Overgrowth cover
Overgrowth screenshot
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Genre: Fighting, Tactical, Hack and slash/Beat 'em up, Adventure, Indie

Overgrowth

Hotfixes for 1.2 patch out now

1.2.1

Bug fixes:

  • Updated Steam API DLLs. This may fix some compatibility issues


1.2.2

Bug fixes:

  • Fix performance bug when Steam is running at same time as game (for some people this is as big as a 30% performance boost)
  • Fixes to several Therium-2 levels
  • Fix to functionality in character XML
  • Removed unused SDL game controller haptic subsystem initialization (fixes crash on Launch on Linux)
  • Make error non-fatal when failing to fully initialize a detected game controller


1.2.3

Bug fixes:

  • Fix crash in hotfix 1.2.2 when launching game with 0 workshop mods installed (whoops!)


Known issues

There is an issue for some people where you try to launch the game and both the game and Steam crash. We're still investigating the cause of this, but we believe this is due to the Steam shader pre-cache feature.

To work around this:
<*> Steam -> Settings -> Shader Pre-Cache -> uncheck Enable Shader Pre-Cache
<*> Delete this folder: C:\Program Files (x86)\Steam\steamapps\shadercache\25000

March Map Jam - The Protagonist Dies at the End

With the new 1.2 patch, it's time to start a map jam!

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Edit: The jam is now complete. Come here to see the announcement, find the list of new mods, and to cast your vote for your favorite! https://steamcommunity.com/gid/103582791430184966/announcements/detail/1663392709273977374

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Starting on the 18th of March, anyone who would like to participate has two weeks to create a map with the level editor using the theme given to them.

The theme of the map jam is Protagonist Dies At The End

The deadline is March 30th.

For tutorials on how to create a map in the level editor, check here:


For discussion about the map jam, join the official Wolfire Discord, and check out the #map-jam-march-2018 channel.


Rules:
- You can make any kind of map you want, as long as it fits the theme.
- All maps have to be completed by March 30th.
- It should be uploaded to the Workshop, but your level can also be uploaded here through Discord.


Interpret the theme in any way you want, and most importantly, have fun!

Update 1.2 is out now

We're back with another update for Overgrowth. This is the second large patch we've released since leaving early access.
https://youtu.be/zuAllyymbM4
This time we focused on AI and combat improvements on hardcore and expert difficulty settings.

Enemies are now more cautious, and their attacks are bit less predictable. They are better at evading jump kicks, and will roll away when they see them coming.

We've also reduced the attack magnet, and made the maximum shoulder-throw distance shorter. These make it harder to land hits (especially the jump kick).

Last, cats are a bit more tactical about throwing their off-hand weapon. They use to just throw it at random times. Now they throw it to intercept jump kicks, when you're running away, and when you're far away from them.

We've also made many bug fixes, some performance optimizations, and a bunch of improvements to the editor and to mod scripting.

Changelog:
Here's a summary of all the changes in the 1.2 release. The points listed here are just a summary of all the changes. You can find the full change log here: https://docs.google.com/document/d/1P3LbKGFhbj5-wv6akSjnmBxxGVskLq-BB6wiPm8wjBA/edit?usp=sharing

Gameplay:
- Added back per-character aggression setting (only applies in hardcore or higher), and made AI a bit more cautious on higher difficulty levels
- Disabled attack “magnet” in anything but "casual" mode
- Made AI roll away from jump kicks
- Made it harder to hit large characters as the difficulty increases
- Made shoulder throw require you to be closer at higher difficulty levels
- Made cat offhand throwing more fair

Performance:
- Improved script performance of ragdolled NPCs
- Added setting to disable Depth of Field

Reliability:
- Added better error messages for many game launch failures
- Added file backup system while while saving a map (at "../Overgrowth/Data/Levels/backup/")
- Print progress on loading screen when nav mesh is generating (if no loading screen image is present)
- Fixed error when showing nav mesh on OSX
- Improved non-english language file system support
- Fixed some problems with texture atlas bleeding when texture sizes changed (decals, mostly)
- Enabled stack trace error logging on OSX
- Fixed many crash bugs, especially when working with mods

