and not be too hard to deal with when encountered! Note that these designs will be standouts in lower-size areas which will shake things up a bit causing you to retreat or have an epic fight against.
Together with adding new Layouts to the game, we tackled some of community reported issues and added a tiny juicy feature which will make Claw feel more physical. Enjoy, while we are working on largest Sipho update so far!
Dear Whirlpool Surfers and Aquarium Caretakers,
Sipho team would like to invite you take another opportunity to design Sipho NPCs and have them immortalized in the game!
Previous design contest was aimed at smaller and pure-breed creatures to fill in their future habitats. And it has been a wonderful success with many different designs:
This time we are looking for beefy "alphas" that are found swimming along smaller ones. They are big and menacing, but have an exploitable weakness that makes them vulnerable to your attacks even though they are more than twice the size of your Sipho. Maybe one of their sides lacks any kind of defence or their movement is weak and they can be outmanoeuvred. And since these alphas are so old and powerful, they can also have adapted one of non-breed Zooids. These breedless zooids are: Agonizer, Energy Leech, Flail, Grappling Hook, Greaser, Grinder, Muck, Sniper, Soul Eater, Sprayer, Swarmer - any of zooids that do not belong to any of the starting breeds.
Take a look at this example:
It is a buginis Sipho with a not-of-its breed Greaser, which increases range and effectiveness of connected Zooids. It does not have many weapons nor its sides are very protected from attacks. This is just an example, so go wild!
We will be accepting entries as Layout text. Layouts are data structures we use in Sipho to define what Zooids have been grown where. When you grow a new Spike or a Claw, your Layout is modified to resemble what you have grown. Something like a recipe to grow your Sipho. We can save and use Layouts to define enemies that you encounter in different areas or restore your Sipho when loading the game. Manual Layout management is possible through Aquarium game mode and that's where we ask you to create your event entries.
**Name:** Name of the layout
**Author:** Optional author name. Leave it out if you want to remain anonymous
**Value:** Layout value - shown at the top of Growth mode
**Description:** Optional Layout description
**Layout data:** || layout data ||
And update arrives with small bugfixes and Quality of Marine Life improvements. Sipho version 0.6.x phase is coming to a long end - from now on we will be delivering small bug fixes and minor improvements suggested by community. This doesn't mean development stops at all, it's the opposite - major features and reworks are being developed in a separate version control branch with higher velocity.
One thing that will be coming with new levels are new Graphics for those environments. Take a look at this snappy in his new habitat:
We plan to have several variations of Obstacles per each environment. In this case rocks are "fresh" and sharp, rounded or old and corroded. Rocks also have several different color variations. Together with those features we are experimenting with "depth" value of Obstacles and Decorations. Depth controls layering of objects and their color saturation. You can see in the animation that some rocks are above corals while other rocks are below Snappy Sipho and are desaturated. We feel that all these layering features will tie environment objects together into believable underwater environment.
We bring you a new update, featuring Layouts or NPCs designed by our community members. The restrictions for designs were that they can only contain single breed zooids and can not be more "expensive" 150 nutrition. Let's see how that went:
In total 74 Layouts were added. Here's a breakdown for each breed:
While busy with new level progression development we have released several small updates over the course of previous weeks. Version 0.6.5 was a small patch-release to solidify improvements for Layout creation and contest. Version 0.6.6 is coming out just now with few bugfixes and an improvement to Layout browser. By popular demand and something we wanted to do for a while, Layout browser now has three tabs to choose from: [olist]
Dear Whirlpool Surfers and Aquarium Caretakers, Sipho team would like to invite you take an opportunity to design Sipho Layouts and have them immortalized in the game! We have been expanding underwater world of Sipho and now the time has come to start populating it. The future non-linearly traversable areas are in need of habitant designs for all breeds. Larger Saenus Beefuorus, tiny Advenas and both big and small Buginis, Crat'han and Vagorians - all will be encounterable in future areas. We could and will design many enemy Layouts ourselves, but we would like to ask for your help first and have your creations floating in Sipho world. Forever. Layouts are data structures we use in Sipho to define what Zooids have been grown where. When you grow a new Spike or a Claw, your Layout is modified to resemble what you have grown. Something like a recipe to grow your Sipho. We can save and use Layouts to define enemies that you encounter in different areas or restore your Sipho when loading the game. Manual Layout management is possible through Aquarium game mode and that's where we will ask you to create your event entries.
