A portrait, one-thumb garden survival game built with Godot 4.7.2. Collect pollen, choose three-way upgrades, trigger Bloomstorms and Garden Convergence rituals, and clear 24 authored stages across 6 worlds. Runs are free, offline, and unlimited—no account, energy meter, or connection required.
*Full painted-cel rollout active across all 12 Guardians and 16 Pets (<0.00025px planted-sole drift).
Fifteen larger biome landmarks with worn approach paths, grounded shadows, and physical obstacle bases.
Gather golden stars to unleash screen-clearing supers and enter high-stakes Sap trials.
An optional tri-bloom ritual arriving 90 seconds into an expedition as warned pest waves escalate.
Pollen entering pickup reach follows through dashes and expiring weather bonuses with faster catch-up and same-tick collection. Subtle trails mark attracted drops (capped at 24; disabled by Reduce Motion/Flashes). Gathered batches play a single collection note per tick, and full pickup pools grant identical XP, campaign, and Celestial Dew bonuses.
Offscreen bosses and the nearest unclaimed golden boss cache display directional playfield labels that automatically separate when targets share a bearing, hide when visible or paused, and remain static under Reduce Motion. The minimap camera outline tracks the exact viewport and clips cleanly at the garden boundary.
4 authored stages. Weather: Dandelion Tide (+15% move speed, +35% pickup reach inside the forecast route).
4 authored stages. Weather: Silver Rain. Connected sandbars, shallow caustics, and restoration Springs.
4 authored stages. Weather: Lantern Sporefall. Open root arches, guidance Wisps, and reclamation Blights.
4 authored stages. Weather: Sun Through Glass. Flagstone corridors, columns, and planter obstacles.
4 authored stages. Weather: Moonpetal Migration. High-density pest lanes and golden boss caches.
4 pinnacle stages. Complete two optional field contracts per stage to earn stars and unlock an early 4-minute boss call.
15 Garden Awakening Places (3 per Biome): Discover interactive Restoration Springs (Mending regeneration), Guidance Wisps (Gathering pickup reach), and Reclamation Blights (Courage damage boosts) that persist across save/resume.
Used across Garden Convergence rituals, weapon bloom evolutions, and mastery ranks:
Separate Guardian and Pet banners use earned Wish Seeds. Duplicates return Bloom Dust for summon exchange. Direct Sap/Dust character purchases are retired so every unlock is earned fairly.
Pooled actors and GPU-instanced pest animations drive dense waves of beetles, crusher scarabs, dusk moths, blister slugs, and wasps. Defeat the 4-minute stage boss (or 5-minute Endless bosses) for golden Sap caches.
All packages run 100% offline with local saves. Android 8+ with Vulkan support is required for the Mobile renderer.
| Artifact Path | Target / Notes | Verified Size |
|---|---|---|
| builds/Glowfield.exe | Windows x64 (0.9.2-alpha) | 194,351,064 B |
| builds/glowfield-debug.apk | Android Code 12 (Offline QA) | 253,499,692 B |
| builds/glowfield.aab | Android Candidate AAB | 118,726,063 B |
| builds/Glowfield-LivingMaps.exe | Oct 11 Living Maps Preview | 48/48 Scenes Pass |
| builds/Glowfield-Bloomstorm.exe | Oct 11 Bloomstorm Preview | 47/47 Scenes Pass |
| builds/Glowfield-Convergence.exe | Oct 11 Convergence Preview | 44/44 Scenes Pass |
| builds/Glowfield-source.zip | Editable Godot 4.7.2 Source | Hash Verified |
Open project.godot in Godot 4.7.2 stable. All original art, shaders, GDScript, and editable .tres data in data/ are included. Run the PowerShell helpers from the project root:
# Launch game or run automated test suite./scripts/run.ps1./scripts/test.ps1# Package Windows & Android targets./scripts/build.ps1 -Target Windows./scripts/build.ps1 -Target Apk -AndroidSdk 'C:/Android/sdk' -JavaHome 'C:/Java/jdk-17'./scripts/build.ps1 -Target Aab -AndroidSdk 'C:/Android/sdk' -JavaHome 'C:/Java/jdk-17'# Reproduce clean source archivepython scripts/package_source.py