Eufloria is an ambient game of space exploration and conquest that employs surprising themes of plant growth and bio mechanical evolution.
The game allows the player to explore a beautifully realized universe rendered in a style that is both unique and compelling. Eufloria’s aesthetics are reminiscent of children’s books like “the little prince” and the gameplay is supported by an original ambient soundtrack by Brian Grainger.
Gameplay revolves around conquering asteroids in space and using their resources to literally grow and nurture new semi-organic plants and creatures to do the player’s bidding.
The player is pitched against several teams of AI opponents that all vie for the same resources and can offer fierce opposition.
Hot on the heels of version 2.03 we’ve released 2.04, which fixes a bug in the pathfinding of 2.03, and adds drawing from Lua script. If you’re interested in that, see the 2.04 release thread on the forum
Here are links to the patches for demo and full game:
The new version should filter through to the Digital Download services over the next few days.
This release should fix the following issues / added features:
- Added screenshots on F9.
- Fixed AI not planting flowers on Dyson trees.
- Fixed seedlings not attacking high-altitude enemies attacking trees.
- Fixed laser mine sending crash
- Asteroids can be moved in script at runtime with asteroid:MoveBy(x,y) and asteroid:MoveTo(x,y) (Cannot be moved out of world bounds)
- Add flowers and mines to asteroids with script commands asteroid:AddFlower(), asteroid:AddFlower(faction) and asteroid:AddMine(), asteroid:AddMine(faction) (returns object created or nil)
- Query number of present flowers, mines with asteroid:GetNumFlowers(faction) and asteroid:GetNumMines(faction)
- Access present flowers, mines with asteroid:GetFlower(faction) and asteroid:GetMine(faction) (may return nil if none present)
- Send flowers and mines with flower:SendTo(asteroid) and mine:SendTo(asteroid)
- Set attributes on any game entity (asteroid, seedling, tree, mine, flower, etc) using SetStrength, SetSpeed, SetEnergy – results are untested and may not work as desired
- Add seedlings of a particular type to any faction on an asteroid with asteroid:AddSeedlings(number, faction, energy, strength, speed) where attributes are from 0.0 to 1.0
- Remove seedlings from asteroids using asteroid:RemoveSeedlings(faction, number) which will remove random seedlings up to amount ‘number’ or the currently present population
New patch released! OST digital download available!
Milieu released the digital download version of the soundtrack. It comes with delightful printable artwork. It is a mere ten dollars. You should buy it from his store right now.
Bugs fixed:
Intel graphics bug fixed! WOOOHOOO
User levels can now have any filename.
Enemy AI now uses flowers properly.
Fixed crash when clicking flowers/mines through the UI.
Fixed captured enemy flowers not enhancing trees.
Fixed AI planting flowers on Dyson trees before they were allowed to.
Main menu music crackling
Custom levels should now work
Mythical Chapter 6 on completing all single player levels
and Portuguese added as a language option.
Sorry for the late post!
3-2-1 we have LIFTOFF!
Hello friends, how are you? We are tired but very excited as after 18 months or so we have finally arrived at the launch day of what is now known as Eufloria!
As this blog post goes up the game should be released, or nearly released on Steam and Direct2Drive (US, UK), with additional distributors and sales on our own site to follow soon. Hopefully it all goes well, but if there are glitches, please don’t panic but report them to us in the tech support & trouble shooting area of our forum. We may be able to resolve them swiftly!
If you have other types of feedback, please feel free to browse the general forum for a good spot to talk about it. We also have a facebook page, and a Twitter Thang, or just send us an email.
Either way, we want to thank you: the players of the game, for giving it a go, we really did try to provide you with a worthwhile experience. In fact there is more to come, as the modding side of things will start to take shape, and we will look into things like achievements as well. The old modding stuff gave us loads of free levels, and the new LUA powered modding framework is WAY more powerful. Expect all kinds of funky things that will add a new dimension to the game.
A few more things:
Linux and Mac users don’t despair, we will try to sort something for you, just let us get this launch thing out of the way and then we can see what we can do.
For those who prefer to buy the game from us directly, this will be possible soon, we just need to plug the e-commerce solution in, and we will update the site as well of course. We have gone flat out to be able to release the game today, so this stuff will follow after launch.
