Ready to Launch!

January 20th, 2012

Well almost. In February 2012 that is.
We are nearly done creating an iPad release of Eufloria that is as good as we can make it. Tunatech and Team Eufloria are applying some final polish, a few more tweaks, a nip here, a tuck there… Either way, the iPad release is imminent. Imminent enough to release our official trailer for it!

Have a look:

(Vivaldi really does work well for video games trailers…)

Press?
Lovely people of the press. I feel I need to stress again that we are just a tiny indie team (Alex and I are on core development, and Brian on music). This port has been co-created with another indie team, Tunatech.

(People often forget that we are not some big company or corporation.)

We focus on game quality, and since we spend so much time on development, and since we don’t have PR departments, marketing professionals, or other “staff” working for us it is a real challenge to get word out about our games. We therefore want to strongly encourage anybody in the press who finds our game interesting, either for previewing/reviewing/or writing directly about the game and its development, to please get in touch. :-)

Contact us at rudolf@omni-labs.com and we will do our best to accommodate your needs.

iFloria
(I am going to put on my salesman hat now, so be warned.)

This is going to be a pretty major release. We have added new music, new content, new features, new interface… (NO VIRTUAL JOYSTICK but instead; a properly designed lovely touch-UI).

We will release the game fully functional; no hidden core features require in-app purchases to obtain. If we do add purchases later on it will be content devised after the game has shipped. Actual extra content. :-)

The initial release and update will be by far the most comprehensive and enjoyable release of Eufloria to date. And the price will be pretty darn reasonable. (I am not biased! Honestly!)

There is also additional content planned or lined up for the first update, including a new Ambient Mode, that is more about nurturing and growing, relaxing and playing with the new terraforming mechanic. (Yes, you can terraform stuff)

Anyway, I don’t want to give away too much, but hope that many of you will be happy to try the game once it is out and explore its content. If you do let us know what you think?

See you then!

Rudolf

Eufloria is out now! Only on PSN! Plus: Japanese PC version!

October 14th, 2011

Hi everyone!


Eufloria has now been released on the PlayStation Network. Get it now from the PlayStation Store. We updated the game for the port and the only place you can get the new stuff is on the PS3. Definitely check it out :)

Some nice reviews:

PSNStores:

Eufloria is exactly what happens when you get strategy games right on a console. Elegantly simple and startlingly beautiful, it deserves to be played by everybody.

GamesRadar:

It may look unassuming, but beneath its well-crafted RTS-lite design, Eufloria speaks to a much more powerful message than many games attempt. It subtly explores the very basic themes that RTSes take for granted, and asks players to find that meaning.

The Vortex Effect:

If you’re a PS3 gamer who has been longing for a satisfying, addictive, and simple real time strategy game to sink many hours into then you are in luck; Eufloria is available as of today on Playstation Network, and it’s the RTS game that you’ve been looking for.

We’ve had plenty of feedback from players as well and will be addressing some of the issues that have been reported in a patch.

Japanese? You’re in luck!

Buy Eufloria on Playism!

We’ve been working with Playism to bring Eufloria to Japanese players. As of right now you can buy a Japanese version of Eufloria through Playism! 楽しい、皆が持っている!(Please excuse the Google Tranlsate :) )

Well, that’s it from me – until next time!

Info blurt! PS3 version coming soon! Press release!

October 3rd, 2011

Hey guys!

PlayStation Network

Eufloria for PS3 is coming out this week! We are very excited to see what you all think. It will release on the 4th Oct 2011 in the US and on the 5th in the EU. THAT’S TOMORROW YOU GUYS!

If you’re interested in reviewing Eufloria and would like a promo code, please email us and tell us who you write for and we’ll get you a code and a press kit :) Here’s a link to the Press Release.

We added a few things to the PS3 version including a full hour of new music so be sure to check it out.

Sense Of Wonder Night 2011

We were in Japan for the fourth annual Sense Of Wonder Night, which is an evening of presentations of games that have that little extra something that makes you go “hmmm!”, forming part of the Tokyo Game Show. We presented our game! You can see the presentation on YouTube here:

You may see some things in there that interest you if you already know the PC version, and if you aren’t familiar with Eufloria the presentation is a great introduction to the game :)

Screenshots page updated

You know what, I thought this day would never come but we have finally put up some actual screenshots of the game :)

Join us next time when maybe we’ll have gotten around to updating the FAQ and stuff! Exciting times!

