Species: Artificial Life, Real Evolution

Quasar

Released
Sep 28, 2018
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    0.14.2.6

    0.14.2.6 Changelog Added localizable strings and tooltips for emotion names, descriptions and adjectives. Added localizable strings for a large number of AI routine names, as utilized by the thought logger Added localizable strings for energy delta’s, shown on the “Energy” detail

  2. Developer post

    0.14.2.4 Experimental

    Changelog Tentative fix for a creature teleportation bug associated with pouncing attacks. Main menu buttons are now localizable (they don’t look quite as good as before, but it’s not too bad). Fix a crash when tutorial header text is translated into any other language. Added lan

  3. Developer post

    Where to next? - 0.15.0

    Lately I've been moving towards fatigue, sleep, temperature and exposure to the elements all needing to be much more important survival needs than they are right now. Let's put all of these mechanics under the umbrella of 'habitat'. Eventually, habitat will be almost as significa

  4. Developer post

    0.14.2.0 released to experimental

    0.14.2.0 is now live on the experimental branch. This update does not include any gameplay changes, but instead enables the creation of localization mods and introduces new music. See the blog post here: The three new music tracks were made by discord user Poliostasis.

  5. Developer post

    0.14.1.14

    0.14.1.14 Changelog * Fix a memory leak introduced in 0.14.1.12 that was causing an escalating series of freezes, ultimately leading to the game becoming non-responsive.

  6. Developer post

    0.14.1.13

    0.14.1.13 Changelog More consistent fossil generation. Fix a crash when loading a world. Fix a different crash when loading a world.

  7. Developer post

    0.14.1.12

    0.14.1.12 Changelog Add a lifecycle progress bar to Creature Details – Overview page. Fix clade diagram problem that was causing long-term saves to become corrupt and fail to load. Clade diagram will reset on load when this happens. Keybindings disabled when typing into the Save/

  8. Developer post

    0.14.1.11

    Change diet pie chart colours Add consumption percentage figures Fix crash when putting creatures in nursery Fix creatures not being lifted when being moved Fix Nursery UI disappearing when opening it by clicking on the tower

  9. Developer post

    0.14.1.10

    * Add dietary pie chart to the clade diagram and sat map views. * Fix teleporting pounce bug * Fix liedownanddie micronap loop * Fix a multithreaded related crash * Fix creatures able to target locations beyond fences when running * Fix creature thumbnail stretching in export cre

  10. Developer post

    0.14.1.9

    0.14.1.9 Changelog Significant performance improvement: Creature AI now runs somewhere in the vicinity of 17% faster. Fix single frame micro-naps when all needs are satisfied. Fix "Index was out of range" crash thrown by the Save and Load World screens. Disable Nursery Fertility

  11. Developer post

    0.14.1.8

    * Fix a hunger/sleep behaviour loop that kicks in when a creature has both zero fatigue and zero food. The LayDownAndDie subroutine returns, with a vengence . * Remove mouse tooltips and ground pixel selection when using right click to rotate the camera * Fix fertility noise map

  12. Developer post

    0.14.1.7

    0.14.1.7 Changelog Add nursery TURBOCHARGE option. If you turn TURBOCHARGE on in the nursery, it will dramatically increase the growth rate of eggs, juveniles and pregnancies.* Add nursery-specific wandering behaviour Fix a minor nursery button overlap issue Fatigue will no longe

  13. Developer post

    0.14.1.6

    Add Gene Cycling function to the nursery. Gene cycling artificially selects by one gene at a time, allowing others to mutate freely, instead of by measuring the genetic distance to target. In theory, this should allow it to fix outliers that the default method can't catch. Note:

  14. Developer post

    0.14.1.5

    Add small coloured progress bars above creatures heads for basic tasks. Tasks they will appear for include: - Eating Foliage, Fruit, Eggs and Meat - Sleeping - Fighting - Gasping for oxygen - Eggs Hatching - Pregnancy This is likely to be too much in large crowds and I will proba

  15. Developer post

    0.14.1.4

    0.14.1.4 Changelog Add "Delete World" functionality to the Load World screens. Add a detection routine to disallow loading of corrupt or outdated saved worlds and warn the user when they're only potentially outdated. Add a detection routine to disallow importing of corrupt or out

  16. Developer post

    0.14.1.3

    Allow creatures to make their way to a nearby shadow-casting tree (if there is one) to sleep, taking advantage of the shelter it provides. Reduce how rapidly growth cost scales with creature size and complexity. Prevent attacked creatures from continuing to try to seek food/breed

  17. Developer post

    0.14.1.2

    Some bug fixes and tweaks. In particular, I've made the Predator and Prey start viable again. 0.14.1.2 Changes Double the energy available in grass and ground cover. Fix creatures getting caught in an AI-loop when seeking food near a fence. Fix a problem with carnivores sometimes

  18. Developer post

    0.14.1: The Hearty Breakfast Update, is out now!

    Species 0.14.1: the Hearty Breakfast Update (that's a much better name, my thanks to the steam user who suggested it ), has now been released to the Stable branch on Steam. Eggs are the centerpiece of this update, but there's a lot more than just them to talk about. The game has

  19. Developer post

    0.14.0 has been released to the Experimental branch!

    Species 0.14.0.Ex has been pushed up to the experimental branch. You can get it by right-clicking on Species in Steam, going to Properties, selecting Betas and opting into the experimental branch. Features! Eggs and Pregnancy Improvements Creatures have two new genes, Egg length

  20. Developer post

    On the subject of eggs...

    I don't intend to just slap egg's on top of the existing game: they're just one aspect of some fairly fundamental changes to creature diet, behavior and especially reproduction. In this last week I've shared a fair bit about those changes on the development blog, here: ... as wel