Growing Over Us Playtest 01
Last seen
0Sampled 5 hours ago · not a live figure
—of peak
All-time peak
230 Sep 2026
Last seen
0Sampled 5 hours ago · not a live figure
All-time peak
230 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Alpha 0.2.5 Reduced difficulty, increased resource gains, lowered upgrade costs, and fixed flower revival costs. · Added shrines that boost mushroom spawns; mushrooms spawn more often and visibly release two spores each. · Den upgrades now automatically grant a creature. · Cleansing tiles now revives grass automatically and costs one extra spore. · Moose defenders now protect the mushroom tree when no wall… | — | |
| Game update | Hot Fixes 0.2.4 Fixed flower shield cost. | — | |
| Game update | Alpha 0.2.4 Economy increase and upgrade cost reduction. | — | |
| Game update | Alpha 0.2.3 Increased early economy. Moved upgrade inventory to a chest rather than the mushroom tree. | — | |
| Game update | Alpha 0.2.2 Improved interaction targeting and highlighting. · Fixed several object interaction issues. · Difficulty tweaks to make the game slightly easier. | — | |
| Game update | Hot Fix #1 0.2.1 Hot fix for tree sprite. | — | |
| Game update | Alpha 0.2.1 Small update to 0.2.0 adding in background trees and reducing difficulty slightly. | — | |
| Game update | Alpha 0.1.8 Small balance improvements. Early economy ramps up faster. | — | |
| Game update | Alpha 0.1.7 - Added laser sight guide when targeting shootable objects. - Fixed projectile tracking issue. - Foragers now bring spores back to the tree by themselves. - Spores load into tree cap from container now to make it more clear tree is shooting them as ammo. - Bug fixes. | — | |
| Game update | Alpha 0.1.6 Added soft lock prevention to the beginning of game. Added target indicator line for shootable objects. Other small cleanups. | — | |
| Game update | Alpha 0.1.55 Small Hotfixes | — | |
| Game update | Alpha 0.1.5 The full loop is here! The first level is now winnable as well as losable. Your progress is saved as well if you quit out and come back. There are basic menus now for the main menu, and pausing. Many more small improvements to game feel and controls and readability. | — | |
| Game update | Alpha 0.1.0 Enemies Added! Biggest update is that enemies are here! Along with trees as walls, and moose as defenders. Many other visual and targeting improvements have been made based on feedback from the previous build to hopefully make the whole experience more easy to understand and less unpredictable. | — | |
| Game update | Alpha 0.0.999 Economy teaks and initial sludge enemies | — | |
| Game update | Alpha 0.0.99 A few quick fixes based on first playtester of 0.0.9: - Economy accelerated - Flower Shield feedback (visual + SFX) - Fixed visual bug with spore coin purse | — | |
| Game update | Alpha 0.0.9: The Diegetic Phoenix Rises Major rework of all game systems. Highlights below: - Grid snapping movement system - Tree inventory system (click on spawn tree) - Safe grove zone system (lock in groves by cleansing all tiles in a region) - Single action button interaction (E or LMB) - Simplified currency system. Currency stored in base of tree. 1 physical in game spore = 1 unit of currency - Periodic acid rain threat - All p… | — | |
| Game update | Alpha 0.0.4 Completed a game loop! Added pollution spread mechanics so beware! Tooltips for abilities added as well as progress dialogue pop-ups. And many more minor UI / visual tweaks. | — | |
| Game update | Alpha 0.0.3 Complete loop to global map and back to level 1! | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.