Name | Sipho | ||
Developer | All Parts Connected | ||
Publisher | All Parts Connected | ||
Tags | |||
Release | 2018-11-13 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
| ||
Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Sipho Linux [211.44 M] |
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!
As always, if you experience an issue, have suggestions or would like to share your creations - let us know! Also, the Daily Deal sale will persist throughout the week - if you like Sipho, let your friends know! - Dominas |
Hello future Sipho players! |
Hello Siphonophoreans! |
With this update we would like to wish you Merry Christmas and Happy New Year!
As with any noise based generation, this is fast to tweak and get results. However, when it comes to gameplay-sensitive stuff like Nutrition it becomes very hard to get right without additional work. Since we can only tweak how layers interact, we couldn't know at what actual density, for example, Nutrition was spawned. So together with the additional work to have a control over how much Nutrition is spawned per-chunk, I have separated the maths calculation part from spawning part - which allows us to have less performance pressure every frame when chunks are spawned. Previously we had variable sized chunks - on paper that sounds like nice control over content, but it makes calculating things much harder, since we can't assume that a single Child Spawner chunk covers whole Parent Spawner chunk. That is why all chunks have been made to be the same size, which now allows us to:
These changes allowed these design changes:
Honestly, I am a big fan of Factorio and reading their blogs have somewhat influenced development style and design approach of Sipho. If you like these kind of technical ramblings, I feel you would really enjoy reading them written by the legends themselves - https://www.factorio.com/blog/ Spanish language added! Huge thank you to Rosario Rivas Leal for translating Sipho to one of the most spoken languages in the whole World - Spanish! What's more to come Sipho is about living things and it is alive itself. This update has some balance changes sneaked in which illustrate what's to come - better balance, more synergies and more stats to mutate! More notable changes:
|
Hello players!
Version 1.1.1a3
Version 1.1.1a1
|
Dear Sipho fans! |
Psst! poisonBomb We snuck in a bunch of fixes following the last announcement:
|
Hello Sipho players!
Version 1.1.0f2
Version 1.1.0f1
Version 1.1.0a4
Version 1.1.0a3
Version 1.1.0a2
Version 1.1.0a1
|
Hello all!
Version 1.0.1f3
Version 1.0.1f2
Version 1.0.1f1
Version 1.0.1a1
|
Hello, Gamers! siphoPog |
Hello Sipho players!
[h2]Previous hotfixes contained:[/h2] Version 1.0.0f6
Version 1.0.0f5
Version 1.0.0f4
Version 1.0.0f3
|
Hello all,
Version 1.0.0f5
|
Hello Sipho players!
Version 1.0.0f3
|
Dear Sipho players,
In coming days we are going to be releasing Steam community content and gradually releasing new languages. We are also monitor game's balance - expect more polish in that area! As always - we invite you to join our community: Changelog Whole changelog is just too big for this post, so we put all changes in a single pastebin Thank you for being with us for almost 6 years - we can't you all. Here's to a great future with Sipho! |
We are very happy to announce that Sipho will be coming out of Early Access this September of 2023!
We have prepared a little teaser trailer to get you all hyped: [previewyoutube=tQuay7qDZ0Q;full][/previewyoutube]What new things can you spot in the Trailer? As Sipho comes out of Early Access its price will be increased to $18 USD or your regional equivalent upon launch. If you haven't tried Sipho yet - now is the last chance to get it for Early Access price. The Time In Early Access Sipho has come a long way since it entered Early Access. As we developed the game publicly, we tried to listen to player feedback and guide the game towards common vision. Creation contests have proven to be immensely valuable and uniting our whole community. Fostering such creativity in the game and outside of it has been our goal from the beginning. In the end, Sipho has become bigger and better than we expected it to be at the start. From what would have been made in 1 year of Early Access, we now have almost 5 years of love and labour put in. Thank you for your support and here's hope to another 5 years! Thank you for following us for so long! |
Hello Siphonophorians! |
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 |
Hello Sipho society, we have an update!
Version 0.9.4f8
Version 0.9.4f7
Version 0.9.4f6
Version 0.9.4f5
Version 0.9.4f4
Version 0.9.4f3
Version 0.9.4f2
Version 0.9.4f1
|
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!
Version 0.9.3f1
Version 0.9.3f2
Version 0.9.3f3
Version 0.9.3f4
Version 0.9.3f5
|
Halloween has quickly passed and have finally tallied all of the Mutation Creation Contest results! |
This update brings small bugfixes and some hidden code refactors to make Sipho a bit more extensible for future Zooids.
|
Have you ever had ideas for new spooky and creepy Mutations? Now there is a chance - we announce The Halloween Mutation Creation contest!
