Eufloria 2 Is Now in Development!


Newsletter Archive


Eufloria 2 In Development!

In this special edition:

  • Eufloria 2 announcement
  • Announcement trailer
  • Steam Page Launch

Omni News Corner

Eufloria 2 Is Coming to PC and Steam Deck

video preview

Yes friends, the first direct sequel to Eufloria/Dyson is on its way, after all these years. (Steam page here, if you want to skip the bla bla and get straight to it.)

Since this is rather momentous news from our pov we thought it worthwhile to send out a special newsletter edition dedicated solely to the announcement. (We do have a finished regular newsletter chockful of goodness lined up, but we decided it can wait till after the announcement.)

You read that correctly: the first direct sequel to Eufloria/Dyson is on its way, after all these years.

What started out as a small game competition entry in 2008 (we came second), grew into an IGF grand prize nomination, and bloomed into a gazillion ports and spinoffs and upgrades on maaaaaany platforms, never received an actual sequel. That will soon* no longer be true, and I’m hilariously excited to be able to say that.**

Why?
It’s all your fault! Let me explain: we recently published an anniversary release of the de-listed original game***, partially as a way to thank loyal fans and to reconnect with the older player base. It taught us a few things:

  1. I had a TON of fun developing new modes and levels for Eufloria, and I realised that I had a scary amount of new ideas as well as unrealised/scrapped ambitions for the game. Some going back to the early days when Alex, Brian and myself had very little time and resources to make the first game. Other ideas are more recent as I was seeing the old game through much more experienced eyes. And what I saw was a huge amount of potential to push the game much further than we had in the past.
  2. Due to the current dire state of algo/slop content, there is a real thirst for indie games that genuinely offer something different to players. Something human, quirky, with real heart. Eufloria always had its own identity and idiosyncrasies, so it feels like the right time to lean into that with Eufloria 2.
  3. Perhaps most importantly, the anniversary release reminded us just how utterly nice and wholesome the Eufloria player base was, and as old and new players started joining our Discord, this continues to be true today. More than the Bafta/IGF/Apple accolades and awards, the nice reviews, the commercial success, it is the relationship with the players that is the true reward. Modders, loyal fans, helpful volunteers, new players, interacting with us, with each other in the nicest possible ways. So, it is time to finally make the sequel to the game that united so many of them

With that point about the player base in mind, we are going back to an open development model; a public, community-facing approach to game dev. It’s what we did back in the day as indies without corporate restraints, it is something we enjoy doing. Having our dev out in the open, warts and all, and doing so in dialogue with players who enjoy contributing actually makes for a better game. The new (Godot-based) level editor is going to play a big part in that and I can’t wait to show why it’s a big deal.

What?
We will be talking about this a lot and sharing our ideas and progress and so on, run betas, tests, you name it. That detail will follow (this post is already too long) but I want to share a few things to avoid speculation:

Eufloria 2 will still be Eufloria. The core vibe and mechanics will still be there. You will plant Dyson and defense trees, grow seedling units, flowers, mines, etc. You will conquer asteroids, mine their resources to grow units with different attributes based on the asteroid stats. It will still be a zen-like experience if you want it to be, with ambient gameplay and sensibilities, while you grow your floral armies and empires. All that is the beating heart of the game and it would be stupid to change that.

But, Eufloria 2 will introduce new mechanics as well that add a lot of depth and fun, connecting deeper with the original eco-system and ecology themes, but pushing them into new and exciting directions. It absolutely will be a proper sequel, with a new campaign, visuals, mechanics, game modes, UI improvements and so on.

Furthermore, a VERY powerful Godot-based editor will be shared with modders so you can expect all kinds of cool custom content. (I used it myself to develop the game and it’s a game changer)

We can’t wait for you to journey with us while we make that happen. We can’t do it on our own.

Footnotes
*Relative to the timespan we are discussing here. Some time in q2 2027 is the current release target.

**I could write a looooong piece about why it took so long, and maybe one day I will, but I’d rather use this post about why it IS happening.

***Eufloria Classic - read about it here XXX . It might be free or mega cheap if you already own Eufloria


Next Edition

While we had a summer break with the newsletter we are excited to get back to regular indie game dev driven editions.

The next newsletter was written some time ago, and has only matured in content, like errr… cheese? Wine? Not sure, but it features the following:

Next Time on Gameinvention

  • Hard earned game dev tricks to save time + money.
  • How to draw aesthetic inspiration from… butterflies?
  • Using Quake map editors with Godot
  • Introducing our own Godot-build Eufloria level editor
  • And also: more great interview content, indie game recs, and plenty more.

Sign Off

And there you have it. I’m writing this a few hours before the Eufloria announcement, and it’s doing funny things to my emotions.
It makes me wonder what you, dear reader, make of it all. We would love to hear, so why not let us know?
Rudolf Kremers

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