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The Tools of the Trade | Devlog #5

[p][/p][hr][/hr][p]Ensuring our players know where & what to click, Michelle Lee brought her experience to the game's UI & UX design, making sure that burgeoning gardening necromancers have the right tools in the right place. She is passionate about contributing to the social good of the digital space, with a focus on mental health and accessibility in her work. You can find out more about her work for Greenhearth Necromancer here. [/p][hr][/hr][p][/p][p][/p][p][/p][p]Welcome to the fifth monthly (ish) 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 UI/UX designer, Michelle Lee.[/p][p][/p][p]As a semi-idle magical gardening sim with a locked balcony perspective, the user experience for our players is paramount. Identifying problems, selecting the right tools, researching information, and engaging with the balcony in a grounded way requires specific expertise. Throughout the devlog, we'll be sharing Michelle's answers, along with a variety of UI elements that showcase how Greenhearth's interface feels cohesive, stylish, and, honestly? Pretty dang cute. [/p][p][/p][h2]Our window into this world is framed by elements that help us experience its magic…[/h2][p][/p][p][/p][p][/p][h3]To start us off, what is UI/UX? Why is it so important for a game?[/h3][p][/p][p]UI/UX is essentially the translator (or bridge) between the player and the game. It takes everything the developer wants the player to understand and turns it into something the player can actually process, enjoy, and act on without their brain overheating. I think good UI/UX reduces cognitive overload and levels the playing field for different types of players. It bridges the gap between intention and experience. When it’s done right, players don’t feel like they’re “learning a system,” they just play. When it’s done wrong, sometimes it can feel like you’re suddenly fighting the menu harder than the boss.[/p][p][/p][previewyoutube][/previewyoutube][h3]
What does good UI/UX design look like? What goals is it trying to achieve?[/h3][p][/p][p]I believe good UX/UI is kind of invisible. Not in a visual way; it should be intuitive, responsive, and purposeful, without constantly reminding the player that it exists. The goal isn’t to show off how clever the interface is; it’s to support the player so smoothly that they can focus on the experience itself. It aims to guide the player without really holding their hand, communicate information clearly and quickly, and enhance the game’s tone and narrative.[/p][p][/p][p][/p][p][/p][h3]What inspired the UI design of Greenhearth Necromancer?[/h3][p][/p][p]The biggest inspiration for me was the game’s art direction (gothic, magical, and deeply tied to nature). I wanted the UI to feel like it belonged in that world rather than sitting on top of it. The art was already pretty much established when I joined the team, so I wanted to adapt. When I was first introduced to the game, my mind immediately went to Kiki’s Delivery Service and Studio Ghibli’s whimsical, cozy fantasy. I leaned into that feeling and blended it with my own style, something cute but still refined and a little mysterious.[/p][p][/p][p]Narratively, the UI is tied to the main character’s journey of research, memory, and discovery. The journal, loose papers, scraps, and notes are all intentional.  I wanted players to feel like they’re studying alongside the character, slowly piecing things together through books, magic, and observation. It’s meant to feel personal, a little messy, and very human.[/p][p][/p][p][/p][p][/p][h3]Do you have any advice for aspiring UI or UX designers?[/h3][p][/p][p]Be adaptable, and always put yourself in the player’s shoes ( all of them). [/p][p][/p][p]I think being a designer is a bit like being an actor. You’re constantly stepping into different roles and perspectives. Especially with a UX-heavy game like Greenhearth, I had to imagine how the game feels if I know nothing about plants, if I’m an expert, if I’m just here for vibes, or if I’m trying to speedrun everything. Good designers become the voice of many users at once. Your job is to represent those perspectives so the rest of the development team doesn’t have to guess. I strongly believe empathy is just as important as skill.[/p][p][/p][p][/p][p][/p][h3]Are there any “unspoken” rules to UI design? Is there something a designer shouldn’t do?[/h3][p][/p][p]There aren’t strict rules, but there are lessons you learn the hard way. One big one I’ve learned recently is knowing when to stop. More time and more detail don’t always make a better design; they just make it louder.[/p][p][/p][p][/p][p][/p][h3]Do you have any favourite “bits” or elements from the Greenhearth Necromancer UI?[/h3][p][/p][p]I really love the small icons: plants, statuses, charms, and similar elements. They were a fun, creative challenge because they had to be readable at a glance and fit the world’s tone. I squeezed my brain dry trying to create them, and I love a challenge. They turned out quite cute while remaining cohesive with the overall aesthetic, and they add a lot of personality without overwhelming the interface.[/p][p][/p][p][/p][p][/p][h3]What does the UX design process look like? How do you go from start to finish?[/h3][p][/p][p]It usually starts with identifying a problem, for example, “the HUD feels cluttered” or “players aren’t noticing this information.” From there, I mock up multiple solutions, each solving the issue in a slightly different way. Then comes the most important part: asking questions. I gather feedback from users, testers, and the internal team, compare responses, and determine which version actually solves the problem rather than just looking nice. After that, it’s a cycle of testing, tweaking, questioning, and iterating. I think UX is never really “done”; it just gets better over time.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]What is the last game you played that you felt had really great UI and/or UX design?[/h3][p][/p][p]I’m currently in love with Marvel Rivals’ UI. The animations are clean, everything feels responsive, and there’s so much character baked into the interactions without sacrificing clarity.[/p][p]As someone who struggles with fast-paced shooters, I really appreciate how readable and intuitive the UI is. It provides the information I need quickly without overwhelming me.[/p][p][/p][h3]Do you have any favourite fonts? [c](Editor’s Note: graphic design is my passion)[/c][/h3][p][/p][p]I’m a simple person with simple tastes. My go-to fonts are Lato and Poppins as they are clean, versatile, readable, and hard to mess up.[/p][h3][/h3][p]
[/p][p][/p][p]Thanks for reading all about the UI/UX 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 tabletop treat, a demo walkthrough, and a see you soon! | Community Update #3

