Creature Lab cover
Creature Lab screenshot
Steam
Genre: Simulator, Strategy, Indie

Creature Lab

Patch 2 for Creature Lab

Hi, weird science enthusiasts!

Creature Lab is up for several hours now and we're getting a lot of feedback from you - thank you for that! We are working on all issues you are reporting, but meanwhile, we also have a new patch, which should improve the game's performance in some cases.

Patch 2 for Creature Lab



The patch introduces following changes:


  • improvements to game's overall stability


Thank you again for reporting issues and remember that we have dedicated bug reporting thread in our Steam discussions:

https://steamcommunity.com/app/1309990/discussions/0/3809529789908529375/



And remember that you can ask us directly about anything via Discord:



https://store.steampowered.com/app/1309990/Creature_Lab/

Patch 1 for Creature Lab - Language Selection Adjustments

Hi, mad professors,

In reaction to incoming feedback - thank you for commenting on the game - we are releasing the first hotfix for the game to make language changing easier to use. We hope that with these adjustments selection of your preferred language will be more intuitive!

Patch 1 for Creature Lab - Language Selection Adjustments





The patch introduces following changes:


  • the language selection panel was made larger and more visible
  • the name of the language is displayed in brackets in signs dedicated to this language (e.g. Chinese)
  • we have added flags as additional visual indicators of the languages possible to select


Thank you again for reporting issues and remember that we have dedicated bug reporting thread in our Steam discussions:

https://steamcommunity.com/app/1309990/discussions/0/3809529789908529375/



And remember that you can ask us directly about anything via Discord:



https://store.steampowered.com/app/1309990/Creature_Lab/

Creature Lab is available on Steam now!

Hello, fans of extreme science,

The time has come! You can enter your lab with a maniacal laugh and an eagerness to create some dangerous mutants. We're happy to announce that Creature Lab is up and running!

Creature Lab is available on Steam now!



https://store.steampowered.com/app/1309990/Creature_Lab/

We hope you will enjoy the game as much as we enjoyed developing it for you!

We also have some hings that we would like to remind you about:

1) Please note that the final version of Creature Lab doesn't include cinematic footage showing creatures attacking the city/military (as was used in the demo). With the scope of our game in mind, we have decided to portray the combat as an easy-to-ready, simplified visualization.

2) The F1 key is your friend. Pressing it you can always instantly access our in-depth FAQ which will help you with any doubts about any element of the game. Consulting FAQ is the best way to learn about the ins and outs of the game!

3) As there were some doubts, we wanted to confirm that the version of the Creature Lab you get today is a full game and not an Early Access title. It is prepared as a complete experience and we consider it ready to be delivered to players. However, we plan to support the game after the launch and want to expand your experience as much as possible, including upcoming new content. For example, right now we are preparing new limbs, which will be included for free in one of the next patches.

4) Please also note that Polish language will not be available at launch due to technical issue. It will be available in the upcoming patch.



Anyway, have fun with Creature Lab! And of course, your feedback is appreciated!



Remember that you can ask us directly about anything via Discord:



https://store.steampowered.com/app/1309990/Creature_Lab/

Sneak peek into the Creature Lab with content creators!

Hello, mutant-making madmen!

We have less than 24 hours till the doors to the Creature Lab will open - most probably with an ominous creak. That doesn't mean that the things awaiting you inside must remain secret till then. On the contrary, we worked hard to supply content creators with early copies of the game, so you could have prime-quality videos to enjoy while waiting to start your own mad professor's career!

Sneak peek into the Creature Lab with content creators!



We have chosen several movies by various English-language (to be universal) content creators that show off the game nicely. Some of them are the first parts of the series, so there is even more to watch. Presented in no particular order:

Drae



InsideAgameR - part 1 of series



Grillmastah - part 1 of series



Yippee Ki Yay Mr Falcon - part 1 of series



GameEdged



And shout out to many other creators that took their time to venture into our secret laboratory. Including many non-English language influencers like Dan Field, Mamkalo, Mr. Shko, or Full Family out there who are already experimenting with making deadly mutants. We are glad to have you all onboard and hope that you have a wonderful time with our game!



Remember that you can ask us directly about anything via Discord:



https://store.steampowered.com/app/1309990/Creature_Lab/

Creature Lab pre-launch developer livestream coming on Friday

Hi, prospective mad professors!

You will get Creature Lab in your hands on Wednesday, June 14th, at 3 PM CEST/6 AM PT/ 9 AM ET. But hey, would you like a sneak peek of this package? If so, go to our product page this Friday (accidentally starting at the same hours as the next week's launch) and have an exclusive look at the final product during our two hour developer livestream!

