Changed all scenarios to work with the new mechanics in the Scary & Sexy update
Decreased moisture in 'beach', 'disaster' and 'flower' scenarios, to better reflect what primitive leaves can handle
Changed the milestones of the 'first animal' scenario, as sight is now required to eat
Fixed instincts based on sights actually activating
Made temperature rise in 'greenhouse' scenario less extreme, because evolving heat losing body parts has become harder
Changed the helper notification in the 'greenhouse' scenario to focus on skin and eggs (instead of body parts) to beat the heat
Fixed plants with various seed types not triggering the final 'flower' scenario objective
Finally removed 'ice age' scenario
Added icon for 'swamp' scenario
Further tweaks to the scenarios
Made the sea in the 'first animal' scenario deeper, so you can use the just introduced plankton in a larger area
Hovering an organism over terrain where nothing is allowed (for example, because it outside the play area) will no longer show terrain stats
You can no longer place organisms outside the play area
Made scenario clouds less bright, so the bloom effect (to highlight bioluminescence) in the evening is less extreme
The clouds in the greenhouse scenario are now a little higher, so they don't block the view of the plants
Made pollination occur also if the nectar eaters choose to eat other food (making the 'flower' level way easier)
Made 'completionist' achievement more dynamic, so it does not matter how many scenarios I add or delete
Tweaking mouth part stats
Revised the mouth part evolution tree so you can see some air breathing mouths without using the arrow buttons
The 'attractive mandibles' now evolve from the 'larger mandibles'
Made the 'nectar feeder' and 'nectar feeder with external parts' much better at extracting energy from nectar
Decreased the hitbox size for the 'semi aquatic plant eater'
Other fixes
Various fixes to remove incorrect family tree lines in the plant and animal editors
Eggs that are not the default land/water hybrid eggs now also have hover labels telling you what species is inside (instead of FPS eating errors in the log file)
Fixed the archive button
Made sure the leave buttons (to main menu or desktop) continue to work, even if the autosave right before it fails
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. [ 2025-01-11 13:05:28 CET ][ Original post ]
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!
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.