- v1.0.0.1 - 8 June 2026
Fixed a crash that occurred when getting A Rock as a combat reward with a full bench.
- 1.0 is here!! - 2 June 2026
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. 🎉 Like I said in the notes for the last big patch, 1.0 is not meaningfully different from what that patch contained. We've definitely improved the game a ton since we launched in Early Access back in October, but the transition from v0.7.7.1 to v1.0 is simply an indication that, to my knowledge, the game is stable, both from a technical perspective (few/no bugs, crashes, or performance problems) and a gameplay one (balanced, deep, not needing significant improvements). There are no plans for more content or features at the moment, though I'll still come back to fix any major bugs or issues if I'm alerted to them…
- v0.7.7.1 - 24 May 2026
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.
- Patch v0.7.7 - 16 May 2026
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 I've been plugging away at a whole bunch of quality-of-life improvements, bug fixes, and balance changes. Let's dive in. Quality-of-life improvements While there weren't any big new features left to implement, there were still some changes to the flow of the game that I wanted to add: Steam Cloud saves are now available. You can now switch between devices and keep your progress. When you enter a Ruins (?) tile, you're less likely to see a repeat of the last Ruins you encountered on your run. It's still possible, but all the other Ruins are 3x more likely to appear. It should be almost impossible now to encounte…
- Patch v0.7.6.2 - 21 February 2026
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 would give enemies big heals instead of allies small heals as intended
- Patch v0.7.6 - 16 February 2026
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. You can access this at any time during a run by clicking on this button in the top right or by pressing C. And then you should see this: A couple notes on this feature: You'll need to have beaten at least one run before you get access to this. We didn't want to spoil new players on all the units ahead of time nor overwhelm them with a ton of information. To get info on a unit, just click (or right-click) on their portrait. A panel will pop up on the left just as if you had right-clicked on their model on the board (or on their portrait in the crop or left team display). With Trait Variations enabled, all units…
- Patch v0.7.5 - 1 February 2026
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 thought of before! If you have beaten any Challenge Levels, you should immediately get any associated achievements upon starting up the game. Hope everyone has a great time with these; I had a ton of fun building them! Bug fixes and minor updatesAlso part of the update are a couple of small changes, mostly bug fixes:Upon beating Challenge Level 15, a message stating that Challenge Level 16 is unlocked no longer appears. (15 is the highest Challenge Level. There is no Challenge Level 16). Fog of Rejuvenation no longer causes severe frame rate dips after being on your team for a while. Units with secret traits acti…
- Patch v0.7.4 - 22 January 2026
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 TrinketsWe've added over 20 new trinkets, of both the Lesser (found on Trinket Chest tiles) and Greater (gotten from bosses) varieties. The goal here is both to introduce more run variety as well as enable more team compositions. I'll let you discover them all for yourselves, but here are just a few samples to pique your curiosity:Irrigation Reservoir: Once per round, you can refresh your active Crop.Talking Rose: Trait Grafts have a 50% chance to replace Bombs and other Consumables as rewards. Towering Scythe: Against large bosses and minibosses, Reap abilities trigger automatically every 6 seconds. Whenever an ally's Reap ability triggers, they get 2% stronger for the rest of combat. Black Dagger: Whenever…
- Patch v0.7.3 - 21 December 2025
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 say that we've spent a ton of time replacing these assets with good old-fashioned human-generated art. The overwhelming majority of the assets in the game are now hand-drawn, and we're working with a studio to finish up what's remaining. The assets that are still AI-generated are: Map tile sprites (the hexes the player clicks on to go to different locations on the map) Illustrations in Run Start, Ruins, Rest Sites, and Item Traders 7 UI textures, including the big wavy crop vine and some other smaller UI accents As a reminder, at the time we launched in Early Access, a lot of art was already handcrafted, includin…
- Patch v0.7.2: Challenge Levels! - 22 November 2025
New Meta-Progression: Challenge LevelsWe'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 a Challenge Level unlocks the next one, and each Challenge Level adds its own unique twist to ramp up the difficulty. There are 15 Challenge Levels in total.Since this feature is pretty new, we'd love to hear your feedback on the balance and difficulty of these new levels. Please let us know what you think either on the Steam discussion boards or Discord!Bug FixesAlong with the new Challenge Levels feature, we also took the time to fix up the following issues:Fixed a bug where sometimes units couldn't be sold by clicking on the recycle portal.Fixed a bug where returning to the title screen during end-of-combat bu…
- Patch v0.7.1 - 8 November 2025
UpdatesThis 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 the program hanging.Bug FixesThere was one bug fix for this patch:Fixed a crash involving duplicating Servant of Heaven's Golden Aura buff. Players can now play Servant of Heaven and Mahadeva on the same team.More on the wayA huge thank you to everyone who purchased the game during our Early Access release! Rest assured that we're continuing to develop more fixes, improvements, and content on our way to a full release.