**Name:** Name of the layout
**Author:** Optional author name. Leave it out if you want to remain anonymous
**Value:** Layout value - shown at the top of Growth mode
**Description:** Optional Layout description
**Layout data:** || layout data ||
Hi all! In this update we took a big step towards stability and validity of what we call Layouts. They are data structures that hold information of what Zooids and where they are grown. You might have seen us call them Blueprints too - coders in our team love playing Factorio and that's where from the term initially came. Once we added Aquarium and Layout sharing we wanted to go towards something a bit less technical and we came up with the term "Layout". When we first coded layouts we wanted to have an easy way to store Sipho templates which could be later used for defining enemies. We would take a snapshot of current player Sipho Zooid positions and save them to a file. If we did that carefully, no position deformations would be stored. We could also later retouch those layouts by hand if we wanted to have Zooids in unusual positions or fix slight offsets that were captured. This wasn't ideal, but it worked for that time being. Later on, we had to add saving system and save your being-played Layout to not lose it. This was important because one of the cornerstone aspects of this game is player creativity and our task to foster it. It feels very punishing to spend several minutes in Growth mode and then later find part of your Sipho cut-off and destroyed never to recover. That's why we implemented automatic Zooid regrowing. Then Aquarium came and we allowed manually saving your Layouts. Even though Layout sharing is possible right now through text strings, we didn't pay much attention to validity of saved Layouts as they would mainly be used "for your own purposes" and if they were clean enough for you, we were happy too. Layouts could still be deformed due to physics and saved Zooid neighbours didn't matter much as we re-collected them when growing back from Layout. We did, however, try to fully undeform Sipho when entering Growth mode to preserve somewhat correct Zooid positions when re-capturing Layout. Potentially we might not even need to undeform in the future if we fully transition to Layout-based Growth. With introduction of Buffer Zooids like Greaser and others importance of connectivity to neighbours was highly escalated. Wanting to buff certain Zooids with Buffer Zooids and seeing them regrow differently was not what we wanted to have as experience - growth should be deterministic and have the same results every time. That didn't come without fun little exploits where it would be possible to attach up to 6 Buffers to the same Zooid and cause some real ruckus. This update finally addresses major inconsistencies in Layout creation:
We are back to regular two-week update cycle with this 0.6.3 update. Together with tweaks and improvements we are releasing some changes for non-linear level gameplay. Even though these level loading changes are invisible and should not affect how you play the game they are important for us to release for several reasons:
It's finally here - Sipho 0.6 available for everybody to play!
First and foremost, we want to again congratulate our Halloween zooid design contest winner Scepti! The winning entry was a design of Soul Eater which charges its pressure up with eaten remains of enemies and blasts remaining enemies with harmful fluids. We have implemented this idea and it is now available to adapt in game!
We are very happy how it turned out and we will definitely are going to hold more community contests in the future!
As the Soul Eater was a recent leap in new game mechanics we had an another idea sprout some time ago. Back in version 0.5 we have added a Greaser - a unique part that buffed-up Range and Movement Power stats of connected zooids. And it was great - it deepened mechanical importance of part placement which spawned many new interesting Sipho designs. Inspired by your creations we wanted to dive deeper with such buffing mechanic. So deep that we did a bold move and have re-balanced all structure zooids to have more importance where they are placed. And the results are glorious:
The screenshot above shows some of new buffs that are applied by Structures. The changes in detail are as follows:
Another content loaded update comes to [staging] branch. This time we are happy to finally introduce you to our Halloween contest winner's Scepti designed Soul Eater implementation! And we are also throwing in two new buffer zooids - Grinder and Agonizer!
Grinder will grind down your zooid weapons making them sharper and increasing their piercing abilities.
Agonizer imbues nearby zooids with acidic substance which increases their damage. Perfect amp the damage up with Advena structure!
And the star Soul Eater charges its pressure up with eaten remains of enemies and blasts remaining enemies with harmful fluids.