Creature Lab pre-launch developer livestream coming on Friday



https://store.steampowered.com/app/1309990/Creature_Lab/

If you for some reason won't be able to tune in to our livestream live, we will put it on a loop for you. You will be able to watch it on the product page for the whole weekend! So if you want to become the best mad scientist around, there is no excuse to not view it!

And of course remember to add Creature Lab to your wishlist, if you don't have it there yet for reasons unknown. Soon the lab opens its door and you will be able to show all sceptics that a bit unhinged genius is the best kind of genius around... even if it's because his mutants unalived any competition!

And as always, ask us anything here on Steam, on socials or on Discord!


Creature Lab arrives on June 14th to let you become a modern Dr. Frankestein!

Hi, enthusiast of alternative approaches to scientific experiments,

The wait was way too long, but it's bound to be over. Refresh your know-how of biochemical (and not particularly ethical) experimentation. Feel the excitement of breaking the laws of nature and bringing new life (and utility) to the dead. Put on your lab coat and rehearse your best maniacal laughter, because...

The full version of Creature Lab will land on Steam on June 14th!



https://store.steampowered.com/app/1309990/Creature_Lab/



In Creature Lab:


  • The mad scientist is you - in the unique FPP mad scientist simulator,
  • take a road to revenge against everyone that mocked your scientific advancements in a campaign leading to the discovery of the Ultimate Mutagen and mutating the whole city,
  • You have to manage your resources (bodies, chemical substances, limbs, mutants) to let your campaign of conquest roll out smoothly
  • You plan your next moves using an informative city map, which lets you follow military activity, substance availability, and districts with special buildings
  • You have to show a strategic streak when planning raids on the city with different objectives, as well as ensure your win in encounters with the military
  • You discover things - countless different elixirs and mutagens, which you can name, as all true discoverers do
  • You assemble your mutant army, attaching different limbs and enhancing them to give them unique abilities
  • You follow the panic meter and investigation meters to keep your hideout safe from being discovered
  • You take special commissions from the Dark Web, delivering the goods to many shady organizations for more resources and tokens
  • You will make use of tokens, which grant you unique one-time buffs or district-wide effects (from lowering your investigation meter to getting rid of the military)
  • You will enjoy the benefits of the in-game FAQ, as well as the handy creature and substances encyclopedias



Remember that you can ask us directly about anything via Discord:



https://store.steampowered.com/app/1309990/Creature_Lab/

Scientist log - 015

As I remarked before, sometimes even a brilliant mind can use some "external help". Thanks to Dark Web, I can take up orders for the delivery of specific substances, limbs, and creatures from several not-very-public organizations working in the underground world of our city. One of the most important things that I can get from these commissions are favors from those shadowy groups - which I neatly register in my computer system as Tokens.

Tokens and what can you achieve with them



In general, I could group the Tokens received for various jobs into two groups - those who give the instant effect of some kind, a one-time event if you wish (sometimes pretty bloody, too), and those who are in work for one day. Let's say that it's a one-day-long boost to some of my activities, courtesy of my business partners. Every Token is limited in its scope for one district - except for two which have an overall effect on the panic level and military investigation progress.



Instant effect tokens:

Intimidation Campaign - In our brave new world, social media are an optimal tool to scare society, ripe to use for someone like me! Using my associates' talents, I can spread some unnerving rumors on socials to raise the overall panic level.

Destroy Evidence - Good, old-timey bonfire fueled by the things that would put you in prison (or asylum) can do miracles to lower the level of a military investigation. The investigators are not that bright, so it will take time for them to get back on track.

Damage to the Military Base - Woops! Was something probably a little too explosive delivered to the military base? Maybe yes, maybe not, I of course don't know anything about it, but the military units in the district are sure to be moderately damaged now.

Widespread Bombing Attacks - Sometimes you just have to go all out with the boom! Such a campaign from my associates is not delicate, but it does destroy all the military forces in the district, which makes it probably the most punch-packing Token. And an unfortunate drop in the district's population? Well, good thing I hate everyone in this city, however, it's a bit inconvenient for a scientist to suddenly have fewer test subjects available.

Army Redeployment - The person who sent those orders might not be in fact the general whose signature seems to be on the papers. But hey, it makes all the military units move to other districts, making this one open for some mutant-assisted plunder.

Migration Policies - All politicians in this damn city are corrupt to the bone and my associates know which strings to pull. Do you think you can't possibly move a large group of civilians to another district nearly instantaneously to increase the population there? Well, vote for someone other in the next elections.




Tokens with effects that last for one day:

Battle Implants - Of course, my biotechnological solutions are far superior and more permanent but sometimes it's good to use a short-term boost to strength from these black market goodies. My mutants can deal 50% more damage in a target district for a day, and then probably live the rest of their unlife with some useless metal inside their bodies.

