so, there are features i’ve been planning from the start of seedy vault. part of this sort of master gameplan i came up with in my head and jotted down on paper very early on. and i was waiting for the game to get more popular but…. i just had the thought today to ignore all previous limitations and just add ’em. i want to play them!
and as i was about to take notes on how to best implement one of them in-game, it dawned on me that, oh yeah. scribels has a blog! so welcome to another blog post…
i just finished maybe the first meal i’ve made for myself in quite possibly 2 months, so don’t mind me chowing down on fajitas as i first brain dump my plans for these ideas.
at its core, seedy vault was always going to possess a rogue-like dungeon mechanic where vault runners navigate its mysteries and collect locked away seeds that lie within the vault. this was always the concept that was going to set the game apart from the infamous grow a garden colossus and the like.
the cooler part about this idea was not just providing players the option to explore the vault, but also exploring other islands in search of rare fauna and seeds – plucking out invasive species in the process. vault dwellers would have to learn how to best avoid hostile creatures, bugs, plants, and… machines(??) as they search these places for bounty.
of course, like the rest of the game, these areas would be completely randomized and refreshed between designated time intervals with varying degrees of rarity. perhaps vault dives happen every half hour, while the chosen island could be a daily occurance, giving players 24 hours to visit and reap its rewards.
i also believe it’s integral having these mechanics be a shared experience among other players in a server, so you and a friend can journey together simultaneously and both have equal chances at collecting the same loot! maybe this is me having hyped this all up in my head, but i genuinely think this sounds so fun; and feel it could really have some potential. it’s a colorful twist in conjunction with the (already proven) addicting core loop.
i want to say there’s room for progression, too – having certain island passes locked behind higher costs due to their more dangerous circumstances and yield for better rewards.
especially in the vault. but i haven’t quite yet puzzled together how progression would work there. original ideas were having some sort of vault keeper’s level or status… where maybe unlocking expansions and higher level seeds permit the opportunity to venture deeper and deeper into the vault. learning more and more about its history until eventually reaching what lies at its end, and discovering for yourself the true reason behind its creation…
but that’s getting ahead of ourselves, simple comes first!

it’s been a while since i’ve touched seedy vault, and for a moment i forgot why i stopped updates… but looking back on it i lost the job i had at the time and the game wasn’t performing to my expectations so i think that’s a fair reason ![]()
there’s been a work in progress update sitting in studio since then, so i’d like to get that rolling before i start having fun with all the dungeon stuff. currently i’ve been spending some time improving the ux for mobile since i came to the conclusion that it sucks pretty bad. i really liked having the bigger harvest pictures overflow in the inventory but i did that knowing eventually some day i’d have to remove it. so i’ll be tearfully saying goodbye to that.
mostly i want mobile players to have the ability to see the mouse hover pop-up information like PC currently does, as the weight of a harvest and descriptions are currently ambiguous to them… which is kind of an important issue.

after that it’s nana banana time as i finish implementing the bananas. currently a (mostly) illegal fruit in the islands at the time of the vault. why you ask? well, you’ll have to ask a few friends you’ll be meeting down in the vault some day. some dark market traders may have a word or two to say about that whole fiasco…
we also have the start of a few new early game plants coming to help spice up gameplay for new players to hopefully keep them interested and playing. islander flowers being the first of them. squeaky squash will have to make its debut at a later time, i think. but the goal is having plants that indicate to players right of the bat that this offline game is not like the others, in a good way!

i also hope you’ll enjoy our first sign of life down there, runt! our aspiring vault master deemed too small and inexperienced for vault runs. i’m hoping to upgrade his style and design in the future to match my sketches, but for now he’s very oceanrest looking with raisin eyes. he’ll handle all upgrades relating to your inventory storage and expansion while boss is away – deer’s in charge!
alright, i’ve gotta get back to it. i’ve been chipping away at little islands, too, in-between work for dandy’s world. though, i think i’ll cover all that in a separate post. bye for now!
