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The Sounds of Settling | Devlog #2

[p][/p][hr][/hr][p]Silverstring Media’s Audio Director is gifted with interplanar powers that allow him to find (and live in) the space between genres. Devin is a composer keen to find and explore the places where music, art, and nature intersect. Whether he's applying colour theory to a melody or string theory to a rhythm, Devin creates for the simple joy of creation.[/p][hr][/hr][p][/p][p]Welcome to the second 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 composer & audio director, Devin Vibert.[/p][p]As the evening sun sets on the concrete balconies of a brutalist apartment building, the plants that call this place home blow gently in a breeze. The vibe is set, but something is missing… the sound. This scene requires the call of distant birds, the crackle and hum of a radio, and the soft bleeps and bloops of plants levelling up.[/p][p]Greenhearth Necromancer’s vibes come together thanks to the sonic tapestry that our audio director, Devin, weaves. We stopped him out in the field while he was recording to ask him these questions…[/p][p][/p][p]How long have you worked at Silverstring, and what led you to work with sound and music?[/p][p]I’ve been with Silverstring since the very beginning! Lucas and I've known each other since grade school, and we’ve always been eager to embark on creative initiatives together. Just as I finished my studies in 2012, Lucas approached me with an idea for a serialized fiction project that needed a bit of music – Azrael’s Stop – and I’d say that was when our casual collaborations became official! It doesn’t feel like it’s been that long, and that’s probably a good thing?

