Skip to content
Evil Engine home
← All games
Mounts Phoenix

Overgrowth

Mounts from your own install with the game's built-in campaigns laid over it. Each level's sky converts, but the levels themselves don't yet, and nothing shows on screen.

Ticket
#018
Checked on
Steam, Linux
Last checked
November 1, 2026
Files
21,499
Mount
overgrowth/pc/5583

Mounting

3 of 4 done
  • Done

    Finds your copy

    Picks up the install on its own, from Steam or wherever it lives.

  • Done

    Reads every file

    Every file reads straight from your copy, in the order the game itself looks them up.

  • Done

    Matches players' copies

    Your copy is fingerprinted from its own files, so a server can check everyone's match without sending any game content.

  • Partial

    Brings its mods

    Workshop mods mount, checked on test installs. Mods in your own mods folder are found and fingerprinted, but stay off for now.

Converting

0 of 4 done
  • To do

    Models

    Its models turn into Evil Engine models.

  • To do

    Textures and materials

    Its textures and materials turn into Evil Engine's own.

  • To do

    Maps

    Only each level's sky so far, baked the way the game bakes it when a level loads.

  • To do

    Sounds

    Its sounds turn into Evil Engine sounds.

In game

0 of 3 done
  • To do

    Shows on screen

    Converted content actually draws in Evil Engine.

  • To do

    In the spawn menu

    Its props and models land in your spawn menu, no Plugin needed.

  • To do

    Maps you can visit

    Pick one of its maps from the menu and fly around inside it.

Where it stands

Evil Engine finds Overgrowth on its own and reads it the way the game does. The game’s own campaigns and menus ship as eight built-in mods, and they’re laid over its Data folder just as the game lays them, for a little under 21,500 files. Overgrowth’s engine is open source, which helped: the rules for where each file comes from were read from Wolfire’s own code rather than guessed.

Your copy is fingerprinted in parts: the props, the characters, their moves and weapons, each of the 70 levels the campaigns use, and the scripts, sounds, dialogue and settings. Every file matched Steam’s own checksums. Each level’s sky also converts, but the levels themselves don’t yet.

Known issues

  • The game’s own files point at 374 files the install doesn’t have, mostly editor thumbnails and campaign characters that never shipped. Each is noted rather than guessed at.
  • The machine translations that come with the game start off, as they do in the game, and can’t be turned on yet.
  • In a converted sky the sun isn’t at its full brightness yet, and below the horizon it’s black, where the game draws its land in a separate pass.
  • When a texture ships both as its original and as a baked copy, which one gets used follows the game’s code, but hasn’t been checked against the game running.

Next up

  • Checking which baked textures and models the game really uses, against the game itself.
  • Converting its models, animations, skeletons and levels, porting from the open-source code where that’s quicker.