





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
We're glad to announce our new keyboard-controlled arcade game called Protolife: Other Side.
Lead alien worms through familiar defense towers and help them evacuate from [strike]occupied[/strike] colonized planet Leo-Nova. You used to destroy tons of them, this time let's try to save at least a few.
It is not a sequel or add-on for Protolife, it is a spin-off in a different genre but in the same universe.
https://store.steampowered.com/app/2346710/Protolife_Other_Side/
Official Discord Link
Ok, this time we actually have integral mouse support!
Volcanic Giraffe is still alive and we are still making games. There have been some dead ends, unfinished prototypes and life struggles, but right now we are going for almost a year of stable development of Hexworld:
Hexworld is an autobattler grow-your-kingdom strategy, and it has little sword-wielding golems falling from the cliffs. And also an accountant cat.
The game comes to Early Access this spring, we really want to share it, we are eager for feedback! And of course, it will be improved, filled with content and polished before 1.0 release sometime later this year. It would mean a world to us if you wishlist the game and spread the news!
https://store.steampowered.com/app/2166020/Hexworld
This is a minor patch with the following game crash fixes:
Hello everyone!
Level Editor for Protolife is out now. It is available in-game so there is no need to run any external applications.
It allows you to sketch your ideas, playtest some crazy situations, spawn a swarm of tumors against your custom towers and just be creative. A lot of things are tweakable already, and we are planning to expose even more parameters soon.
Hello there, fellow tower builders! We finally brought you some news. First and foremost, Protolife turns 1 year today! It was an incredibly happy and productive year, and we wanted to thank everyone who supported us during this time. Thanks to you, we were able to improve the game far beyond its release state and get an incredible feedback we never hoped to achieve.
This patch mainly addresses Tower Editor balance issues and game crashes reported via Steam, Discord and email.
Hello everyone!
After a long wait we are glad to announce that Protolife Lab institution is finally complete and now hiring new researchers.
You are required to participate in experiments* conducted in the safe** controlled environment.
* fights
** if you take all necessary precautions, see chapter 2 (Try Not To Die), p67 of the manual.
Hello, everyone! Is it September already? Wow, time sure flies by.
A short status update to all Protolife defense squads: Update 1.1 is coming along well!
Although this picture will probably better reflect the harsh reality:
Despite the problems, we still continue our journey! Most of the new content revolves around 3 big features.
NG+ levels are almost complete! I took the idea of each map and turned it into absurd levels. To deal with that, you'll have the full tower arsenal for your disposal, plus 2 of the all-new tower class patterns. Meet boosters:
Almost all basic blocks and gunpoints for the tower editor have been completed. Here's the sneak peek of the mortar gunpoint, that will replace old and trusty missile launchers for the customizable long range support.
You will have access to standard stat improving blocks, as well as to some mods which will drastically change the way tower fires.
Keep it up, spread the news, and buy the game if you still haven't! We won't be charging any extras for content updates, so every small bit helps us to develop a better game.
The work on update proceeds as planned. Here are some progress notes.
This version includes several balance improvements and bugfixes.
We are still working on the game and would like you to know whats going on as well. After reading all the comments, reviews and discussions Im glad to say that a lot of feature requests match our original ideas about the future of Protolife.
So here is the upcoming plan:
There are three major steps displayed here (scheme does not reflect ongoing patches and minor improvements).
This update addresses several balance, controls and difficulty issues.
This version addresses several crashes happening at the start of the level and during the play.
Release is closing, but we could not possibly miss the chance to participate in our favorite game jam again Ludum Dare 41. We had a lot of fun with this one.
This time we made a turn-based soccer game and it seems it's pretty fun to play.
We took 7th place in Overall category (out of ~2000 jam entries), which is our best result in Ludum Dare so far. Very inspiring!
Now when this very much needed break is over, we are ready to get back to Protolife.
The last week was amazing. We've got many participants and a lot of useful data! Big thanks to everyone who participated and gave us the most valuable feedback. Based on this feedback, we have a plenty of things to improve and think on, but the good news is that the original flow of the game will not change that much. Which means we are on the right way. There were some critical bugs found in the beta test. They are now fixed and build is online. See the full patch notes here: https://steamcommunity.com/games/809440/announcements/detail/1670148741716114963 Once again, thanks to all beta participants, your informative feedback and all the kind words! See you soon.
