Nurture a desert into verdant wilderness by harvesting juice and feeding it to a mysterious forest entity. This short incremental game lets you unlock snail-based powers to gradually expand life across the wasteland, with a darkly whimsical twist on resource management. Best suited for players seeking a brief, low-pressure building experience with quirky humor.
About this game
A short, innocent incremental forest-builder. Unlock snail powers to spread life in a barren desert. Feed the mysterious Forest with juice. And remember: Blood is a type of juice.
Hi friends,In preparation for Next Fest, the good Edd added a much-requested feature: Mouse movement! Click near the snail to move and water, and simply drag further away from the snail to sprint. You can now throw your keyboard out the window, keep your mouse in one hand and grab a big glass of juice with the other. Sip that juice while you collect that juice.I hope you'll enjoy Next Fest! Looking forward to hearing from new people hopefully, and playing some demos for weirdos.Cheers,Victor and Edd and Andrés Micro changelog AddedMouse based movement.ChangedAdjusted popup text a bit.
We messed up a bit and made some tiles non-paintable :| Here’s a quick fix for that + some minor UX changes.AddedDisplay to hotbar showing if there is enough water to place a tile.FixedNot being able to paint near the second pond.Tiles being watered even if there is not enough water.NRE in main menu scene when starting the game.
Heya! Thanks to all the people who have already played the demo! Already more than four thousand people have played the demo across platforms, and it’s a chart-topper on \ storefront. We’ve gotten some early feedback and are addressing that ASAP. So here’s a quick hotfix: AddedExclamation mark above shops if something can be bought. Lots of people seemed to be quitting before even getting their first item, and later it's also easy to miss available items. Hopefully this helsp.Timer to key popups so players don't accidentally close them too soon.See-through effect to Worm and Wizard shops so they're visible through plants."Next" value display on range upgrade.ChangedLowered initial fruit spawn cooldowns to quickly see effect of plants.Halved bush production cooldown (boosted berries)Game will be automatically save when exiting options and shop menu.Optimize text rendering to avoid GC allocations. FixedRegular and Albino skins using the same id (regular skin item will have to be rebought in old saves).Window mode options not persisting correctly.Main menu closing when leaving options menu using back button.See-through shader applying to Ground Cover.
Posts come from Steam's official announcements feed.