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A midwinter festival, our upcoming patch, and more! | Community Update #2

[p][/p][p][/p][h2]A new festival dawns... ❄[/h2][p][/p][p]We are proud to be part of the Midwinter Spirits festival, highlighting games that capture the transition from the spooky season to a quieter, but no less ominous...[/p][p][/p][p]In addition to our latest demo, there are a ton of other highlights, including:

📦 Easy Delivery Co. - deliver normal packages in a normal town! Everything is n̵̙͆͝o̵̲͐r̷̯͍̀m̶̞̕a̷͔̾̿l̵̘̠͛.
🍳 Arcane Eats - a cooking roguelike deckbuilder with style!
🌙 Moonstone Island - a creature collecting life-sim. It is a game full of little guys (complimentary)!
🩸 Cabernet - you're a vampire! Congrats! Now... what kind of 19th-century Eastern European vampire will you be?[/p][p][/p][h3]
Our demo patch approaches![/h3][p][/p][p]Thank you to everyone who has played the demo, and a special thanks to the folks who have shared feedback and reported bugs! We are working to release a patch TOMORROW (probably) that should address some quick fixes/adjustments folks have been asking for. [/p][p][/p][p]We're also planning a big demo patch for the new year as well, so keep letting us know what you think of the demo in the Steam forums, or on our Discord![/p][p][/p][p][/p][p][/p][h3]A bit of behind-the-scenes...[/h3][p][/p][p]In a recent stream, we got the question: what floor of the building is the balcony on, anyways? So, we wanted to share a bit of a behind-the-scenes look at the balcony and the design process behind it.

Our balcony did not spring up overnight! It took research, concepts, and a whole process to make the space make sense to an urbanist, be accessible to a gardener, and feel like a second home to all inspiring necromancers. [/p][p][/p][carousel][/carousel][p]It ends with a rare look at the whole thing together! (guess who learned how to make new cameras in Unity 😊)[/p][p]
If you want a closer look at the game's development, we've got a handful of devlogs right on our Steam page you can check out!

[dynamiclink][/dynamiclink][/p][p][/p][h3]A highlight of content...[/h3][p][/p][p]As part of our demo launch, a variety of streamers and content creators took the game for a spin! We want to extend a special thanks to these creators and highlight their content below. [/p][p]If you want to see how the game plays and want a very cool person to chat while they do so, we've got you covered:
[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]Plus:[/p][p]DNDJordanLea[/p][p]RavvyPlaysGames
[/p][p][/p][p]To our demo players, our Discord members, the kind folks on social media, the posters in our Steam forums, the content creators who played our demo, the folks who came to see us at the Vancouver Game Expo, and to you, the person reading this: thank you!!! 💚[/p][p]
We're so glad to have at least part of the game out there, and we can't wait to share more if it with you.

Sincerely,[/p][p]Colin \[Community Manager][/p][p][/p][p][/p]

Our demo is available now!

[p][/p][previewyoutube][/previewyoutube][p][/p][h2]Calling all necromancers...
[/h2][p]The demo for Greenhearth Necromancer is available NOW! Head to our Steam page and click the big green button to start your magical journey. Here's what you can expect in the demo:

🌱 Growing & caring for a balcony of plants, including a wide variety of species & variants with undead and alive versions.
🏫 Getting the lowdown on game mechanics with our handy tutorial!
✨ A handful of spells, potions, and rituals to get you started on your necromatic journey.
👋 An introduction to our story, with a sampling of narrative events and meet + greets with your fellow neighbours!
🎉 Plus: achievements, unlimited sandbox play, time of day tool, four radio stations, and more to discover!