[h2]Have fun![/h2] Our team will pick one or more winning designs right after the end of this event. Winners will be awarded with Sipho Steam keys and their name in the credits. The event ends at November 1st, 00:00 UTC |
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!
Mutations can be acquired and will be applied to Enemies in different ways:
As you might notice, Grade IV Mutations are never awarded to Enemies - this is intentional as this allows us designing more game-breaking mechanics without compromising the difficulty. We can never be certain that there will be enough counter-Mutations for adverse Grade IV effects and Layout designs so that Enemies stay competitive and varied. For example, some built-in designs can be broken with Grade IV Mutation which increases Spike Damage by 500%, but reduces Range to close to 0. Layouts that have been Autosaved will retain Mutation information. This will preserve Mutation context in which that Layout works. In the future, we will add Layout Mutation manipulation to Aquarium so irrelevant Mutations can be stripped off or new ones added. Changelog You can find the long list of changes on Pastebin. These new additions are massive and best explained while playing the game. Don't hesitate, jump in Sipho and let us know how you like them. The future This 0.9.0 update marks a huge leap forward and little remaining steps towards Sipho 1.0.0. Development will not be slowing down - in the near future we will be polishing up remaining boss fights, improving enemy AI and getting ready to come out of Early Access. More on these news will come soon. For now we are prototyping new Breed. If you are interested how the game is made, we sometimes stream development on Twitch Join our Discord community if you wish to chat with other players, share your strategies or creations and gives us feedback on early builds! |
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.
We have seen reports of Sipho not running well on new Macbooks (M1 architecture). We have updated engine and plugins to newest versions which fixes several issues - UI glitches and Steam support. Time to tidy up all those autosaved layouts and take a Flail for a spin! Version 0.8.3f3
Version 0.8.3f2
Version 0.8.3f1
Version 0.8.3a3
Version 0.8.3a2
Version 0.8.3a1
|
This update brings polish to various parts of Sipho.
Version 0.8.2a4
Version 0.8.2a3
Version 0.8.2a2
Version 0.8.2a1
|
Version 0.8.1f1
|
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.
The stiffness loss compared to old physics is somewhat acceptable for Siphos grown in Campaign mode - they don't usually reach the size where more stiffness would be needed. This won't be the case for super large Siphos saved in Aquarium. Some larger Siphos now might suffer from not being able to hold their shape: This can be solved by using Chitin or adding more connections: These improvements were long coming from the conception of Sipho. We once used built-in Unity 2D joints, but they have proven to be very unstable with more connections. At some point we switched to shape-matching physics you have become familiar with - the algorithm would try to hold Sipho in shape that is defined by Layout. This worked for up to 4 by 4 Zooid sized Siphos. However, it had limitation of not understanding limbs - larger Siphos would feel box-like and deform somewhat unintuitively. Hopefully these new physics will make Sipho stand out even more from similar games, such as shipbuilders and other rigid-body simulation games. Having quite rigid and box-like creatures didn't feel as organic and live as we want Sipho to feel. To iron out all issues and provide as much variety as possible physics might get tweaked in the future - we want to provide as many creative compositions as possible and allow you to make creature you wish to play with. Just look how happy he is stretching those limbs! And for the most curious, please have a changelog! Read bottom-to-top: [h2]Version 0.8.0f2[/h2]
[h2]Version 0.8.0f1[/h2]
|
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.
Version 0.7.17f3
Version 0.7.17f2
Version 0.7.17f1
|
Version 0.7.16f5
|
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.
Version 0.7.16f3
Version 0.7.16f2
Version 0.7.16f1
|
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.
Version 0.7.15f1
|
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!
Version 0.7.13f3
|
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.
|
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!
Version 0.7.11f1
Version 0.7.11a2
Version 0.7.11a1
|
Hey all!
Version 0.7.10f1
|
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!
Version 0.7.9f1
|
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 |
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:
Improvements worth mentioning:
Known issue:
The most recent changes that haven't been mentioned in previous updates: Version 0.7.8f4
Version 0.7.8f3
Version 0.7.8f2
All of changes made since 0.6.9 can be found here. |
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.
Version 0.7.7f2
Version 0.7.7f1
|
Another fight based on boss design contest has been added to the game! This time it's The Gemini, create by Popcorn Dust!
|
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.
|
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.
