GrowRilla cover
GrowRilla screenshot
Genre: Simulator, Indie

GrowRilla

Update 1 - Welcome to the (Urban) Jungle

Dear Friends,

We’re excited to share the first major update to GrowRilla. We’ve been hard creating new content. Today we’re releasing literally a city’s worth of new content! We’ve also added a 4th map to the progression. We’ve worked on the difficulty balancing.

We’ve also spent the past two weeks watching and reading your feedback and absorbing the reception to the game. Two things are clear to us: the game is fun and you want more content.

New City Area


We built a small city for you to explore. It’s first unlocked in the 2nd map, but bigger versions of the city appear from the 3rd map on. We’ve been working on this content for a while, it includes new buildings, vehicles, NPCs, food and opportunities for a gorilla to cause mischief. We haven’t even managed to include all the content we wanted to in this update so expect further updates to the city over the next few weeks as we polish, add new content and balance the gameplay.

The city offers a new challenge. The content is a lot more concentrated and it’s full of goodies but the threat level is also much higher for you as a gorilla. Many more eyes to spot your misdeeds.



The city will offer some additional goodies, mainly for when you are smaller. However the police officers won’t take kindly to you stealing the residents food.



Just look at those dashing cars! You can even use them as bombs if you’re big enough.



The market is a great way to pick up food and weapons. Just make sure the sellers don’t see you stealing their wares.



The local police will also do their best to stop any rabble rousing gorillas.

Finally, we have a variety of city blocks for you to unlock as you gain XP.



New Map


Some of you absolutely flew through the game’s three maps. We’ve just added a 4th map which should present a tougher challenge to the more advanced player. It includes new enemies and a tougher military base.

We have also given a lot of thoughts on the overall progression of the game. Early Access is a great opportunity to receive feedback and improve these systems. You can expect to see more maps as we continue to improve our progression and mission systems.

Gameplay Balancing and Improvements


We have been fixing bugs and addressing the most glaring balancing issues in this first update. You can expect further improvements to all the core systems over the coming months. For now, we’re disabling the ability to pick up the largest indestructible objects (like the barn roofs). Down the line we want to implement a general “durability” system so that no object becomes an invincible sword of destruction and death.

We added some new super tanks (in the 4th map) that should present a bigger challenge.



What’s Next


Thank you for your early support and feedback. As always, we really appreciate if you would leave us a review on the game, it helps so much.

We are hard at work on GrowRilla and you can expect further major updates, including:

  • More new content for the city (NPCs, city blocks) and balancing
  • New areas
  • New maps
  • More weapons and enemies and vehicles


As always, please keep an eye on our public roadmap for more details. And let us know what you want to see!

Cheers,
Salmi Games

Changelist - Build 174


Improvements

  • Added particle effects - Now all objects ingame have particle effects for when you smash them into something
  • Added a tool for localizing the game more efficiently. No supported languages yet, but hopefully soon we’ll have a few new languages for you to play in
  • Improved the experience bar and item unlock screen. Now you have a cool radioactive fluid bar that shows how far you’ve progressed
  • The voiceover now only plays on the lowest difficulty
  • import suburban house variations
  • add more details/variations to city blocks
  • improve city parts
  • improve city park block
  • improve city market block
  • add zoo city block (still WiP)
  • add suburban block
  • import more food (e.g. fish, crabs, burger)
  • improve variations of different objects (e.g. trashcan, bench, food stand)
  • added first draft of very hard map
  • added super tanks and stationary cannons to very hard map
  • add translation system for all texts in menu screen
  • add Google Sheet Plugin
  • add import/export of translation CSV
  • add translation for Tutorial
  • add first Iteration of unlock shelf


Fixes

  • Added a threshold for damaging objects when you are big. Now you should no longer kill things on accident if you try to pick them up
  • Fixed a bug where controllers were vibrating on rotation
  • Tanks now properly create a splash effect when you throw them into the water
  • Added the sound effect for trees smashing against trees back into the game
  • Grenades and weapons should no longer stick to your hand on Vive
  • prevent spawning on different islands
  • fix bomber prefab (wrong materials)
  • fix splash animation for some objects (e.g. tanks)

Update 1 Preview

Dear friends,

GrowRilla has been out for one week and we are overwhelmed by the great reception. Thank you all for your feedback and please keep it coming. This is a teaser for our first big update. Let’s have a look at what you can expect for the future of GrowRilla:

Thank you for your great reviews on steam, on youtube and on twitch. It’s a lot of fun (and useful) to see how you’re playing GrowRilla, which surprises you’re enjoying, what is too challenging or too easy, what is broken and what do you want to see more of.

We are hard at work on our next update which will feature bug fixes, new features and a lot of new content! Let’s take a brief look at what’s ahead.

The City District: A New Area to Explore




Our first update will feature a whole new area, the City District. You may have already seen hints of it in our trailer. We’ve been working on this new area for a while now, adding new content, new buildings (to climb?), new characters and behaviors (hello police officer!) and new secrets. We can’t wait to unveil this new section of the game. We think it’s going to add a lot to the overall experience of the game with a more compact area full of little surprises.

The city district also offers us new opportunities to expand the game’s world. There are a lot more ideas down the pipeline to make this area even more interesting. It’s clear you want to see more content. We’re really looking forward to this update and your reactions.