Our team is so excited for folks to finally get a chance to give Greenhearth Necromancer a try ahead of launch next early year (exact date TBD!). We can't wait to hear what folks think, so be sure to hop into our Discord or head over to the Steam forums to let us know![/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]Don't miss our launch streams![/h3][p][/p][p]To celebrate the launch of our demo, we've teamed up with a couple of creators:[/p]
  • [p][dynamiclink][/dynamiclink], streaming today, November 21 at 10am PST/1pm EST[/p]
  • [p][dynamiclink][/dynamiclink], streaming today, November 21 at 9am PST/12pm EST[/p]
  • [p][dynamiclink][/dynamiclink], streaming Monday, November 24 at 9am PST/12pm EST[/p]
  • [p]Plus, more streams coming next week! Keep an eye on our socials for details![/p]
[p][/p][p]We've also got our own launch stream at 4pm EST, where you can join community manager Colin (that's me!) as he does co(lin)-working, plays the game and takes suggestions from chat as he mocks up a (fake) movie poster for Greenhearth Necromancer! [/p][p][/p][p][/p][p][/p][p]As a limited-time bonus (until December 1st), if you join our community Discord server, you'll get the exclusive role: "The First Necromancers". Just a little way of saying thank you to our early adopters. That role might just get you an exclusive channel to chat with the dev team...[/p][p][/p][p]Finally, if you can't play the demo yet or just want to take a small preview of the plants you might find in the demo, let us know below which plant below speaks the most to you! [/p][p][/p][carousel][/carousel][p][/p][p]On a good day, I'm somewhere between a Pewter Gorgon and a Sunsprite, but the Weeping Gorgon speaks to me. [/p][p]
Thanks to everyone who has helped make this demo a reality, and thanks to you, yes you, the person reading this! Whether you're a green or black thumb, we're glad to have you along on this journey.[/p][p][/p][p]If you don’t want to miss updates about the game, subscribe to our newsletter and wishlist the game on Steam![/p][p][/p][p][/p]

