v1.0.0.1
Fixed a crash that occurred when getting A Rock as a combat reward with a full bench.

Developer posts and news about this game.

Fixed a crash that occurred when getting A Rock as a combat reward with a full bench.

In January of 2021, two friends wanted a way to connect after almost a year of pandemic-forced isolation. We decided to make a game together. It's so hard to believe that now, almost 5 and a half years later, we'd be releasing the 1.0 version of Seedborne Soldiers to the world.

In the most recent update, I added a framerate limit in order to restrict how much of your computer's resources the game takes up. Now, you can now select your own framerate limit for the game from the settings menu.

Hello. Hey there. It's been a while, I know. After pushing hard to complete the majority of the Early Access roadmap from October to February, I took a break through much of March. I couldn't keep away from Seedborne Soldiers for too long though, and in the time since coming back

Fixed a bug where Trait Crops used its units' base traits instead of their active traits to determine the trait to show. (This was released earlier for v0.7.6.1 but unannounced. Thanks to a player in the Discord for bringing this to my attention.) Fixed a bug where Leyline Tap wo

Hope everyone has rustled up an apetite for some summoning because we've got some changes this patch we think you'll really enjoy! In-game codex We've finally added the feature everyone's been asking for: an in-game codex so you can browse all the units in the game and plan ahead

Steam achievements are here! The bulk of this update is to add Steam achievements to the game. While most of these are straightforward, some of them will hopefully have you reaching just a little outside the box to construct interesting teams, discovering strategies you've never

Hope everyone had a great holiday! Ours has been relatively productive, and as a result we've got a whole slate of new content and features in this update. Let's dive right in. New Trinkets We've added over 20 new trinkets, of both the Lesser (found on Trinket Chest tiles) and Gr

Replacing AI-generated art As you may know and as our Steam page notes, the current version of the game has AI-generated art in it. We jumped on the hype train right when it was taking off and it seemed like AI was inevitable. To put it bluntly, this was a mistake. I'm happy to s

New Meta-Progression: Challenge Levels We've implemented a system here similar to how Ascension levels work in Slay the Spire. Upon beating a run at the base difficulty level, you unlock the first Challenge Level, which, when opted in, adds a difficulty modifier to runs. Beating

Updates This patch is, for the most part, an overhaul of how the game is loaded. For players, this means: Loading times to get into a run are shorter. There should be fewer stutters due to loading while playing. Players can close the program while on the loading screen without th

It’s live! The big difference between the Early Access version of the game and the demo is that the demo ends after Map 1, while the EA version contains all 3 Maps. Have at it! As a reminder, "Early Access" means "not totally finished and polished." The game still needs stuff lik

We're excited to announce that the full version of Seedborne Soldiers will be available in less than a week on 10/27/25! This is the culmination of five years of development and our latest and greatest milestone. This is an Early Access release. Here's what that means: The game i

Nextfest is on! This patch is mostly bug-fixing and tidying stuff up as we expect more eyes on the game. We do have one rockin’ new Trinket, and a new intro animation to combat rounds which makes the game feel smoother. We’re almost ready to for Early Access! New Content New trin

Updates Divine Trait Rework Previously, the Divine Trait only granted Lifelink and Magic Lifelink (the “heal from damage” abilities) to your team. This meant that it didn’t work well as a “vertical’ strategy (ie, a strategy which incentivizes drafting many units with the same Tra

Updates Limited Demo Our demo now ends after Map 1. The full game will be available in Early Access in just over a month! We will continue to make gameplay updates leading up to our EA release, so stay tuned. Future updates (balance changes, etc) will affect both the demo and the

As we prepare for our Early Access release around the end of October, we’re going to limit the free demo so that it ends after Map 1. This will happen by the end of the week. While we don’t have an exact date for the full game to become available again via Early Access, it will h

Updates UI Updates Damage numbers were barely visible before, and the HP / MP UI was very basic placeholder. This has all been reworked and looks much better! MP bars now flash whenever units cast spells to make spellcasts clearer. Additionally, the bars are segmented (like the H

New content New Bosses Six new bosses have been added! Now, you have a chance to face one of three bosses at the end of each Map. The following bosses have been added: Map 1: Galvinaut the Engineer - Can a utopia be created through more perfect engineering? This guy says yes. Slu

With this release, we’ve accomplished a huge milestone—all placeholder character art has been replaced with final art! This goes for both 2D portraits and 3D models. Big props to our two amazing artists. Our game has been looking better every week internally, and we’re finally ab