[p][/p][h2]Take some of our balcony with you on adventures! 🎲[/h2][p][/p][p]Our Studio Director has put together a tabletop companion to the game, entitled Greenhearth Magic! ✨ This free release is compatible with D&D Fifth Edition, and brings a variety of plants & potions from your balcony to your tabletop adventures.[/p][p]
If folks are fans of this, a volume two might be considered... we've got some fun ideas up our sleeves still, so stay tuned. 💚[/p][p][/p][p]Grab the free PDF here![/p][p][/p][h3][/h3][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Want a walkthrough of our demo and learn more about the game at the same time?[/h3][p][/p][p]Our Studio Director (he's been busy!) has also recently played our demo on stream, going in-depth into what the demo features and sharing some insights from development along the way. Give it a watch if you're curious what the demo contains![/p][p][/p][p]Our community manager (hi!) has a new video as well! Join me as I create a (fake) movie poster for Greenheath Necromancer, and show off a bit of the game that isn't in the demo...[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p][/p][h3]We've reached the end of the year! 🎆[/h3][p][/p][p]This is our final update until 2026! Thank you to everyone who has played the demo, followed us on our socials, hopped into our Discord, said hello at Vancouver Game Garden & Expo/Geek Girl Con, and supported our game. We're taking a much-needed break before we come back in the new year. (Though the ever-watchful eye of this community manager will be around!)

2026 brings a new patch update, more devlogs & streams, and the full release of Greenhearth Necromancer! 🙌 Stay tuned for more on these in the new year.

To cap off this update, let's take a walk down memory lane and see how much this game has grown![/p][p][/p][carousel][/carousel][p][/p][p]See you soon,[/p][p]Colin \[Community Manager][/p][p][/p][p][/p]

Demo Update ✨ | December 2, 2025

[p][/p][p][/p][h3]Hello necromancers! ✨💀
[/h3][p]These are the very first patch notes for our recently released Greenhearth Necromancer demo! This is the patch for this year and addresses a variety of fixes and issues reported by you, our community. 💚 We are working on other exciting updates and additions that we'll tell you more about in the new year. So, without further ado...[/p][p][/p][p]v 0.1.1 Patch Notes (December 2nd, 2025)[/p][p]✨ = Community reported or requested![/p]
  • [p]Fixed an audio issue that caused OSX builds to error out [/p]
  • [p]A number of fixes on narrative events preventing some events from being completed properly ✨[/p]
  • [p]Fixed a bug that prevented players from getting the Upcaster achievement [/p]
    • [p](If you have a current save and want the achievement, you will need to reset your current save)[/p]
  • [p]Fixed a bug that caused the Compost button to keep being pointed at after your first two composts ✨[/p]
  • [p]Fixed a bug that caused pruning to crash the game when certain lingers are active ✨[/p]
  • [p]Fixed a bug that prevented players from closing the plant zoom screen when a pot was empty ✨[/p]
  • [p]Renamed "Restart" to "Reset Save" in the menu[/p]
  • [p]Renamed "Needs Attention" to "Status" in the UI ✨[/p]
  • [p]Added a toggle to turn off the wandering camera during focus mode ✨[/p]
[p][/p][p]Thank you to everyone who reported bugs & feedback in the Steam forums and in our Discord! These help us immensely as a small dev team. If you have a bug or feature request of your own, hop in our server:

Join our Discord server!

[/p][h3]What comes next?[/h3][p][/p][p]We are still hard at work on a bigger demo update, and a variety of other QoL adjustments and fixes that didn't make it into this patch! You'll be able to look forward to more plants 🌻, spells 🔮, potions 🍷, and narrative events 👋 that'll be included in the big demo update next year. We are also working on a larger UI refresh/overhaul that we'll share more on soon. More specifically, you can expect:[/p]
  • [p]Adding a settings menu to the title screen[/p]
  • [p]Extra confirmation around save resetting[/p]
  • [p]More fixes & adjustments to narrative events [/p]
  • [p]More accessibility features & Steam Deck QoL features[/p]
  • [p]Fixes to UI layering & other reported UI/UX issues[/p]
  • [p]and more![/p]
[p][/p][p]We'll be back for one last community update before the year is up! See ya then, and if you're in a country that is heading into winter, stay warm! (inside, with our demo!)

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

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]