Modding/editor:
- Improved vignette and depth of field behavior in split screen mode
- Improved error messages in Mods menu
- Bumped up supported mod count to 256
- Added "Species" character script param (just affects behavior, not other script params or appearance)
- Added ability to specify character controller script per-character-instance or per-level
- Many editor UI improvements
- Many additions to Angelscript interface, including split screen controls, and hotspot->object connections
- Added angelscript debugger
- Made "press any key to continue" pulse, so you know level load finished
- Fixed problems setting sky texture
- Fixed issues with character eye target in the dialogue editor
- Fixed File -> New, File -> Open, and File -> "Save Level As..." hotkeys
- Fixed several editor bugs with grouped objects

Overgrowth story:
- Made some enemies in Level 1 and Level 2 more aggressive, and more navigation clean up
- Fixed a few small bugs in other levels

Therium 2 story:
- Fixed progress unlock and story completion icons
- Made it impossible to bypass Jairo's dialogue on Begin
- Made it impossible to slide up fences on Prologue
- Improvements to collision/stairs
- Made it so you can't pick up enemy weapon scabbards
- Fixed infinite Prologue meeting dialogue loop
- Replaced most static spikes with impaling spikes

Known issues
- There is an issue for some people where you try to launch the game and both the game and Steam crash. We're still investigating the cause of this, but we believe this is due to the Steam shader pre-cache feature. To work around this, Steam -> Settings -> Shader Pre-Cache -> uncheck Enable Shader Pre-Cache. Then delete this folder: C:\Program Files (x86)\Steam\steamapps\shadercache\25000

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com

To download the update, use Steam, or log into your Humble Bundle account.

Thanks as always for all the support. See you guys in Discord!

Hotfix patch 1.1.4 out now

This is a small hotfix (on top of 1.1.3) that has only a few changes. This patch is a fix to the freezing issues people were experiencing on Intel 5xx and 6xx (520, 630, etc) GPUs.

The next large patch is still in progress and on the way.

Bug fixes:
- Worked around GPU driver crash/hang on Intel 5xx and 6xx GPUs (Intel's driver was crashing when calling glEnable(GL_FRAMEBUFFER_SRGB))

Settings:
- Added ability to disable occlusion query in Debug -> Graphics
- Added config file setting to enable more verbose OpenGL error prompts

If you find any bugs, please email a full description, steps to reproduce the problem, and your system specs to bugs@wolfire.com

Hotfix patch 1.1.3 out now

Here's a hotfix to solve critical problems we found after the 1.1 patch. Some random improvements made their way in as well. More of those on the way, as we continue working on the next patch!

Bug fixes:
- Fixed problem with "fragment shader" errors on level load
- Fixed 0xc000007b error at launch on 64 bit build (or launch without error message)
- Fixed crash when deleting groups in editor
- Fixed error messages in some mod campaigns
- Fixed hot reload file change detection on Windows
- Fixed crash when hitting "enter" key while slider UI component selected
- Made selected mods list save earlier, in case a crash wipes them out

Modding:
- Added ability to enable/disable items from editor (In object properties, "U" menu)

Therium 2 improvements:
- begin: Improved shadows and jump nodes
- s1/b3: Improved explosion effects, stairs collision behavior
- e/a4-a: Improved explosion effects, some graphics tweaks
- e/a4-f: Some graphics tweaks
- Tweaks to an easter egg

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com

Overgrowth 1.1 live! (on sale for 40% off)

Happy Holidays! We're pleased to announce Overgrowth 1.1, on sale for 40% off until January 4th. Along with many performance improvements and bug fixes, it features an officially-remastered version of Therium 2, a total conversion by Constance P.
https://youtu.be/AXMWDSU1ZSo
Constance has worked on this story over the course of two or three years, and created more than 40 levels, including branching paths, multiple endings, an entirely new story, and deep background lore. Since the launch of the Overgrowth story in October, the Wolfire team has been working with Constance to improve Therium 2 and make it easier and better for players to access.