Do you like the music? Go tell Brian Grainger aka Milieu! We will have some cool news about the soundtrack soon as well, so keep an eye out!
Also a warm hug and many thanks to all the amazing people who helped us test and translate the game, and family, loved ones and friends who have supported us throughout.
Right, enough babbling, have a great time playing the game!
Rudolf and Alex
Demo and teaser trailer released!
Hey guys,
We’ve put together a demo of the new version of Eufloria. This offers a part of what’s available in the full game. There have been massive changes to the game since the IGF version of Dyson that is available on this site, so please check it out! Full version coming soon!
If you can’t see a purchase link over there right now, drop by the page in an hour or so, and it should have popped up by then.
We are also working on getting our own store and new web site ready. More news soon!
Dyson 1.20 released
Hi all,
We just released version 1.20 which is the version we used on the IGF showfloor. We made it a bit smoother all around, added an attract mode, and changed the rules slightly.
To take an asteroid now, you will have to plant a tree there. It makes more sense this way and lets the belt be completely barren instead of covered in trees at the start of a game.
Also we added an attract mode, which kicks in if you leave the game in the main menu for a while. You can play while the game is in attract mode, but you’ll have the AI ‘helping’ you and the camera may take on a life of its own. Just quit out to the main menu if you want to play normally.
We released version 1.10 of Dyson! It is the public demo that will also be made available at the IGF site for the Audience Award.
This version contains new music from Brian, which is really superb. We love it. We think the new version is worth the download purely for the music.
We also reworked the font code so now the game has really smooth fonts instead of the old pixel font, which was hard to read and didn’t really fit with the theme.
This also meant we had to redo the tutorial, which is now a bit nicer again.
There is a new level (level 2), which is designed to help people understand more how the attributes work. We also changed some of the balancing in the levels.
There are a few other tweaks that you may discover if you’re a seasoned Dyson colonist see if you can spot the changes! Don’t be looking in the build log! I know your tricks!
Alex, Brian and myself have been hard at work to finish a new version of Dyson for the Independent Games Festival (IGF), and we are very pleased with the huge amount of progress we made. It is chockablock full of new content and improvements so we decided this is a good time to release it into the wild The game is still a work in progress, but there is much to enjoy nonetheless:
Gameplay
Pods
The game now allows you to plant defensive trees which grow explosive pods. These pods launch themselves at enemy seedlings when they get too near and can be a formidable weapon.
Sphere of influence
The camera is now limited to those parts of the galaxy that you have discovered. This goes hand in hand with a limit on sending your seedlings, which is now no longer unrestrained.
Help
The game now features a more sophisticated help screen that really does a much better job of explaining how the game works, yet isn’t obtrusive at all.
Levels
Dyson will consist of many levels, and here are five examples that show different aspects for gameplay. Most of the content is still procedural, so there is still huge scope for replayability. The levels will eventually be part of a much bigger campaign and will be very diverse in content.
UI
We have improved the UI specifically for this build, more and better information is presented to the player, but the UI will eventually be replaced with a system more appropriate to the visuals and style of the game.
Music and Sound
Brian (Milieu) has given us two new tracks from a bigger suite of music being written uniquely for Dyson! How cool is that? The two tracks now play after the known initial track. I personally love the new stuff to bits. He has also done a bunch of new sounds for us and the game really benefits from it.
Code
The code improvements are too numerous to all be mentioned but some major ones deserve a shout.
Installer
We now have a nifty “proper” game installer, which extracts and installs the game in a Dyson directory without any fuss.
Linux version
Thanks to KareemK and d0k, we now have a linux version. It is available from the download page.
Fullscreen
The game can now be played fullscreen, which is a very nice experience. Trust me!
Scripting/levels support
YES! This means we can now start adding tons of content to make use of all the game’s little features and mechanics. (Which we will be doing from now on)
Options menu
The options menu now allows a number of thing to be toggled on and off.
Bugfixes
Many bugs have been found and squashed, the game is getting quite slick.
Future improvements
We have some major additional improvements and features planned, for example there will be more to do ingame while playing the levels, or as I mentioned earlier the UI overhaul. Keep an eye on this site as we wil be blogging about these things in the future.
We hope you enjoy this new build, and we are keeping our fingers crossed for Dyson at the indie games festival!
As always we love hearing from you guys/gals so don’t be shy with any feedback!