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The video games you played as a kid, mashed together and remade into a tactical roguelike.
The video games you played as a kid, mashed together and remade into a tactical roguelike.
The video games you played as a kid, mashed together and remade into a tactical roguelike.
944 backers pledged $18,143 to help bring this project to life.

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Ecosystem Campaign Ends in Three Days

Hello everyone, this is just a final reminder that the campaign for my next game, Ecosystem, is coming to a close. It will end in three days, on Thursday at 1:05PM EST / 10:05AM PST / 5:05PM GMT. I wanted to thank everyone who has supported it already; I really appreciate everything that all of you have done, for both Enemy and this new project.

Ecosystem is still working towards its funding goal. If you haven't backed Ecosystem yet and would like to see it get made, I'd really appreciate your support. You can visit the project by clicking the logo below.

Grow and modify an ecosystem, with simulated evolution by natural selection creating the lifeforms that inhabit it. All the creatures in the trailer evolved on their own in the game. None were hand-edited!

Nervous system of a creature that evolved in-game
Nervous system of a creature that evolved in-game
  • Virtual creatures evolve on their own to adapt to an environment you create.
  • Make and modify your animals' bodies, nervous systems, and high-level behaviors.
  • Diversity: play for thousands of hours and never see the same animal twice.
  • Deep simulation of the environment, with energy flow, nutrient cycles, currents, temperature, and more.
  • Manage unpredictable arms races between species and handle disasters, collapses, and extinctions.

Thank you for reading, and for all your help with Enemy.


New Game Announcement: Ecosystem


Hello everyone! It's been awhile since the last Enemy Kickstarter update, for the public release of the game. I've been working on a new project ever since then, and I hope you'll consider checking it out now. This community was really one of the best I've ever been a part of, and I would be happy to have any of you as part of the community for Ecosystem as well.

Ecosystem is a game about life and its interactions. At its heart are evolving virtual lifeforms, who grow from synthetic DNA and live in a physically-simulated ocean.

This synthetic DNA encodes everything about a creature, from skeletal structure to skin, from joint-types to mental processes. The genetic code of a creature can mutate, combine, be spliced with other species, and be directly modified by the player.

To swim, creatures don't just play an animation. They move like real sea-life, applying torque at their joints to push against the water in a way coordinated to propel themselves forward. Working within this physical simulation, evolution can produce an enormous variety of body shapes and swimming styles.

Creature brains are also encoded in DNA and subject to evolution. The neurology of a virtual lifeform is a pipeline computer where, every moment, data from sense organs is passed through a network of neurons and finally contracts a muscle in a specific body part.

A wide variety of different creature populations share a single environment, where they swim, graze, prey on each other, and have children. The fittest creatures pass their genes along to their children, and over time a world of strange and unique creatures is born.

Evolution of a single species, selected for swimming ability
Evolution of a single species, selected for swimming ability

Public Release and a Note of Thanks


Hi everyone! The hour is finally upon us. Beginning right now, Enemy is live on Steam and available to the public! I hope you've all had a good time playing the game and that it has lived up to your expectations. If you liked the game, it would really help me out if you would consider reviewing it on Steam and telling people about it, whether they be your friends, people on forums, or YouTubers.

It has been a long two years. The game ended up being so much more involved than when I first conceived of it! I've really enjoyed making updates and hearing back from all of you. Your support was a huge help for me and kept me going through the long development process. So I wanted to say thanks. For me, this community has been better than I honestly even thought an internet community could be.

Thank you,

Tom Johnson

New Public Release Date: March 17th


Hi everyone, this is just a quick update to let you know that the public release of Enemy has been moved to March 17th to get in some last-minute polish and fix a few remaining issues. That's a five day delay; sorry about that! I know that all of you already have the game, so I hope this isn't too much of a problem for you.


Tom Johnson

Development Update: Features Update and Public Release Date


Hello everyone, and welcome to the March update! This is just a brief writeup to let you know about new features in the latest update and to announce the date of the public release of Enemy:

Quite a few new features were added to the game in today's update, largely based on suggestions from players. Much of the terrain has been reworked to improve gameplay. Mountainous regions are now easier for both player characters and enemies to traverse, allowing for more open combat and requiring less complicated paths to get where you want to go. These changes should also resolve issues where enemies on high cliffs could attack you without warning and with little room for defense or counter-attack from your squad.

On the gameplay side, I've reworked how fire spreads and how berserk characters behave. Fire used to spread very quickly along places where there was kindling, but would also burn out quickly and do little-to-no damage to structures. Now, it spreads more slowly, but with each turn it gradually destroys the structures that are burning. It also spreads one square each turn even to squares that don't have any flammable objects, so you can no longer just safely stand next to fire.

Previously, berserked characters would repeatedly attack random locations, which were usually empty. Now, they repeatedly attack the nearest person who isn't on their team. This can make it easier when your squadmates panic, but it also means that when enemies go berserk they will likely still attack you. You can see whether an opponent is fleeing or berserked by hovering the cursor over them, and they also have different dialogue when one of your attacks triggers them to go berserk.

You can now fast-travel past cleared zones on the map menu, similar to the system in the Jagged Alliance games. So, as you make your way through the world, you will see your zone of control gradually increase. The map menu also has a notification if you are about to head into a zone that is much higher level than you, so that exploring off the beaten path isn't so likely to get you killed.

There are a few usability improvements as well. One of the main ones is that, when you are choosing an action, the game will now display the path to your current target (or the throw arc, or the projectile trajectory) so that there won't be any ambiguity in what your character is about to do. Hovering the cursor over characters will now also bring up a tool-tip with information on them. Tool-tips also explain what the various buttons on the in-game menus do.

That's all for this update! Thanks for reading.