Slashbloom

Devlog

What we add to the grove, and what we are still working on. Every entry is written on the day a build goes public.

0.1.0 — The first twelve nights

Build 0.1.0 · the first public build

Slashbloom is one thumb on a grove at night. Weeds sprout, you swipe, and the cut runs. Five clean cuts in a row and the grove blooms: the bloom clears the weeds around the last one, and for half a second everything slows so the next swipe lands where you meant it.

The build ships 12 hand-tuned Campaign nights, 60 seconds at the first and 90 at the last: 60, 60, 70, 70, 75, 75, 80, 80, 85, 85, 90 and 90.

Night 1, First Bloom, is sixty seconds of one spawn point and one weed. Twin Stems adds a second spawn point. Chain Reaction teaches the five-cut bloom and turns on the combo counter. Moonflower sends a golden bloom across the grove every twenty seconds, and cutting it freezes time for two seconds. Thorn-buds arrive on night 5 and start walling off the ground you want to cut. Nights 6 to 12 keep layering those mechanics and tightening the spawn budget, so the last nights are the ones that ask you to plan a cut instead of swiping at whatever moves.

Two more ways to play

Endless opens once you finish night 3. It has no cap: the spawn weights keep scaling past ninety seconds, so the run ends when the dryad wakes, not when a timer does.

Daily opens after night 5. One attempt a day, the same seed for every gardener, and a streak that resets if you miss a day. The Daily board keeps your best runs and names the petal palettes you unlock at 3, 7, 14 and 30 days of streak.

What is not in this build yet

Thanks

Built by Smarttoad. If a night feels unfair, tell us which one and what killed you — the spawn budgets are the first thing we tune.