Reviews from

in the past


coelhos chutando cuelhos cus chutandos couh3r1

i want more experimental games like this

I did enjoy this game when playing it for youtube because I got to be silly and do voices for each character, in terms of sitting down and playing it in silence for the enjoyment however. It would probably be a different story. The fighting in the game can be very simple to the point where you can pull similar moves during the whole playthrough of the game. The story I would argue is good, the way it is told is mild but I didn't mind it. I would recommend this game on a sale.

so so fun a game i always come back to just for gameplay but not much story


It's difficult to rate a game that's both a shadow of its own potential and at the same time being so good in its core mechanics and game feel you can't help but go back to it.

Absolutely excellent combat.

Short game with some of the most thrilling combat I had the pleasure to experience, there is a story but I'm going to be real it's not great and not the reason why you should experience Overgrowth. I loved it so much that I'm going to overlook the bad platforming included in the game only to pad out its length.

I like the premise and the combat but this game is very lacking in what it could've been... sad to see it being a wasted potential.

CWs for Overgrowth: graphic animal death, blood, falling from great heights, depictions of pre-feudal slavery

I am aware of this game's development cycle and would like to speak charitably about it, but Overgrowth is a game where I continuously struggle to find such a through-line. There is an interesting FFXV-like action game input system that is robbed of any chance to shine through a lack encounters or AI which elaborate on it in any capacity. Very few platforming pieces complement the movement tools you have and when they do it, they're just achieving what a platformer should do in it's first few levels anyway (teaching you your jump max distance, height, stopping short, etc). The mode of aesthetics in art and writing here is both needlessly chaste and purposelessly cruel, as you get slammed by paper thin characters and unbelievable fantasy slavery. More than anything, this game feels like a cautionary tale on why programming is secondary to overall game design as Overgrowth fails to command even the gravity of a tech demo.

The developer of this game is pretty impressively good programmer. He worked for a very long time on this game,as far as i know parallel with creating great deal of custom tech for it. Impressive that he didn't give up. On the other hand, this game has a pretty cool concept, but the game design part (adequate difficulty curve, tutorial, progression, level design) of it is lacking. It's quite common for movement games to be easy to pick up and hard to master, this one though is hard to pick up and even harder to master. Often times it even felt like me completing a level was more of a luck (AI decided to act irrationally) rather than my own skill. That's not satisfying game design.

Overgrowth is a great game - the procedural animation and ragdoll physics are tweaked just enough that it feels good to play. It feels ESPECIALLY good to richochet off some poor dude with a dropkick. This might, in fact, be the best game ever made.

some real bad platforming and combat mostly about reflexes and figuring out your damage and reach for each enemy and weapon, since the game expects you to learn everything from experience instead of communicating the most basic things, meaning what you learn in one encounter might not be useful in the next one. Just jump and attack to win every fight since enemy ranged attacks are occasional and miss anyway

Fast paced and very odd, but extremely fun combat. It feels like it shouldn't exist, but it does against all odds. But it is definitely an improvement over its predecessor even though it looks like hot ass, mostly.

Original steam review:

This is a fantastic little game. I had played Lugaru briefly way back from the first humble bundle, and didn't get much into it. It was a little aimless, and a little obtuse in its objectives.

This one takes a lot of the problems from Lugaru, resolves them, and adds many more nigh necessary creature comforts to the game's presentation, along with several graphical improvements. It's not going to tax your system most likely, but the small improvements help, especially with character expressiveness. I don't know one way or the other about the story in Lugaru(although I guess I do now, as you get three separate stories by default, with additional modes and mod support), but while the games seem a little straightforward, the presentation of the story is well-executed.

The combat is extremely fun. I haven't played a game with a combat system quite like it personally. I really enjoy how it feels to get into a scrape. If you watch a documentary of animals hunting, it feels as quick and brutal, as vicious but also narrow and instinctual. And while it is tough, it isn't extremely punishing because it is broken up in levels, with quick restarts.

The rubbery movements of the characters adds a certain charm, and the writing isn't normal fantasy fare. It's a little basic, but I feel like quaint is a more accurate word. It's small in scope, but the characters feel real. The workshop hopefully will continue growing as well.

It's not a game without flaws for sure, and it feels a little amateurish in spots, but its shortcomings are few compared to everything you get in the game. very fun.

The combat is fantastic and satisfying, the platforming is fun and responsive. But the story is barely a story and not the best written. I never rolled my eyes or anything at it, or found it boring, it's set dressing more than anything. More of a, "Here's more of a reason to kill these people!" than an actual story. Also, the game is short. It took me 8 hours to beat all the pre-made campaigns, that being said, all of them had really good levels with fantastic gameplay. And one even had a good story! (at least in comparison to the others) that being Therium-2 which I highly recommend, multiple endings, ways to beat the level, secrets, etc. The main campaign and it's prequel are fun too, with very well made levels and scenarios. But this game ultimately feels like a tech-demo or early access to show what the dev is capable of.

