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Major changes are coming to how DNA affects morphology which in turn affects the physiology of fungs in Vilmonic. (anims to follow)

Everything is now based on the number of pixels in each "organ". This reworking is to make it easier to surface some of the depth and detail that is currently hidden in the game. Features will be added to so that you will be able to view the internal workings of each life form. (X-ray machine? Dissection?)...

Fungs will now require hydration based on their cap size, take in water from the environment based on how much is available in its biome, and lose hydration based on the surface area of its cap.

The surface-area-to-cap-size ratio will be a strong selector for fitness in different environments. This creates interesting stresses that will affect the evolution of morphology in the game. For example: more water than needed without enough surface area to dissipate the excess and the fungol will possibly die before reproducing.

Similarly, the number of spots and height of the stalk will affect how many spores are released.

The growth of these structures is (already) controlled by the DNA of each organism. Genetic mutations will change how a life form grows, and affect its fitness for its environment. Nutrient use will also be affected.

I'm deep into this change, and it's a pretty intense one, but I just wanted to give a quick update to let you all know that things are still moving!

Also, more beverages are coming: one that repulses zombs, one that attracts anims, one that makes you super strong, and another that heals you!

Stay tuned!

- Markus

YES! I'm so glad you think so.

Created a new topic Upcoming Versions!
(Edited 4 times)

Upcoming Versions!

This is my current outline for the next few updates. The features are likely to change somewhat, and the items that are higher up have higher priority.Let me know if I should reorder this list, or if I'm missing something you want! There's a bigger feature wishlist at the bottom of the in-game Help window.

Current version is 0.22.01

0.23.00 In progress!

  • Natural rocks
  • Island generator tweaks
  • Balance tweaks

VERSION 1 Full Release (1.00.00) ETA Q1 2017

Game Design Goals

  • Simplify the simulation to make it easier to learn how the world works
    • Re-do the ecosystem & genetics simulator.
    • Make better use of nutrients.
    • Develop a clearer distinction between genes and their derived attributes.
  • More intelligence behind zombitons and their hoarding/swarming behaviors.
    • Zombs should build and modify the world on their own, not just when you attack them

Ideas for future features

  • in-game music!
    • v1: composed songs contained within crystals that can be dug up and played in a craftable boombox
    • v2: programmatically generated
    • v3: with it's own genetic code, evolving
  • more walls and floors
  • new beverages
    • green: Revolt! Drink it to keep the zombs away
    • red: Dr. Up, heals you and your anims
    • orange: Urge, temporarily mutates you? Makes your animatons highly fertile
  • ghosts (or "ghosts")
  • statues: to save/load avatar dolls
  • pets!
    • name tags (to name anims and keep them alive indefinitely)
    • leashes
    • whistle (to call named anims back to you)
  • DNA manipulation
    • DNA extractor (syringe)
    • DNA holders (test tubes)
    • DNA sharing (as text "AGCCATCTC...")
    • Some way to create an anim from injected DNA (eggs? a replicator?)
  • camera and photo sharing
  • hard mode / easy mode
  • craftable paint cans and painted walls
  • more achievements
Replied to Astra in Vilmonic comments

OK, an email has been sent out. Let me know if you don't receive it.

Replied to Astra in Vilmonic comments

Yes, definitely! I'll send you your key ASAP. And thx!

(Edited 3 times)

YES! I love the review. It's so much fun (and informative) to see someone else play the game. Thanks for supporting this project!

I tweeted about it here: https://twitter.com/Bludgeonsoft/status/700145980545454080

- Markus