We will be tweaking and polishing new zooids before letting out them into the wild (default Steam branch) in future updates. This means that this update will too remain in [staging] branch. To get this experimental content you can opt-in in Sipho preference window found by right-clicking on Sipho in Steam Library:
All of changes that led up to this point are listed below:
We would like to announce a new era of Sipho updates - 0.6.x. This update contains changes to structure zooids which play a major role in balance of the game. As we want to get new content released as soon as possible for testing, it has not been prepared for inexperienced players and might make some parts of the game harder or easier. For this reason, we are only going to release this version in [staging] branch. Once tested and balanced, we will promote next version to default branch, which reaches everyone by default.
If you want to get new content and help us by trying it out, switch to [staging] branch through Sipho properties in Steam Library:
After switching you will be greeted with rebalanced structures:
With this update we bring several noticeable fixes to input. It will now be possible to bind any input device to any key bind which allows full customisation of key bindings. In the meantime we were working on many different things that will reach you in the future:
This is how our Mercurial repository of Sipho development looks like. It allows us to work on game in separate branches, which do not affect the default branch - the one that is shipped to you. While in rest of the branches we can thoroughly test and polish larger changes without slowing down update releases. As is it visible in picture above we are currently actively working on two major things:
Happy new year everyone!
It's holiday time Sipho homeland, but we have kept our inertia and got a decent bugfix update rolling. Thanks to our players reporting bugs on Discord we had a chance to quickly fix non-intuitive range stat effects and uncover a rare bug with soft body deformations.
In the meantime we are working on Halloween contest winner zooid Soul Eater which concept was drawn by Scepti and rendered by our artist Spin:
The inner red sack will expand with each charge to fill up the bone cage. The render shows fully charged Soul Eater.
And these are changes that make up this version:
Greetings! We are happy to bring you this update with features you have been asking for. Pushing "build" button feels like wrapping a Christmas present. First one of happy things is that Aquarium will now be available from the start, without having to beat the second boss. It was designed to be a milestone in progressing in the game. Since introducing Aquarium we have added an additional breed and 4 zooids. That acts as progression counter and gives enough goals. Additionally one of Aquarium purposes is training to play with different zooids and learning game mechanics in safe environment. Having that locked behind killing moderately hard boss has cut-off many new players and required the to learn Sipho the hard way. The second thing should be exciting for experienced players - bosses will now drop two zooid pickups one of which you will be able to choose by consuming. We feel like the zooid pool is large enough to provide a strategic choice without sacrificing replayability. This should allow guiding your zooid inventory towards more synergetic composition. The third thing is a little festive surprise. Let us know how your wear it! Controller and keyboard-only support is now considered to be fully functional, without need of using mouse. Happy couch gaming! And here is the glorious change list:
Greetings! It's time for another bi-weekly Sipho update! We are experimenting with a major scoped improvement which is allowing to visit different breed zones in other than current order. Replaying the game should be much more enjoyable as you could start the game in Cra'than zones and finish the game just after fighting against beefier Seanus. In addition, if we give you ability to choose which zones to visit first, this would enable more strategic choices whether or not you would like to fight against weaker Buginis now or in later stages. We will keep you updated on our outcome of this experiment in our further updates! While these experiments are happening in a separate branch some changes have slipped through the cracks to reach you:
Hello everyone! The dust has settled after our participation and GameOn. We have wrapped up improvements we made for the expo in this update. One of features of this update is an important one for all new-coming players. We need to have as good as possible first impression, so we have re-done the tutorial level. Tutorial steps have now been laid out in a less "conceptually challenging" order. It now starts with basic movement teachings which leads to growing a single zooid and using Dash skill. Then player is blocked by a rock which requires using combat skills and ends with telling how to modify your Sipho layout. Still, the tutorial is not ideal as we have seen with our eyes. Expo players have shown difficulty finding out how to grow their Sipho and some dialog-popups are still heavy with text. We will be continuing to improve it in future versions. To ease post-tutorial playthroughs, we now also spawn your Sipho with pre-made layouts. Starting layouts are uniquely designed for each breed taking starting nutrition and how breed movement works into account. We hope this will help aligning new players with how we expect the game to be played - no more growing 5 structures in your first playthrough. Although that should still remain a possibility and would be fun to explore. Either way, as a consequence, this change will speed-up replays for veterans making zooids pre-grown. In past few months we had reports of mysterious few second freezes of the game which would end with player Sipho being damaged. We believe we have found the culprit of said freezes and have attempted to fix the issue. It was a specific case of quadratic soft-body solver used only on player Sipho for extra detail. The detail was too subtle to risk numerical instability so we have improved general linear solution and now apply it on player Sipho as we do on any other Sipho. In addition to that, we have also added a bit more event logging of the game. If you ever encounter any kind of game mishap - please let us know in Bug Reports thread and upload your player log. We want you to have as much fun as possible! And the ethereal changenotes, giving a glimpse into our development, are listed below:
Greetings! We are bringing our latest controller support changes into the main game - Steam [controller-support] is no more! This means most of the game is now fully playable with controller - from start to finish. Some controller-related things are still missing which we will add and improve current solutions in further updates. Known limitations are:
A big thank you to all participants of the event! It was really interesting to see what creations you are going to create in such short time. In total, we have received 10 submissions on Steam and our Discord server. For those who have missed the event - it was a drawing contest of Halloween themed Zooid. And the winner would get his or hers Zooid design re-drawn and brought to life in the game itself! We are happy to announce the first place of the contest:
Grab a pen or just open up MS Paint, sketch your crazy idea for a creature part, and then share it with us. Best idea will be remade by our artist and put inside our game Sipho.
