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.
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 update is light on the new content because we're still working on the next major content update, but we figured we should go ahead and put out the balance changes in the meantime. Previously, armor provided percentage damage reduction, which meant early armor sets protected very little, the high level armor sets ended up providing far too much protection, and going from one tier to the next didn't feel very satisfying because gaining a few percentage points of defense at a time is really boring. The new system uses flat damage reduction, so if you pick up a helmet that has a defense of 3 it will just prevent 3 damage, which might not seem like a big change but it allows us to make the progression much more satisfying and each new tier of armor or weapons should feel like more of an upgrade. There is a cap on the defense though, and you will always take at least 25% of the damage that is dealt to you. These changes required tweaking the balance of pretty much everything in the game. Most creatures have more health, most weapons do more damage, and we've changed the way armor piercing works so that individual weapons can have specific armor piercing values. We've done a significant amount of testing, but with all the combinations of creatures and weapons we have I'm sure there will still be some balance issues, so let us know what you think. We're definitely not done tweaking the combat balance, but we decided now was a good time to start making some big steps towards a better system. Balance Changes
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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