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The Bibites 0.6.3: Corpses and Seasons

The Bibites: Digital Life · Community Announcements · February 26, 2026

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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!

[p align="start"]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. 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)

[p align="start"]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!!

[p align="start"]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....

[p align="start"]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)

[p align="start"]This can be sped up with attacks from other bibites, or even collisions.

[p align="start"]As this happens, the bibite will slowly turn ashen, then red when getting close to 0 integrity.

[p align="start"] Also, as they decay, corpses will start looking less like bibites, and more like meat to other passerbies.

[p align="start"]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

[p align="start"]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!

[p align="start"] 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

[p align="start"]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

[p align="start"]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:

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