Reactivated the terrain shadows created by organims, and for the rest a lot of UI improvements: Polished the organism detail view UI (when you zoom in to an organism): * Added a button so you can go the relevant species detail view in one step * Fixed the species status label being updated too late (you saw the status of a previous species for some time) * If an animal dies, the organism detail now stops automatically * Made the animations faster Editor UI fixes: * Changed the fruit editor so buttons and handles now dissapear when using them would create an impossible fruit * In the animal editor, fixed the animal poison traits button getting more and more transparent each time it was clicked * Gave the 'ready' button in all editors a higher resolution * Fixed clipped 'max ocean current' label in the animal editor Polished the species detail view UI: * Clicking on related species in the family view now also changes the focus species in the rest of the detail view * Made temperature limitations easier to interpret, using infinity signs and red/blue colors Improved the wildfire sliders: * Added an exact percentage to all wilderfire sliders * Redesigned the disaster panel to create more room for future sliders * Fixed the fire chance slider button having the wrong color after using it Polished the cladogram view UI: * Also save and show grass species relations * Removed arrow buttons to other starting points if not applicable Generic UI fixes: * The extinct message is now aware of dormant eggs (like the dormant seeds in the previous patch) * Using the 'reintroduce species' option for algae now triggers the correct filters in the species list Scenario related fixes: * Carrion is visible again * The introduction of roots now has a moving circle to draw attention to it Fixed impossible animals: * Animals with both developed and primitive feet no longer create a problem for the walking animation controller * When random mutations make an animal longer, things like tails are now moved to the last animal segment (instead of the game crashing) I often forget to read comments below release notes, so if you have questions or bug reports, feel free to reach out via the Steam forums or thesaplinggame@gmail.com.
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]
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.
- 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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