Seedworld Dev Update #20
Hey Seedworld Community, Thanks for following along with the Seedworld journey. Dev Update #20 brings key game features, product rollouts, and art reveals.
Since our last update, you’ll notice major improvements to map + respawn systems, combat refinements, Nova Core integrations, as well as backend progress, and new art reveals, all designed to make the Seedworld experience smoother and more immersive.
If you missed it, check out Dev Update #19, where we introduced the hoverboard’s system, early survival features, and major backend progress. Today’s update builds directly on that momentum.
This update still covers three major areas:
Game Development Updates
Product Updates
Art & Design Updates
Let’s dive in.
GAME DEVELOPMENT UPDATE
UI & Map Systems
Prop categories reorganized with new clusters and consistent icons
You can now move while your map is open
Map controls have improved; you can now scroll, pan, add markers, and more
Map shows player location and respawn points
Marker system on the map has been implemented, and you can add and remove markers
Zooming and scaling the map now follow your mouse position. Minimap also has a new reset-pan option for easier navigation.
The following map icons have been upgraded: show team, bed, biome, soulbound.
Respawn System
New layout includes map view, death location, respawn button, and spawn options
Death causes are now shown (player, environment, or self)
The spawnpoint list displays the number of available points, refreshed live
Fixed visibility issues for dead players on the respawn screen.
Added cooldown timers for spawn selections
Optimized system for clearer respawn messages with added delegate handling, and fixed spawnpoint bugs.
Combat & Weapons
Melee attacks now connect more precisely with your weapon’s animations
Turrets reworked (Offensive/Defensive Turrets): now respond better to shield states and damage rules
Using gadgets and consumables feels faster and smoother during combat, thanks to a combat system update
Added profiling scope for the combat plugin to assist optimization
Core Systems
Stability system is now fully implemented with the Nova Core
Nova Core UI is now finished, and it shows health, shield, decay protection, and the Nova meter
Includes buttons to fill/drain Nova, storage rules, and better inventory display
Crafting and inventory updates: clearer display of craftable items, filters, and recipes
Fixed storage screens not showing live data
Animations
New locomotion animations for male + female characters: idle, combat, jog, crouch, sprint
Different animation sets based on state: unequipped, gadgets, weapons, tools, creator mode
New idle + combat poses for sword, spear, pickaxe, axe, and energy sword
Swing, stab, and charge animations added for melee weapons
IN DEVELOPMENT
Multiplayer & Backend
Ongoing improvements to servers for smoother multi-region play
Team invites are now ready on the backend, with UI integration still in progress.
Procedural Content Generation (PCG)
We have built a system to populate our biomes and give the terrain variety and random loot spawning
Combat & Weapons
Weapon balancing continues to ensure fair and interesting combat
Different ammo in the works: Unstable, Refined, Pure, and boom types
Harvesting tools updated with new effects and resource farming logic
Early balancing to make NPCs smarter in melee fights
Other Improvements
Damage rules applied to player-built structures
Friendly fire systems are underway to make team play more intense and tactical
Builds are now fully multiplayer-ready: multiple players can interact with the Nova core and bring down buildings by breaking their support
Additional optimization profiling across combat and respawn systems
NEXT STEPS
Final polish on map and respawn UI loops (icons, scaling, markers).
Further turret balancing with shield/armor states.
Extended crafting system with recipe filters and improved UI feedback.
Multiplayer stability testing across all core systems.
Additional optimization profiling across combat and respawn systems
PRODUCT UPDATE
UAT for subscriptions and referrals (WIP) - Join the Seedworld private Telegram channel to join ongoing and future tests.
Account dashboard finished and live in UAT, showing:
$SWORLD holdings, staking, and farming data;
NOVA collected (WIP - not real numbers).
Genesis NFT holdings and amount staked, including separation between Mounts, Vanguards, Seed Roots, and Lands;
Subscription referral system overview, including total and active referrals and retention rate;
Leaderboard rankings, e.g., top 1%, top 10% etc., for different categories - WIP (not real numbers).
Several security and infrastructure upgrades.
Backend for the subscription referral mechanics, including 1st and 2nd degree referrals, (custom) referral codes, and leaderboard.
What’s Coming Next
Seedworld’s own NFT marketplace. The marketplace smart contract is ready for audit, and the backend work has started (incl. royalty enforcement handling).
Seedworld’s NFT staking is moving from soft staking to on-chain staking. New smart contracts are in development. The backend is finished, and a new frontend is in development.
Recently Wrapped Up
Seed Roots sales suspended until further notice (sale pages taken offline from Seedworld + Seedify).
ART UPDATE
WILDLIFE
The team is working on expanding wildlife in Seedworld to make the environment feel more alive.
This includes both grounded forest creatures and airborne species.
Recent examples in progress include the Flying Fish, which brings movement and variety to the skies.
The Alderelk, a majestic antlered guardian tied to ancient groves
And the Leafstride, a plant-infused bird that blends seamlessly into forest canopies.
GADGETS & WEAPONS
Gadgets in Seedworld change how you fight, build, and survive.
The Bamboo Bed is your earliest lifeline: a quick respawn point you can craft from day one.
Place it on the floor, and it’ll bring you back after a short cooldown, but if it’s destroyed, your spawn is gone.
The Boom Barrel is fragile, so be careful around it because if it goes off, expect a loud blast with shards flying.
For raids, nothing hits harder than the Soul Breacher: a summoned ram that hovers and slams again and again into enemy walls, shrugging off damage while lighting up each impact with heavy effects.
As a primitive starter weapon, the Spiritwood Bow gives survivors their first taste of ranged combat.
Crafted from bones, teeth, and stained feathers, it doesn’t hit hard and won’t reach far, but it’s a way to strike from a distance before better gear comes into play.
CONSTRUCTION & CRAFTING
Building in Seedworld goes beyond just shelter; it’s a strategy.
Junk Metal is the cornerstone of tough bases: high HP, immune to regular harvesting tools, and with that unmistakable scrapyard look.
It’s what you use when you want your walls to hold against more than just the weather.
B. CRAFTING STATION - COOKING
The Emberpit sits at the heart of your camp.
It’s a full cooking station where meals gain extra impact, boosting health, hunger, and thirst recovery, and sometimes even granting temporary buffs.
For smaller setups, the Cookfire is your earliest crafting station.
While it can’t be locked, anyone nearby can use it to prepare basic meals. Once destroyed, its cooking function is gone.
RESOURCES
Blackberry: A common food resource found in the wild or inside loot chests.
It can be eaten raw for a small recovery boost, but at your own risk
Cooking improves its effects, restoring more health, hunger, and thirst.
Looking Ahead
Seedworld is moving fast, and every update gets us closer to a world that feels alive, connected, and community-driven.
Next steps include polishing the map + respawn UI, more multiplayer stability testing, balancing new combat mechanics, and expanding the crafting system.
As always, your feedback is a huge part of how we prioritize and refine features.
Keep sharing your thoughts in the community channels and Stay tuned for Dev Update #21





















great update keep cooking
Good job team. Keep cooking Seedworld 🔥 🌱