A Necromancer’s Narrative | Devlog #4

[p][/p][hr][/hr][p]In addition to being Silverstring Media’s lead writer, Lindsay is an accomplished graphic novelist and works in brand licensing for Among Us. They co-wrote the game I Was A Teenage Exocolonist, and their first graphic novel, Motherlover, debuted this year. They bring this gamut of experience to bringing the world of Greenhearth Necromancer to life: a bustling co-op of disparate neighbours coming together to form a community.[/p][hr][/hr][p][/p][p]Welcome to the fourth monthly developer log for Greenhearth Necromancer![/p][p][/p][p]Our monthly devlogs will highlight different aspects of Greenhearth and will share insights into its development. As a semi-idle magical gardening sim, there will be much to share as development continues! This month’s entry is a Q&A with our narrative designer, Lindsay Ishihiro.[/p][p][/p][p]As you step into the shoes of Echo, our non-binary necromancer who has inherited their Grandmother’s old co-op apartment, there is more to take care of than just the plants that take up residence on your balcony. The Greenhearth Co-Op is a community filled with quirky characters and regular neighbours who you’ll bump into and get to know. There is a community market to barter for goods, and some neighbours will come to you for help, as they did with Rose, your grandmother.
[/p][p]In a world like our own, but with the twist of magic, many things will seem familiar. Your role as a necromancer goes beyond just some simple spells & potions, and it will be up to you to decide how that role fits you.[/p][p][/p][h2]A community does not grow overnight, so let’s learn more about Greenhearth Necromancer’s narrative…[/h2][p][/p][p][/p][p][/p][h3]What is “narrative” design? What does crafting a story for a game look like?[/h3][p][/p][p]It’s easy to understand what writing is: coming up with the characters, the world, the plot. It’s harder to explain what narrative design is because it exists in conversation with the other disciplines of game development. Narrative design is the unseen waiter that explains the menu, lays out the cutlery, and brings the feast to the table. It controls the way the story is experienced in the context of the entire game — what systems encourage and reward the player for engaging with the story, and how the story supports other systems like level design, art, sound direction, and gameplay.
[/p][p]Writing a story for a game, too, is a different experience than writing in a linear, traditional format. It’s delivered in small pieces of story: cutscenes, conversations with townspeople, even the flavour text on weapons. It’s reactive to the player, and care has to be taken to ensure that it’s experienced in the right order and at the right speed. You can’t lay out a story and tell the player to read it like a novel from beginning to end — they are going to live in the world, and the story is everything they experience when they do. As a craft, it’s more similar to being a DM than an author; you may have an overarching story, but you have to be prepared for the player to spend an hour trying to find a door, or to fall in love with an NPC you intended to only use once.
[/p][previewyoutube][/previewyoutube][h3]
Who does the player embody in Greenhearth Necromancer, and why did you choose them?[/h3][p][/p][p]The player character — Echo, by default — is a recently graduated necromancer who has taken over their late grandmother’s apartment. Their grandmother was a powerful greenwitch and a pillar of the local community, a role you struggle to fill as a socially-anxious weirdo who spent the last few years learning how to raise the dead.[/p][p][/p][p]Echo is a fun persona to embody because they speak to a lot of relatable themes: feeling directionless after graduation, being an outsider to a new community, and struggling to find motivation when the good fortune and opportunities enjoyed by previous generations have dried up. A lot of the story is about overcoming those feelings and finding meaning in your life.[/p][p][/p][h3]How is a story told in an idle game? How does the genre shape the narrative?[/h3][p][/p][p]By necessity, the story of Greenhearth Necromancer has to be told in bite-sized pieces, experienced over the length of the player’s time with the game. The original idea was that the narrative would fit on the back of a single card, with only one round of choices — thankfully, during development, we allowed ourselves a little more room, but not much; the hope is that the player enjoys the narrative parallel to the idle gameplay, not overwhelming it.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Why is a story of a necromancer set during modern times?[/h3][p][/p][p]Why are there grains of sand on a beach? If magic exists, then let it be in a setting that we can use as a lens to look at our own. I think it’s interesting to wonder how the addition of magic would illuminate some things in our world, letting them be seen and talked about more fully.[/p][p][/p][h3]How does magic work in this world? How common are magic users?[/h3][p][/p][p]How magic works is one of the discoveries you’ll make during the game, so I’ll leave that to be explored by players. But, as for the role of magic as you know it, low magic is commonplace. There are no magical powers that would make someone a superhero or, more importantly, a supervillain — just like in our world, that’s what billionaires are for. The spectrum of ability is similar to musical ability: many people have no magical ability, just as many people have a hobbyist appreciation for doing magic, and very rare people (like you and your grandmother) have masterful control of an extremely specialized magical talent.[/p][p][/p][p][/p][h3]Who is your favourite character in the game, and what is one of your favourite scenes that they have?[/h3][p][/p][p]There are five (human) characters that you can befriend, and I do like all of them for different reasons, but one of my favourites is probably Demeter. Demeter is a bubbly influencer who focuses on homesteading content like foraging, cooking, and sewing as a way to find peace in a chaotic, cold world. I simply love every scene they’re in, even the ones where they’re crawling in the bushes looking for mushrooms. Because they’re nonmagical, I think the player will see in them a lot of similarities with how we’ve been alienated from the labour of our own lives, and enjoy going on that journey with them.[/p][p][/p][h3]Does the story “end” in Greenhearth Necromancer at some point? What does narrative progression look like?[/h3][p][/p][p]The main arc of the story does end, because everything must — as much as I’d like to keep going, they do turn the lights off in the writers' room eventually. But you can continue to play the game as long as it’s useful to you. Neighbours will still visit, plants will still grow, and the world will be there for as long as you need it to be.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]What inspirations did you draw from for the characters, world, and lore of Greenhearth Necromancer?[/h3][p][/p][p]For the characters, we took inspiration from our own neighbours and the people we see on a daily basis whose lives we barely touch. ‘The guy you always see walking his dog’ became Gulshan, a firefighter near retirement who dotes on his superstar diva magical familiar and secretly wishes he could shine as bright as she does.
[/p][p]The world, too, is very much inspired by our own, just with magic brought to the forefront. I don’t tend to rely on specific works for inspiration, but the relationship between life and death magic will feel familiar to anyone who reads magical fantasy about ‘good and bad magic’ and has ever thought, ‘surely, it’s more complex than that.’[/p][p][/p][p][/p][p][/p][h3]If you could write another story set in the game’s world at any time or place, what would you want to explore?[/h3][p][/p][p]Necromancy has fallen out of favour in our world, suppressed by those who’d rather see infinite growth and not dwell on its eventual decline. The era where that suppression was happening is one that’s really ripe for the picking — a proper fantasy story with heroes, intrigue, and miraculous feats of magic. During Greenhearth Necromancer, Echo is discovering what was lost when necromancers were forced underground, so it’d be really interesting to explore what really happened and not what Echo partially understands.[/p][p][/p][h3]What does your writing process look like? Do you have any advice for someone who wants to get into games?[/h3][p][/p][p]Writing for games involves a significant amount of planning, checking, testing, re-checking, approvals from other stakeholders... so the tasty part of writing, the time where you’re actually putting words into a document that will be read by human eyes, is only part of the work. I prefer to do all of my planning up-front, to be able to communicate to everyone the scope of what I’ll be working on, so that when it’s time to simply write, I can do so in a space that’s been clearly defined. I’m a bit of a process wonk; I love a good spreadsheet or Notion database.
[/p][p]As for advice for someone who wants to get into games, and into writing specifically... well, it’s a rough time to be entering the industry. It’s always difficult to find work as a writer, and in games, that’s especially true. Rarely will someone hire an unknown, untested writer, so the best strategy is to make yourself known and tested. Make games with your friends, during game jams, or even on your own. Teach yourself the basics of making a game, like learning Twine or Ink. And when you have something, put it somewhere people can play. The more you look and act like you’ve done this before, the more likely it is that someone will take a chance on you.
[/p][p]Most importantly, make friends with other people in the same boat. Unionize, if you can. If enough of us spit hard enough at this broken industry, the water will rise.[/p][p]
[/p][p][/p][p]Thanks for reading all about the game design of Greenhearth Necromancer! If you don’t want to miss updates about the game, subscribe to our newsletter and wishlist the game on Steam![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

