
Feel like the star of a martial arts film in Overgrowth, as you jump, kick, throw, and slash your way to victory. Free the rabbits from their evil overlords in the main story, then play through the prequel story, and finally, try out nine years of mods developed by the community, or create your own!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 847 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I still remember being younger, stuck on a dusty old laptop that could barely run YouTube, spending hours watching Overgrowth videos. Back when Wolfire would upload devlogs and those physics-defying rabbit fights would pop up in montages or weird sandbox experiments. I was hooked. Not just because of the combat (which looked insane), but because the game felt like a living, breathing world — raw, untamed, and strangely beautiful. I always told myself: "One day, when I finally get a proper PC, I’m going to play the hell out of this game." Fast forward a few years, I built my rig, found Overgrowth on sale, and let me tell you — it was worth the wait. The combat is brutal, responsive, and unlike anything else I’ve played. Every punch, kick, and thrown object feels weighty. You can flip over a wolf and stab them mid-air or accidentally yeet yourself off a cliff while trying something cool — it’s janky in the best way. No two fights ever feel the same. It rewards creativity and punishes carelessness, which makes every encounter feel intense. But Overgrowth isn’t just a combat sandbox. There’s actual lore, surprisingly solid campaigns (the fan-made ones are great too), and moments of quiet reflection that I didn’t expect. You’ll go from sprinting across sand dunes in a desert village to sneaking through snowy mountain passes, all while playing as a kung-fu rabbit trying to survive in a world that doesn’t hold back. The movement system is also a huge part of the charm — it’s got this fluid, parkour feel that makes just traversing the environment fun. Climbing rooftops, vaulting over ledges, wall-running — it all works seamlessly when you get the rhythm down. Sure, it has its quirks. The AI can be wild, the story pacing is odd in places, and it’s not a AAA polished experience. But that’s part of what makes it special. It feels like something crafted, not manufactured. If you’re someone who loves physics-based combat, freedom of movement, and gritty low-fantasy settings — or if you just want to finally play something unique and create sick cinematic moments — don’t sleep on this one. Overgrowth isn’t perfect, but it’s unforgettable.
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 7: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is alright but not worth the money ($20 + $10 for DLC). I also wish everyone at Wolfire Games a very pleasant retrograde ejaculation.
I think this was Wolfires one entire attempt to make a game that wasn't just a "concept" but like, an actual [i] game [/i]. I don't think a single game had me invested in its future as much as this one did, the art-style was incredible, combat was fun and intense, gore was brutal and unique. There wasn't a game that felt more samurai than this one (except for maybe Kenshi), even Ghosts of Tsushima doesn't give me that underdog badass in a brutal world feeling, despite being a literal samurai game. I even read the entire webcomic, I was invested in the world and I constantly checked for updates. But alas it was abandoned, much like this game. Not to be too harsh, even if I feel the end product is underwhelming compared to my expectations, this is still a 20 dollar game from wolfire. Was I expecting a LOTR level of lore and media made about a game with anthro animals brutally murdering each other? The game was in development for years feeling like it had a long road ahead until suddenly boom, "final update: there's a "story" now bye bye"! And that was that. As much as I may ♥♥♥♥ on the frankly depressing loss of interest the dev studio had, it was probably our fault in equal parts, for expecting so much more. Idk if wolfire is even around anymore so i shouldn't get my hopes up for 3rd game in this series. Look I've yapped long enough on how i wish we got more but, this review is still postive. Because i cant deny that even as bare-bones and "conceptual" this game is. It's still a blast to place a few dudes down in a sandbox map and hit a meaty dropkick right on their stupid face. Its also hilarious to try another dropkick just for the enemy to see it coming and let you whiff it completely, resulting in you crumpling up like a wet rag. I wish someone bought the rights to overgrowth and made a dark souls esq adventure with it, but there technically isn't anything stopping you from doing that for free. The sandbox editor is pretty straightforward. Theirs even plenty of decently high quality mods out there, maybe not on the level of Skyrims modding scene... but still pretty good. Tl;dr: Maybe someday I can get a full overgrowth game that maximizes the potential of this world, but for now you got a 20 dollar concept title that offers surprisingly a lot for just a concept, with a easy sandbox editor that you can use to become a part of a old but gold modding scene. If you like samurai games, with brutal and lightning fast combat, then you found a home.