BIG update time.

August 17th, 2011

Been ages hasn’t it?
Oh dear.. the date on the last blog entry can’t be right can it? Surely we posted something more recently? Look! Over there! Puppies!

Ok, so it has been tooooo long, so I decided to write a MEGA UPDATE. Here are some of the things that have been going on:

PSN
The last 12 months have been a bit of a daze. We have gone all out to try to make the PSN port of Eufloria as good as it can be, and ended up spending more time on it than we intended. The good news is that it is now DONE. We have finished the port, Sony of America and Sony of Europe have approved it, and we are now just waiting on a release date.

In the mean time Sony have set up a product page, which you can see HERE. It features among other things a new trailer made by the wonderful Anthony Flack. (Of Platypus and Cletus Clay fame)


Eufloria PSN HD TRAILER

Sony have been very supportive indeed, and are actually pushing the game (us AND other indie games) quite hard, which is great. :-) They also gave us a stand at E3, which was amazing. I will probably do a separate post about that at some point, but here is an image at least:

That is Eufloria, on a ps3!

iSpy, with my Ieye..
In the meantime, we are developing a port of the game for iPad/iPhone, and when I say we I mean that most of it is done by the lovely crew at Tuna.
They are fellow indies, so they understand what something like Eufloria needs, and we work closely together to make the game translate to touch devices as naturally as possible. The results are very good, the game is “right” for these platforms, and work progresses nicely. I would say we are about 90% there.

 

Here are some screenies to show that it is actually happening:

Yes, this time a REAL screenshot off a REAL iPad
Level 9 again. Ignore the purple ;-)

 

Next up.. BRIAN!
As you know all the music in the game was created by Brian Grainger (as Milieu). Well, he has created another full hour of amazing ambient for the game, to debut with the PSN version, and to celebrate that we have been interviewing each other. Crazy I know. The interview turned out very well, so here it is replicated in full:

1: You have been making music of all kinds for a long time now, and your ambient work far predates Eufloria’s soundtrack. How did you get involved in this kind of music?

You know, I can’t even remember how it happened. I think the earliest I can remember making ambient music was when I was 15 years old. I had just heard Selected Ambient Works II for the first time and it changed the way I heard music forever. It sounded like music that was from some alien place, and I remember sitting down with a Debussy LP on the record player, running the sound of that through a wah-wah pedal and a delay pedal and overdubbing AM radio static, and that was my first attempt at making this type of stuff. From there, I guess it’s just always been about exploration, improvising, experimenting…there’s kind of always a fascination there with all the freedom involved. I love working in a medium that is never the same way twice, so perhaps that’s one reason why I got involved.

2: Your Eufloria OST is universally loved by people who enjoy the game, Alex and I certainly are fans, but how do you feel about your own achievement? We always see flaws and issues in the games that we make, I wonder if you feel similarly about your own music.

There are most definitely always going to be flaws in my work – it’s totally inherent to my whole process. A few years ago I arrived at a point where I just came to terms with the fact that “perfection” was never going to happen, and instead of focusing on ideals and what COULD be there, I choose to focus on enhancing what IS there, and really making the most out of what is sometimes quite little. I think a lot of great musicians and artists think that way, because all those flaws and incidentals and overlooked things that you yourself may not notice while others do…that’s the stuff that makes your work sound like it’s yours. That’s the charm. In the end, I do feel quite proud of what I’ve done.

3. How do you feel about the rest of the audio design and how it gels with the music? As you know you provided raw sounds and musical snippets and Rudolf mashed and smashed them into something that is often quite different from the source files, but sits well within the Euflorian soundscape.

I think the incidental sounds work extremely well for the whole atmosphere of the game. There’s something very “alive” sounding about all these miniature parts growing, moving, doing things. It just adds to the overarching organicness of the place. I think the music complements the audio design in the same way the visuals complement the music. They’re all working pieces of the same whole, and a lot of the soundtrack is very burbly and almost swamplike at times…lots of foggy sounds and wet sounds and things that evolve over long runtimes. So I think having all the spritely sounds of trees growing and impacts happening just adds to the established “space organic” vibe immensely.