Constance added several new levels to the beginning to introduce the story more smoothly, and completely remade or revised a number of others. Together we built a new menu and save system that makes it easy to keep track of progress through the branching campaign. We also went through most of the levels to overhaul the lighting and visuals, so that they look as good or even better than the original Overgrowth levels, while keeping performance and framerate in mind.

Therium2 gives the player a lot of freedom, and doesn't hold their hand much with hints and checkpoints, so I would recommend playing through the original Overgrowth story first to make sure you have mastered the controls and mechanics.

Like the Overgrowth story, Therium-2 was made with moddability in mind, so it'll also include new assets made by Rolands and Jackie, made available in the editor. There are also several new hotspots and scripts that anyone can use for their own levels.

Changelog:
Here's a summary of all the changes in the 1.1 release. The points listed here are just a summary of all the changes. You can find the full change log here: https://docs.google.com/document/d/1Vh79v7PBLamjsoM2IgY_A8fHrP1ozBg66f4fgDnMMBQ/edit?usp=sharing

Therium 2 story
- Now comes with base game, no need to install a mod
- New branching story progress menu (and progress saving!)
- New levels at beginning to give more back story
- Many graphics updates (improved shadows and lighting, new models, decal and detail work, FOV in dialogues, fixed some broken assets, a couple new shader effects)
- Prompts for reading lore notes, and added a few more lore tidbits (dialogues, notes)
- Improved level load times from mod version

Overgrowth story
- Improvements to wall-run, platforming, collision issues in several levels
- Added invisible level boundaries to many levels, so player less likely to get lost

Gameplay
- Added ability to drop weapon by pressing grab and drop (right click + Q by default)
- Made "hardcore" difficulty 100% speed to make it feel less "floaty"/"unresponsive"
- Improved the difficulty selection menu (added "auto ledge grab" and "tutorials" checkboxes, added descriptions of difficulty changes)

Graphics/Settings
- Improved full screen modes, added multi-monitor and high-DPI support

Performance
- Added shader preload and caching support, which will reduce in-level hitches, and improve load times for loaded levels (after the first level is loaded)
- Added detail object dropdown to graphics settings (now different detail levels, to help ease performance on medium/low end machines, without sacrificing visual quality nearly as much)
- Added simple fog setting to graphics settings (for better rendering performance)
- Small optimizations to rendering performance

Reliability
- Added 64 bit windows build, made it default in Steam for 64 bit machines (should significantly reduce out of memory issues on long runs)
- Did some work on fixing memory allocation issues
- Worked on making Linux/OSX less case sensitive in asset file path fields (for compatibility with Windows-sourced content)
- Fixed many crash bugs, especially when working with mods

Modding/Editor
- Added color history to color picker in editor
- New in-game, filterable, dockable log window
- Added "Replace mesh..." to "select" top menu bar
- Several other editor improvements
- Added better support for branching mod campaigns
- Fixes to "deactivate all mods" button

Scripting
- Editor enhancements for manually sending messages to scripts
- Better documentation dump
- Better error messages for missing script functions
- Several new functions in angelscript
- Performance improvements on live update

If you find any bugs, and the instructions in "known issues" do not help, please email a full description along with your system specs to bugs@wolfire.com

To download the update, use Steam, or log into your Humble Bundle account.

Thanks as always for all the support. See you guys in Discord!