Date: 2018-04-05 Platforms: Windows only Version: 1.0.0b2 In-game settings:
Hello everyone. We're hitting the end of another development cycle and at this stage we really need some help and feedback from you, people who are interested in the game.
I won't lie, it might not be pleasant. Some tables might fly, some chairs might be burnt. But in the end your help will make this game much better.
If you wish to participate, write me (icxon) or a333 in Steam directly, or drop us a mail at giraffe.volcanic@gmail.com, we will send you the key and instructions.
P.S. every hour my cat will eat one of the beta keys, so hurry up.
P.P.S. We live at +03 GMT, so if we are not answering we are asleep. Don't worry, the cat is sleeping too.
Hello everyone. We're hitting the end of another development cycle and at this stage we really need some help and feedback from you, people who are interested in the game.
I won't lie, it might not be pleasant. Some tables might fly, some chairs might be burnt. But in the end your help will make this game much better.
If you wish to participate, write me (icxon) or a333 in Steam directly, or drop us a mail at giraffe.volcanic@gmail.com, we will send you the key and instructions.
P.S. every hour my cat will eat one of the beta keys, so hurry up.
P.P.S. We live at +03 GMT, so if we are not answering we are asleep. Don't worry, the cat is sleeping too.
I'd like to shed some light on one of the main game mechanics building towers from blocks.
There are two types of buildable items in Protolife right now: blue blocks and yellow crystals. All structures in the game are made of these. And because there are many structures but only two blocks layout matters! Tower type, direction of fire, upgrades, retrofits, repairs everything is controlled by the blocks placement.
Blue blocks serve as a structural basis for your towers. Structures like low-tier towers and armored walls can be built using blue blocks only. For something more complex youll need the yellow crystals. They are used as a power source for upgrades and special functions.
Here is a small example of upgrading Tower 1 (T1) to T2 and T3 just with the correct placement of blocks!
All tower patterns (like T1, T2) are hardcoded, but the game allows you to combine these structures quite freely, which gives you a lot of space for improvisation.
Combined with the solid amount of basic patterns, this gives you an opportunity to design your own defenses in the harsh conditions of limited space, time and resources. We are working hard on balancing the towers so that every single building remains useful in the later stages of the game.
Youll need to know all of these patterns and how to mix them to overcome the enemy.
I'd like to shed some light on one of the main game mechanics building towers from blocks.
There are two types of buildable items in Protolife right now: blue blocks and yellow crystals. All structures in the game are made of these. And because there are many structures but only two blocks layout matters! Tower type, direction of fire, upgrades, retrofits, repairs everything is controlled by the blocks placement.
Blue blocks serve as a structural basis for your towers. Structures like low-tier towers and armored walls can be built using blue blocks only. For something more complex youll need the yellow crystals. They are used as a power source for upgrades and special functions.
Here is a small example of upgrading Tower 1 (T1) to T2 and T3 just with the correct placement of blocks!
All tower patterns (like T1, T2) are hardcoded, but the game allows you to combine these structures quite freely, which gives you a lot of space for improvisation.
Combined with the solid amount of basic patterns, this gives you an opportunity to design your own defenses in the harsh conditions of limited space, time and resources. We are working hard on balancing the towers so that every single building remains useful in the later stages of the game.
Youll need to know all of these patterns and how to mix them to overcome the enemy.
Volcanic Giraffe team here. And we are making Protolife. Originally made for Ludum Dare 38 game jam, themed 'A Small World', we've took inspiration in the Petri dish, which is used to grow cultures of cells (such as bacteria) or small mosses. We also tried to mix in a bit of good old Conway's Game of Life and some other cellular automata principles as gameplay mechanics, and a distinct feature: buildings made of singular blocks. Here's that original entry: https://ldjam.com/events/ludum-dare/38/protolife After 1 year of development we are almost ready to present you the game that has grown out of that prototype. Petri dish has become a planet, and the infection turned out even more deadly, but we kept and improved all of the features people loved most. I hope all of you, from folks who've supported us at Ludum Dare to people who just discovered this game, will like this 'slight graphics update', as we initially called the Steam release. Glad to see you here and stay tuned for more updates! Cheers, icxon
[ 6068 ]
[ 668 ]
[ 4036 ]