4. Having seen the game go the distance from small competition game to Playstation 3 release, do you feel enthused to do more games related work? It seems your own independent music approach gels well with the indie games scene.

I would absolutely love to do more audio for games. In the grand scheme of things, me sitting here in my studio and self-releasing most of the music I make, and directly getting it to the people who want to hear it, is very much like the indie game circuit. It’s all just a bunch of free thinkers sitting in a bedroom making something they love and cutting the middleman out of the equation as much as possible. I think I’d also be a good fit for game audio work because I already have a tendency to make loads of material and I try not to be bound by genre lines or expectations or whatever. I really love working along the lines of a big concept, as lots of my recordings are quite conceptual and visual, so it’s definitely a good fit.

5. Have you noticed any crossover in your audience where people discover your music via the game, or your existing fans discover the game through the OST release?

I have indeed notice a bit of both, though I have definitely experienced first-hand more people discovering my work via the game, which is a great thing. Just knowing someone picked up the game
because of the game’s merits and promise, then became impressed with my music and got into it enough to want to seek out more of it and buy it, instead of just hear it every time they turn the game on…well that’s just awesome to me. It’s at that point I can see the proof of the music being more than just an effective soundtrack in a utilitarian way – it’s also being enjoyed just as a regular record would.

6. Do you feel restricted at all by the creative limitations a game’s soundtrack puts on you? I can imagine it can be tricky to create so much music that must feel fresh and fit the game universe, yet is open and quiet enough to not disturb gameplay.

If anything, the limitations make the work much more of a challenge, which I usually like because it forces me to think and work in a way I don’t normally, and that keeps the music fresh, as opposed to me having total free reign to do what I like, and inevitably falling back on the little nuances and things that I do subconsciously in my music without really being aware. The format of scoring something requires that everything be completely deliberate and arranged, and it’s always a refreshing experience when you can simultaneously learn something new and create something you still really like. I think that definitely happened with Eufloria, and now because I’ve gone through those motions, there’s a very specific sound that Eufloria has, and it has hereafter become established, making it easier for me to make new things and “play in the sandbox” so to speak.

7. Have you received other offers for this kind of work?

After Eufloria was released on Steam, I was approached by the Discovery Channel to contribute original music to a program they were making for Animal Planet. That went really well, and wasn’t too dissimilar from my work on Eufloria in the context of…total atmosphere. Like Eufloria, they were after very organic ambient sounds and it ended up being a good bit darker than Eufloria’s sound in the end too. Beyond that, I have been asked numerous times to contribute music to online webisode” type shows, student films and things like that, but Eufloria and the AP job were by far the most involved scoring jobs I’ve ever done. As I said before, I’d love to do this type of work more often!

8. Can you describe the process involved in creating a game soundtrack? What are the typical steps you take that end up in a Eufloria music track? Has this stayed consistent throughout your work on the OST or have you been adapting your approach over time?

For Eufloria, the process began with me simply working with a couple demo tracks…I think Meander” was actually the very first one in fact. I had some ideas regarding sort of organic electronics…lots of playful melodies, open spaces in the composition, and a recurring melodic theme that could be revisited in different motifs throughout the entire game. Once those sort of ground rules were established, it was just a matter of creating what I felt were logical “mutations” on that sound. Perhaps some moments would be completely without rhythm, while others had a steady pulse. Sometimes I would focus on darker, more oppressive atmospheres, and others I’d emphasize this sort of playful naiveté in the melody. I wanted a lot of the melodies themselves to sound as if they were “grown” from a single source, like little variants of branches on a tree, almost procedurally generated.