You don't have to be a professional artist to participate in this event. A basic doodle on a napkin is enough for us to make it into a proper game asset. Anyone can participate. Although if you haven't played Sipho before, be sure to check videos or screenshots to get familiar with its world and creatures.
Basic guidelines:
Greetings Siphonophore overlords!
While working on controller support we have fixed several issues and made some improvements to the game - both performance and visual. Each fix is listed in the changedlog of Version 0.5.2 below!
As development goes on, we want to bring an additional Sipho version - a special Controller-support enhanced build which includes more drastic changes to allow full utilisation of controllers. We are not ready to publish these changes to everyone who has not deliberately opted-in so we decided to publish that in a beta branch in steam. You can opt-in for controller-support build in Sipho properties in your Steam library:
Currently ungrowing and repositioning zooids is not possible using controller. We will be fixing that and improving usability in future updates. Let us know what you think about playing the game with a controller!
Greetings! The dust has settled after 0.5.0 release and we are so far happy with reception of it. We had players stream their progress in our Discord server, chat about their Zooid hunting experience. This was a heartwarming experience. Let us know what you think of the new zooids! As our Zooid roster grows more luck is required to get a part drop you wish. We are thinking of ways fixing that and for now, we implemented one simple thing that was suggested by a community member. It is that Frakir will now prioritise dropping parts that you have not yet discovered. This will work as an encouragement to beat the game for more experienced players and will not affect the flow of the rest of the game as it is the end boss. This will guarantee that after beating game finite number of times you will discover all available parts. We have an opportunity to participate in local gaming conference for which we need to do some preparations. To get a good playtesting feedback from attendees we need to have a solid new-player-experience, otherwise new player will be stuck on issues we already know and won't be able to provide deeper insight of the game. That means we will be reworking tutorial level and finishing full controller support. These goals align well with our development plans as both tutorial and controller support are needed for a full game. We will share more details about participating in the conference once we really know we have been accepted to showcase Sipho. We have already started on controller support improvements in a separate branch, which means that some of the work won't be visible in the changelog until it gets to the main development branch:
Greetings! The long awaited 4 new zooids are here:
Greetings!
Another Sipho update is upon you! We are inches away from having new zooids ready for 0.5.0 update. One of the new zooids is Swarmer, with never-seen-before mechanics:
It spawns small critters which circle the Swarmer and spread out to attack common enemies on-command. These critters can be defended against with other weapons and take little time to respawn. We can't wait to see what combinations you are going to put them in!
As per request of one of our Discord server members we have implemented "multi-growth" mode in growth menu. By holding multi-spawn key, which default is left shift, growth will not end after placing single zooid, which helps quickly place multiple zooids with a single mouse click.
Some of changes below mention "growth points". We are preparing to have better UX in Growth mode which is displaying potential points at which zooids can be grown. Currently, we find those potential points by constantly "asking world" if there are any positions nearby mouse cursor for growing a new zooid. Changes we made allow us to find all positions ahead of time which we will be able to display when selecting to grow a certain zooid. That should be especially convenient when playing with controller - all you will have to do is jump through positions you wish to grow at instead of potentially having a "fake mouse pointer".
