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Species: Artificial Life, Real Evolution Free Download





















































About This Game Species: Artificial Life Real Evolution is an evolution simulator that allows you to create, destroy, observe and tinker with life on it's never ending, harsh march of refinement! Simulated from the very first principles of evolutionary science:Variation Every creature is uniquely defined by its genes.Mutation Child creatures are slightly randomly modified versions of their parent(s).Natural Selection The environment affects every creature in their struggle to survive.Observe or GuideWhether you just want to observe, watch and study as the tree of life constructs itself from a single species, or you want to be an active influence on the development of the species in the game, the choice is up to you! Take a hands-on approach by using the nursery, an isolated area where you can tinker with the gene pool to your heart’s content. Use rovers to decide which creatures get to eat today and which ones starve! Create global catastrophes like an ice-age or a world-spanning flood to weed out the most vulnerable species. Or simply sit back and watch the life-and-death saga unfold!Tell Your StoryHowever you treat your evolutionary sandbox, we give you the tools to tell it’s story! View every single evolutionary step in detail using the clade diagram, see where each species are living using the satellite map, get a better picture of how varied your gene pool actually is with the web of life, and view every possible detail on each creature using the creature inspection tools. 1075eedd30 Title: Species: Artificial Life, Real EvolutionGenre: Simulation, Early AccessDeveloper:QuasarPublisher:QuasarRelease Date: 28 Sep, 2018 Species: Artificial Life, Real Evolution Free Download species artificial life real evolution controls. species artificial life real evolution key. species artificial life real evolution requirements. species artificial life real evolution igg games. species artificial life real evolution system requirements. species artificial life real evolution pc game. species artificial life real evolution reddit. species artificial life real evolution xbox one. species artificial life real evolution. species artificial life real evolution xbox. species artificial life real evolution torrent download. species artificial life real evolution mac. species artificial life real evolution download free. species artificial life real evolution torrent. species artificial life real evolution apk. species artificial life real evolution game. species artificial life real evolution tips. species artificial life real evolution repack. species artificial life real evolution ps4. species artificial life real evolution steam key. species artificial life real evolution gameplay. species artificial life real evolution g2a. species artificial life real evolution steam. species artificial life real evolution free. species artificial life real evolution deutsch. species artificial life real evolution how to play. species artificial life real evolution download. species artificial life real evolution nursery. species artificial life real evolution ios. species artificial life real evolution igg. species artificial life real evolution fr. species artificial life real evolution skidrow. species artificial life real evolution for free. species artificial life real evolution price. species artificial life real evolution simulator gt;Games, buttons, and others are fine except the FPS.The PFS is lower, and thats why it lags alot like hell. It didin't crash but it just lag, i wonder when wil you fix that. My computer is fine, but the game itself lags hell because low, sometimes its around 1-4 blah. If its beacuse of the tree ot whatever, then ok.>I am not mad>This is not hatespeech, please dont ecusse me in anyway, thank you.>Please don't comment over "this" if you have sensitive grammar issues.. I left it while i was away on campus, with a rover set to feed if there were less than 30 creatures.I dont know what happened, but when i came back there were just 2 creatures stuck in the corner of the map, which were being constantly feed by the rover.Those creatures were massive in size and food capacity and were excreemly grotesk with strange "limbs" all over the place, but they could not mate because one was an even more horrible mutant. 10/10, would mad scientist again.. a bit laggy and rough around the edges, but overall pretty fun.. Saw it, liked it, bought it.I then played for a little over the two hours allowed for a steam refund and crashed the game a total of three times. I may have gone overboard in trying to increase genetic diversity, and will conduct further tests. Could be just poorly optimized for how I want to play, but it's fun watching demon pickles evolve into different kinds of demon pickles.. Awesome Idea.Execution is not quite there yet but direction appears to be good.. This game/simulator has great potential, great videos about it too. Nice Evolution Game, but it should be easier to make dinosaurs. though i do recommend this. 0.11.0.7: Performance Hotfix: 0.11.0.7 is a bit bigger than the previous hotfixes and includes some reasonably significant performance and stability gains. If performance was your Achilles heel, give it a try!Development blog post here:https://speciesdevblog.wordpress.com/2018/10/01/0-11-0-7-performance-hotfix/Cheers,Quasar. 0.11.0.8: Stability Hotfix: We'll probably need a few more of these before I can in good conscience call the game "stable", but this is a good start.