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Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments.
Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments.
5,953 backers pledged $144,960 to help bring this project to life.

More actions + changes on skills + vector & pixel

Posted by Asthree Works (Creator)

A Greener Paradise

How are you humans? Long time since last update. As we always say, we are super focused in the making of the game so our apologies for the delay. Right now our top priority is to improve all the material we had of Paradise Lost in almost every possible aspect, from graphics to gameplay. Here's a sneak peak of the things we are working on.

Nature knows best

One of the key features of PLFC is that Subject W is able to handle a lot of elements in the environment, from activating buttons / levers to seek hideouts in the nearest objects to go unnoticed.

As the map evolves we think of new ways to break your head as you progress, giving greater depth and complexity to the experience. Talking about interactions, here you can see how W recovers health with a water bottle from a vending machine and some of the stage elements that you could use to hide from different positions such as lockers, drawers, boxes... (beware, many can be locked!)

Growing a more beautiful plant

As you know the enhancement of animations is very important for us, that's the reason we are polishing every single aspect of the game in the best way we can. Below you can take a look at the differences between the old and new skills, and as stated earlier, many of them are redesigned to improve the way you advance, not only visually but playable.

The camouflage is a simple yet effective skill that helps the plant go unperceived to the enemies around, as long as it remains still, adding new capabilities such as stealth movement as you level it up. We realized that showing a simple transparent effect to the character looks too poor, so we added a shader that creates a "Predator" effect reflecting the background as you move.

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The old spore and decoy abilities were designed the same way, with the plant raising a vine to the head extracting and throwing the seed of both skills. We decided to differentiate them with new animations that also change the way they are used, giving more variety.

The decoy will help the player both solving puzzles and infiltrating / reaching inaccessible areas going unseen. As we tested it we realized that throwing the seed away of you made the use of this skill easy and unchallenging... so we gave it a twist. Now the seed is planted next to you so you'll have to calculate precisely the distance before it rots. Also, the anim has been detailed to make a better contrast with the stages.


The gas spore keeps its functionality but we wanted to make a new animation for it, based on the seed dispersal that make some plants in real life, similar to the Ecballium elaterium. In the anim W contracts its leaves and shoots the spore, reacting when it reaches the ground.


The shell, formerly known as shield, serves not only as defense, it's also a weapon to knock out enemies and a tool to break surfaces or move items hitting them. In terms of design hasn't barely changed, we've simply polished the animation scheme.


The spine that controls the enemies from distance has also been redesigned, improving the fluidity of the vines as it creates the thorn.

Vector & pixel love

From the beginning we wanted to include new effects an vector graphics (as you can see in the use of non-pixel fonts for the texts) that mixes different aesthetic styles, being careful that every piece fits perfectly and gives an homogeneous look. Old and new does not have to be incompatible.

One of the first things that was designed in PLFC was the skill wheel that displays all the abilities that you can use... but as we added new effects, fonts and vector menus, we realized that this design remained a little archaic and nonfunctional. This redesigned wheel presents more recognizable icons and shows the number of items that you can use related with the ability gauge.

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In future updates we will show you more details of the design and playable interfaces, based on clean and elegant curvilinear forms. As always we hope you enjoy the game as it evolves, and please, be patient with us... all these changes are taking us longer that we expected but they actually enhance a lot more the game experience, and that is our main goal.

A tentacular hug to all of you!

PS : looking at this kind of stuff help us design puzzles (lol)

sirvorn, SilverLimit, and 52 more people like this update.


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    1. Asthree Works 2-time creator on

      @Robert Silesius I've also thought about including the reflection on the actual machine. I'll try it this week to see if fits well with the new volume.
      About the overshadow, we realized that the water animation went unnoticed with the old one, so we decided to make a gradient to contrast and give perspective so it matches better with the rest of objects.

      With the shell I rotated the frame in PS, but only to match the solid structure cause it breaks diagonals and displace the pixels. All the interior shapes were remade in Pixen. Everytime I open the shell anims I want to polish them, so I'll probably do minor changes... But some time I will have to stop and move on :D

      Thanks for your opinions and support!

    2. Missing avatar

      Robert Silesius on

      Art comments: The old drinking machine had a nice highlight to make it glossy which the new one lacks. The darker, yet less contrasty scheme also feels weird without seeing a background. Then the new shell, while more animated, now looks like a pine cone instead of a (snail) shell. I'm guessing you just rotated it in Photoshop without manually adjusting the pixels, because it looks really messy now.

      The other stuff are nice improvements, but the two I mentioned are not, so here's hoping you'll be working further on them!

    3. Missing avatar

      Alyssa Argento on

      Fantastic, interesting update. Thank you W!

    4. Danny Occhipinti on

      Thanks for the update!! I like the plant creature's camouflage!! A new added bonus I get!! :)

    5. Austin48 on

      I like the new spore animation. Makes it feel more alien and plant like versus a alien with human characteristics ie. the old animation much was very similar to how a human would throw an object. That's still my problem with the thorn animation, feels to human. Just my opinion. Thanks for the awesome update and I can't wait for the beta!! :D

    6. Sten Kroonenberg on

      Nice update! Animations look spot on!

    7. DeafTard on

      Love it!!!! I was surprised to see an update today and hopefully there are more in the future!

    8. Eric S Turgott Jr on

      Love the new stuff! One thing I noticed with the new idle animation (dunno if it's because of my animator eye) was that the looping is not as smooth as the old animation, it's clipping kind of. I noticed it in the GUI video. Otherwise great work guys!

    9. Daniel Berke on

      Those new animations look great, and I love that new vector menu! I feel like it still fits well with the pixel background, and looks great. I hope more or all of the interface looks like that. Really looking forward to this game!

    10. Zombra on

      I dislike the new animations that make Mr. Plant "fatter" with more vines. His "body" looks more like an undifferentiated mass of swimming pixels than it used to. Or to be more colorful, more like 20 pounds of uncooked spaghetti in a washing machine for no reason. The earlier ones with fewer strands look more coherent. One zebra's opinion.

      But this is just being picky. Very much looking forward to the game :)

    11. Shevai Asan on

      You guys are on the right track; I'd rather you take your time and make the game YOU want to make, than rush it and give a lack-luster release.

      Kickstarter is so you have control over the development time, and I'm fine waiting until you guys say it's ready than complaining and wanting it ASAP.

      Love what I see, keep it up!

    12. ScaniX - Silent / Friendly / Axe owner on

      Those animations look really, really awesome. I can't wait to see it in action and play it myself. :)

    13. frederic tarabout on

      Really nice changes guys.
      Great design decisions on the animations, it greatly improves readability as well as the personality in it.

    14. Alexis Bogue

      I love the new animations. They're giving me Day of the Triffid feels!

    15. Sir Jordi

      excellent update!
      I only hope that smart octopus do not split into purple tentacles which wat to take over the world.. :P