The sequel to Wolfire Games' Lugaru
and built on their proprietary Phoenix Engine, Overgrowth
is a Beat 'em Up
with strong platforming
elements. Like its predecessor it follows the adventures of Turner, the wandering warrior
, but it will feature multiplayer, vastly improved graphics and physics, a wider range of weapons and combat moves, and new races (the original's rabbits and wolves plus cats, dogs, and rats note
The game is in alpha right now, with a new build (and a new demonstration video)
released around a month apart. It is also now on Steam
Early Access, and for awhile was on the top 10 selling list.
- After the End: Concept art for Overgrowth (and the name) may hint at this. It shows lots of out-of-place ancient ruins overrun by nature, all clearly remnants of◊ heavily decayed modern architecture. Wolfire Games have decided to leave this possible backstory of the Lugaruverse open to interpretation by players.
- Almost Lethal Weapons: Averted, at least for bladed weapons.
- April Fools: For 2013, they released a video in the same format as their other development videos, saying they met with the developers of SoundSelf at GDC and were collaborating with them to add voice control to Overgrowth. They decide to completely drop keyboard and mouse support from Overgrowth because it's obvious that traditional input is obsolete, and voice control is the future of gaming.
- Badass: Turner. In Lugaru he was the only rabbit able to take on wolves and win. It stands to reason things will escalate from here, seeing the addition of other animals, techniques and weapons.
- The Blacksmith: Dogs are known for their weaponsmithing skills.
- Bloodier and Gorier: Mostly a result of improved technology rather than a new stylistic direction. Some videos even focus on the technology they're using to bring the gore to life.
- Another video also shows the extent to which the improved tech is used to make wounds look realistic and avert Ludicrous Gibs; blood only appears where you landed a hit and scales appropriately with the size of the wound (so a small puncture wound from a spear doesn't bleed as much as a slash from a sword, etc.)
- Civilized Animal: For a given definition of "civilized." All mammals in the land of Lugaru are somewhat anthropomorphic bipeds with language skills, and most are clothed, but they're still part of an ecology that involves eating each other.
- Combo Breaker: Done by blocking while recovering from being hit.
- Counter Attack: The game's combat revolves around tricking opponents into committing to an attack or block, and then punishing mistakes.
- Development Gag: The fearsome Whale Man was used as a reason why Wolfire wasn't going to put water in the game. He's currently in the alpha (albeit as an inanimate statue) and might make it into the full game in some form.
- Funny Bruce Lee Noises: Well, that's what it sounds like if the rabbits fight with animal sounds.
- Furries Are Easier to Draw: Word of God states that this is half the reason they designed the game around animals instead of humans. It also helps avoid the Uncanny Valley.
- Game Mod: The level editor is part of the package. Naturally, mods, custom levels and custom characters have sprung up.
- Goomba Springboard: The Leg Cannon pretty much allows you to do exactly that. If you attack while in the air, you jump up from the enemy's chest, flinging him and you quite far.
- Hit Points: Averted. As the combat is all physics-based, your ability to survive a hit depends on whether it strikes something vital (like your spine) hard enough to kill you.
- In a Single Bound: It makes more sense for you to do this when you're an anthropomorphic animal.
- In the Hood: The raider enemy.
- Lens Flare: Done differently than most examples; The glare is simulated as a human eye would see it, not a camera.
- Low Fantasy
- Proud Warrior Race Guy: Dogs, wolves, and (to an extent) rabbits. Possibly cats, too, although they seem to put more emphasis on the "proud" than on the "warrior."
- Punny Name: The character who appears in Wolfire's demo videos is named "Robbert." In earlier videos the character was a primitive model made of spheres and cylinders named "Rabbot."
- Ragdoll Physics: Overgrowth takes ragdoll physics to the next level, featuring "active ragdolls" (so characters can stumble when hit, act as though they're trying to protect themselves while they're falling, and thrash around in pain as they die).
- Running Gag: Turner dies messily at the end of nearly every alpha video released since playable characters were added.
- Rust Proof Blood: Somewhat averted. Bloodstains are shiny and red when they're made, but they become more dull after a few moments. The color stays the same, though.
- Savage Wolves
- Scenery Porn
- Sequel Escalation
- Videogame Cruelty Potential: As you'd expect. For example, there's a chokehold move; you can sneak up on an enemy, choke them, then kick them into a wall. And then there's the fun of kicking enemies off cliffs and watching them plummet to their doom...
- Wreaking Havok: The game has some of the most detailed physics modeling ever seen — a thrown weapon will spin around its center of mass and, if it hits a surface with its cutting edge, will penetrate into that surface with a depth corresponding to the material's density and the speed at which the weapon was traveling — although it all adds to the world's verisimilitude and none of it seems gratuitous.
- You All Look Familiar: Now averted despite the limited number of character models - it's amazing what colour editing for characters, weapons and other objects can do for variety, and level designers can attach all sorts of accessories to any character (including the player character), from armor to pouches, which also can be modified with the colour picker.