The rest of changes, balancing of new zooids are below:
Greetings!
While playtesting new zooids I came up with a nice combo utilising upcoming Flail and Greaser zooids:
As it is with Flail, Greaser's graphics are still being made. We borrowed very old sprite that was used in very early versions of Sipho as a placeholder. Greaser is a passive Utility zooid which "greases up" nearby zooids and increases their range and movement power. In this case it means that buffed Grabber will have an increased distance. Same would be with any zooid that has concept of range - Spike, Claw, Flak, Leech and others. We think that this zooid should give more strategic choices in choosing between more of the same or less, but more potent. A total of four new zooids are coming in the next major 0.5.0 update.
Progressing in Sipho world means that the world changes together with you. Discovering new zooids will mean that future enemies might have them discovered too. Existing layouts for enemies now have a chance to mutate and grow discovered zooids instead of base breed ones. We think that make encounters more interesting and add slight flavour of variety.
More changes have been done in preparation for upcoming zooids. Check out full list below:
Hello everyone!
Another two weeks have passed in All Parts Connected Headquarters and we are happy with our progress on upcoming new zooids. One of them is physical Flail:
Graphics and name are prototypes and subject to change. This little bad zooid with has a lot of weight in its not the smartest spikey end. It will require finesse to control and should be a fun zooid to play as offensively and defensively. If you would like to know more, come chat with us on Discord.
We have added two new achievements. One of them is for the hardcore players - beat the game without growing any weapon zooid. After implementing the achievement we noticed that we don't have many damaging utility zooids yet, only those which operated with poison. Thus, The Grappler has been asked to change its department to Utility instead of Weapon. It already did little damage and was expected to be operated with accompanying zooid to make a greater combo. We buffed its skill usage and nerfed damage. Later changes will include beating bosses in more creative ways.
Other balance changes and notes about upcoming zooids can be found below, in the changenotes.
Greetings! This update generally contains polishing improvements. One of those things is making sure any size Siphos can be heard as we want them to be heard. That is why we have a system to limit concurrent sounds effects played at once which helps not playing unnecessarily large amount of Flak shots or poison applications. Otherwise we hit concurrently played sound limit which basically mutes some other distinct sounds. We had this system in place for a while now and try to apply these limits to mostly zooid effects which are usually played on skill activations at once. All obstacles are now made out of hand-traced circles instead of polygon colliders. That gives physics system some "direction" in which to resolve deeply overlapping obstacle collisions with zooids or nutrition. This means that zooids and food should no longer get permanently stuck in rocks. This also brings a little performance optimization to obstacles which are more rounded and can be made out of smaller amount of circles. Several circles are faster to calculate physics with than polygon shapes with many points. One thing we have constantly seen new players do is to try ungrowing zooids in growth mode by dragging them away from their Sipho. This now is possible - we want to have as smooth first experience as possible. It works by checking distance to Sipho zooids and if it's further from closest zooid than X it enters "release to ungrow" mode. It also works by dragging zooids onto growth side-bar. It is no secret that we are experimenting with new zooids. Some of you might have seen our Tweets or sneak-peek development images in our Discord server. For more hints, we have left-in changes to those zooid prototypes in the change-log. Check it out:
Greetings! This update brings rendering performance optimisations to Sipho! These improvements were long overdue. Sipho was started in Global Game Jam 2017 which required various "quick to do" fixes for the game to run, no matter how, just to be done in time. We have re-written many parts of it since then, but we did not re-write rendering because we did not know how we are going to render all those zooids. Since then game has solidified and we have become more confident in our workflow, knowing how things are made-up in the engine and what can be sacrificed for performance. To not get too technical on this post, I am going to be writing up a separate post about current rendering in Sipho. Quick explanation is that we used to render sprites and their outlines one after another. That made CPU talk with GPU for every object on the screen at least twice, each frame. - Render Spike base outline here - says CPU - Okay - replies GPU - Now render Spike base here - Yeah - GPU - Now render Spike tip outline there - steamfacepalm [...] And all this conversation for 20 of your spikes. CPU is usually slow at talking to GPU and one would want to make the CPU bother GPU as little as possible. One of techniques is batching sprite meshes to a single large mesh and rendering that. But our shaders rely on local vertex positions and many additional parameters like health or animation speed. That makes batching sprites in Unity engine hard. Worry not, there is other rendering technique is called instancing. It takes one mesh and tells GPU do render it multiple times in a single "sentence": - Render these 20 Spike outlines, here is a list of positions and parameters for each one - confidently says CPU - You got it - replies GPU This has improved Sipho rendering performance on CPU by about two times. If GPU does not support instancing, it will fall back to old system of having consecutive calls for each image. Worst case scenario for this type of rendering is many different sprites being rendered at once. Imagine Frakir with about 500 unique zooids just to get back to where we were with performance. We would love to have that many unique zooids! Oh and we had a sneak update few weeks ago. It had hot-fixes for our input system changes. Check out our history of changes for these versions:
Greetings!
