- Youtube page - Konspiracy Games
- Gameplay trailer
Konspiracy | Apr 20, 2018
- Basics & Food Tutorial
Konspiracy | Oct 17, 2018
- First armor & travel gear tutorial
Konspiracy | Oct 17, 2018
- Traveling north
Konspiracy | Jul 9, 2018
- Load Test with 100 Player Chars
Konspiracy | Dec 13, 2017
- PVP Arena in the Combat Demo
Konspiracy | Jul 14, 2016
- Our Publications
- Blossom & Decay: game concept
Game Concept | Sep 4, 2018
- Blossom & Decay
Square-Enix Collective | Jul 9, 2018
- Stories of Blossom and Decay
Part 1 - A new home | Apr 25 2017
- #DEVLOG: Blossom & Decay Combat Demo
IndieWatch | Mar 30 2017
- About Blossom & Decay
A browser-based sandbox MMO ARPG | Jun 29, 2016
- About Blossom & Decay zip 5.5MB
- Interviews & Articles
- Blossom & Decay offers emergent…
Massively Overpowered | July 13, 2018
- First they made a world. Then they…
The Inspector Press | Mar 10, 2018
- Blossom Decay
Retrogamesmaster | Mar 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 16, 2016
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 or feuds between players.
Follow us on twitter to get updates about the development of the game.
With the help of some players we've started Blossom & Decay's Wiki with basic information for playing the demo.
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.
EMERGENT NARRATIVENo NPC quests, the games stories and events are all driven by players
ASYNCHRONOUS PLAYYour character can build, defend and craft while you are offline
SANDBOX ECONOMYSupply created by artisans; Demand by things like hunger, or entropy and decay
INFINITE OPEN WORLDProcedurally generated world to explore and settle
ACTION COMBAT SYSTEMHand-eye coordination and good reflexes make you a skilled fighter, rather than grinding levels & loot.
MASSIVELY-MULTIPLAYERBattles with hundreds of other players, no instances, no loading between maps
CLAN SYSTEMContracts and player-justice regulate social life
PLAY IN BROWSERGamepad, 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
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 find out more about the video game in our new article Blossom & Decay's game concept.
If you are interested in trying the closed sandbox demo go to Blossom & Decay to apply. All feedback is welcome and your commentaries are appreciated
If you have questions and want infos about the world, items, or game mechanics, go to Blossom & Decay's Wiki.
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).
Here you can download our press-kit