<aside> β˜„οΈ A cozy, alien game about π™˜π™§π™žπ™©π™©π™šπ™§π™¨ gardening on a π™˜π™€π™’π™šπ™© far far away.

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An asynchronous, GM-less, world-building game. You play critters on a cozy comet, gardening, experimenting, and sleeping. There's much to be discovered out in space and little is unfascinating or unburdened.

In a world away from our own; how do you garden and what is it you tend? What laws of physics and philosophies do you discover? What grand secrets await the tiny critters aboard this rock hurtling through space?

Vibes

Think Spirited Away but you are just a dust mite, content with moving coal. Or the world of NausicaΓ€ of the Valley of the Wind. Grand philosophies may unveil, but feel too comically big for your critters to contemplate.

How to Play

There are no secrets in the garden.

Every time you play, you can make up to two moves. You don't have to make moves when you play. Moves are just mechanics to guide the discovery of the world.

If you make a move, write a sticker/note to specify the move and its results. Follow any other required actions for the move you select.

You can always talk, roleplay, and support yours or others moves with animations, sketches, and other visuals.

Whenever you step away from the game, your critter sleeps and constitutes as roleplay.

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<aside> 🌱 Best played in a white board-esque situation. Such as One More Multiverse or Figjam, where you can sketch and put together visuals to moves.

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Player Moves

β€” Taking one of the following moves, uses one of the four moves you can use during one sitting

β€” The following moves do not count towards the four moves you can use during one sitting