Would I recommend this game at full price? No, unless the gameplay just really calls to you. Half price off or around that for everyone else? For sure. The gameplay is great, the mods are quite great too! Speaking of, if you're a rougelike fan, there's a fully working randomized world rougelike that has tons of new mechanics and an open world to explore, so that in itself will add many hours to this game for fans of that type of gameplay. Ultimately I recommend it, just either wait for a sale, or if it really seems like your type of thing, get it now.

I don't know why I was ever excited for this garbage

Cool game engine and mechanics! But that's all there is to this game. More investment to the narrative, presentation and substance would have been nice, rather than overreliance on modders.

a random whim possessed me to replay this game a couple days ago and i'm so glad it did. i'm a big fan of diamonds in the rough, and this is such a great example of that... the combat mechanics are unintuitive and severely punishing, the platforming is floaty, the plot is esoteric and convoluted, and if you wander even slightly off the intended path everything starts to look like a cheap asset flip.

but like with other diamonds in the rough, you get out what you put in. it can take a lot of good faith and effort, but the reward can be spectacular - cinematic kung-fu fights under frozen waterfalls, creative and original worldbuilding, creating traps for guards with well-placed bodies, writing holes that compel and inspire the imagination rather than break immersion... it's a clear passion project of a game, and i adore it for that, warts and all. an odd, idiosyncratic kind of masterpiece, which might be the most special kind of masterpiece of all

Very innovative, I just wish that it was longer. This is the type of game, where you can kind of say it has unlimited content, because of custom maps and mods. But a lot of those mods lack the charm of these developers.

Крайне весело перемещаться и сражаться в игре. Арт-дизайн уровней и персонажей оставляет желать лучшего. За сюжетом не следил, но говорят, что не очень. Однако, всё равно 4/5 просто потому что боёвка и паркур очень порадовали.

Probably one of the biggest missed opportunities in gaming history, and the fact its 4 stars even with that, its a testament to its quality. Best combat ever, generic campaign, Therium-2 is good tough.

Pretty good story with fun combat, but after that the sandbox doesn't really hold up with basic levels that don't really build on the awesome parkour mechanics

not a furry just think it's neat

The idea of the story is interesting, but the way it is executed is bland, the plot feels rushed and bad, and the writing and characters are laughable, not sure if intended or not. The combat is fun, the AI is well made, and some small details like the way that the blood runs out of a wound and drops in the ground are very cool and well made, but outside from that, is not that remarkable. (Observation: I only played the main story)


theres a really tight and satisfying melee system here too bad its trapped inside a tech demo that refuses to tell you anything about its mechanics

Ambitious, bizarre, and confusing. This game delivers intense combat sequences that are best overcome by exploiting stupidly strong dropkicks. While the main story is a strange if shallow trip, the added community creations provide additional depth to an otherwise lackluster adventure.

The combat mechanics are great and a general improvement over the first game. The physics remove any stiffness and all animations feel completely fluid. I spent hours just messing around in the dev mode, jumping at the highest point off a cliff and spamming 'V' to have Turner's neck unexpectedly burst open and spray blood decals everywhere. This was largely what most players had to mess around with during the excruciatingly long wait between the Alpha program and release.

Now the game is here, it's disappointing what these highly-refined combat mechanics were wasted on. It's clear that a huge portion of time and energy was spent on making a fantastic in-house engine and that alone is an achievement in the current Unreal-dominated landscape. Unfortunately these high production values don't mash well with the very basic, visual novel style of storytelling that worked previously, causing a weird disconnect that I can't seem to shake. The campaign feels like a fan mod, though I can see why perhaps they didn't want to spend too much time on it when after all these years they provided the fans with all the tools to make their own stories. Regardless, the story didn't seem to hit as hard for me this time, and the final boss didn't even come close to the terror of the first game (which also had the rather unnerving realistic textures, where this game goes for a more smoothed out CGI look).
This is an impressive toolbox, but without much content to carry it. I can commend Wolfire for sticking it out for this long, this might be the last time we see an independent in-house engine for anything again.

It's been a few years since I played Overgrowth, so bear with me for any memory lapses. Wolfire Games sure took its time to release Overgrowth, years in the making following its 2005 prequel Lugaru, which has since been remastered in Lugaru HD.

Overgrowth is an extremely niché genre of martial platformer made by a small team of a few passionate people; I think you already know whose niché is being sated here. Wolfire Games put special attention to green-light modding from its small but tight fanbase, with the release of tools and tutorial videos on map creation shortly post-release.

In the creative vein of Redwall, there's a story told in Overgrowth, it's convoluted with little depth but serves the overall atmosphere enough for its main course: the over-the-top combat system. Satisfying, unforgiving; its loony physics only highlights the brutality of its gameplay. We can get behind the lack of polish to a certain extent, with the game being presented as a sandbox. There's no loading time, meaning the action stays constant during the short playthrough.

Overgrowth proved to us that no matter how clunky and unpolished its game might be, still prevailed with a whacking idea and a lot of confidence in passionate creation. Still, there's a shame in its lack of polish, given how long Wolfire Games had been working on this sequel. Certainly not a perfect game, but there's definitely fun to be had in its brokenness.