Bug Fixes and Requests


We’ve already received some great feedback for our game. As a reminder, if you have feedback you want to share with us, please post in the Steam Forums or jump into our discord: https://discord.gg/salmigames

We’ve noticed a few issues some players have experienced and we are going to make sure the most annoying ones are going to get squashed ASAP. We’ve also constantly refining our roadmap based on your suggestions and how we see you play our game.

Harder Difficulties, Progression


We thought we had made the game hard enough but with our first wave of reviews, it’s clear that there are certain situations where the game gets surprisingly easy if you learn a few tricks. We’ve also identified a few issues that make the gorilla super OP (like indestructible large structures you can use to “sweep” up an entire military base.

We are working on difficulty balance and adding new content and challenges to keep things interesting for even the most seasoned GrowRilla masters.

We’ve also been giving our whole progression and unlock system a lot of thought. Our maps are procedurally-generated but the diversity of each play through is not coming across effectively. We’re working on a number of ways to surface the depth of content in the game (and the content we’ll be adding). We are considering adding more varied missions, a campaign progression and a whole bunch of challenges.

For this update, you’ll see mainly the new content above and some difficulty balancing. But for future updates, you can expect bigger changes. Here’s a little tease of what’s to come.




Hmmm, the entire world is edible...

First Reactions


Even though we only just released, we had some amazing folks make a bunch of really entertaining videos. These include: Rendered Reality, VR With Your Mom, NerdHerd, VR Martin, FynnPire, Rhys Da King, A Wolf in VR, ProjectJamesify and Paradise Decay. Definitely check them out and leave them a like.

[previewyoutube="Ae1-6X9SC-8;leftthumb"] [previewyoutube="86J0Kmtc6QE;rightthumb"]

Help Us Make This Game Better


You can expect the update to go live in the next two weeks. Also if you haven’t done so yet, we would humbly ask you to leave us a review. Even a short review help us out so much to get the word out. Your honest opinion on the game let’s us better gauge what we should focus on for future updates.

Cheers,
Salmi Games

Early Access Launch - Patch Notes

Hey friends,

We're excited to launch GrowRilla in Early Access today and finally share our new game with you. Thank you for checking it out. We're a strong believer in Early Access as an effective medium to develop VR games.

As part of our release, we've also updated our screenshots, posted a new gameplay video (embedded below) and reworked our store description.
[previewyoutube="bD6Wt31_HGc;full"]

We also released a supporter's pack which includes both our VR game:
https://store.steampowered.com/bundle/11985/Early_Supporters_Bundle/

We also released at what we think is a very fair price (without a launch discount). Please consider that this will be the cheapest price you can buy the game (standalone). We will increase the price in the near future. This is our way of tipping our hats to the players who invested in our games early.

Finally, here are our patch notes of the changes from the build that our beta testers tried out last week.

New Features



  • stonehenge rocks are properly pickable now
  • mafia dons only appear in medium or hard difficulty
  • do not allow to open menu in win screen or loading screen (as this could cause issues, for example if selecting a new level in the win screen you do not get the points from this round)
  • disable distant units before activating the map (to reduce load time after pressing the start button, reduces hard map activation time in editor from about 5 seconds to 1 second. Might need more performance at runtime though when activating units for the first time)
  • add new trees
  • added new sound assets
  • make static rocks pickable
  • bears and dogs are animated when attacking now
  • add animations to score board
  • Added subtle sound when falling down
  • Added option to define percentage of max speed at which units move depending on the behaviour. This allows e.g. the rabbits to move slower when just strolling around but move at full speed when they flee.
  • Added a particle effect every time the animals land when at full speed.
  • Red eyes glow stronger to indicate their progress in preparing the attack
  • Added particles on weapon when firing
  • Added force-feedback on shot
  • Added bunkbeds


Bug Fixes



  • improve/fix level progress board
  • fix all food preview items
  • Fixed issue where objects would snap to the bottom of your hand instead of the palm center.
  • Fixed objects flying off into the distance at times when you hit them while moving (usually experienced this with the flowers) by limiting their velocity for a short time when they get knocked off.
  • If you move without holding an object in your hand or climbing your visual hand model is placed at the target position to prevent jitter (which I simply cannot figure out how to avoid in this case, it's related to the fairly high movement speed).
  • fixed tank explosion bug
  • Fix map generation issues
  • place objects based on exact triangle position including offset (avoids grass being spawned slightly above water)
  • improved physics collision resolve
  • cat shouldn't spawn in farm when not unlocked
  • add military hangar foundation (in case part of the landing area is on water) and use a proper street ending
  • fix trail particles getting destroyed as soon as bullet gets destroyed
  • replaced tank bullets with properly modelled bullets
  • fixed weapon shoot info appearing every time
  • Ignore movement on throwing to avoid weird behaviour
  • fix eating exp bug
  • fix stonehenge are
  • fix bad texture quality
  • investigated bizarre prefab variant file ids issue
  • add achievemets to scoreboard
  • fix spotlight in menu scene
  • fixed hand not opening properly when climbing using the triggers
  • fixed tutorial issues (like start rotation)
  • fixed gentleman not changing color on death
  • fixed nav meshes for new trees
  • fixed broken quality settings change
  • went through debug log and removed spam
  • reduced warnings in editor. Either marked them as ignored or fixed the issue. May seem minor but it's actually a good way to find bugs you haven't noticed before, fixed one or two bugs with this.
  • further improve scoreboard animation
  • improve experience board
  • improve water splash (synced with object mass)
  • fixed a few misc bugs