My musical career arguably began when I dropped out of university halfway through a history/political science undergraduate program to study music production instead. I’d realized that while I was passionate about history, politics, and philosophy, nothing came close to music. The bigger realization came a few years later, when it occurred to me that not only was video game music a thing that people did, it was also a thing that I had already been doing for years without realizing it.[/p][p]I sunk many hours of my childhood into RPG Maker 2000, writing my own pieces to then import into the video game I was making. At the time, I remember feeling embarrassed – I thought my friends at school would make fun of me for creating video game music for a game that no one would ever see. Thankfully, a few friends – including Lucas – convinced me at the time that this was actually cool, and so I never quite abandoned it.[/p][p][/p][p]How do you first approach making music for a game like Greenhearth Necromancer?  [/p][p]Greenhearth is a game meant to run in the background while you do other things, including actual work. This reality immediately crystallized a key concept for me: the music, like the game itself, needs to be careful how much it asks of the player. I grew up obsessing over the highly melodic looping music of games like Chrono Trigger, and that’s kind of my default setting. In Greenhearth, though, the music can’t be the focal point in the same way; we’re not aiming for high fantasy drama, we need some chill vibes.[/p][p]The second acknowledgment I’ve made during the writing process for Greenhearth is that there are various ways people work, and the music needs to be open to that. This is why you’ll be able to swap between multiple radio stations during gameplay – some people prefer the stereotypical ‘Lofi Beats’ music while studying or working, but that’s not everyone’s first choice. We also have some ambient, spa-type music, lo-fi jazz, and even fast-paced drum-and-bass-inspired music for those who prefer that style. Obviously, we can’t cater to every niche, but it’s important that the music nods to some of those different experiences.[/p][p][/p][p]This isn’t the first time you’ve had to make a large body of music for a game. What were your goals for the Glitchhikers soundtrack?[/p][p]I’ll be 2-for-2 writing music that almost exclusively comes out of a radio! That does naturally lead me to write short, self-contained songs. Generally, I think my goals with Greenhearth are similar to those I had with Glitchhikers – we’re not dealing with motifs but with vibes, and the overall feeling a song conveys is more important than what’s happening at any particular moment. That makes it a bit easier to write a larger body of music, I think, because I’m not always getting down into the weeds. I can look at a recently-completed song from a 1,000-foot perspective, say “the vibe is good”, and move on with my life![/p][p][/p][p]How does the music on Greenhearth compare and contrast with your prior work on Glitchhikers?[/p][p]Sonically, Greenhearth’s music is warm, familiar and present, while Glitchhikers’ music is generally cold, indistinct, and distant. The main difference with Glitchhikers, I think, is that I was pushing for unexpected and unsettling sounds; I wanted weird and haunting things present in the music. With Greenhearth, conversely, I’ve adopted more of a ‘No Surprises’ doctrine. The music should be interesting, but it shouldn’t creep you out. You’re raising a cozy balcony garden, not staring at the stars above, contemplating the mysteries of life and death.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Since you're producing a wide variety of music for Greenhearth, is there a genre, instrument, or production method you're excited to explore?[/p][p]Yes! My first instrument is the piano, but I love drumming. One of the radio stations you can listen to in Greenhearth is inspired by early 2000s drum ‘n bass/jungle music; not only have I used this as an excuse to get back into drumming, I’ve also been (slowly and clumsily) learning how to play and process breakbeats, and just generally drum and do fun rhythm stuff across unfamiliar genres.[/p][p][/p][p]How does the music tie into the themes of Greenheath Necromancer?[/p][p]Greenhearth is all about providing the player with the space to do things their way. The game, of course, touches on heavier themes of grief and community, but the lived experience of a player is a series of routines. The music is ever-present but unassuming; it’s meant to be there as a companion to you while you fulfil these routines and ponder these questions and care for your garden to your liking; it’s explicitly not there to do anything else. So in a certain sense, it reinforces the themes of the game by staying the heck out of the way![/p][p][/p][p]What are your steps for creating a song for Greenhearth?[/p][p]Unlike with most other projects I’ve worked on, Greenhearth songs start with a hook! I’ll spend time fiddling with various software synth presets until I find a little melody, timbre, or rhythm that speaks to me, and then everything comes naturally from that. Many times, I’m not even sure which of the radio stations I’m actually writing for until I start fleshing out the music a bit further; then I see the overall shape it’s taking and decide “this is definitely headed in a lo-fi jazz direction.” As per my ‘No Surprises’ doctrine, a lot of the music ends up being 2-3 minutes of interesting variations on one simple musical idea.[/p][p][/p][p]While music is an integral part of Greenhearth Necromancer, the sound design has its place too. How do you design sound for an idle game?[/p][p]An idle game always wants you to come back to it. Greenhearth is no different, but our game is a companion, not an adversary! We want the player to come back when they’re good and ready, and no sooner. We’ve endeavoured to avoid any situation where the game exerts undue pressure on the player to check in, and that effort extends to sound design. We’re working on a way to allow players to specify which sounds “push through” even when the game window is inactive. That way, players who want to know the instant their favourite plant is thirsty can have a little audio cue, while players who’d rather focus on writing their term paper can suppress it. I think that sort of thing really empowers a player to engage with the game on their terms, not the game’s terms.[/p][p][/p][p]What’s your method for creating sound effects that are diegetic vs non-diegetic?[/p][p]In my mind, diegetic sounds are more straightforward to create because there’s always some element of literality to it. You look at or picture an object, and ask yourself, “How does that object sound when I manipulate it?” Sometimes getting the right sound is complicated, but you at least know the question you’re trying to answer, and a lot of the fun comes in trying to cobble something together that makes sense. [/p][p]Non-diegetic sounds can be trickier because there’s some inherent metaphorical quality to them. Yeah, you’re clicking a UI element that looks vaguely wooden or whatever, but it doesn’t actually occupy any physical space. “What does it sound like” becomes more of a question of themes and aesthetics rather than a natural consequence of the object’s properties or function. Don’t get me wrong, I like both, they’re just different challenges![/p][p][/p][p]Are there any game (or other) soundtracks that are inspiring your work on Greenhearth?[/p][p]The soundtrack to Unreal Tournament (1999) has been on rotation, especially as I work on the faster-paced DnB/jungle-inspired music you’ll find on one radio station in the game.[/p][p]For the more lo-fi, chill-hop side of things, the entire Coffee Talk OST (2020) is impeccable. I cannot recommend the game or soundtrack enough for those rainy-day-in-cascadia coffeehouse vibes.[/p][p][/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p][/p][p]What’s on your current playlist?[/p][p]Well, you asked! I have one megaplaylist with all the songs I’ve been listening to during the current calendar year. My music taste is, in a word, eclectic. I have rolled 7 on a d10, and that is how many recently played songs I will pick from it ^_^[/p]
  • [p]Borislav Slavov - I Want To Live (instrumental)[/p]
  • [p]Chappell Roan - Kaleidoscope[/p]
  • [p]Glass Beams - One Raga to a Disco Beat (cover)[/p]
  • [p]Louis Cole ft. Metropole Orkest - Things Will Fall Apart[/p]
  • [p]Meute - You and Me (cover)[/p]
  • [p]Mutemath - Achilles Heel[/p]
  • [p]Radiohead - Packt Like Sardines in a Crushd Tin Box[/p]
[p][/p][p]Do you have a favourite sound and/or song you want to share with the community?[/p][p]Here’s a fun sound! This is several variations on the sound you hear in-game when you send a dead plant to the composter. Who’s that little critter you hear gurgling at the end? Is it a plant? Is it a monster? Is it an unseemly neighbour? You’ll have to play to find out.[/p][p]I’ll follow that up with Pollen Motes, one of our lo-fi jazz pieces. This is a perfect example of a song that started with a riff – in this case, the bass melody! I hope you enjoy it.[/p][p][/p][previewyoutube][/previewyoutube][hr][/hr][p]Thanks to our Audio Director for this great look at the early progress 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]

Whimsigoth, Florals, and a touch of Brutalism | Devlog #1



Welcome to the first monthly developer log for Greenhearth Necromancer!