This update comes with one little feature that we think will help navigating level ends - a new sense, a bio sonar!
It will be shown where hunting down each victim matters the most - at level ends, in boss fights and also in Aquarium. It will display enemies as red bars and nutrition as green ones. Sonar should help to feel and see beyond borders of the screen.
Internally we have introduced a Range stat which controls range of all zooid abilities. In future, we will be adding zooids and/or powerups, abilities that change stats and enables having more varied playstyle. In this version, range can be seen in zooid tooltips.
Our Input System backend has been completely changed. That means we are going further to support controllers and any kind of input devices. That is now noticeable in main menu and ingame menus as we have added full keyboard/controller support in those cases. The bad news is that existing control binds in options menu will be reset and will have to be re-bound.
In future patches we will be tackling Growth mode and Aquarium mode inputs as well as adapting movement controls to new inputs. Currently Auto Turn and Tank movement types are playable, however we have not tweaked them up to quality we prefer. Ironically, Twinstick movement types will still be following mouse, thus will not work with controller input well. Default skill binds are still designed to for mouse + keyboard controls which we will have to fix as well for controller-only players. Let us know how you expect to control your creature colony and which buttons you would like to use for skills in comments below!
And a little distraction from our request above - full version changelist! We left some of internal changes in for the curious:
Hi everyone, We are releasing a hotfix build for growth issue that has been introduced in last patch. It appears that scaling physics time is required for stable fade-in to growth mode. It wouldn't manifest as destructive explosion but actually leave the physics world in a different state than portrayed in game when having entered growth mode. This would result in weird Sipho deformations when ungrowing parts and inconsistent placement of new parts. This is now fixed. We have reverted changes for this exact case while leaving kill-slowdowns deterministic. Best of both worlds it appears. Some additional changes have sneaked in that would have been introduced in later patches. Reacting to your feedback, we have partially tweaked Vagorian breed. Check out full changelist for details:
Greetings! Following a Vagorian release we took our chance to dive down to tech behind Sipho and upgrade our Unity engine version from 2017.4 to 2018.4. That means we are now able to use year's worth of improvements. One of new engine features is the new Input system which we are going to use to implement controller support. We will first focus on basic support such as movement direction rebinds for controller. That should reach you in future updates. Then we will start improving experience with hotkey-based controls of our UI. Navigation hotkeys will have to be implemented for menus, growth mode and aquarium spawning. In the end, we would like to have game playable on any kind of input setup. Content will not be forgotten - there will be more new zooids in the future. We have yet to decide if they will come as a new breed or as breedless zooids. New breed would mean a new area is required as there can only be one Wanderer. Breedless zooids would be added to the drop pool, possibly made available after completing a special challenge. Let us know what you prefer! As for today's matters, we have improved stability of kill slow-downs which should not result in explosive physics simulation at a cost of loss of precision of real-time time as opposed to game-time. Game-time precision stays deterministic which possibly makes more sense as kill slowdowns is rather eye-candy or juice rather than gameplay-impacting mechanic. Per one of our user's request we have added size control to Aquarium spawn system which will allow spawn solid objects and decorations in various sizes. For that extra unleashment of creativity!
Specimen of this mysterious breed have been sighted in all inhabited areas. We have called them Vagorians.
