Signs of Life

Signs of Life 1.0 is out now!

Sweet Dog Studios

Heya folks,

Signs of Life 1.0 is out now, and we're officially leaving Early Access!

I still vividly remember that night in 2011. Hayes and I (Alex) were playing Terraria 1.1 and talking about how cool it would be to make something like that with a sci-fi setting and more of a story. Neither of us had ever made a whole game before. We got through Steam Greenlight thanks to the votes of players who thought it looked cool even before they could play it, and then we first released Signs of Life in Early Access on Steam in January 2014. It's been a long and winding road to this point, and we're really happy to finally mark the full release.

To everyone who has played, reported bugs, shared feedback or followed along over the years: Thank you so much for helping us get here.

If you're just discovering the game today, welcome! Signs of Life combines co-op exploration, crafting, building and thriving on a strange alien world.

You can check out the Signs of Life 1.0 launch trailer here, featuring the song "Found" by Rosehip: https://www.youtube.com/watch?v=XjsHToSkvzg

Even after all this time, we've got no plans to step away from Signs of Life after 1.0, and we're going to be here fixing bugs, making improvements and responding to your feedback while we figure out where to take the game next. Please keep letting us know what is working, what isn't, and what you'd like to see.

If you’ve spent some time with the game, please consider leaving an honest review on Steam, or updating an older review if you've come back for 1.0. It helps other players decide whether Signs of Life is for them, and we really appreciate you taking the time to share your thoughts.

Whether you joined us back in 2014, came along during a later update, or are about to play for the first time, thank you for giving Signs of Life your time. We hope you enjoy exploring the world we've been building.

- Alex and Hayes at Sweet Dog Studios

The last stretch of Early Access has been a busy one. Here are the things we worked on since Update 27:

Exploration and world generation

  • Expanded Xenoid city dialogue and added families with children to newly generated cities.
  • Added seven reusable Xenoid archive records. AGIS can extract them into your MEG once you've fully learned the Xenoid language. Found in the archives area of the Xenoid city
  • Added more varied Xenoid home layouts with stocked furniture, containers and loot, plus refreshed communal furnishings, supplies and lighting.
  • Removed stray loose block pickups from newly generated Pioneer Stations.
  • Updated the Energy and Animate shrine layouts in newly generated New Earth worlds, with entrances connected to surrounding tunnels.
  • Monstralorps can appear on New Earth after defeating Buff Mechington Mk2.
  • Fixed a bunch of world generation funkiness

Equipment and combat

  • Optical Camouflage now supports patched cybernetic arms and legs that block normal armor.
  • Fixed the Burst Rifle failing to finish its three-round burst after a tap when enough ammunition is available, and corrected Combat Shotgun secondary-fire ammunition accounting.
  • Fixed Bionic Arm's melee attack-speed bonus being ignored by some weapons, and corrected Energy Glove secondary-attack damage against different creature types.
  • Fixed Explosive and Ant Goo Arrows missing their special effects on some hits.
  • Restored standard pickaxe swing behavior. Pickaxe attacks use 5 stamina per swing before modifiers, and stamina regeneration bonuses no longer depend on frame rate.
  • Fixed small vulnerability penalties failing to increase damage taken.
  • Corrected Trajectory Computer previews for arcing shots so they follow actual weapon trajectories and intervening terrain.
  • Improved rifle ready poses and firearm animation continuity, and corrected arm and crossbow hand layering while holding, firing and reloading.
  • Improved Buff Mechington Mk2's chest-attack timing and continuity, including its three-second fully open weak-point window. Fixed armor intercepting exposed weak-point hits, destroyed-vent target glow, stalled attack animations and hovering under overhangs, and added a cooldown between perched egg attacks.
  • Fixed Ironback retreat lockups and close-range hammer hits, Pupa attacks stalling after target loss, Golems failing to return to idle after melee, and an asteroid barnacle crash after losing its target during a throw.
  • Fixed duplicate Xenostone Dripper shots, a crash when a dripper cast Homeward, and creature crashes from contact damage such as barricades and spikes.
  • Fixed Billy's death effects and dead Duglettes returning to idle when released from Pindlebags.

Crafting, building and survival

  • Scanning hangar hatches now unlocks hatch and valve recipes. Fixed raised-ladder scanning and valve targeting.
  • Blast Furnaces smelt twice as fast as Draft Furnaces. Corrected crafting-station suggestions.
  • Improved transfers to nearby refiners and processing in carried mortars.
  • Fixed cooking and potion ingredient consumption, saved potion sips, and interrupted drinking granting free effects.
  • Improved food, medicine and potion descriptions.
  • Fixed station contents being lost during disassembly and a Material Grinder crash.
  • Wireless Batteries now hold 1,000 energy and recharge at 10 energy per second on powered maps. Fixed charging, unloaded-area processing and reload issues.
  • Fixed fruit growth, duplication and regrowth problems, harvesting through walls, and tree taps accepting unsuitable plants.
  • Improved stepping over small obstacles and fixed Pioneer hatch buttons after hacking.

