Signs of Life is a 2d survival sandbox platforming game set in the distant future. It is designed from the ground up to support drop in/drop out online co-op. Explore procedurally generated worlds full of meaningful handcrafted and procedurally generated content and a wide variety of creatures, some of which don't even want to kill you and eat your corpse. You’ll hunt monsters, gather resources, craft weapons, armor and gadgets, cook the innards of the various creatures you encounter and if you have some time left over maybe you can try and save humanity.
Sensing that an apocalyptic war was imminent, the United Nations executed a last ditch plan to save what they could of the human race. 2 crafts were launched, a massive colony ship called the Hephaestus and a smaller, faster scout ship called the Hermes. The destination was a recently discovered earth-like planet with the potential to harbor life located roughly 18 light years away. The Hermes reached the planet first in order to establish a presence in anticipation of the arrival of the Hephaestus, but shortly after it reached its destination, all communications between the vessels were lost and never recovered.
4 years later, as the Hephaestus approached its destination a faint signal was detected from a nearby asteroid. Upon investigating the signal, a small artifact of presumably alien origin was discovered. Against their better judgement, the crew of the Hephaestus decided to attempt to activate the artifact, and upon doing so set in motion a chain of events that would ultimately lead to the destruction of the Hephaestus.
The good news is, you managed to survive by hitching a ride on a small escape pod just in the nick of time before the destruction of the Hephaestus. The bad news, is everyone you knew and loved is dead, you have nothing but the clothes on your back, a standard issue wrist laser and a faulty artificial intelligence companion named AGIS. Oh, and the human race is probably doomed. Probably.
We have been working on Signs of Life for just over a year and we're quite far along, but we are far from finished. The majority of the core systems are in place and most of them are nicely polished and satisfying. The game is starting to come together and is already very fun to play, but we have a lot of work ahead of us. We are shooting for a multiplayer alpha sometime in the next few months. We want to be very open with our development, and plan on doing regular dev blogs which you can follow on our website (www.PlaySignsOfLife.com).
We have ambitious plans for Signs of Life, and we intend to continue developing the game long after the initial release.
This update is intended to add some flavor to the world and make it feel a bit more lively. We’ve added several new creatures to the upper parts of the world, particularly on the surface of the far side of the planet as well as relatively shallow underground. We’ve also added some new areas to explore (and a new boss) that are related to the new creatures. You will need to generate a new world from the sandbox menu or create a new character to see much of the new content.
Here are a couple of the new creatures:
In addition to the new creatures and related content, we added a bit of story content and changed some of the existing progression a bit. We added a new button on the Pioneer Station comm device (the device that requires the battery on the top floor) and there is a new satellite dish on top of the Pioneer station, but it seems to be missing a component…
We also changed the method of obtaining the Level 2 keycard upgrade - The upgrade device is now found in the captain’s room in the Pioneer Station barracks. This update is fairly light on the direct story content, but the next update should expand on the story and the mysteries of the planet quite a bit.
We re-worked the cooking/food system quite a bit. Prior to this update only a handful of food items had buffs associated with them, but in this update we’ve added buff effects to most of the foods. All fruits, mushrooms and meats now have buffs that you can get by eating them. In previous versions, you’ve been able to cook food by using the crafting menu, but now cooking is done similar to how ore is processed. We’ve added pop-up menu when you right click the campfire, and you can both cook food and process ores in the same devices.
The campfire has just one slot for ingredients, but the brick oven and advanced smelter both have 2 slots, which allows you to combine some food items to create new recipes. For example, a Juicy Fruit will give you a heal over time and a sporepod mushroom will temporarily increase your max health. Both items will fill 1/4th of your stomach, but if you cook them together you can make a food item that will give you both buffs and still just fill 1/4th of your stomach. You can also cook a fruit with a plant fiber to make Fruit Chews, which give you longer lasting buffs that fill less of your stomach.
Some of the new creatures can inflict a bleed status effect on you, so we added Primitive Bandages (can be made with plant fiber) and Cloth Bandages that can stop the bleeding status. In addition, you can add some medicinal herbs to the cloth bandage in order to make a Poultice Bandage that heals you.
New Cooking Recipes:
New Crafting Recipes:
All of these recipes are obtained by destroying matching projects that are in the world with your wrist laser.
New Status Effects
Most of these new status effects are currently attached to various food items.
This update adds quite a bit of new bits of content and changes, so let us know if you run into any issues and we'll fix them ASAP. As always, we encourage any feedback you folks have about the new content (or any old content). We love hearing from you, so don't be shy =)
The primary goal with this update was to change the combat balance and armor/weapon progression to be more satisfying across the length of the game. This...
We decided to celebrate Independence Day in the best way possible, by adding more things to Signs of Life that explode in a brilliant and dangerous fashion...
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