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In LifeCycle: The Underneath the player takes control of a recently hatched creature that needs to eat. It begins its journey through a vibrant underground world full of marvellous creatures and natural wonders. Like many creatures in its world the player collects food which enable it to grow, develop and gain new abilities. In its underground world there factions, leaders and bosses that are fought, traded with, deceived and worshipped in order for you to gain access to more food and move on. There are 5 distinct areas to traverse: The Cavern, The Centre, The Sewers, The Landfill Site and The Dark. A grandiose boss fight against the Darkness Personified leads to an escape route and the passage to freedom.

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More information about the characters in the demo and a link to the demo.

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Hello all

The team at ‘LifeCycle: The Underneath' has a few new things to share with you. Firstly we have a small game play demo which can be found here:


The demo covers the first 4 screens of the game where the creature hatches and starts its big adventure. There's a bit of combat with other creatures, a minor boss creature fight and a little of the mission structure on show. We are interested in getting as much feedback on the overall experience of the game as possible.

Comments can be left below or at: Impossible8thfolddesigncompany.blogspot.co.uk

We also have some new concept art to show. It's from the time when we first decided to change from a platform game to top down view.

The Crabs of the Mogolynth Slicers are a varied multi limbed bunch. They are not enemies and are not affiliated with any faction. They will, if asked nicely or brought a gift perform tasks for you. The tasks they perform range in nature from slicing things to opening new paths. Most cannot move due to the unusual size of their claws.

These are some of the early Centipedes designs. The Centipedes are mostly ignorant of everything else but if provoked they will chase you down and eat your remains.

This is the original designs for the main creature before I realised that animating 6 legs is way harder than animating 4. It doesn't show the creatures progressive changes throughout the game though as that would be a bit of a spoiler.


These are some early wall designs. The idea was implemented in the demo.


One of the reasons we decided to go to the top down view was because we felt that we could cram more flare into the cave system layout. The light part represents the traversable sections.


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