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Blossom & Decay is a game about a newly settled continent in a fantasy world, where players experience settler life and can rise from rags to riches in a world of opportunity.
But it is a dangerous world, players need to collaborate and form groups to survive. Moving up the social hierarchy as the major form of progress causes players to heavily influence how the game plays out for each other. Jobs and tasks are created, as well as missions, contracts, and general relationships of feuds between players… read more.
You can find the last updates in Blossom & Decay's Forum.
All the game's mechanics serve the idea that everything is created and arranged by the players through their discovery of the world. From learning which resources to find for making buildings or useful items, to quest planning, ordering of trade and goods, and how to interact socially for common goals.
The world starts in a vast wilderness with no settlements or friendly NPCs. Players will immediately make choices about where to go and how to gather food, and find shelter. Their individual stories will follow accordingly based on their needs and how they meet them, all the while confronting an aggressive PvE that increases in difficulty as they advance in the world.
Monster spawn points aren’t set, so they usually wander from fringe and northern regions to swarm the valleys, drifting in higher amounts toward settlements. But they can also be encountered, intercepted, or lured everywhere on the map.
There are myriad roles players can follow, from being a hermit farmer to running with a mercenary gang, or leading a large trader clan. And the pacing is enhanced by an AI that takes over when players go offline, allowing configuration of their avatar’s tasks and behavior. So one can go from highly involved action combat on PC to asynchronous management of crafting and trade processes on a mobile device.
The sandbox economy is fully player-driven, so there are no NPC merchants in the game. All production and trade comes from players, even when they are offline, since the offline AI mode kicks into action with player-defined tasks.
Many resources are unique to specific regions, and certain plants or animals won't thrive in certain places. Goods have to be transported over vast distances and there is no easy fast-travel, like teleportation between cities. Transport routes will take days and lots of resources, so risk and other factors are important when players consider how to work together to move goods, as well as how they price them or where they engage in trade.
Players advance from sticks and stones to mithril crafting through five tiers that involve resources and skill acquirement.
Often trading with people above or below one’s tier can increase progress (to build machines earlier or easily get resources.)
All this opens the economy for crafty players to speculate and manipulate prices. Having information and connections at hand will be key to become a successful merchant.
ACTION COMBAT SYSTEMHand-eye coordination and good reflexes are what make you a skilled fighter
MASSIVELY-MULTIPLAYERBattles with hundreds of other players, no instances, no loading between maps
ASYNCHRONOUS PLAYYour character can build, defend and craft while you are offline
EMERGENT NARRATIVENo NPC quests, the games stories and events are all driven by players
CLAN SYSTEMContracts and player-justice regulate social life
SANDBOX ECONOMYSupply created by artisans; Demand by things like hunger, entropy and decay
INFINITE WORLDProcedurally generated world to explore and settle
PLAY IN ALL BROWSER, ON ALL DEVICES, WITH ALL CONTROLSGamepad, mouse, touch-screen on phones, tablets and all computers
- Blossom & Decay offers emergent narrative in an anything-goes sandbox Massively Overpowered, Justin Olivetti | July 13, 2018
- First they made a world. Then they added players The Inspector Press | Mar 10 2018
- Blossom Decay: Interview with Harald Goergens Retrogamesmaster, Peter Ward | March 22 2017
- Indie Game Dev For Humans Game Auditor | Oct 21 2016
- Introducing Blossom and Decay NINICHI music | Sep 20, 2016
- Blossom and Decay - PODCAST 9 The Gamer Nation Show | Jul 15, 2016
Feedback ?Join the Forum to banter and help us improve!
Initially, we published a rudimentary, combat demo to get a taste of fighting in the game, and we are currently testing a closed sandbox demo that introduces more complex mechanics like crafting, offline AI, procedural map generation, and others.
We wanted to develop a title founded on this vision of emergent narrative for years --like a mix that brought together the best of EVE and Ultima, but accessible and playable for a larger user base-- and we were astonished how little the topic was addressed in AAA titles.
We came from playing pen & paper games and wondered why digital games struggle with that same level of “making your own story”?
Between the classic film-like cutscene-narrative and the theme park sandbox, we felt there was an in-between that should allow players to enjoy story and engagement at their own choosing and pacing.
We aim for a Kickstarter campaign before release, so we would be thankful if you share this project. You can also find infos about the game at Square-Enix Collective, there you can vote to support us.
If you are interested in trying the closed sandbox demo go to Blossom & Decay to apply.