After all these years, it still feels like an early access tech demo. Can’t recommend it, though sadly it is a game serving an undeserved niche. Also, the devs are blaming Steam for its games underperforming rather than this trend of releasing tech demos
Really interesting concept, impossibly frustrating. Parkour feels awkward, I've bounced right off walls I barely touched or intended to climb. Falling the entire distance to the ground repeatedly while trying to clear a section makes me want to beat my head against a wall. Even dying from combat feels like it takes forever. If I had to guess, probably about a quarter of my play time has been spent dying. The stealth and assassination mechanics are reasonably good and even satisfying to pull off. The actual combat drives me ♥♥♥♥♥♥♥ crazy. It is so close to being awesome but falls short in every way. Hitboxes feel broken. Over the course of Lugaru and Overgrowth's story I've killed from ridiculous distances by every enemy in melee(not thrown weapons). My attacks occasionally seem to phase through enemies. Having blown through the story on expert twice, I still have no idea how you are supposed to block/reverse an attack reliably. I've read that this can be done by timing the grab+a direction but it feels like pure luck. Enemies can grab you out of the FIRST SWING YOU TAKE on them, and absolutely will adapt to your attack patterns, but the options for attacking are so limited that even landing hits feels like luck. The late game enemies have practically zero down time, I was getting cut down by a downed enemy before the ♥♥♥♥♥♥♥ animation played of a sword moving or him getting up. Being above or below an enemy is never safe ever. Wolves and dogs swat you out of the sky when you try to use the only attack that is effective on them. There's a lot to like about the game but you REALLY have to overlook it's flaws to derive any enjoyment from this. It's cool, but is almost comparable to a roblox game. Almost certainly not worth $20, get it on sale.
I love the movement of the game and the fighting mechanics they are very fun to play with. The combat levels are not hard because you can use the dropkick every time, but the only thing that is kinda hard is the parkour and I like that. What i don't like about this game is the use of to much loading screens, but aside that the game is well optimized and it is definitely worth trying.
Ever wondered what those Unreal Engine demakes with Nintendo characters would play like? Here's your answer. Overgrowth, the Lugaru sequel with the hefty development time of 9 years feels like a glorified tech demo being sold as an unfinished product and is not much any better than its predecessor. Prettier graphics and "smoother" gameplay is the type of modernization you'd expect as a step up from shareware to retail release, the game can look decent to outright horrendous at times, while the gameplay leaves my brain numb most of the time. Losing 2 moves aside (animal style run and its tackle) and removing one of the most annoying caveats with combat (being able to get reversed just by jumping) its the same "high stakes quick combat and parkour" as the original but "refined", and that label can only be used for the latter, its not perfect and it leaves a lot to desire for but it is an improvement, the combat is not. Having a key you use for moving forward as the roundhouse kick trigger is poor control design, however the entire combat is half-baked as I can hold down the attack key and either A) keep hitting my enemy, B) get reversed and one-shot by getting kicked in the head or sliced. The jump kick is still as overpowered as ever before, I cheesed through fights abusing it and you did too. This is just the fault of Lugaru's combat feeling exactly the same as Overgrowth's which is something they should have avoided with a sequel because it is an insanely dated, dysfunctional combat system. Stealth feels like a joke because objects or sights you'd deem as concealed do not have such a parameter and your best bet is to sneak up behind enemies while remaining undetected, it might as well not exist. Weapons are a coin flip if they are worthwhile using or not, just use knives as throw fodder because they won't kill enemies in 2 swings. The setting and story is a unique backdrop, but bad gameplay doesn't remedy it. The main story had visual variety but the tasks were always "go to [X]" or "kill [Y] baddies". This is prominent across every campaign, official or custom, which brings to my next point of them implementing user-made campaigns as official content as a substitute for lack of content. You get 4 arenas under "mods" with one of them having a score / difficulty scale but that's it, variety ends with "throw fisticuffs or blades" and "its either a one-on-one, free-for-all, or a team fight". Under included modifications you get a bunch of test maps, but they are test maps so what are you gonna do about them? The workshop scene was dead on arrival with scarce uploads every blue moon, open source my ass. Therium-2 is unfinished to the extent of it having 2 missing endings, you can just run past most of the enemies and keep going into the gates and ignoring tidbits that don't really convey much, while Drika's Story was such a snoozefest with only 3 fights and a narrative about existentialism. To think this game costed 40 dollars before going open source and halving the price makes me feel bad for early supporters of the project, they saw potential and were under-delivered. Wolfire has been doing asinine practices such as suing the very storefront they are selling this game on, (even if Valve have a monopoly on said market) and shutting down their forums where the vast majority of custom content was being hosted, they have gone radio silent and there isn't any signs of them making this game what it wanted to be.
A game with a great premise and combat system, simply abandoned without any of the offical content really utilizing the systems instore to their fullest Feel free to get it if you truely want to, i just cannot with a good hear recommend it fully
godlike ragdoll game with really fun combat and stuff (im not a furry)
Hello procrastinators! I miss the good old days This takes me back
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