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 art director, A.K. Gill.

Game design often begins in documents, spreadsheets and Miro boards - but it comes alive with concept art. The heart and soul of a game in early development is its visual design, the work that brings the mechanics and ideas to life. With Greenhearth Necromancer, we had to ensure it felt grounded but different, a sort of magical realism that feels familiar and fantastical.

As it is a semi-idle gardening simulator, Greenhearth also sticks to a single PoV for most of its gameplay to help ground players who hop between IRL tasks and gameplay. With this single perspective comes depth and variety, but also challenges to make the world feel bigger than just this single balcony.

We asked A.K. Gill some questions to find out more about this process:

[h3]What inspiration do you pull from to create that combination of magic and mundane found in Greenhearth Necromancer?[/h3]

We knew very early on that we wanted the game to take place in a concrete, Brutalist apartment, to serve as a contrast to the lush garden and cozy homey vibes that the main character creates from themself on their balcony. We have a studio Miro board where the team likes to collect inspirational images, but I also love to go on Pinterest. I certainly looked at movies and animated series for inspo, but I try not to limit myself to just those types of mediums. For this project, I’ve been very inspired by antiques, cute witchy accessories and fashion, and basically the whole Whimisgoth aesthetic!



[h3]With the game mostly locked to a fixed perspective, how do you draw the player’s eye to important details or unique features?[/h3]

We have worked hard to make the balcony space feel cluttered, but in a good way. There is room for plants, but there are also furniture elements and décor scattered all around. We want the interactable space to feel visually interesting, but also have some nice elements beyond the balcony, with buildings in the distance and with the lighting as the time of day changes.



[h3]Do you ever get stuck with your art, and how do you break through those blocks when they happen?[/h3]

Not being afraid to take breaks, going outside, and looking through my sketchbooks often helps to re-energize the creative side of my brain. I can also often count on Pinterest (minus the AI slop which seems to be seeping in like weeds) to help me out when I’m feeling stuck!

[h3]Video games are almost exclusively digital mediums, but do you have a favourite medium you like to work in?[/h3]

I think I’ll always prefer the feeling of drawing with pencil and paper over anything, especially when I’m just trying to sketch out ideas. I also really love watercolour painting!

[h3]Games often become timeless because of their strong art direction; are there any games that have stuck with you because of their art design?
[/h3]
I, like many other game artists, really liked the art style of Journey. It was such a captivating style. I also loved Cuphead’s art design, especially the hand-drawn elements and charming details. I’m really looking forward to the Samurai Pizza Cats game for similar reasons!



[h3]The balcony in the game is home to the various plants and bits and bobs that decorate the space. Do you have any favourite knick-knacks that you have in your own spaces?[/h3]

I have accumulated an eclectic collection of mini toys, which includes blind box collectables as well as vintage figurines from my childhood.

[h3]Art directors often wear many hats on dev teams and have to juggle a variety of responsibilities. What does a typical day look like for an indie game art director?[/h3]

Our team is quite small, and we all help out wherever we can, so I’m sure my typical day might not be similar to other art directors. I work closely with our Creative Director at the beginning of each week to talk about visual direction. In regards to Greenhearth, that might include firing up the Miro board to chat about the aesthetics of the balcony, and the scenery beyond, and coming up with ideas to flesh out the space. I also meet with the tech art team, which consists of the Technical Director, Tech Artist, and myself. Here, we take those earlier ideas and see what can be accomplished within the parameters of the project. I also help out with some UI art development as well, so creating sprites, etc.

I also manage a freelance 3d artist who has been expertly making the various items that appear on the balcony, based on the art direction that I have set. I create design briefs, which are sketches with notes attached for her to work from.



