And if you don't trust me come on Discord and we will send you the timelapse
Alexis Gelin
Creator of
Recent community posts
Just to clarify: all the artwork was made by our artist Clarisse, who hand-crafted every single visual element in the game. No AI was used for any of the graphics. Please take a moment to check the credits before assuming. We put a lot of heart into this project and it's a bit disheartening to see that work dismissed unfairly. 🙏
Thanks for your feedback!
We actually made this change on purpose. Some players were accidentally scrolling or panning the skill tree and then “losing” it when reopening the view. To prevent that, we decided to keep the zoom level unchanged, but automatically focus on the last upgrade purchased.
The idea is to make sure players don’t feel like the tree disappeared or opened in a completely unexpected spot. That said, we understand that for some players it can feel disruptive if you carefully positioned the tree where you wanted it.
We’ll keep an eye on the feedback and consider adding an option in the future to lock the tree position if there’s enough demand. Thanks again for taking the time to share your thoughts!
Hi, thanks for your feedbacks,a full map respawn is a great idea, i really love it, for the double spawn theere is already Skill for that, for the second phase idk tbh I prefer simple loop straight to the goal, the steam fest version Will add more challenge for players to deal with
Once again thanks for playing!
Thanks a lot for the detailed feedback, and I’m glad to hear the Dutch translation is much better now 🙂
All three points are clear — especially the zoom behavior on the skill trees and the focus issue when reopening the Void tree. Those are definitely not intended and I’ll take a closer look at them. The green plus icon staying visible when nothing is available is also a good catch.
Thanks again for taking the time to report all of this, it really helps improve the demo 👍
Thanks for reporting this, that’s a really helpful catch.
You’re right — this is a browser-specific issue. On the web version, progress is currently saved only when the game explicitly triggers a save (for example via the save option in the settings menu or when the player leaves the game view properly).
That said, the flashing / zoomed screen is definitely not intended and counts as a real bug.
Thanks again for taking the time to report it — it really helps improve the game.
Thanks for the feedback, I really appreciate you taking the time to share it.
The cyan (light blue) trees are meant to be a progression wall that becomes much smoother once you unlock the right upgrades in the Void skill tree. If that wasn’t clear while playing, then the game didn’t communicate that well enough, and that’s something I need to improve.
Your experience is totally valid, and I’m looking into better pacing and clearer guidance so this part doesn’t feel frustrating or like a hard stop. Thanks again for sharing your thoughts — it really helps.
Thanks for the feedback, and sorry you ran into that bug with the Fortune upgrade!
You’re absolutely right — during development I only tested it with +100% Fortune (my bad 😅), so the issue slipped through.
I fixed it this morning and the latest version no longer has this problem.
Thanks again for pointing it out, it really helps! 🙏
Thanks so much for the detailed feedback! 😄
A few updates based on your points:
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I’m planning to buff The Forest, and later in the Void Skill Tree you’ll be able to upgrade the wood ratio.
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I’ll fix the max Forest price, block the button when you’re at max, and add a 0.01s minimum for the timer so upgrades feel fair.
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The Forest should have been reset properly — thanks for catching that.
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Regarding the Add Million Wood command, in the full game it will behave differently and not directly affect the skill tree visuals.
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The red dot issue on old upgrades still needs work.
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About the Infinity Tree, yes — the higher-level upgrades weren’t demo content.
Really appreciate you going through everything — your thoughts on progression, costs, and unique wood mechanics are super helpful for improving the game! 🚀
Thanks a lot! Really appreciate the feedback 😄
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For the demo, I think the spawn rate is already pretty fast, but I’ll keep an eye on it.
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For Time Attack, I’m considering going back to a 5-minute total — I’m a bit wary of broken unlimited sessions, but it could definitely make the mode more challenging!
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As for pausing time during the skill tree, I think for beginners or if the layout changes, it’s fine to give players a bit of time to read and plan. Otherwise, leaving it running could be a nice way to add pressure and keep the challenge up.
Thanks again, and fingers crossed for the Steam release! 🎮



