We had a little hidden update with several improvements: Version 0.7.3f3
|
Greetings everyone! Happy past holidays and new year! Now that the festive distractions are gone we can go back to improving Sipho.
Version 0.7.3f1
|
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!
Meanwhile movers have received some additional interesting mechanics:
Our near future plans involve implementing new Buginis bosses, improving their environments and rebalancing skills, so they are more useful while your Sipho is still young. We will talk more about these once we actually do the work! Known issues: - Game performance drops drastically while levels are collapsing. We are investigating how could we fix this while also evicting players from levels more gracefully Changelog megalist: Version 0.7.2f1
Version 0.7.1f5
Version 0.7.1f4
Version 0.7.1f3
Version 0.7.1
Version 0.7.0a8
|
After lots of judging and criteria-quantization we have decided upon winners of the Sipho Boss Design Contest! You are in a maze with 4 - 6 boss Siphos. Each one aimlessly wander around until you are in their line of sight, where the one that sees you would chase after you. You have to maneuver the maze and not be seen by them, they can only see from their front side. You can safely attack them from the sides and easily kill them that way, but doing so will make all others seek to where the kill was, so you have to be careful. This kind of boss behaviour which is also arena-layout dependant should encourage players to take more cautious fights. Sneaking up on the boss and hiding from other bosses after a kill should make a nice pace-changing challenge. Congratulations! The runner-ups are: The Gemini by Popcorn dust Twin boss idea was something that we kept in our backlog and this entry illustrates it very nicely. It also encourages us to expand Sipho screech vocabulary with "your turn" and "maybe I'll take a little break". Maze of the Gatekeeper: Vagorian Boss by z0mbiesrock A boss slithering through small cracks and acting as a whack-a-mole, but the mole is pretty dangerous and lays exploding eggs is something we haven't thought of! It would be as if fighting an invisible enemy that can only be seen with "sonar" indicator. Very creative entry and hopefully won't be as hard to implement as it sounds. Murderswarm by TIC Many small enemies instead of big boss? Yes please! Implementing boids-like behaviour which would flock the player or even try to open their own whirlpool? This should be fun. Leviathan's Maw: Cra'Than Boss by z0mbiesrock Another award-worthy entry by z0mbiesrock. Potentially technically challenging, but absolutely awesome big boss idea of inter-connected Cra'Thancipede Winners listed above will be getting Steam keys for each winning entry! We will contact you personally. [h2]Thanks to all participants for your support![/h2] skipydog, Popcorn dust, z0mbiesrock, TIC, Salreix Von Otsuu, Max77, Camille, DrakonyxX, your entries have been great and inspiring in many ways. We hope to use this inspiration to push Sipho further than it has been before. Stay tuned for new content and let us know what you thought of this contest! |
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!
[h2]Have fun![/h2] Our team will pick one or more winning designs right after the end of this event. Winners will be awarded with Sipho Steam keys and their name in the credits. The event ends at November 10th, 00:00 UTC |
Hi everyone!
We hope this brings some light into our development and will help us accelerate testing and development of Sipho so we can bring these changes to [default] Steam branch as well. We can't stress enough how our Discord Server members have helped us and participated in various occasions. So if you use Discord, come say us hi! |
Another great Layout competition is over with 115 new designs added to the game!
|
Dear Whirlpool Surfers and Aquarium Caretakers,
Congratulations, you have submitted your Layout! We are looking for as many Layout designs as possible, however we keep our rights to reject some by our judgement or incompatible requirements: [h2]Layout requirements:[/h2]
Once the event ends we will go through all submissions. Submissions that pass the requirement criteria will be added to the game. And we will also credit you, the author, in the game! |
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.
|
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:
Our team is sending a huge thank you to Aldwyn, Araylie, DastianZerg, Iztacmizton, LittleSmog, NovaStar987, Salreix Von Otsuu, TIC, TotalBlazing, skipydog, z0mbiesrock. These are our Discord members who have participared in this event and created the new layouts. These layouts are now available to play with in game in Aquarium mode. In future, we will use them in Campaign levels where applicable. We are really happy how this turned out and are looking forward to hosting more events with different rules. Stay tuned! Version 0.6.7
|
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. Reminder that Layout Design Event ends tomorrow, 4th of May, at 18:30 UTC - read more about the contest here: Version 0.6.6
Version 0.6.5 |
Dear Whirlpool Surfers and Aquarium Caretakers,
Congratulations, you have submitted your Layout! We are looking for as many Layout designs as possible, however we keep our rights to reject some by our judgement or incompatible requirements: [h2]Layout requirements:[/h2]
Once the event ends we will go through all submissions. Submissions that pass the requirement criteria will be added to the game. And we will also credit you, the author, in the game! |
Hi all!