* Fixed most commonly reported crash, which occurred when any creature reached a perfect -1 digestive system. (vegans broke the universe)* Fixed crash when entering the Nursery* Removed malfunctioning LOD sprites (the epic laser battles you'd occasionally see on the edges of the screen)* Fixed crash when too many Ground Circles (shadows, selection circles, etc) were on screen* Fixed crash when playing a loaded world that was originally saved with a higher creature cap* Set Primum speciums litter size back to 1 (was set to 5 by accident)http://www.speciesdevblog.wordpress.com/Cheers!Qu. 0.11.2.4 - Aesthetics and Balance: * Sedimentary layers visible in cliffs.* 'Fallen Fruit' (Fruit/Pinecones) now visible on Palm Tree, Bunya Pine and Norfolk Pine (to better communicate that P. specium *can* get food from the large trees).* Terrain lighting angle adjusted to make the game less dark overall.* Creatures will now (attempt to) migrate to a neighboring zone if they're hungry and can't find any food source that meets an "optimality" threshold.* Predators that are suppressing population growth and hunting because of lack of prey will no longer suppress the hunger need, and will attempt to migrate instead of idling or occupying themselves with other behaviors.* "H&C" automatic population control adjusted to try and maintain the population of both at a higher number and reduce the number of extinctions (even if it means capping out sometimes).* Sat Map will now display the species average of the creatures you hover over, rather than the individual creature.* Species List (next to Sat Map/Clade Diagram) will now take you to a specimen when you click on a species name.* No Audio Hardware bug should now be handled more gracefully (muting the audio and putting some error text on the Main Menu rather than crashing).* "Out of Order" sign hung on the Web of Life (I tried fixing it and made it worse)* Parking brake added to rovers (should reduce the amount of slipping down hills, especially on 10x speed.* Droop and Balance costs slightly reduced.* "Motivation" gene renamed to "Risk-Taking" to better communicate what it does.. 0.12.0.7: Changelog:* Again attempted to fix the most commonly reported cause of crashes. It may or may not fix the the infinite leg flesh expansion bug, but it should fix the ArithmeticException it causes. So... that's something to look forward to, I guess.* Fixed glitchy walk animations when a creature is selected.* Fixed a potential crash when you revive or import a creature.. 3 months on Steam! Past, Present and Future: The Ghosts of Species Christmas appeared to me to demand I reflect upon my misdeeds. Unfortunately, I was otherwise occupied, so I've been procrastinating on that ever since. But I'm getting a bit sick of the chain noises and the spooky jerk popping up through the floor when I'm not expecting it (I swear he's doing it on purpose), so let's take a look!Ghost of Species Updates. 0.11.2.3: * Significantly reduced tree regrowth rate* Reduced tree energy content * Balanced oxygen absorption of advanced head types to make them less OP.* Reduced growth cost of limbs. * Adjusted creatures to take speed into consideration when deciding whether to race others for a food source.* Increased the threshold at which Automatic Population Control starts raising food efficiency* Adjusted "H" menu to show only the basic three efficiency options if "Niches" isn't selected.* Fixed a bug preventing Automatic Population Control from maintaining the population below cap.* Fixed another clade-diagram related cause of crashes in long-running games.* Fixed crash if "Forest Density" was set to 0. Looking Ahead: Roadmap: I’m hard at work on getting the Mac version up and running (thanks again to Jared Mann, without whose help all this cross-platform goodness wouldn’t have been possible) and once that’s ready I’ll also be able to release all the polish and bug fixes I’ve been adding to the Windows version this last week.In the meantime, I've uploaded the Species ALRE Roadmap to the development blog. Check it out:https://speciesdevblog.wordpress.com/2018/11/09/looking-ahead-roadmap/Qu. Refactoring Bodyplan - devblog: I’m don’t have too much to say about the multithreading work just yet (aside from “it’s coming along, and early results are promising”), so instead let’s talk about a long-overdue task I undertook at the start of work for 0.12.0. It’s not directly related to multithreading, but it’s related to things that are related to multithreading, so it’ll provide a foundation for future blog posts.Continued on the development blog:https://speciesdevblog.wordpress.com/2019/01/10/refactoring-bodyplan/I'll have more to say on the subject of multithreading very soon.. 0.11.0.16: * Fixed a common crash when loading save games (some corrupted save files should now be viable as well, though the game may reset the clade diagram on them)* Fixed a rare crash on startup.* Prevented player from attempting to delete exported creatures/genomes when there are no creatures/genomes in the list* Fixed a separate crash that could happen when deleting exported creatures/genomes.* Increased the padding on Clade diagram fossils and species to make them easier to hover over* Removed depth-floor on how far rovers could sink.* Removed backwards compatibility with Shader Model 2.0 to prevent associated crash.Note to people still using Shader Model 2.0: sorry about this. Not many people are still using hardware that doesn't support Shader Model 3, it has no performance benefits, and it would take quite a bit of development time to refactor the fallback shaders to work with Monogame.. 0.12.0.10: Changelog:* Strapped the ArithmeticException bug (the most common cause of crashes in the game) to a table and attempted to bisect it with a laser. Gloated for a while, then left the room in the certain knowledge that escape was impossible and my victory was complete.* Increased the scale of limbs to make creatures in general a bit more interesting and... appendagery. That's a word now.

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