Some users find Eufloria to easy and some find it too hard. However, you can ask for help on Discord in the #eufloria channel. You can also skip levels by going to the Options menu and choosing Unlock Features/Levels. The numbers refer to the Story Mode Chapters.
Rudolf once described it as Space Gardening! Other than that, it’s an RTS game that anyone can play, casual or hardcore gamers. Give it a chance – you may be surprised how addictive it is.
The original Eufloria was developed in C# for PC, and was released on various stores including Steam. It was then rewritten in C++, with many enhancements, and released on PSN. The iPad version was based on the PSN build, but was further enhanced and significantly polished up for new audiences. This became known as Eufloria HD and is now also available on several other platforms. Eufloria Classic is a slightly different game so many people have both.
Anyone who bought the game direct from us or from Steam can get a free upgrade. Steam users will be offered it automatically. Other users should contact us with proof of purchase.
At the time of writing it's been released in some form on PC, Mac, Linux, Switch, PSN, iOS, Android and BlackBerry PlayBook. There is also a Japanese version on PlayStation Mobile.
Dyson was the prototype version of Eufloria. It was not so much a demonstration version but our old Independent Games Festival showfloor demo.
You can download it here.
Unfortunately many older titles are being problematic to find or download from the old PSN store. Please contact Sony if you have this issue.
An earlier version of the game called Dyson was developed for the TIGSource Procedural Game Competition. It was originally partly inspired by the work of theoretical physicist Freeman Dyson, and has been available as a freeware exploration of procedural gameplay. Freeman Dyson hypothesized a terraforming tree that would help exploit and colonise asteroid fields, and has written frequently about self-replicating autonomous robots. A further inspiration was the work of Phillip K. Dick (Especially the story Autofac, about a never ending war) and people like Karl Simms, one of the trailblazers in the field of evolutionary AI.
An interview with Rudolf produced this quote about the origins of the game:
“Well, it was a combination of factors. I always wanted to do a procedural asteroid mining game, and Alex was already working on procedural stuff for his game Deadrock. Alex suggested we inverted the gameplay so instead of creating things inside asteroids we “grow” them on the outside. The floral theme was added, and Alex came up with the look.“
The game later adopted a commercial dimension, and to reflect this reality the game’s name changed to Eufloria, then Eufloria HD in its most recent incarnation, chosen out of 400 entries offered in a renaming competition. The name changes partly came to be because the game had grown so far beyond the original release that it made more sense to introduce it as a separate title.
Unlike most games, Eufloria has been iteratively developed. With each new platform, more has been added to the game and the level of polish has increased.
The fully independently developed game was an Independent Games Festival finalist and the festival’s Grand Prize and Direct2Drive Vision award nominee. It has garnered a large and loyal online following, and many rave reviews in various publications for its earlier incarnations. The original Eufloria had a thriving modding community that regularly came up with amazing new content for the game. Eufloria HD, once released in final form, will contain new modding options.
The game was also selected for the Tokyo Game Show – Sense of Wonder Night, where we presented some aspects of the game in this ten minute talk.
It was on iOS in 2012 where the game really came into its own, being Apple’s Game of the Week, and where it garnered more praise than we ever dared hope for. Eufloria was even nominated for a BAFTA in 2012, and we hope that the game will continue to entertain and surprise people.