[h3]How does genre affect visual design? As Greenhearth Necromancer is a semi-idle simulation, are there considerations for visual design that you have to make that are unique to this genre?[/h3]

We thought carefully about the overall vibes we want to evoke with this game, especially since it is more slow-paced. We want the balcony to feel cozy, yet customizable with the different kinds of plants that the player can choose to populate the space with. We settled on a stylized version of cel-shading, with brush stroke elements to give things a hand-drawn feel. I moved away from realism in order to make the world seem more whimsical and cute, but a little weird as well.



[h3]Death and rebirth are at the core of Greenhearth Necromancer. How do you visualize these concepts in-game and make them feel distinct from one another?[/h3]

The plants are the star of the game, and the team has been exploring unique ways to indicate a healthy, living plant vs one that is thriving while being undead. We did this by focusing on bright colour palettes, special effects, and interesting leaf shapes for all the different variations.



Thanks to our Art Director for this great look at the early progress of Greenhearth Necromancer! If you don’t want to miss updates about the game, subscribe to our newsletter and wishlist the game on Steam!

The same game... but a new name!



Hello!

We’ve got a smidge of news for you about Greenheart Necromancer - it is no longer called that! As you may have already deduced based on the new logo above, we are changing the name of the game to Greenhearth Necromancer.

You may ask, why the change? The details are boring and not worth going into, but we feel that “Greenhearth Necromancer” speaks strongly to the themes found in the game. You build a home around a hearth, planting roots and gathering community ‘round it. Taken as a whole, Greenhearth Necromancer combines cozy gardening vibes and community building with our necromantic twist.

Anywho! We have updated our Steam page (go give us a wishlist if you haven’t!), our socials, and all the various places we live on the internet. If you spot one we missed, please do let us know and you will earn our heartfelt thanks. 💛

We are also going to be sharing more about the game very soon! We’ll be diving into devlogs, sharing concept art and work-in-progress GIFs, making plant puns, and a few more exciting community initiatives we’ll be talking about soon.

Please follow us on Bluesky, and take a peek at our brand new TikTok and Instagram accounts - come for the game news and stay for the silly puns and fun posts. You can also sign-up for our newsletter to get the latest news sent right to your inbox in a handy dandy letter from yours truly. 💌

Thanks for supporting us, and we can’t wait to share more about ✨ Greenhearth Necromancer ✨ with you in the coming months.

Your community manager pal,
Colin 🚀

PS: We handed out a zine during GDC this year, and you can find the PDF for it right here!

Cozy undead gardening game Greenheart Necromancer is apparently 'a mixture of 'witchcore' and 'whimsigoth' with a healthy dose of 'grandma chic''




Normally in games where you inherit a farm or plant shop or garden from an elderly relative, you conveniently have enough of a green thumb to keep that farm or plant shop or garden alive and thriving. (At least until winter.) Not so in Greenheart Necromancer, a game in which your thumb is only green when it's got a bit of rotting flesh on it, because you are, as the name suggests, a necromancer...
Read more.

Announcing Greenhearth Necromancer

Today we’re so happy to be announcing this, our next game at Silverstring Media.

Greenhearth Necromancer is a cozy, witchy, semi-idle narrative game about caring for a balcony garden — living and undead plants alike! Grow cute plants, cast spells, and brew potions, enjoying the chill idle gameplay and balcony ambience throughout your day.

Raise a garden—from the dead!



We first conceived of Greenhearth Necromancer back in early 2023 during a studio game jam and have been working to break new ground and grow that seed into a lovely videogame ever since. Now, we’re on our way into production and thrilled to show a first glimpse to the world!

We’ll be continuing to develop Greenhearth over the coming months, and would love to invite you along for the journey. We’ll use this community page, our newsletter, as well as our socials accounts (Bluesky and Twitch) to show off our progress as we go. So make sure you’re following us on all those places so you don’t miss anything!

Of course, for a small indie studio like us in an industry that has proven tumultuous and a social media ecosystem that’s constantly in flux, the absolute best things you can do to support us are:

1. WISHLIST the game here on Steam. By wishlisting, you’ll be automatically informed when the game eventually comes out — but it also tells Steam that people are interested, so their algorithm might show it to more people! In fact, the best thing you can do is wishlist it RIGHT NOW before you forget, and to show as much excitement all at once as possible!

2. TELL YOUR FRIENDS! Spread the word on your social media platforms of choice, share it in your group chats, and get hype! We think we’ve got something really special with Greenhearth Necromancer, and word of mouth is the absolute best marketing tool out there.

We’ll be revealing more and more information about the game, the story, the gameplay, the music, and more over the coming months. We’re planning to release a demo later this year as well so you can start to try it out as we continue to develop the game!

And finally, feel free to let us know here what you think, or if you share the game anywhere!