We are currently developing the game to run in web browsers. Next step will be to build the mobile client (iOS & Android) and then evaluating porting to consoles (Switch, PSP).
All feedback is welcome and your commentaries are appreciated
Here you can download our press-kit
Our quest begins simply, we're developers who mine for new mechanics, stories and universal fun for our videogames...read more
Some of the greatest milestones in gaming come from creative modding and happy accidents. Team Fortress, Counter Strike, Minecraft, Plants vs Zombies and MOBAs... All of these happened thanks to small teams having fun.
We boil diverse skills, kind personalities, and shrewd business wit in our cauldron to produce quality magic. This blend is used in product strategy, game mechanics design and engineering, music composition, storytelling, and economics.
We are children of the first gaming and digital generation who love to explore frontiers while honoring past legends. We pursue new possibilities in interactive narratives while we remember the joys of our favorite titles.
Above all, we poke dragons and solve problems without fear, finding our way out of dungeons and exploiting the weaknesses of big obstacles. From casual to serious, from single-player to MMO, we've grinded our way through 25 years of gaming history. And we're excited to contribute to this artform's future.
We collaborate from Frankfurt am Main, Hong Kong, L.A. and NYC
Contact us at mail@Konspiracy.de
MECHANICS AND EMOTION
Harald is the founder of this outfit. A designer with a background in computer sciences and economics, his products received the German Design Award and the IF Award.
At age 8, he discovered Basic and fumbled together some mini-games. He hasn't stopped analyzing and designing concepts for games ever since. ATARI and NES were his foundations, along with tabletops he cherishes like Shadowrun and EarthDawn.
He's the unrelenting game mechanics designer in our team, grinding for ways to implement that ‘something,’ we all fell in love with back in the classic days -- especially for new generations of video game outcasts.
CHAOS AND CODE
Yannic is a long term student knowledgeable in diverse fields ranging from physics, biology, teaching, to computer science or engineering.
A childhood friend of Harald's, they would meet after school to throw code together and he's been into programming ever since. Within a few years, he had taken his passion for fixing and producing bugs and turned it into his beloved craft.
Yannic has played a broad variety of pc games and laughs when getting banned for (accused) cheating, (lazy) automatization or (pure) ownage!!!!!!!11111
As the backend engineer of our team, he presses our crazy ideas into software. He also does all console work on our servers and maintains our mad world so it's up and running.
AESTHETICS AND PIXELS
Alejo sees logic in shape and color. With a formal background in product and interaction design, he focused on product strategy, ideation, and innovation; performing as an information architect, visual, interaction, and user experience designer in the tech and telecomm industries.
He's loved comic books and sketched his imagination since his childhood, when he also first encountered videogames. Since then, his love of graphics, action and adventure has taken him from the Atari 2600, NES, PC and Mobile, to today's consoles and indie games.
As our aesthetics specialist, he bends graphics to match gameplay and world logic, pushing every pixel to its place.
QUALITY AND STABILITY
Goran is our Master Builder. A self-taught coder, he spends lots of time learning and discovering stuff, so we often call him, ‘Mr. Wikipedia.’
At the age of fourteen, he developed his first production critical software and has worked on world renowned products for the printing industry ever since.
Age of Empires and Rome Total War top his favorite classics, where he has crunched countless armies with infinite waves of sword and doom. When he isn't dominating maps, he hammers lines of code into sweet submission.
Goran uses the highest possible programming standards, keeping it all together thanks to his passion for quality code engineering and great software architecture.
LORE AND LIBRARY
Bash is our wordsmith, hardened in the trenches of advertising over the last decade. He's written for thousands of companies across the Americas and moonlighted as a gaming reporter in Latin America.
His favorite titles include --in no particular order-- Zelda, FF, C&C, Blizzard titles, and anything that involves leveling up.
He works with our master builders developing all the game lore we can muster, and he ensures we don't have to worry about communicating the company's vision. Our Verbal Mercenary, he works to ensure our gamers get clear language and communication.
TUNES AND SOUNDS
Eddie is our sound man and he's made noise since his past life. He took up the guitar at age 6 and has since dabbled in everything from Colombian Vallenatos to Mississippi Blues and classic compositions.
He has engineered and mixed for top billboard artists and indie artists, with additional compositions for TV and Radio ad campaigns.
His love of video games became an addiction by age 16. Everquest, WoW, and Civilization were some of the titles that contributed to his bad school grades.
He is our sound engineer and he composes the sounds and music in our games.