This beta is introducing another game mode which is adventure, in which you can control a character (which will be customizable in the future). It’s not finished so for now it’s just a WIP. Enjoy!
Added experimental adventure mode with a character that can be controlled
Added a placeholder door structure necessary to let players move between zones in adventure mode
Added connexon to build gap junctions between different intracellular zones
Dispatchers can’t be placed on cell membrane anymore (to simplify)
Pickers can’t be placed on extracellular tissues anymore
Multiple item drag is now implicit on structures which only act as source
Advanced new game options have been moved in their own view
Added tooltip to warn when a recipe can’t be produced inside a zone
Added world generation setting for darkness intensity
Added option to disable auto pause on load game
Added fix to sensibility of pickup while dragging with right mouse button
Force pickup modifier now doesn’t alternate dropping item when hand is full
Added validation of starting area to avoid locked out situations
A lot of engine code has been changed for future features so it’s possible there could be some issues, don’t forget to report them in Discord!
We’ve just released v0.0.1f – alpha #6 of Lifecraft! This version contains a lot of QoL fixed and ehancements and it’s focused toward balancing the early game play and provide a more flowing experience.
Hello everyone! We’re sorry for the lack of updates, we’re super busy developing and refining the third alpha version of Lifecraft, we’re absorbed by designing gameplay features!
We’re a bit more active on Discord though, where you can find dev updates and discussions, and soon the next Alpha free for download.
It will contain many bug fixes, QoL enhancements, gameplay tweaks and possibly it will come with the evolution enabled, so you’ll be able to research for new structures and objects to enhance the gameplay, you’ll be able to get the feeling of starting with nothing and grow little by little!
We’re working hard to deply the next alpha. A lot of core mechanics got into place, many things have been redesigned or polished to slowly converge to a more definitive gameplay! How energy is distributed inside the cells is totally rewritten, extracellular power network has been implemented, some circulation flow algorithms issues were fixed (but not all of them 😤), transporters have been added and implemented in a way similar to catalyzers. Mitochondrion has been added and it’s literally the powerhouse of the cell! The alpha is almost ready, but today we’d like to share the current evolution tree which has been improved and redesigned, many of the recipes will be tweaked according to the feedback during time but we wanted to structure it in the meanwhile.
Here’s the new blood vessels graphics I’ve worked hard these days. It’s almost finished, but I still need to work on some smaller sizes. I think it looks really good now!
While working on alpha v0.0.1b (you can get alpha 0.0.1a in Discord just in case you are interested, we didn’t go totally public because it’s not ready for the outside world yet 🫣), I’m also spending some time in studying how to move substances between vessels, let them be blood (circulation, food (digestion), air (respiration), and such.
Each subsystem will work in a different way but there must be consistent way to define how things will move inside the network of vessels, especially because there will be freedom for the player to build any kind of layout they want. In addition there are multiple dimensions for each kind of pipeline, which adds to complexity.
It’s really hard to have something consistent and efficient at the same time, but it’s so cool to see the result directly draw inside the game!
Hi everyone, sorry for the silence, we’re busy fixing the bugs and making the game ready for the alpha release. Meanwhile I’m preparing a video that shows the gameplay of Lifecraft. Here’s a sneak peek of it!
Chemical reactions play a crucial role inside cells, likewise in Lifecraft. Many biological reactions would require a lot of time to take place naturally, that’s why enzymes are required to catalyze reactions.
This translates into a simple gameplay mechanics: a special building called catalyzer is a special intracellular building that accepts and enzyme which will define which reactions the building will be able to perform.
Reactions can have multiple input, multiple outputs and even different steps, each reaction will be different! You can see a prototype of a (simplified) glycolysis reaction which will produce energy inside cells!