There is/was a definitely consistent vibe throughout all of the Eufloria music, but I can’t deny that the sounds themselves have been mutating over time as well. For example, when I went back to the
soundtrack 2 years after the original tracks were laid down, to create more songs for the PSN version of the game, there was some difficulty, because in my mind, while all that time had passed, I still felt I had a great handle on what was the “Eufloria sound” and in truth, it had mutated in my subconscious to the point that it was pretty different. So I almost had to start all over again and blindly feel around for things that worked, but in the end it all worked out and Eufloria came back to me again. To look at it a different way, the original seeds I had planted were now fully grown into something much more graduated, and I had to go back to the original field and plant some new crops…

9. Do you have a favourite track and if so, which one?

I would say my favorite track is probably “Open”, mostly because it was the first track I did for the soundtrack that felt like I hit a big stride with the atmosphere. It was lengthy, but melodic…ambient, but rhythmic. Playful, textural, a little bit dark and unfamiliar. It was the most perfect balance of all the motifs I wanted present, and quite possibly became the definitive framework for the color of all subsequent pieces. “Pink Leaves” is probably a close second, because it’s a total Eufloria composition in every way, but buried somewhere in there is a pretty classic sounding Milieu track too. It has a special charm that I can still not quite put my finger on.

10. How do you yourself feel when you play the game and hear your own music?

It’s stunning! There’s inevitably always a disconnect when I play it and it’s so immersive and I forget that I was the guy who created these sounds. Also, because there’s so much other stuff going on in gameplay, and you’re not wholly focusing on every bar of the music, and so on, you start to lose your way in it a little bit, and that’s when it’s really like zooming out and hearing my own work for the first time again, and it’s lovely. It just makes me start grinning from ear to ear. I’m very proud of what we’ve all managed to create together, and I can’t wait to spend a few spaced out hours on my couch with a PS3 controller in my hand…

THANKS BRIAN! People, do yourself a favour and check out Milieu’s own indie record label: Second Sun. The old OST can be found here while some wonderful new Eufloria tracks can be found here.

Other Gubbins
Finally, I wanted to share some love for our wonderful modders, and point people at our Forum!

There is a very impressive mod community for Eufloria that tirelessly creates new levels, mods, and even new tools! Here is the latest level design tool for example. You should scoot over and have a peek really. :-)

That’s about it for this mega update. I think we will finally be able to start updating and improving the site more frequently again. Feel free to contact us and share ideas to make it all a bit better. The FAQ needs work, we want to showcase the forum more, screenshots need to be added and so on. Let us know what you think?

Either way, nice to talk to you again.

Eufloria 2.07 released, update on Steam situation

December 5th, 2010

Hi all,

We’ve released a new version of Eufloria today – the only change is that you can now select which type of game you prefer – the old style, which is a calmer, more zen experience, or the new settings for players who find the old way to be too slow and plodding.

Get the update from the usual places:

Patch for the full game
Patch for the demo

Regarding the Steam mess with the saved games

No more saved games will be erased after all.

The Steam version will remain at 2.05, until Valve roll out an update toward the end of the month.

The proposed update will now occur on Dec 23.

The update will bring players up-to-date. The reason for the delay is to allow the revert to 2.05 to filter through to as many customers as possible.

Players not wishing to remain on 2.05 until Dec 23 may update manually using the above or future patches without harm to their saved games. This is recommended as 2.06 fixes a crash bug in 2.05 with mines that people are experiencing. Please feel free to update with the patch above and supply your Steam game’s location (e.g. C:\Program Files\Steam\steamapps\common\eufloria).

Thanks!

Alex

Lost save progress after 2.06 update on Steam

December 1st, 2010

On Monday, an irrevocable error was introduced into the Steam version of Eufloria which means that everyone who downloaded the game via that platform will have their saved level progress deleted when they next update. The update will be delivered via Steam automatically, in most cases, as that is the default option in the Steam Library. For some users, this will be the third time that their progress will have been reset, but it will be the last time, we promise.

If you are in the unlikely situation of reading this and of not yet having updated the game via Steam, please follow the instructions here to back up your save data in advance of your next Steam update. If you are not a Steam user, you can ignore all of this. You should be fine.

Firstly, we would like to extend our most sincere apologies to anyone affected by this. We are sorry you have all lost your progress, and we understand that it is upsetting and that you may never play Eufloria again, or worse still, tell people to avoid games we make in the future. This absolutely was not intentional, and we have no idea how the error was introduced. We are just as upset by it as you are.