A new partnership, our first public demo, and more! | Community Update #1

[p] Welcome to our very first community update for Greenhearth Necromancer! In this inaugural post, we announce our publisher, share details about our first public event demo for the game, and highlight some additional fun community & social activities in one place. Let's dive in! 🎉
[/p][hr][/hr][h3]
A new partnership blooms! 🌼[/h3][p]
[/p][p]We’re thrilled to share some big news — Greenhearth Necromancer is officially partnering with indie.io! This collaboration will help us bring our cozy necromantic gardening sim to more players while we keep our focus on making the game the best it can be.

You can see the first fruits of this new partnership by heading to the newly revised Steam store page! We've got new screenshots! New gameplay GIFs! New headers and store text! It's a lot to take in, but why not give us a wishlist while you're there?

[dynamiclink][/dynamiclink][/p][hr][/hr][h3]
We're at Vancouver Game Garden! 🌱[/h3][p][/p][p][/p][p]The very first public demo of Greenhearth Necromancer will be at the Vancouver Game Garden this coming weekend! [/p][p]
We are proud to be a part of the event alongside some incredible other artists and developers. If you're in the area, come say hello! We'll also be there with stickers and bookmarks, so come say hi and see if you've got a green thumb. 💚👍

[/p][hr][/hr][h3]
Which (living) plant are you? 🌻[/h3][p][/p][p]
We've got many plant species & types in our game, and this isn't even all of them! But, some plants just have a... vibe around them, and we tried to capture that above. Let us know what plant(s) you connect with below!

Keep an eye out soon for an undead version as well... 💀

[/p][hr][/hr][h3]
Did you know we have streams every week? 📺[/h3][p][/p][previewyoutube][/previewyoutube][p]Every week, we (usually) host three streams: a Civilization VII roleplay, a co-working stream with music jamming, and an indie game stream! You can find our schedule over on our Twitch channel.|

We are now up to Episode 12 (Chapter 8 in-game) of the critically acclaimed 1000xRESIST, and our latest episode is above! The full playlist is available here.

We'll have some exciting streams to watch out for in the very near future! We'll be bringing in some special guests from sunset visitor for our final 1000xRESIST streams, and we'll be streaming Greenhearth Necromancer very soon as well!

