Story
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.4 years later, as the Hephaestus approached its destination a faint signal was detected from a nearby asteroid. Against their better judgement, the crew of the Hephaestus decided to investigate, and in doing so set in motion a chain of events that would ultimately lead to their destruction.
The good news is, you managed to survive by hitching a ride on a small escape pod just in the nick of time. The bad news is, everyone you knew and loved is dead, you have nothing but the clothes on your back, a standard issue multi-function wrist laser and a faulty artificial intelligence companion named AGIS. Oh, and the human race is probably doomed.
Probably.
Features
- An expansive world with procedurally generated and hand-crafted content.
- Online Co-Op Multiplayer
- A bunch of weird alien creatures.
- Some familiar creatures.
- Chickens.
- Mining, hunting, gathering.
- Gobs of ores, materials and animal organs you can use to...
- Craft all kinds of weapons, armor, gadgets, furniture, etc.
- A bit of story and lore to hold the whole thing together.
- Eggs.
- All spiritual content in this game has been assessed by Dr. Halamkah, advisor to the stars.
Current State of Development
Signs of Life is currently in Alpha. We feel like we've put together a fun, satisfying experience that will allow us to get wider feedback while we complete the rest of the game.Right now our first priority is making sure that the content we have in-game is as bug-free, balanced, polished and fun as possible based on feedback from you folks. We have a significant prologue/tutorial planned, as well as significant content beyond what is currently playable, so the sooner you get involved the more of an effect you'll have on the final game. We deal in hard science, and in working very closely with our personal science advisor at Sweet Dog Studios, that tends to lead to results.
We are still very much in development, and we would like you to join us in shaping the game from here on out. Your feedback is vital to us, so don't be shy =)
Caveats/Issues
- Some sound effects are missing, but we are actively working on filling them in.
Hey folks, we have a brand new update for ya. We're not quite done with the next chunk of story content, but we decided we should go ahead and release the non-story stuff we've been working on. The main goal with this update is to fill in some of the gameplay gaps and improve various quality of life aspects.
One change we made is that we've pretty significantly improved the way gun accuracy works. Previously any given gun just had a set accuracy for every shot, but now the accuracy is dependent on what you're doing as well as the statistics of the gun. If you're standing still and fire a single round from an SMG then the shot will be pretty accurate, but if you're running while spraying bullets then your accuracy will be very low. When aiming a gun, your crosshairs are now dynamic and reflect how accurate your gun will be when fired.
We also added a whole bunch of new guns.
In addition, we've taken a new approach to handling the recipes for various guns. The recipes for guns all now include some type of "gun part", and many guns only require that part. The main goal here is to make unlocking the recipes more straightforward, while avoiding overwhelming folks with new recipes all at once. We now have crude, steel and advanced gun parts for the various weapon types. Hopefully this makes the gun crafting progression feel a little more like a tech tree.
Another change in this update is that we added some hostile bots and spawners to the Pioneer Station. The intention is for the bots to discourage folks from just moving into the Pioneer Station as a home, and when they are killed they drop various useful components. There is no way to disable the spawners for the bots right now, but the next update will add a way to disable them.
We also added ladders! We've needed a new way of doing vertical movement for awhile. These are still a bit of a work in progress, but they seem to mostly work. Definitely let us know if/when you run into bugs with them.
The base inventory now has two additional compartments, a section for crafting materials and one for blocks. Any items picked up with the grab laser will be auto-sorted into those containers. We also significantly improved the size of the gridless inventory option.
Another late addition to this update was a couple of new settings related to picking up items. We've noticed that it was pretty easy to accidentally pick up items during combat, so we added an option that makes it so you can't pick up items while a weapon is equipped (this one is on by default for now), and another option that only lets you pick up items when your inventory is open. This only applies to items that you pick up by clicking and dragging, so the grab laser is unaffected. Try these out and tell us what you think. We may end up changing the default behavior based on player feedback.
Oh yeah, and [spoiler]Happy Halloween![/spoiler]
Gameplay Changes
- Improved Gun Aiming
[list] - Accuracy when using guns is now dynamic based on what you're doing and the statistics of different weapons.
- Walking and running will decrease accuracy, and crouching will increase accuracy.
- Added Handling and Recoil statistics to guns.
UI Changes
- Updated gridless player inventory
[list] - Increased the size
- Added crafting and block pouches to the sides that automatically collects relevant items
New Content
- New Creatures
[list] - Kinetic Bot
[list] - Fires 9mm rounds.
- Can drop ball bearings, a microchip and 9mm ammo.
New Recipes
- Handguns
[list] - C96 - Crude Handgun Parts
- Derringer - Crude Handgun Parts
- MK3 - Crude Handgun Parts
- Parabellum - Crude Handgun Parts
- Marksman Pistol - Crude Handgun Parts
- Machine Pistol - Steel Handgun Parts
- Wasp 57 - Steel Handgun Parts
- M1911 - Steel Handgun Parts
- Energy Pistol - Steel Handgun Parts / Small Battery / Microchip
Changed Recipes
- Handguns
[list] - Flare Gun - Crude Handgun Parts
- 9mm Pistol - Steel Handgun Parts
- Magnum - Steel Handgun Parts
- Python - Steel Handgun Parts
- Thermite Pistol - Steel Handgun Parts
- Energy Slicer - Steel Handgun Parts / Medium Battery / Microchip
- Laser Pistol - Steel Handgun Parts / Standard Lens / Raw Ruby / Microchip
- Laser Pistol Mk2 - Advanced Handgun Parts / Laser Pistol / Rough Sapphire / Precise Lens
Misc Fixes and Changes
- Changed the name of "Bauxite" to "Aluminum Ore" to avoid confusion
- Fixed an issue that would let friends join your game during the introduction map
- Fixed some issues with lighting on the edges of the screen
As always, we very much would love to hear your feedback, so don't be shy. Feel free to leave a message on this post, make a post on the forums, join our Discord community or email us at playsignsoflife@gmail.com.
Minimum Setup
- Processor: Dual-Core 2 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0 Compatible Graphics Device
- Storage: 1 GB available space
Recommended Setup
- Processor: Dual-Core 2+ GHzMemory: 4 GB RAM
- Graphics: OpenGL 3.0 Compatible Graphics Device
- Storage: 1 GB available space
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