They have a utility zooid called Twister that creates small swirls which pull in and carry objects over distance. These swirls merge together in size and strength, becoming capable of moving significantly large objects or even Sipho colonies. We suspect this zooid might have been used as a long distance colony transport.
Vagorian colonies are held up with Peapod zooids which seem to be smaller than typical structure zooids. They allow more compact zooid growth and require less nutrition to sustain. Other colonies which adapt these zooids can become a real threat to all of living marine life.
Burstopod zooids are used for offence and defence. They release an enclosed shell filled with high-pressure unknown substance. The shell breaks with great force, damaging all creatures within small radius.
For local travel Vagorian colonies use Drifter zooids. They provide great colony turning force, but are less effective while strafing. They might have evolved to withstand or embrace great turning forces of swirls and whirlpools.
Our simulations for Aquarium have identified Vagorian environment as highly unstable. Their optimal environment is expected to be found somewhere between different areas where strong currents flow. It is littered with fragments of destroyed habitats brought in by strong currents flowing through.
Dear Parasite Designers, We are happy to announce an updated of 0.3.5 version! This will hopefully be last minor update in 0.3 phase as we are working on the new breed in parallel. As you might have noticed, we are experimenting with two-week release cycle which keeps the updates flow. All of this means that the new breed is coming in two weeks! One of the things we're seeing is that Queen boss seems to take a toll on many player's lives. Buginis breed is brittle, but deadly. That is why we have placed several powerups in the way to Queen itself to give a little encouragement for you to engage. We have noticed that procedurally grown Siphos do not plan well enough their growth and get blocked by growing non-structures all around their perimeter. We have addressed this by allowing them to ungrow Zooids to enable themselves to grow further. Procedural growth is not what we have focused on in development, but if it proves to be interesting for you, let us know what would you expect from it. Aquarium object multi-spawning should be more convenient and less ridiculous. We have limited rate at which multi-spawns happen over time. That fixes Multiple spawns at the same spot, but makes "drag fast to spawn many" break. To address that spawn rate is increased when mouse pointer is moving faster. So the first Aquarium experience of spawning many many many nutrients is still there.
Hello everyone! We are happy to produce another update that improves quality of underwater life aspects. You may wonder how do we decide to fix these random unrelated to each other things. We have a long backlog of changes that we want to do. This list has been gathered over time by just playtesting Sipho, by seeing someone else play live or through help of Youtubers and by reading your feedback. Some small things that require little attention shift are perfect for "getting into the development zone" before starting to work on larger things. Working on new features requires to have whole game source code "loaded up into the brain" which these small tasks help to achieve. Some of these tasks are also experimental implementations of new Zooids... ... which we are going to use to design a new breed! We currently have an exotic new breed in the works. It will feature four unique Zooids and will be available to learn about in all currently existing areas. We are tweaking new Zooid skills to be as versatile and synergetic as possible with other breeds without being too powerful.
Hi everyone!
A week has passed since Aquarium release and we cooked up a new version of Sipho.
This update has a new feature - ability to share Layouts through text string. They can be exported and imported in Layout Browser window in Aquarium. This is a small feature we wanted to make to encourage creativity and display your ingenuity in Sipho-craft.
We have also added more tooltips to Aquarium UI to help understand it better, added auto-spawned enemy size control to Aquarium and many more little touches of polish. See the whole list below:
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We are pleased to announce the release of our first major update: The Aquarium! This is a new sandbox-type game mode, unlocked after defeating The Queen boss. In Aquarium you can:
Hello!
While working hard on Aquarium, we had some bugs and balance issues. We've fixed them and bundled up for a small update. On the Aquarium side, one of the things we are working is spawning custom Siphos. Just look at this swarm go!
And here is the list of changes for the update:
Happy new year!
Just after rolling over to the next year we would like to share a small update. While working on Aquarium we had some chances to find some issues and do a little balancing act. Changes are listed below:
We are proud announce a new extra-featured build. It is also a development milestone for us which marks a new Version 0.2.x era.
Starting Early Access we have promised to listen to your feedback. To not compromise existing balance and wanting to give a little bit of strategy between runs, we have implemented ability to keep a zooid after death!
This will allow to have a little bit more creative freedom in the main game mode by allowing you to strategically select a zooid to keep from previous run. New synergies can be explored this way without making the game too easy. Breed selection menu will now also display starting zooid loadout and plan ahead:
Implementing this feature has allowed us to make some under-the-hood changes to allow us affect game settings more easily. And it might be that little push that will help you to finally defeat Frakir and his minions.
