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Steam News26 February 20264mo ago

The Bibites 0.6.3: Corpses and Seasons

It's been a long time coming, but 0.6.3 is now out for the full public! We have a lot of new stuff to cover, so let's get right into it: Settings Animators / Seasons You can now create animation curves for settings, so

In this update5

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Full The Bibites: Digital Life update

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What changed

5 fixes9 additions3 changes0 removals
  • Gameplay
  • Balance
  • Maps
  • UI and audio
  • Fixes
addedIt's been a long time coming, but 0.6.3 is now out for the full public! We have a lot of new stuff to cover, so let's get right into it:
addedSettings Animators / SeasonsYou can now create animation curves for settings, so they change gradually and automatically over time!
addedSettings Animators / SeasonsYou can specify any number of settings to follow a given curve. You only need to specify the base for each, and the settings animator will take care of the rest! The curves function multiplicatively, so that's why it's important to pick the bases correctly. In the example above, since the curve oscillates around 1.0 with an amplitude of 0.5, this means that the global fertility will oscillate around 10uE, with an amplitude of 5uE. Every 10h, the fertility will increase to 15uE, go back down to 5uE, and then return to 10uE, to then repeat the cycle. This had to be done so a single animator could animate many different settings together, even if they had wildly different scales and ranges. Steam post image Since the animation curve is a spline that you can edit pretty freely, this allows you to make pretty much any curve you want ([CTRL + Click] to add/remove points)
changedCorpsesCorspes have been a requested feature for a long time, so it was about time I delivered! Now, when bibites have their health drop to 0, they won't explode into meat anymore! They will turn into a corpse! A bibite, but brain dead, and with no active processes, that will slowly decay... and then explode into meat....
addedCorpsesThe idea is that corpses will help make scavenging more viable, extending the period for which meat will stick around and remain a viable food source, but also facilitate the evolutionary pathway from scavengers to carnivores. I also added a few fun functionalities, like Reviving corpses
addedMulti-SelectionYou can now drag your mouse across the screen to select multiple entities at once! It will select all bibites, eggs, and pellets, and allow you to get information across an area, or delete everything at once!

The Bibites: Digital Life changes

addedIt's been a long time coming, but 0.6.3 is now out for the full public! We have a lot of new stuff to cover, so let's get right into it:
addedYou can now create animation curves for settings, so they change gradually and automatically over time!
addedYou can specify any number of settings to follow a given curve. You only need to specify the base for each, and the settings animator will take care of the rest! The curves function multiplicatively, so that's why it's important to pick the bases correctly. In the example above, since the curve oscillates around 1.0 with an amplitude of 0.5, this means that the global fertility will oscillate around 10uE, with an amplitude of 5uE. Every 10h, the fertility will increase to 15uE, go back down to 5uE, and then return to 10uE, to then repeat the cycle. This had to be done so a single animator could animate many different settings together, even if they had wildly different scales and ranges. Steam post image Since the animation curve is a spline that you can edit pretty freely, this allows you to make pretty much any curve you want ([CTRL + Click] to add/remove points)
changedCorspes have been a requested feature for a long time, so it was about time I delivered! Now, when bibites have their health drop to 0, they won't explode into meat anymore! They will turn into a corpse! A bibite, but brain dead, and with no active processes, that will slowly decay... and then explode into meat....
addedThe idea is that corpses will help make scavenging more viable, extending the period for which meat will stick around and remain a viable food source, but also facilitate the evolutionary pathway from scavengers to carnivores. I also added a few fun functionalities, like Reviving corpses

It's been a long time coming, but 0.6.3 is now out for the full public! We have a lot of new stuff to cover, so let's get right into it:

Settings Animators / Seasons

You can now create animation curves for settings, so they change gradually and automatically over time!

You can specify any number of settings to follow a given curve. You only need to specify the base for each, and the settings animator will take care of the rest! The curves function multiplicatively, so that's why it's important to pick the bases correctly. In the example above, since the curve oscillates around 1.0 with an amplitude of 0.5, this means that the global fertility will oscillate around 10uE, with an amplitude of 5uE. Every 10h, the fertility will increase to 15uE, go back down to 5uE, and then return to 10uE, to then repeat the cycle. This had to be done so a single animator could animate many different settings together, even if they had wildly different scales and ranges. Steam post image Since the animation curve is a spline that you can edit pretty freely, this allows you to make pretty much any curve you want ([CTRL + Click] to add/remove points)

And the ability to create as many animators as you want allows you to create environments that are a lot more dynamic and interesting

Corpses

Look at all these disgusting, decomposing corpses!! Steam post image

Corspes have been a requested feature for a long time, so it was about time I delivered! Now, when bibites have their health drop to 0, they won't explode into meat anymore! They will turn into a corpse! A bibite, but brain dead, and with no active processes, that will slowly decay... and then explode into meat....

Corpses will slowly decay based on their previous metabolism (simulating their remaining metabolic processes slowly cannibalizing their carcass's integrity to hang on to existence)

This can be sped up with attacks from other bibites, or even collisions.

As this happens, the bibite will slowly turn ashen, then red when getting close to 0 integrity.

Also, as they decay, corpses will start looking less like bibites, and more like meat to other passerbies.

The idea is that corpses will help make scavenging more viable, extending the period for which meat will stick around and remain a viable food source, but also facilitate the evolutionary pathway from scavengers to carnivores. I also added a few fun functionalities, like Reviving corpses

Multi-Selection

You can now drag your mouse across the screen to select multiple entities at once! It will select all bibites, eggs, and pellets, and allow you to get information across an area, or delete everything at once!

Steam post image I still want to improve it in the future, but I didn't want to push the release even further, so I figured it was best to get you all at least a minimal functional tool that we can expand on in the future. For this reason, I recommend using this mostly when paused, because the selection won't update when things are running around, getting eaten, and so on.

We also improved selection in general, being more forgiving with having to exactly click on a bibite to select it

Two New Towers

The Rad Tower produces a zone of Radiation, which will gradually increase the mutation level and intensity of bibites that remain in the vicinity. The longer bibites stay around, the more mutated their offspring will be

The Pheromone tower will produce pheromones (in the combination you desire) at a given heading. This will allow you to create more interesting pheromone landscapes for your experiments.

Other Changes and Fixes:

  • Added User settings to control how long auto-retargeting should wait (to allow to witnessing the death) and to choose wether going to next should happen right when the bibite dies, on after its corpse decayed

  • Reworked how one-time spawn settings work

    • Added an indicator to display how many were spawned

    • Added a button to reset the count, and restart the one-time spawn process from 0

  • Added simulation setting to control decay rate of corpses

  • Improved selection, so now you'll be able to select bibites even if you're not a professional Osu! player

  • Added a setting to tune how forgiving the improved selection is

  • Fixed Red Death Damages still taking effect after the bibites leaves the dangerous area

  • Fixed pellets tooltip being misplaced for non-standard screens

  • Fixed bibites with no hidden nodes and saved placement crashing the brain diagram

  • Fixed most settings going negative crashing the game

  • Fixed Saved Scenario not showing up before the Scenario Select Panel is opened back up

Source

Steam News / 26 February 2026

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