Secondly, we should point out that any achievements you got will be preserved. And Eufloria has an an unlocking menu that allows you to unlock any part of the game you wish to play right from the beginning. So if you do not wish to play through the levels that you already completed, you can skip to the one you were on with ease. See Rudolf’s post here for more.

It is easy to make blame the starting point in a situation like this. Something disastrous happens and almost instinctively, lashing out, the first thing you think is “Whose fault is it? Who can I blame?” Partly of course this comes from a desire for absolution – one doesn’t want something like this to be one’s own fault – but there is a darker, self-righteous side that doesn’t believe it could be at fault and wants to see some justice occur. It’s not restricted to us; we’ve seen plenty of people in the last day-and-a-half who have publicly or privately vented their feelings about this, in anger apportioning blame to various parties based on a foundation of assumption. Totally understandable.

But in the end, it doesn’t matter what happened before the event. The cold fact is that tens of thousands of saved games are about to be destroyed and there is literally nothing that I or anyone else, even Valve, can do to prevent that occurring. Believe me, I wish there were a way to reduce the damage, or even repair it. I stayed up last night until I couldn’t keep my eyes open trying to find a way to fix it in between apologising to people and posting updates to the Steam forum, only to find in the end that there was no way it could be fixed. I had thought that the damage could be repaired, and produced a version of the game that I was sure would fix the problem and restore people’s progress, but it was no good. Everyone was going to lose their progress no matter what I did.

We are currently taking the only actions that remain available to us:

  • Apologise to everyone we can as much as we can;
  • Attempt to limit the damage by informing the few people who might be in a position to rescue their save data before it is lost how to do so;
  • Work to prevent something like this occurring in the future;
  • Be positive.

Thank you for bearing with us and please try not to be angry with us.

Alex and Rudolf

P.S. for those of you who are upset that the game is now a bit faster-paced, we are working on an update that will fix that for you, enabling you to go back to the way the game was before this new update.

Eufloria 2.06 released!

November 28th, 2010

Hi all, we’ve just released a new update for Eufloria that should address some of the concerns people have had. We feel the game plays much better now and urge everyone to download the patch and have another go :)

Patch for the full game
Patch for the demo

Here’s the changelist:
- Updated the gameplay to be faster-paced and more interesting, with more strategic balance.
- Updated the levels to improve the overall experience.
- Updated the game’s AI to think more carefully about where it sends laser mines and flowers.
- Fixed laser mine crash.
- Fixed custom level directory crash.
- Fixed enemy AI sending flowers and mines by breaking the travelling rules.
- Fixed some non-Steam owners being unable to achieve achievements.
- Fixed defense trees to correctly use spawn time values.
- More sound effects comply with volume levels now.
- Fixed entities being attacked by inactive entities.
- Fixed UI falsely reporting flowers/mines being sent when they weren’t.
- Fixed console stealing input.
- Changed colour of directories in custom level menu.
- Finally added a caret in the console and other text entry situations.
- Added a different camera zoom style (available in options menu).
- Flowers, mines, seedlings go red when they are harmed.
- Added Asteroid.GetTreeByIndex.
- Added some new tweakable variables – enhanced seedlings, tree thickness, etc.

Enjoy! Let us know what you think :)

Eufloria for iDevices and Mac

September 23rd, 2010

iPad mockup
(NOT A REAL IMAGE)

 

Dear friends, at long last we have found a development partner for the iPhone/Pad/Mac version of Eufloria that so many of you have been asking about. The wonderful people at Tuna will be doing the porting dance.

To quote the press release that we are sending out:

Omni Systems Ltd. & Tuna collaborate to bring Eufloria to iPad & iPhone in Spring 2011

News:

Indie game “Eufloria”, already slated for release on Sony PlayStation Network, is now also to be released on iPad and iPhone in early 2011, with a native Mac version to follow. Alex May and Rudolf Kremers have teamed up with indie colleagues at Tuna, developers of Cletus Clay and other titles, to create this much anticipated port.

About the game:

Eufloria first saw life as “Dyson” a freeware entry into the TIGSource Procedural Game Competition, after which an expanded version became an IGF 2009 finalist, competing among other things for the festival’s grand prize. Since then the game has undergone extensive development which led to a new incarnation as “Eufloria”, which saw a successful commercial release on various PC platforms, including Valve’s Steam network. The game is to see another expansion as a Sony PlayStation Network release spring 2011.