Volunteer Support - If someone thought that you can volunteer only to do goodie two-shoes kind of things, they should think again. Just one overtly enthusiastic supporter of my "evil" cause can raise my creature's effectiveness in his district for a whole day.

Distractions for the Army - Army people are very good at receiving orders, but very bad at anything that they need to solve without orders. Some shady maneuvers across their jurisdiction and they get confused, which makes them unable to detect my creatures in their district for a day.

Army Munitions Sabotage - Something missing? For some of my associates stealing munitions from the army is a piece of the proverbial cake. The military can deal only half of their usual damage for a day and I wish I could see their stupid faces when they search for their missing bullets and rockets.




One more professional remark - regretfully, not all Dark Web assignments offer Tokens as a reward. Fortunately, the dealings in the underground are surprisingly open, so I can always check in the contract description what rewards it will yield.



Here ends the 15th devlog for Creature Lab. Now you have an extended knowledge of what rewards from the Dark Web can exactly do for you. We hope you will use them to your hearts' content in the game!

Remember that you can ask us directly about any of the features presented here via Discord:




https://store.steampowered.com/app/1309990/Creature_Lab/

Scientist log - 014

The life of a brilliant scientist can be hard. The mockery of your peers, who don't understand your vision. The propaganda of your rivals, trying to discredit your work. The unhealthy interest of the military in your little mutant excursions. And that thing when your hair is always a mess, no matter how many times you try to get them sorted. But some of us take the hardships of life as a challenge and face them head-on with a smile!

Difficulty levels in Creature Lab



Starting my experiments, I saw that my undoubted control of elements makes my work so much easier. When everything comes together as expected, I may focus on building up the bulk of my army. With an array of mass-produced mutagens, the military efforts seem to be just puny.

We wanted Creature Lab to be both accessible and challenging. That's why in the final game you will find three difficulty levels. The main difference between them lies in the chemistry and the interactions of the elements present in the substances you mix. To be more precise, the interactions of opposite elements are a key mechanic that will change between the difficulty levels - and also your capability of detecting the elements through analysis.





But sometimes, chemistry won't collaborate. It's not easy to identify elements previously unknown to mankind. It's challenging to test their interactions, at least without accidental explosions. One must be very, very careful. Even if people technically may live twice with my help.

On Normal difficulty, the opposite elements cancel themselves out but otherwise don't cause any harm. You can feed mutants with any potions (although those matching elements used to create it will be more effective), use any mutagens to grow limbs, and any potions to enhance the creature. The analysis of a substance under the microscope will always tell you exactly what elements it is composed of.

On Hard difficulty, substance analysis changes significantly. Instead of one exact element, you get two possible elements. Only one is present in the mixture and you must figure out which one it is... by experimenting as a scientist would.





Frankly, I heard people calling me insane too many times. Yadda, Yadda, boring... But there are challenges for master biochemists that just cannot be described in other words. Insanity may be elementary here if you excuse a poor pun.

The truly twisted chemical challenge awaits you at Insane difficulty. Now opposite elements don't cancel themselves - using them in one mixture automatically results in unusable sludge (disgusting!). On Insane, you have to nourish and enhance mutants only with potions that don't have any elements opposite to the creature's elements. The same rule applies to making new limbs.

In addition, the chemist's guessing game is even harder this time. Analyzing the substance gives you three possible elements of which it may be composed. You need to figure out which exactly is in there by mixing and matching. This boils down to mixing the substances/elixirs with the known elements in it with those with unknown elements. By their reaction, you can learn the composition of the latter. With opposites in mind, this may be a rather painstakingly difficult process.







And with this, we have reached the end of our 14th devlog. Now you should have an idea about how you can ramp up the challenge in the final version of Creature Lab. It's good to mention that all levels are described in detail So who'll be brave enough to tackle Insane? 😉

Remember that you can ask us directly about any of the features presented here via Discord:




https://store.steampowered.com/app/1309990/Creature_Lab/

Scientist log - 013

Everything changes. Change is a scientific principle and should be studied with the same scrutiny as any other subject. My lab has also changed a lot in more than a year since I've shown you its dark corners. So maybe it's time, to sum up, all those different changes.

Today, we wanted to make our devlog less "narrative". The reason is that we saw a lot of new players trying out the Creature Lab demo for the first time. Since we hadn't done a public build since then, we wanted to sum up all the major changes in the game since the demo, to give you a better picture of the evolution the game has gone through.

How has Creature Lab changed since the demo



So let's go - in digestible bullet points, so everything is nice and clear! Of course, by default, the game has more substances, more mutants, more limbs, more missions, etc. - the full content package. But much has changed in other areas than just a scale different from the demo.


