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Steam News13 February 20264mo ago

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Thank You for Your Feedback and Suggestions Thank you so much for your reviews and feedback on my game. I am reading through every single Steam review and discussion board post.

In this update10

Full notes

Full ANLIFE: Motion-Learning Life Evolution update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes7 additions11 changes1 removal
  • Gameplay
  • Maps
  • UI and audio
addedGeneration LogicAdd conditional spawn settings (e.g., only for a limited period, only during specific times)
changedAdjustment OptionsAllow detailed settings for artifact spawn frequency, amount, interval, and density
changedAdjustment OptionsAllow spawn frequency settings for each specific type of food within artifacts
addedDisplay & EcologyGive food reproduction cycles and lifespans to add depth to the ecosystem
changedDisplay & EcologyAdjust behavior so individuals don't stop easily at long-range food points, encouraging movement/exploration
added3. Predators & Carnivorous EvolutionAdd learning functions and detailed options for predators

ANLIFE: Motion-Learning Life Evolution changes

addedAdd conditional spawn settings (e.g., only for a limited period, only during specific times)
changedAllow detailed settings for artifact spawn frequency, amount, interval, and density
changedAllow spawn frequency settings for each specific type of food within artifacts
addedGive food reproduction cycles and lifespans to add depth to the ecosystem
changedAdjust behavior so individuals don't stop easily at long-range food points, encouraging movement/exploration

Thank You for Your Feedback and Suggestions

Thank you so much for your reviews and feedback on my game.

I am reading through every single Steam review and discussion board post.

I have reviewed and categorized all feedback received as of February 13, 12:00 GMT, and am managing it in my development task list. I am currently prioritizing these items to determine the next steps.

I am reading the original text of every review multiple times. I am aware of nuances and requests that could not be included in the bullet points below. If you have any further requests, please let me know on the discussion boards.

Development Task List:

1. World Scale & Population

  • Significantly increase the upper limit for world expansion

  • Significantly increase the maximum population cap

2. Food System (Generation, Settings, Appearance)

Generation Logic

  • Generate food automatically on the ground, not inside the artifact

  • The automatic food generation system is too simple; please improve it

  • Add conditional spawn settings (e.g., only for a limited period, only during specific times)

Adjustment Options

  • Allow detailed settings for artifact spawn frequency, amount, interval, and density

  • Allow spawn frequency settings for each specific type of food within artifacts

Display & Ecology

  • Allow hiding of food points and range display objects

  • Allow adjustment of food transparency

  • Change the appearance of food based on location (Land/Sea/Sky)

  • Increase food variety (trees, rooted plants, pullable food, climbable large trees, etc.)

  • Give food reproduction cycles and lifespans to add depth to the ecosystem

  • Adjust behavior so individuals don't stop easily at long-range food points, encouraging movement/exploration

3. Predators & Carnivorous Evolution

  • Allow users to create and configure predators, rather than using pre-set ones

  • Add learning functions and detailed options for predators

  • Implement evolutionary changes in diet, such as low-probability mutations from herbivore to carnivore

  • A mechanism where organisms can evolve predation (carnivory) on their own

  • Add ecological roles other than predation, such as parasitic organisms

4. Evolution/Learning System (Physics & Experimentation)

  • Learning results are biased towards "moving to food"; please expand objectives and visualization

  • Improve learning to encourage movements that utilize body characteristics

  • Add learning conditions (e.g., ban grounding specific parts)

  • Improve physics for sea/sky, especially the tendency for flight to become hovering

  • Add pathways to make flying generation/evolution less reliant on luck (e.g., aiming for aerial food)

  • Expand mutation types, evolution variables, and evolutionary pressures (fire/destruction, etc.)

  • The "Charred -> Complete Stop -> Wait for Death" sequence during fire is too harsh

  • Underwater is biased towards swimming; allow for bottom-crawling or amphibious evolution

  • Internal parameters are a bit of a black box; allow users to check "what is strong/weak" and "why that evolution occurred"

5. Phylogenetic Tree & Individual Management UI

  • Keep names/records of named individuals in the tree even after death

  • Do not remove extinct individuals from the evolutionary tree; keep them as history

  • Improve the visibility of extinction indicators (white display) with color coding or marks

  • Allow users to set species names/classification names

  • Allow retention of specific individuals or direct ancestors when recreating the phylogenetic tree

  • Fix the bug where the evolutionary tree angle breaks and becomes unviewable

6. Creation, Terrain & Biomes

  • Implement a mode to create bodies like in "Graffiti Kingdom" (Rakugaki Oukoku)

  • Increase options for adding/editing parts, shapes (polygons, etc.), colors, and body part types

  • Increase the evolution block limit

  • Expand terrain freedom (caves, floating islands, layers)

  • Create environments where terrain-adaptive evolution (e.g., legs for climbing cliffs) is effective

  • Change learning environments from fixed to variable and add a biome creation tool

7. Tempo, Idle Play & Progression

  • 3x speed is

Source

Steam News / 13 February 2026

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