Hotfix patch 1.0.5 out now

Here's the change log for the last few hotfix releases, since the 1.0 launch.
We have more fixes and improvements on the way. These are just crucial fixes or are low impact and timely:

1.0.5
Main game fixes:
- Checkpoints are much harder to avoid in White Flags, Watchtower, and Ice Cliffs levels (fixes static characters bug in those levels)
- Made it much harder to get lost in Thick Fog level
- Fixed bright white fog when "no reflection capture" enabled
- Fixed one source of white screen bug on AMD RX GPUs when opening pause menu
- Fixed crash on mod activation on linux (regarding "ModID" error message)
- Fixed crash on linux if case is wrong on thumbnail in mod
- Added ability to invert the X axis on mouse and gamepad input (by player request)
- Added more items to preload.xml from Overgrowth story, should further reduce mid-level load hitching

Modding fixes:
- Fixed bug where cubemaps were saved with wrong filename
- Allow mouse ignore on imgui, prevent stolen input with overlays
- Fixed crash when animation file doesn't match skeleton
- Removed some sources of log spam

1.0.2
- Add preload.xml back to deploy

1.0.1
- Fixes for crash when launching arena mode, some sandbox levels, and levels in some user created mods (regarding "DialogueCameraControl()" error message)

Overgrowth 1.0 released - We are now out of early access!

After nine years of development, we have finally released Overgrowth 1.0! Here is our launch video:

https://youtu.be/o5l2xr5BBq8
Changelog:
The points listed here are just a summary of all the changes. You can find the full change log here -
https://docs.google.com/document/d/1L_Cz44wG4VcKfsBueN26iXiDTR7ZWCbMF56h9pQ1kJI/edit?usp=sharing

Gameplay
- Made AI become alert more quickly and sometimes try to help a little when they find their friend unconscious on ground
- Fixed rolling so it triggers splashing sounds in water and alerts AI
Tweaked wolf slap animation to land slightly later
Tweaks to combat tutorials
- Made automatic ragdoll recovery only happen when on ground (no more auto air flips)
Several small bug fixes in Overgrowth story and Lugaru story

Graphics/Settings
- Improved graphics menu, improving resolution and windowing options, adding custom resolution support, and adding monitor selection for multi-monitor setups
- Improved sound and mouse input sliders, and added some fixes for camera stickiness problems
- Made disabling level shaders also disable level-specific post process shaders (e.g. heat shimmer)
- Added depth of field blur effect in escape (pause) menu
- Fixed some rendering glitches and made small improvements to some common assets

If you find any bugs, please email a full description along with your system specs to bugs@wolfire.com.

To download the new update for the game, use Steam, or log into your Humble Bundle account.

Thanks as always for all the support!

Beta 6.2 hotfix out now

Bug fixes some problems people have reported and ones we found internally. More on the way.

Gameplay
- Made AI become alert more quickly, sometimes try to help a little, when they find their friend unconscious on ground
- Tweaked wolf slap animation to land slightly later
- Worked on alternate exit routes for Cat City level, and gave a hint for next steps after defeating boss
- Fixed "face plant" death on horizontal pillar in Sky Island level, just before some guards. This happened if you tried a direct jump instead of a wall jump
- Improvements to Watchtower navmesh to help boss, etc, from getting hung up on pillars/stairs
- Made roll/flip tutorial go away if you're persistent and practice your moves
- Fixed a problem with midnight fight level logic
- Fixed problem with some punctuation not showing up in Lugaru story

Graphics
- Resolution settings now should work better with Windows DPI scaling
- Made disabling level shaders also disable level-specific post process shaders (e.g. heat shimmer)
- Added depth of field blur effect in escape (pause) menu
- Hide tutorial text while pause menu is open
- Removed black circles when rendering water + depth of field, and recaptured loading screen images that were affected by them
- Fixed some small problems with scaling background images
- Fixed apparent knife penetration on one of the NPCs legs ("Peak")
- Closed some visible holes in ice cliff level

Bugfixes
- Potential fix for mouse/camera "stuttering" issues when moving up/left
- Fixes for rare intermittent errors when picking a sound from a sound group (e.g. footsteps)
- Improved some collision-induced CPU spikes ("lag") with some objects on ice cliff level
- Worked on better error checks in low level code
- Added "full_level_unload" option (config.txt only setting). Enabled by default for now, but can set it to false in config file for faster load times

Modding
- Moved static_char flag to movementobject in angel script
- Added a "simple" variant of a common stone asset for mods to use (by request)
- Removed some log spam when layer opacity incorrectly set. Just clamp instead

The final Overgrowth Beta (B6) is now available!