[/p][hr][/hr][p]
That does it for our first community update! Thanks for giving it a ponder, and we hope to see you around here again soon.
Sincerely,
Colin \[Community Manager]

[/p]

Growing a Game Garden | Devlog #3

[p][/p][hr][/hr][p]Though Devin is Silverstring Media’s Audio Director, today he’s here in his capacity as a game designer! He’s been keenly involved in all sorts of game design tasks throughout Greenhearth Necromancer’s development, helping to flesh out and test aspects of the game’s plant care mechanics, and to create lots of engaging content, be they plants, spells, potions, or icky bugs.[/p][hr][/hr][p][/p][p]Welcome to the third monthly developer log for Greenhearth Necromancer![/p][p]Our monthly devlogs will highlight different aspects of Greenhearth and will share insights into its development. As a semi-idle magical gardening sim, there will be much to share as development continues! This month’s entry is a Q&A with our game designer, Devin Vibert.[/p][p][/p][p]Designing a game that lets you grow plants, cast spells, meet your neighbours, and have it all work even while you tend to other tasks is no easy feat. What is a semi-idle magical gardening simulator? How does it work, and what does semi-idle even mean?[/p][p][/p][p]This month’s devlog will answer those questions and much more, as we dive into the design behind the mechanics of Greenhearth Necromancer.[/p][p][/p][h2]From roots to stem, learn about Greenhearth Necromancer’s gameplay…[/h2][p][/p][p][/p][p][/p][h3]How did the development of Greenhearth Necromancer start? What inspired it?[/h3][p][/p][p]Greenhearth Necromancer started as a humble game jam! We’ve tried to maintain a tradition of hosting no-strings-attached game jams every now and then as a team-building exercise and to generate new ideas and have a little fun. For this fateful jam, we had envisioned a balcony garden where, if you accidentally killed your plants, you could just … bring them back from the dead. No sweat. Just try again![/p][p][/p][p]As we mused over the implications of a world where this was possible, it became clear that there were some deeper themes related to humankind’s relationship with grief, community, and labour we were eager to explore. We felt empowered to work toward something with many of the hallmarks of an idle game without the more predatory, time-monopolizing aspects; we wanted a game that met players where they were and didn’t demand any more of them than they were willing to give.[/p][p][/p][h3]What is a paper prototype, and how did it help Greenhearth Necromancer?[/h3][p][/p][p]Paper prototyping can be a great way to test game systems through actual play to make sure they work as expected, without having to write a single line of code. Even though we knew we were headed in an idle game direction, we wanted to ensure there was enough strategic depth to the actual act of plant care that players would feel their decisions had a meaningful impact on their plant’s welfare, and this was the way to do it.[/p][p][/p][p]Now, I’m a pretty big plant nerd. Suffice it to say, the prospect of inventing new magical plants for Greenhearth spurred me to excitedly throw together an overnight pitch for a system where each location on the balcony had different growing conditions, and you’d need to reconcile those with the needs of each plant species to find an optimal growing location. Claris and Audrey graciously allowed me some time and freedom to cook on this.[/p][p][/p][p][/p][p]To test the concept, I put together an entire tabletop plant simulation game on Miro, complete with cards, tokens, dice rolls, spells, and an action point economy based entirely on plant care. I ran multiple games with most of the Silverstring team, effectively serving as everyone’s Plant Care Game Master for several weeks as everyone tried to achieve their balcony gardening goals. It was a lot of fun and provided a ton of beneficial information for the next stage of the design process.[/p][p][/p][h3]What is the core gameplay “loop” of the game?[/h3][p][/p][p]Check on your plants to ensure they have everything they need to thrive – water, fertilizer, and a good pruning regimen, to start. Thriving plants produce resources you can take to market or use in more complex potionmaking and spellcasting, which in turn spurs your plants to even greater, happier heights. Of course, this all takes time, and you’re likely going to have to step away to give your plants time to, well, grow. Don’t forget to check on your neighbours too![/p][p][/p][p][/p][p]Helping your plants (or neighbours) isn’t always a simple task, but on a macro level, this is the whole game! We want players to get into a rhythm of checking on their garden, knocking off a few gardening tasks, and then returning to the rest of their life to do whatever else they want to do. Run the game in the system tray or as a screensaver! Take a break to go outside and enjoy the sunshine. Get yourself some bubble tea![/p][p][/p][h3]What makes Greenhearth Necromancer a “semi-idle” game?[/h3][p][/p][p]Greenhearth provides opportunities for players at multiple levels of engagement, allowing you to play the game on your terms, in your style — sometimes more passively (“idle”) and sometimes more actively (“semi-”). Used to clickers? Want to click a bunch of times really quickly to get a bunch of stuff? We’ve got you. Water and fertilize all your plants, then prune them to level them up and get a bunch of resources. It’s clicks all the way down, baby.[/p][p][/p][p]Or, maybe you’d prefer to set up a beautifully curated engine in your garden, where all the plants in one corner of your balcony work together in seamless harmony to make Number Go Up So Unbelievably Fast? That is also a thing in Greenhearth. Set up your perfect arrangement, cast some spells, step away for a few hours, and return to collect all of the herbs and blooms you could ever want (though a little bit of furious clicking is unavoidable).