Seedworld Dev Update #17
Dear Seedworld Community and Followers,
As we continue building toward a rich and immersive survival experience, our team has made notable progress over the last few weeks across both world-building and core gameplay systems.
From new landmark designs to foundational survival mechanics, Seedworld is steadily evolving into a living, breathing world.
In case you missed our previous progress, be sure to check out Dev Update #16 here.
Landmark Level Design Layouts: Early Playable Concepts
We’re excited to unveil three new landmark layouts that are now active in our development environment.
These are early-level design “blockout” versions built to test navigation, movement, and combat flow before we begin introducing gameplay elements like lootable items and, next, the visual polishing.
Goblin Market (Tier 1)
An abandoned market outpost, once bustling with goblin trading goods.
This location is designed for fast-paced looting and early-game skirmishes..
The Grimgut Warrens (Tier 2)
Also called Goblin Cave
Vertical traversal, rope bridges, and hidden alcoves make this an intense PvE/PvP as hostile inhabitants await
Celestial Tower (Tier 2)
A mysterious observatory from before the Fall.
These are early-level design “blockout” versions built to test navigation, movement, and combat
These landmarks are currently in layout testing. The visuals are unfinished, but player flow, mobility, and zone logic are being tested.
Some of you may get to test it out through upcoming playtests (Keep an eye out for information on how to get on this).
What Are Landmarks?
Landmarks are handcrafted zones filled with danger, loot, and lore. Unlike POIs (Points of Interest),
They are categorized by difficulty:
Tier 1:
Smaller zone
No enemy NPCs, Void Corruption, or complex puzzles
Low to mid-tier loot
Light secrets or basic puzzles
Tier 2:
Larger zones
May have moderate enemy NPCs and intermittent Void Corruption
Mid to high-tier loot
Puzzles may require items to unlock doors
Puzzles reset after cooldown
Puzzle types: Keycard, Domination, Button Find
Tier 3:
Dungeon-like combat zones with corridors
Hard NPCs and persistent Void Corruption
High-tier loot
Complex puzzles requiring rare items
Puzzle types: Item to unlock room, Domination, Button Find
Undead & Solaris 3D Character Progress
Character modeling is progressing well for both the Male Undead and Female Solaris Vanguards.
These new 3D character builds will bring more diversity and identity to gameplay in Seedworld.
When a player stakes a Vanguard NFT, they unlock a corresponding Avatar Skin based on the NFT’s Variation Trait. This system allows players to embody their NFTs within the game world, tying blockchain identity to in-game presence.
Vanguard skins come without cloth or armor. Players can craft cloth in-game by collecting resources.
Players can have multiple avatars, limited only by the number of Vanguard NFTs staked.
Variation Traits (NFT Metadata-Based)
Each Vanguard NFT (either male or female) defines the avatar skin it unlocks based on its Variation Trait:
Solaris – Solaris Avatar
Noctis – Noctis Avatar
Crescent – Crescent Avatar
Celestial – Celestial Avatar
Undead – Undead Avatar
Orc – Orc Avatar
Dwarf – Dwarf Avatar
Goblin – Goblin Avatar
Elf – Elf Avatar
Immortal – Immortal Avatar
These avatars are not only visually distinct but also provide narrative within Seedworld.
Whether you're roaming the world as an Undead or a Solaris Vanguard, your look and legend will be yours to define.
Game Development Update: Core Systems & Combat
The Dev team has pushed several updates to improve moment-to-moment gameplay and set the foundation for long-term features.
NPC System (In Development)
We’ve begun building the core NPC framework, including:
Patrol zones and routes: Early enemy AI encounters are now under testing. Initial behaviors like idle, patrol, alert, and engage have been implemented.
Idle: NPCs remain stationary or play idle animations for a short time before switching to another behavior.
Patrol: NPCs follow assigned patrol patterns:
Random Point in World: Roam freely, avoiding POIs.
Random Point in POI: Move within a specific POI.
Follow Path: Follow a set route, sequentially or randomly.
Early enemy AI encounters are still under testing,
Patrol zones and routes have been implemented.
What are Patrol Zones?
These are specific areas of the map where AI characters are programmed to roam or guard. They provide dynamic NPC behavior, making the world feel alive.
Survival Systems (Framework Ready)
Seedworld now supports core survival mechanics that will challenge your adaptability:
Temperature effects: Cold and Heat, being too cold or too hot, can damage the player over time.
Environmental status:
Wetness: Raining or walking into water lowers the player’s temperature. If left unaddressed, it accelerates cold damage and adds survival pressure.
Corruption: zone, Void corruption builds up and starts hurting you. Wearing protective clothing can stop the damage.
Biological needs: Hunger and Thirst
These will dynamically affect gameplay, encouraging gear upgrades and smart resource planning. The framework is getting ready to be plugged in within the global gameplay and in the new map coming soon.
Weaponry Expansion & Combat Testing
Weapon Perks WIP: Initial Perks System integration is underway. These add modifiers like Bleed, Poison, Explosive damage, Shield Damage, and temporary visibility on the minimap (Mark).
New Weapon Variations WIP: Variants of swords, spears, pickaxes, spyglass, and more are in development.
Peer-to-Peer Hosting Model: Players can host and share game sessions with others directly without dedicated servers. This enables players to host custom maps or play sessions from their own machines.
Improved sound effects across weapon types
Peer-to-peer combat testing has begun
Interface & UI Improvements
Inventory toggle via quick-access input
HUD Wheel UI layout for real-time actions and mode switching: there have been improvements in the Wheel UI from the last dev update; you can see that in the image below
Pause menu and inventory interface updates
UI character wheel HUD (work in progress)
Bug Fixes & System Refactoring
We’ve resolved a series of performance bugs and crashes while continuing to optimize the backend for better stability and scalability.
Closing Thoughts
With every sprint, Seedworld inches closer to the dynamic, multiplayer sandbox we’ve envisioned.
These recent additions are only the beginning of what’s to come. As systems mature and the world deepens, we’ll continue to involve you, our community, every step of the way.
Your feedback, enthusiasm, and ongoing support encourages our mission to build something truly unforgettable.
Until the next update,
—The Seedworld Development Team