Patch notes
A compact changelog for Slashbloom, newest first. Each entry links to the devlog post that goes with it.
0.1.0 — The first twelve nights
Build 0.1.0 · the first public build · read the devlog post
- First playable browser build, version 0.1.0, sprint 1: twelve 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 / 90).
- One thumb, one cut: swipe through the weeds and the petal chain blooms behind the line.
- Five clean cuts in a row bloom the grove: the bloom clears the weeds around the last cut and slows everything for half a second so the next swipe lands where you meant it.
- Night 1, First Bloom, is one spawn point and one weed; Twin Stems adds a second spawn point and Chain Reaction 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 layer those mechanics and tighten the spawn budget, so the late nights ask you to plan a cut instead of swiping at whatever moves.
- Endless opens once you finish night 3: no cap, spawn weights keep scaling past ninety seconds, and the run ends when the dryad wakes.
- Daily opens after night 5: one attempt a day, the same seed for everyone, a streak that resets if you miss a day, and petal palettes named at 3, 7, 14 and 30 days of streak.
- Everything is in one build: Campaign, Endless and Daily, with mouse parity on desktop and mobile browsers first.
- Free, no ads and no sign-in, made by Smarttoad.
Not in this build yet
The petal palettes are names on the Daily streak line in this build; they do not recolour the grove yet. The Daily board keeps your runs on your own device, so there is no online leaderboard and no share card yet.