[/p][p][/p][p][/p][p]Whether you’re feeling like taking a very active or passive role in garden management, and even if that changes for you from moment to moment, Greenhearth will bring something to the table for you. But no matter what, plants take time to grow — so you’ll always be asked to step away, take a break, enjoy your garden vibing away in the background, before stepping back to care for it again.[/p][p][/p][h3]How deep does the “sim” aspect of the gardening go? How did it change over time?[/h3][p][/p][p]It’s important to me that there’s some level of verisimilitude in the various plant care tasks. The Greenhearth world is not a high-magic world; gardening problems are still mostly mundane — bugs, diseases, forgetting to water — there just happen to be some more interesting magical solutions to them. And just as importantly, I wanted to ensure that the emotional arc of solving a plant care problem in-game roughly mirrored the real-world one, albeit with significantly less anxiety. As development has continued, we’ve added some extra whimsy to ensure that even when we’re contending with real plant problems in our fake plant game, the stakes are never too high. The considerations always feel a little magical and fun.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The “sim” aspect of the balcony gardening is pretty robust. Every plant species has specific light, humidity, watering, and fertilizing needs, as well as different rates of maturation and flowering, varying pest and disease susceptibilities, and so on. Plants respond to their environment as well: a plant situated in a location that’s too sunny or dry consumes water more quickly; a plant that you accidentally overwater is more susceptible to diseases until it dries out, and a plant in perfect conditions will be happier, grow faster, and bloom more frequently. However, you can engage with all those specifics only as much as you want: you can create the absolute perfect conditions for your plant by delving into all the numbers, or simply keep an eye on how happy it is and what its immediate needs are.[/p][p][/p][h3]What makes Greenhearth Necromancer different from other idle games?[/h3][p][/p][p]Like any idle game, Greenhearth has a fair amount of pointing-and-clicking. However, the layers of both realism and magical whimsy in the plant care system necessitate some careful thought on the player’s part, beyond what an idle game might typically expect of them — you have to think at least a little bit before you click everything.[/p][p][/p][p]Plants can be overwatered, so mindlessly watering every plant can have drawbacks. Pests could attack your prized plant, forcing you to adjust your garden plans on the fly (pun intended). Plants themselves can develop personality quirks that fundamentally change how they interact with other plants. [/p][p][/p][p][/p][p]Your garden is a community unto itself, with all sorts of messy contradictions and asymmetries and big personalities. That said, we never want these complications to feel unnecessarily punishing, so there’s always a way to come back if things really go sideways with one particular plant.[/p][p][/p][h3]How does necromancy feature in the game, and how does it fit with the “cozy” aesthetic?[/h3][p][/p][p]It’s easy to imagine necromantic magic and ‘cozy vibes’ as opposing forces, but I just don’t think it’s true because that assumes you’re using necromancy for Bad Things! [/p][p][/p][p]In Greenhearth, you use necromancy to care for your plants, and from there, the cozy only grows stronger. Undead plants will gradually develop their own personality traits. Referred to as Quirks, these can distinguish a plant even from others of the same species, giving your hard-won mature plants an attitude all their own. You can also name your plant: it’s way more personal if you’re trying to save Bob the Fern Queen from an unfortunate Zombie Slug infestation.[/p][p][/p][previewyoutube][/previewyoutube][p]
Lastly, necromancy is how the stakes stay low, a key aspect of many cozy games. Obviously, it’s not ideal when a plant dies, but you’re always one quick necromantic spell from getting it back in the game.[/p][p][/p][h3]What aspect of the game design are you most proud of?[/h3][p][/p][p]It might sound silly, but I’m very proud of how much enthusiasm I put into fleshing out each of the plant species on offer in Greenhearth. It was a once-in-a-lifetime opportunity to put a bunch of my random pop science and gardening knowledge to work in a game development setting, but then also, there’s magic! [/p][p][/p][p]We have a taxonomic system for Greenhearth plants that informs how new species might grow and behave, as well as how they are named. Every plant has a “proper” scientific name and one or several common names that are based on the folklore surrounding the plant or its historical uses. Their native habitats inform their preferred levels of light, water, and fertilizer. As an example, Feywood Trees generally grow near riverbeds; this gives them high light needs and higher water and fertilizing needs as they’re accustomed to the open sky and nutritional bounty a nearby river provides. They also attract faeries, who prefer their strong limbs for hanging lanterns and other party decorations. You may have to shoo said faeries away if they start causing trouble![/p][p][/p][p][/p][h3]Are there any tabletop or other alternative games that helped shape the game’s mechanics?[/h3][p][/p][p]Greenhearth has some engine-building in it, and while I don’t think we took any direct inspiration from a particular tabletop game, a few of us are big fans of several engine-building games like Power Grid, Caverna, or Settlers of Catan. I took inspiration from some of the character abilities in Sentinels of the Multiverse that let you set up cute little synergies, turning one element type to another or allowing for healing where you usually take damage, when I was thinking about Quirks, or how we envisioned spells and potions interacting with plant care systems.

