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Signs of Life is a 2D sci-fi platformer game set in a sandbox. 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.

Post news Report RSS Signs of Life Update v0.43

Heya folks, got another update for ya. Its a bit light on content as we’ve been putting most of our content creation time towards working on the intro/tutorial (which is coming along freakin’ awesome) but we have quite a few bug fixes and UI changes for ya based on the feedback we’ve been getting on our forums. As always, we’d love to hear from you if you have any suggestions or run into any issues with the update =)

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Heya folks, got another update for ya.

Its a bit light on content as we’ve been putting most of our content creation time towards working on the intro/tutorial (which is coming along freakin’ awesome) but we have quite a few bug fixes and UI changes for ya based on the feedback we’ve been getting on our forums.

As always, we’d love to hear from you if you have any suggestions or run into any issues with the update =)

New Content

  • Impact Rod


  • Added Ore Scanning alternate fire mode to Wrist Scanner


  • Added punching as a default melee weapon

New Recipes

  • Impact Rod (6x Tin Ingots, 4x Plastic, 4x Tin Rivets)
  • Impact Rod Ammo(1x Tin Ingots, 1x Copper Wire, 1x Black Powder)

UI Changes

  • Minimap size and brightness increased
  • Wrist terrain scanning changed to left mouse button by default
  • Added edge peek option to settings menu
  • Added keybinds for the Equipment menu, MEG tool, Crafting window and Projects window
  • Ammo is now displayed on the active scroll slot for a second while scrolling
  • Hovering over scroll slots now shows the name of the item in the slot
  • Fixed some of the issues with font size rendering after changing font sizes
  • Analyzing crafting requirements will now give you the recipe for that item if it exists
  • You can now analyze crafting requirements by right clicking on them
  • Added a crafting category in materials for bricks
  • Fixed UI display issue on equipped batteries
  • Added achievements for crafting gems

Item Changes

  • Reduced energy cost of wrist map scanner
  • Lowered granite and marble deposit densities to match block density
  • Basic smelter now requires mud bricks instead of regular bricks
  • Increased number of rocks and flint during world generation

Bug Fixes

  • Fixed a bug that would sometimes result in incorrect collisions on melee weapons
  • Fixed a bug that resulted in 2x the proper encumbrance from shields
  • Fixed a crash related to foreign languages and certain dialogue boxes
  • Fixed a crash related to planting grass seeds
  • Fixed a crash related to changing keybinds without a selected character
  • Added a workaround for people who had items disappearing when dropped in world from inventory, probably still has issues but let us know
  • Fixed a bug that would let you take items from the crafting window
  • Fixed an issue related to switching weapons during a roll
  • Fixed a bug that could cause prefabs to overlap during world generation
  • Fixed winter hat recipe
  • Fixed a crash related to certain dialogue boxes
  • Fixed a bug related to using high velocity ammo on SMGs
  • Fixed an issue that could result in ant tunnels generating over certain underground bases

Creature Changes

  • Mobs that block the player no longer act as trampolines (almost sorry)
  • Reduced mob spawning a bit
  • Further reduced flyer spawn rate
Post comment Comments
PetrenkaPie
PetrenkaPie - - 1,040 comments

I know it annoys you but: Multiplayer, Multiplayer, Multiplayer =D

Reply Good karma Bad karma+1 vote
luciddream00 Author
luciddream00 - - 6 comments

Haha, nah, we're used to it at this point XD We should be dedicating some time to working on it soon, so hopefully we'll have more info on that front before too long.

Reply Good karma+2 votes
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