All of your existing Layouts will be upgraded to re-gather neighbours according to saved Zooid position and rotation. Invalid Zooids will remain in Layouts but will be ungrowable - they will appear as Zooid ghosts and will help to fix invalid Layouts. Now that Layouts are almost independent of your Sipho deformations and can be fully trusted to be valid we will be hosting Layout creation contests to populate upcoming depths. This huge undertaking was made easier with making use of testing discipline. I have personally noticed that some things require quite a lot of mental power to get started worked on each day - math heavy code, complex code hierarchies, data manipulation. After spending several evenings just to get started on modifying Layout code I decided to write some basic tests to have confidence in different parts of code. With that confidence it was then easier to work on other parts which seemed to be incorrect or harder to test. Now each time I notice that something will require some time to work out how it works or if I catch myself wiring debug messages just to test I consider writing a test instead. That is why you might notice terms "test" in future changelogs. We had tests before, but just now I encountered their real usefulness for existing code. Check'em: Version 0.6.4
|
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.
With that said, in the changelog you might notice fixes to issues that have not risen in previous version. Those are fixes due to additional changes being merged in. Enjoy! Version 0.6.3
|
It's finally here - Sipho 0.6 available for everybody to play!
We hope these changes will increase strategic value in choosing which zooid to use and promote more experimenting with different zooid combinations. We want each part to be unique and beneficial in scenarios you encounter throughout the game. We took a step further with buffing idea and have introduced three new zooids, two of which act in a similar way as Greaser: In the screenshot you can see Squirter being buffed-up by two buffer zooids:
To celebrate occasion of this update, we are hosting a sale on Steam store with 15% discount. The sale will last until 16th March, be sure to grab it in time. If you want to chat with our team, share creations with other players and discuss legitimate strategies, come join us at And all of the changes in detail can be found below: Version 0.6.2
Version 0.6.1
Version 0.6.0
|
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!
|
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.
We hope these changes will make structures a lot more useful and fun to play. Let us know what you think! You can find changelist below: Version 0.6.0
|
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:
|
Happy new year everyone!
|
Greetings!
|
Greetings!
|
Hello everyone!
|
Greetings!
Sit back on your couch and let us know how it feels to play with controller! lunar2019piginablanket We have mentioned that controller support was important to us because we might have had an opportunity to participate in a gaming conference. And we do! We will have a booth at Indie Town of GameOn on November 16-17th. We are very excited to see how people are going to play and we hope to hear your Sipho stories in person. Come chat with us! And the long and awesome list that brought you this alternative way to play: Version 0.5.3
|
A big thank you to all participants of the event! |
Our team will pick the best one right after the end of this event. |
Greetings Siphonophore overlords!
0.5.2 + Controller Support
|
Greetings!
|
Greetings!
We are happy to bring these crazy ideas as breedless zooids. You will be able to adapt them from bosses the same way as Ancient ones (Grappler, Sniper, Muck and Energy Leech). We are looking into ways of making that less random. This wasn't a problem when we had less zooids, but now that we have more, we will look into making obtaining zooids more of a choice rather than a lottery. And the final changes that brought us here are listed below: Version 0.5.0
|
Greetings!
|
Greetings!
|
Hello everyone!
|
Greetings!
|
Greetings!
Version 0.4.4
|
Greetings!
|
Hi everyone, |
Greetings!
|
Specimen of this mysterious breed have been sighted in all inhabited areas. We have called them Vagorians.
|
Dear Parasite Designers,
|
Hello everyone!
|
Hi everyone!
And a little gift for our readers, a layout string to test-out importing: 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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!
|
Happy new year!
|
Happy holidays!
Don't like others bumping into you? Just make some spikes! Our goal is to allow your play out different scenarios before diving into dangerous depths. For some it will be a training course, others will be able to carefully plan and test out combinations of adapted Zooids. It caters to creative side of things without constant pressure. This will also allow to play out harder encounters than the base game offers. |
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.
|
Hello everyone!
Version 0.1.7
|
We are glad to announce that Sipho is finally available for everyone to enjoy! |
Hi folks! We're here to give you some insights on what we've been doing. |