Inventory, item information and the HUD

  • Inventory Organize sorts by category and name. Automatic hotbar wheels sort alphabetically and remember selections across saves.
  • Fixed automatic toolbelt selections after crafting, combining or replenishing block stacks.
  • Added a bandage counter and corrected item categories, quick-slot defaults, ammunition counts and missing buff icons.
  • Fixed canceled drags, charger-window recovery, turret ammunition transfers and a hang involving nested bags.
  • Corrected item and construction previews across display scales, including corner-block rotation and flipping.
  • Improved equipment statistics, tooltips and descriptions that reflect character knowledge. Corrected Stimulant’s displayed duration to 15 seconds without changing its effect.
  • Fixed overflowing text, world-list scrolling glitches and a loading-preview rendering issue.

Controls, guidance and display settings

  • Added keyboard Toggle Run and Toggle Crouch, a rebindable Codex shortcut defaulting to F10, and expanded in-game Help.
  • Expanded display scaling up to 300% where supported, with improved first-run display defaults.
  • Added -windowed and -safe launch options, plus recovery from failed display settings. Safe mode preserves saved preferences.
  • Fixed aiming after window resizing, zoomed-out MEG laser rendering and Escape cancellation.
  • Learning a spell now opens the mnemonic and selects it. The Wrist Scanner can inspect housing on post-game Osiris.
  • Fixed stuck Seismic Imager interactions, incorrect scanner targeting, disabled interactions after crash landing, and tutorials or equipment resets appearing on later ship visits.

Multiplayer

  • Improved container-deposit recovery across reconnects and fixed cases of lost, duplicated, misdirected or stale items.
  • Fixed competing refinery transfers, rejected crafting ingredients, furnace ignition, printer jobs and refunds, and battery charging controls.
  • Refused world drops now return items to inventory.
  • Corrected delayed weapon updates, respawn equipment restrictions, Xenolith eligibility and friendly-fire melee handling.
  • Fixed offscreen robot deployment, retina-scanner feedback and interrupted dispenser rewards and animations.

Story, endings and post-game

This section describes changes to the final sequences and post-game systems.

  • Added a mass-driver hacking option for an alternate ending route, with payload-specific AGIS guidance.
  • mproved ending pacing, effects, music, projectile motion and framing.
  • Fixed interrupted shots and retries losing progress, duplicating payloads or returning to the wrong ship.
  • Ending completion now saves after the credits without replaying the cinematic on reload.
  • Post-game campaign worlds retain the original world’s size. Visiting post-game Osiris unlocks additional post-game worlds.
  • Corrected Source Mnemonic requirements, first grants and Artifact button visibility.
  • Fixed post-credits interaction and equipment problems, added four ending achievements, and updated the Home Xenoid Codex and Stein’s greeting.

Performance, visuals, audio and loading

  • Sped up world generation and removed spoilers from loading labels.
  • Fixed NPC wall-walking and problems with scanning, rendering, combat and interactions at the world’s horizontal join. Previously erased map areas need rescanning.
  • Fixed terrain-corner gaps and placed-torch lighting after loading.
  • Improved music playback recovery, animation loading and shutdown.
  • Fixed character previews overwriting escape-pod cargo, older-world loading crashes and nested-item identity problems.
  • Fixed a Linux startup failure and improved graphics and animation crash diagnostics.
  • Updated menu and loading-screen logos, music credits and player acknowledgements.

Modding and creator tools

  • Mods can override base-game JSON items while preserving recipe and save identities. Fixed depleted sprites and charge bars for modded batteries.
  • Mod Prep better protects projects, installed test copies and staged Workshop packages, preserves Workshop IDs and previews, and validates more translation tables.
  • Fixed Terrain Tool saving and preservation of unsaved edits. Expanded Content Database information and wiki exports.
  • Added Demina to the Windows modding tools and expanded the authoring guides. Demina requires the separate Microsoft XNA Framework 4.0 runtime.
  • Expanded Dev Mode altar binding, added /givealltablets, and added optional xenolith activation requirements for authored room doors.

As always, we love to hear your feedback. You're welcome to respond to us here or on the forums, join our official Discord server, or email us at playsignsoflife@gmail.com

Thanks for playing, folks.

This announcement was originally published by Sweet Dog Studios on Steam on Nov 9, 2026.

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Signs of Life

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