About the iPad and iPhone Release

After daily calls from players for iPad, iPhone and Mac ports the developers have finally found a development partner that they think can do the port justice.

To quote Alex Amsel from Tuna:

We had been talking about working together for a while now, and since we like each other’s work these ports provide a great opportunity to do so.

Rudolf Kremers offers the following on the design aspects:

Eufloria’s minimalist play mechanics naturally fit touch screen controls and the clean and crisp visuals are perfect for iDevices. It is a fantastic platform for the game

Alex May gave comment on the partnership:

“Dashed exciting, what?”

 

The release date is to be close to the PSN release, spring next year. Additional details about the port will be announced in the coming months.

About the development team:

Eufloria for iDevices is being developed by Tuna, in collaboration with the game’s original developers: Rudolf Kremers (design), Alex May (code), and Brian Grainger (music).

 

Future News:

Follow our development progress on the game’s dedicated website at http://www.eufloria-game.com/, the Tuna development blog, or on Rudolf’s blog: www.rudolfkremers.com/blog

For any further questions please email Rudolf Kremers or contact Alex Amsel: rudolf@eufloria-game.com, Contact Tuna.

Indie Love Bundle Part II

September 17th, 2010

Summer Bundle!

Good news everyone! The amazingly cool indie love bundle we participated in a while back has RETURNED!

Not only does it have a new bundle with awesome games, it also has the previous bundle with Eufloria, and a MEGA BUNDLE that combines the old and new bundle with a spectacular discount. That means 12 (TWELVE) great indie games for $29.99.

So go check it out, even if you already own Eufloria. All of these games are made by proud indies, and there is no DRM to worry about.

Eufloria 2.05 released!

July 16th, 2010

Update:
There was a problem with the patch that should now have been fixed – if you downloaded th epatch and the game doesn’t work, please try it again now. Also the FTP is a bit broken so I haven’t been able to update the demo installation – that will 404 for the next couple of days I’m afraid. Please bear with us.

Original post:
We’ve released the new update for Eufloria.

Patch for the full game
Patch for the demo

The first big highlight of this update is that we’ve now added Achievements to the game, and these will work with Steam if you got the game there. We’ve given them a good test so they should be fun, and present a variety of different gameplay styles to get your teeth stuck into. Let us know what you think in the forum!

The second major item is that we’ve added our first Community Map Pack. These are some of the best levels that have been made for the game since it was released. It’s really amazing to see what people have been getting up to – congratulations to all the map authors we’ve included. The maps are accessible from the Custom Maps menu and all have their authors attributed so you can see who’s who. There are also many more cool and interesting maps to be found in the user levels forum – go check it out! :)

We also added (and fixed) some really cool modding stuff, so check out the list below and then get stuck in ;)


- Added Achievements.
- Added Community Map Pack 1.

- Added directory support for Custom Maps.
- Added speed records on level selection.
- Lua: Added user interaction Lua calls OnAsteroidSelected(ID), OnMouseLeftClicked(x,y) and OnMouseRightClicked(x,y).
- Lua: Added drawing text from script.
- Lua: GetNumAsteroids() – returns number of asteroids in play.
- Lua: RevealAll() – reveals all asteroids.
- Lua: Asteroid naming (asteroid.Name = “”).
- Lua: Planting flowers from script (flower:Plant, flower:PlantOnRandomTree, flower:PlantOnRandom###Tree).
- Lua: Camera location and zoom query from script (GetCameraX, GetCameraY, GetCameraZoom).
- Lua: Get trees on asteroid from script (asteroid:GetRandomTree, asteroid:GetRandom###Tree).
- Fixed adding and removing asteroids at run time.
- Fixed planting on moving asteroids.
- Fixed enemy laser mines travel distance violation (thanks Maarten).
- Fixed crash bug when enemy AI has no asteroids (thanks Mihhaelo).
- Fixed loading music restarting as the game enters main menu.
- Fixed invisible mines/flowers from Lua setup bug.
- Fixed long root crash.

Enjoy!