I’m also a huge fan of area control tabletop games like El Grande, Pandemic, or Vye. Greenhearth obviously isn’t that kind of game. Still, I’m pretty sure my desire for crunchy and interesting placement decisions, as well as the enduring idea that elements (in this case, plants) sharing a space should influence one another, can be traced to those kinds of games. There’s definitely a bit of that in Greenhearth.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]What does “game balance” look like in a game like Greenhearth Necromancer, and how do you achieve it?[/h3][p][/p][p]I’d argue that game balance in Greenhearth is chiefly about striking an equilibrium in how different levels of player engagement are rewarded. Ensuring that the numbers are all the correct numbers is very important, too. Still, a casual player should be able to enjoy the game roughly as much as a player highly motivated toward optimization. They might get different things out of the experience, but there’s got to be something good there for both of them! [/p][p][/p][p]How do we achieve that? It’s hard. We’ve strived to ensure there are multiple ways to tackle any problem in the garden. Some are inherently more efficient. That’s ok. You can spend time meticulously researching every last bit of information about a plant to produce the happiest plant in the world. You can also just slap the thing down in any ‘ol pot and figure it out through trial and error. Both are viable. We don’t judge, and neither will the plants; if they die, you can just bring ‘em back! So yeah, you’ll be able to optimize if you want, but if you don’t? You won't be penalized; things may just take a little longer. That’s a balancing act I’m constantly thinking about.[/p][p][/p][h3]Bonus question: What games are you playing now, and is there one you’d recommend to folks who can’t wait to play Greenhearth?[/h3][p][/p][p]Aside from wrapping up my billionth playthrough of Baldur’s Gate III (exaggeration) and my weekly Civilization 7 shenanigans with Lucas, the last few weeks I’ve been getting back into Potion Craft: Alchemist Simulator. It’s a management game with very satisfying physical interactions and sandboxy crafting system where the careful act of correctly brewing a potion is abstracted as movement across a map, with various destinations representing a successful brewing and movement governed by which ingredients you add and in what order. It’s a kind of wild way to reimagine crafting, and I love brewing quirky little potions for my weird little medieval customers![/p][p][/p][p][/p][p][/p][p]Thanks for reading all about the game design of Greenhearth Necromancer! If you don’t want to miss updates about the game, subscribe to our newsletter and wishlist the game on Steam![/p]