Other thing we wanted to do even before launching to Early Access, but did not want to risk regressions, was to re-balance movement. There were some cases in early stages where an enemy would be faster than the player with several movers. Now movers have a lot less drag so movement should feel more responsive allowing you to create more interesting builds.
Together with aforementioned major changes, check out the full list:
Hello everyone!
It has been a crazy week after release and we are really happy about reception of Sipho. We have got loads of feedback from around us which will help us polish the game on all rough edges.
Some notable changes are increasing free spaces in areas later in the game. We got reports of navigating in those areas with a larger Sipho was hard, which was not intended. Such closed areas feel nice when Sipho just big enough to fit through, but later levels provide so much food that Sipho can be pretty wide and become easy prey if it gets stuck. To allow enjoy the game in any size we have increased passages and open areas in Buginis and Cra'Than areas.
Tutorial has been improved by removing lots of flavor text and leaving only most important information. Grasping a lot of information for the first time is a lot to ask, so we had to distill information to easy to understand highlighted sections. This was a also a good time to update Dash icon together with tutorial images. So skill bar has gotten some love too - all skills are now represented by their zooids or things they drop.
We have fixed several stability issues which interrupted play sessions. Game no longer will get stuck entering growth mode while entering boss fight. Game will not be saved when quitting, which in some rare cases resulted in player getting saved to the "void" which is an empty area. We have also potentially fixed a freeze on longer plays and if that still happens - let us know.
We also had version 0.1.7 in Beta [staging] branch, but wanted to do some testing before making it public. For those who are not using Beta [staging] branch both version changes are relevant:
We are glad to announce that Sipho is finally available for everyone to enjoy!
After almost two years in development, we are very excited to finally have a game we are proud to share.
It all began in 2017 Global Game jam with idea of creating an underwater creature game, where your shape and actions mattered. After we had a demo, we felt we have created something interesting as we could just spend time looking at the game play itself. Over the time we have refined core of the game and improved looks and feel. We wanted underwater feel and have a good control in it. We have added more parts to the game and we wanted them to matter and act well together with other parts.
The creation process is not stopping, but rather accelerating. By listening to your Early Access feedback we will be able to tailor the game by your needs.
One common request we had from our testers was a Sandbox mode. After polishing and preparing Sipho for Early Access release we will now be able to start working on it. It will be called Aquarium, as it is more thematically fitting than Sandbox and will feature gameplay not limited by gamey win/lose constraints.
Another short term goal is to add full support for Joysticks as we believe games should be as accessible as possible. Currently game controls can be bound to joystick buttons, but some aspects of the game, like growth are not well fit for that use. We will work to make it feel as good as playing with mouse and keyboard.
Grab a build and let us know what you think!
Hi folks! We're here to give you some insights on what we've been doing.
Sipho has been in development for a year and a half now and we feel like we're getting close to release. Currently we're working on sprinkling the top levels of polish and adding the few missing bits and pieces of content.
One of our major concerns was teaching all the game systems and controls to new players. To that extent we've been reworking and improving the game tutorial to feature step-by-step instructions that gradually familiarize new players to the game. We hope this will allow people to quickly jump into the game.
We're also working on adding some new and unseen zooids into the mix. One of these is the grappling hook - it will allow attaching to enemies from afar or even navigating the world by grappling to nearby surfaces. Another new zooid that will be featured in the full game is the energy leech. While it does no damage, it saps the energy of foes while boosting it's own colony. The energy leech should combo very nicely with melee range skills and allow using expensive skills more often.
Lastly, we're working on improving and rethinking our level bosses. We want them to be a fun challenge - not too easy, but also beatable with a certain playstyle. We want to avoid forcing players to build in a specific way just to be able to beat the bosses, so this is a tough balancing act.
We're also constantly iterating and adding new art assets to Sipho, trying to nail that creepy underwater aesthetic. One of the new sprites is the egg sack that replaces the previous art for our nutrition container. Now you're chewing up eggs for nutrition, yum!
We hope that this update has been informative. Keep an eye out for more updates!
Yours, team Sipho.
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