Check out the details here: https://youtu.be/Lv5CHSj_QqU
Blog post available here: http://blog.wolfire.com/2017/10/Overgrowth-Beta-6---The-Final-Beta
Full change log is available here: https://docs.google.com/document/d/1wnDiY7touC5VeTsoAgXqv0bJyJwJntMSST1vT22VaWM/edit?usp=sharing

Abridged Changelog:

Gameplay
- Added new finalized Overgrowth story mode
- Added improved difficulty select menu
- Added "Continue" option to reopen current story mode level
- Several improvements to the integrated combat and parkour tutorial in the Overgrowth story
- Added lethal spike object that impales both player and enemies
- Tweaks to make Dogs, Cats, Wolves, and Rats more distinct
- Several improvements to weapon throwing, weapon handling, and pulling weapons from enemy's bodies
- Gave player more buffs and wider reaction windows in easier modes (even more than Beta 5)
- Made enemies react to victory in more interesting ways
- Made enemies no longer able to counter after ragdoll block or block while rolling (fewer unfair blocks)

Settings
- Added brightness slider
- Can now tweak difficulty in settings menu
- Player invulnerability now in debug menu, invisibility on B key (if editor and debug keys enabled)
- Added campaign progress unlock cheat to debug menu

Graphics/Sound
- Added depth of field effect to dialogues
- Improved blending between multiple audio tracks to reduce or eliminate crackling
- Added true fullscreen and windowed-fullscreen video options
- Added screen transitions to level start, win, and dialogues
- Added unique animation for choking out a rat (with a lift)
- Improved text display on lower resolutions, and made it easier to read
- Improved dialogue prompt symbols (? and !) above character's heads
- Fixed some graphics glitches (skipping char shadows, water reflection in splitscreen)

Editor/Modding
- Improved mod upload and download UI (better progress indicator/error message display)
- Improvements to many error messages, and fewer crashes when mods are broken (XML files wrong, files missing, etc)
- Some housekeeping on spawner menu
- Can now control direction and speed of animated water froth decal (better moving water)
- Made some improvements to collision painting reliability and behavior
- Fixed problem with editor not being able to ragdoll a character (CTRL+K now works again)
- Improvements to "mod campaign" system to make it easier to use
- Added ability to specify dialogue color/sounds on a per-character basis, instead of per-line
- Added "scared" flag to cats
- Several scripting improvements

Performance
- Fixed several asset allocation/deallocation issues to improve memory usage (and some crashes)
- Added more assets to the preload.xml file, so fewer assets are loaded while playing levels
- Made blood surface textures stay resident so they don't thrash memory as much
- Minor improvements to level loading speed
- Improved rendering performance for detail objects, shadows, water splashes
- Improved CPU usage a little bit for collision detection

Other/Bugfixes
- Fixed slow-mo not working and music playback issues in non-expert difficulty levels (less than 100% game speed)
- Fixed some problems with characters appearing to float, falling through world, animating when dead
- Made click to respawn prompt go away when not in Overgrowth story
- Fixed several less common crash bugs

New Overgrowth story
- Big gameplay tweaks to almost all levels, concentrated in beginning and end of story
- Finalized story, dialogues, character names, level titles. Added ending
- Added many ambient sounds, improved music (more silence, distinct victory stings, layered music in levels)
- Updated thumbnails and loading screen images

Lugaru story
- Added ending
- Slight tweaks in a few places (improved shadows slightly, added more dialogue prompt ! symbols, etc)

If you find any bugs, please email a full description along with your system specs to bugs@wolfire.com.