Patch 10.21 (available to everybody!)
* Predators no longer eat when not hungry, to prevent their food source going extinct * Predators only eat eggs when they see multiple, to prevent their food source going extinct * Optimization: don't show animations for animals further in the distance (except animals that can fly) * Optimization: don't calculate knee bend angles for animals further in the distance * Optimization: don't immediately disable unused 3D models; move them out of sight for a while first (enabling/disabling is expensive) Importantly, the first two changes allow for much larger carnivore populations, which in turn results in carnivores evolving on their own in the sandbox!
* Optimization: shortened the render distance for underwater animals * Optimization: use the terrain height sampler also to determine camera height * Optimization: use the terrain height sampler also to determine where plants, eggs and animal babies should go * Optimization: created light weight variant of mouse hover logic (oa without tooltip options) for organisms, so it can handle large amounts of organisms better * Stopped carnivores eating meat of their own species (because in some situations populations could sustain themselves indefinitely this way) * Added percentage of deaths to extinction notification * Fixed bug where the death cause notification only considered deaths TODAY * Fixed incorrect 'random mutation chance' toggles after going into an editor * Fixed bug where omnivore species populations were artificially kept small * Fixed bug were the game lost track of recently evolved algae after loading a savegame * Added warning message when feet don't touch the ground to the movement panel of the animal editor * Moved several vertices in the small lobe fin models a bit lower, to increase the chance of them touching the ground * Changed 'first creature' level objective for clarity: your creature only needs walking limbs, it does not actually need to be able to walk * Fixed bug where you could click plants while in a UI view, like the time jump view * Fixed underwater music losing the lowpass effect if you changed the time speed * When random mutations are turned on, sight related instincts can now also mutate the darkness/brightness of their trigger color (forgot to add this so far) * Removed various asset bundle related error logs shown each time opening the animal editor
[ 2022-10-11 06:00:00 CET ] [ Original post ]
Large
* Predators no longer eat when not hungry, to prevent their food source going extinct * Predators only eat eggs when they see multiple, to prevent their food source going extinct * Optimization: don't show animations for animals further in the distance (except animals that can fly) * Optimization: don't calculate knee bend angles for animals further in the distance * Optimization: don't immediately disable unused 3D models; move them out of sight for a while first (enabling/disabling is expensive) Importantly, the first two changes allow for much larger carnivore populations, which in turn results in carnivores evolving on their own in the sandbox!
Small
* Optimization: shortened the render distance for underwater animals * Optimization: use the terrain height sampler also to determine camera height * Optimization: use the terrain height sampler also to determine where plants, eggs and animal babies should go * Optimization: created light weight variant of mouse hover logic (oa without tooltip options) for organisms, so it can handle large amounts of organisms better * Stopped carnivores eating meat of their own species (because in some situations populations could sustain themselves indefinitely this way) * Added percentage of deaths to extinction notification * Fixed bug where the death cause notification only considered deaths TODAY * Fixed incorrect 'random mutation chance' toggles after going into an editor * Fixed bug where omnivore species populations were artificially kept small * Fixed bug were the game lost track of recently evolved algae after loading a savegame * Added warning message when feet don't touch the ground to the movement panel of the animal editor * Moved several vertices in the small lobe fin models a bit lower, to increase the chance of them touching the ground * Changed 'first creature' level objective for clarity: your creature only needs walking limbs, it does not actually need to be able to walk * Fixed bug where you could click plants while in a UI view, like the time jump view * Fixed underwater music losing the lowpass effect if you changed the time speed * When random mutations are turned on, sight related instincts can now also mutate the darkness/brightness of their trigger color (forgot to add this so far) * Removed various asset bundle related error logs shown each time opening the animal editor
The Sapling
Wessel Stoop
Wessel Stoop
2019-12-12
Singleplayer
Game News Posts 64
🎹🖱️Keyboard + Mouse
Very Positive
(1189 reviews)
http://thesaplinggame.com
https://store.steampowered.com/app/997380 
The Sapling Linux [149.82 M]
The Sapling is a short simulation game where you design your own plants and animals, and put them in a world together. Or you turn on random mutations, and see what evolution does to your ecosystem!
Wessel Stoop has wanted to play a simulation game where you can build your own plants and animals, put them in a world, and see what happens since 2002. You can imagine his excitement when Will Wright, the father of simulation games, demoed his latest game Spore to an enthusiastic crowd. When Spore turned out to be all game genres except simulation, Wessel decided he wanted to try to make the game by himself. The Sapling is the result of that attempt.
Features
- Design plants and animals.
- Fast-forward time to and watch the ecosystem work like a charm or slowly fall apart (probably the latter :) ).
- A sandbox mode where you can skip time and turn on random mutation, allowing true evolution.
- An instinct system where you can specify what an animal should do when it hears or sees something.
- A procedural animation system so any animal can perform any animation.
- Procedural music mixed on the fly.
- Everything set up to be easily extended by players.
This looks just like Spore!
Wessel Stoop has wanted to play a simulation game where you can build your own plants and animals, put them in a world, and see what happens since 2002. You can imagine his excitement when Will Wright, the father of simulation games, demoed his latest game Spore to an enthusiastic crowd. When Spore turned out to be all game genres except simulation, Wessel decided he wanted to try to make the game by himself. The Sapling is the result of that attempt.
MINIMAL SETUP
- OS: Ubuntu 16 or newer
- Processor: A processor with SSE2 instruction set supportMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
- Storage: 150 MB available space
- Memory: 16 GB RAM
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