  • We have added the Dark Web system, which allows you to take up various time-sensitive contracts for additional benefits;
  • We have implemented special tokens, which give you a one-time boost or benefit upon redeeming (and you can get those by competing Dark Web contracts!);
  • Included an illustrated FAQ encyclopedia covering all of the core aspects of the game;
  • There are more individual models for human bodies and mutants in-game;
  • We have added extra animations, for example, an animation of the feeding process for the monstrous worm that "recycles" the body parts;



  • You can see more details around the lab, with some parts of the equipment having expanded visuals (for example, the operating area);
  • You have some new, useful equipment in the lab - including a mixer for combing up to 6 substances and making up to three elixirs at once when fully upgraded;
  • The UI was tweaked to be clearer, easier to use, and updated with 2D artwork for better visual effects;
  • You can enhance monsters using mutagens; as well as give them special limb abilities based on using sets of the same limbs;
  • You can now find new collectibles in your lab as you progress through the campaign;



  • The city districts have received individual features; like hospitals, which give you more bodies after a mission;
  • Military forces are now scaled based on the player’s progress;
  • Your mutants can be affected with global buffs and debuffs depending on the campaign progress;
  • There is a whole new combat visualization, allowing you to follow the combat flow in real time and see indicators of what's happening at the moment;
  • Most of the game features received new tweaks that made the flow of the game better and more interesting;
  • Now you can select from three difficulty options with different rules for substance mixing;
  • Added a revised, easier-to-follow tutorial with a skip option;
  • The game received additional minor polish, such as a new movement option that simulates limping, light-up buttons in the menus, expanded soundtrack, etc. ;
  • Other quality-of-life changes, some directly based on the player feedback - such as a basket for carrying up to 6 different substances around;
  • Added more languages, as well as cloud saving and Steam Achievements to unlock.





This is the end of our lucky 13th devlog for Creature Lab. We hope that now you have a greater sense of how much the game has evolved in the time between the demo, and the candidate for the vanilla build, which is currently tested - and we'd like to deliver it to your hands soon!

Remember that you can ask us directly about any of these features via Discord:




https://store.steampowered.com/app/1309990/Creature_Lab/

Scientist log - 012

As a man of science, I never intended to go to war. My goal is revolution. Still, those tend to not be bloodless. My mutants can move silently, but on the other hand, they will always stand out. A view of a corpse with giant sword-like appendages will always be alarming. One person that will alert the authorities is enough to start a skirmish with the police or even the military. To win a war, one needs to know its rules. So I learned everything about clashing with those who I view as mere obstacles on the way to scientific progress.

Rules of combat





The first and most important rule to remember is that I am already out of control when combat happens. I don't always like it that way, but I can't accompany my creatures to their missions. You should never put such kind of genius as mine at risk.

In such a case, preparation is the key. Before the mission, I always click on the selected district on my ingenious digital city map. There I can view how many police and military units are stationed in the district. It is also divided by type: light tactical units, anti-terrorists, tanks, mechanized infantry, and police. This way I know exactly the size and capabilities of a potential combat force my mutants will face. This allows one to plan the encounter accordingly, selecting mutants with the right statistics, skills, and bonuses.




Each encounter is viewed in the special software of my secret computer as a visualization, which shows all of my mutants and all of the enemies. The combat engagement is presented in three phases for me to easily follow the events. Which units will attack in which phase is determined by their abilities. In phase one only Ranged and melee units with Fast will trade blows. The second phase is an out battle between all the units, including units with no special ability (such as normal melee mutants) except those with Slow. In the third phase, all the remaining units will fight, joined by those with Slow.

As for trading blows, the general priority of attacking in combat is targeting the Fast units first, standard monsters and military second, and Slow units last. In most cases, the Fast units on both sides will be wiped out first. Ranged units are the only units with the ability to target even those units which haven't joined the fight yet. Slow units are the safest, but they attack only on the tall end of the fight.




There are many nuances to combat, but two things I consider worth remembering. The first is that the damage is randomized based on units of minimal and maximal damage. The second is that the third phase is a bit different. The first two phases have only one round of fighting, after which the remaining units move to the next phase. The third phase will have as many rounds as needed to announce the victory of one side or the other - the units will fight till no units with vitality over zero remain on one side. This also means that if the military/police win, I lose all mutants. I made a habit of always checking the Degree of Danger bar on the Mission screen before I sent out the creatures to avoid such an unfavorable outcome.



This was our twelfth regular “Scientist Log”. Combat is ultimately the thing the creatures are designed for, so experiment with the variety of options when you do missions, to know which composition of units is best suited to punish the military stationing in a particular district,

Remember that you can also talk with us directly via Discord:




https://store.steampowered.com/app/1309990/Creature_Lab/