- Early Access Is Here - 27 October 2025
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 like more Ruins, some UI updates, and a proper ending. See the "About this game" section for a description of what's in the game now, and the "Early Access" section for more info on stuff that we plan to implement.New ContentWe added several new Trinkets!-New Greater Trinket- Treemeld. Your highest HP unit gains +100% HP but loses 70% movespeed.-New Lesser Trinket- Nightsky Blanket. Upgrade a random tile in the second row into a Pinlight tile. A unit placed on this tile receives strength rather than weakness from the Dark trait.-New Lesser Trinket- Hands of Light. Initiative - Units in your front row gain 10% Lifeli…
- Early Access Release: 10/27/25 - 21 October 2025
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 isn't completely done. It does, however, have all the stuff listed in the "About this game" section of the Store page. It's a fun, deep roguelike with a ton of characters and a high level of replayability.The full version could release in about a year. The full version is planned to have the following improvements over the current version:Unlockable difficulty levels (eg, post-run progression)Run-to-run trait variation on some unitsRefined, easier-to-scan UI, including updates to tooltips, right-click info, and moreAn overall more balanced experienceMore TrinketsMore RuinsThe full version will cost a bit more than…
- Patch v0.6.4 - 12 October 2025
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 ContentNew trinket - A Rock. Gain a Rock unit who can’t move or attack. It doesn’t count toward your team size limit and its level matches the current Map.UpdatesBalance Updates:-Units- Wallace nerfed. On-hit damage from spell halved; Defense and Magic Def debuffs from spell lowered.-Items- Unearthed Crossbow nerfed. No longer grants user on-hit damage; now grants 5% Attack Spd instead. Its Initiative is unchanged.More Updates:“Entering combat” intro animation added. Also added a fade when entering non-combat tiles.Copy-edited and spellchecked all text in the game. Many typos fixxed (sic)During combat overtime, magic damage now…
- Patch 0.6.3 - 2 October 2025
UpdatesDivine Trait ReworkPreviously, 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 Trait). This was ok, but not ideal. The bigger problem with the design was that many of the Divine units (Claira, Phaisy) were not damage-dealers, and therefore did not work well with their own Trait. For these reasons, Divine has been reworked. Tiers II and higher now reward the player for team healing, an incentive which previously didn’t exist in our game. Get as many Divine units as you can, take anything that heals, and watch the damage roll in! Divine Tier I (unchanged): +15% Lifelink / Magic LifelinkDivine Tier II: Whenever your team heals for 750 HP, Smite a random enemy, dealing them 350 Holy damage and 175…
- Patch v0.6.2 - 21 September 2025
UpdatesLimited DemoOur 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 full version of the game.More updates:Bench and board tiles are a bit easier to click on“Splash screen” added during loading when you first boot up the gameOn the map screen, if you’ve selected a tile so that its rewards are showing on the right, you can hover over that tile’s icon above the rewards to see info about that tile.On the post-combat screen, the text for losses now changes according to the severity of the lossAuto-attack projectile speed increased for most unitsThe manual is no longer available via the settings menu (RIP)Bug FixesThe blue “loss flag” icon no longer shows up on completed non-combat roun…
- Heads up! We’re limiting the demo soon. - 15 September 2025
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 happen after our participation in Steam Nextfest, which is October 13-20. It could be a week or two after the final day of Nextfest. -John from Hat Wobble Games
- Patch v0.6.1 - 6 September 2025
UpdatesUI UpdatesDamage 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 HP bars) to help players quickly identify units with small or large MP costs.Map 3 BalanceNormal enemy encounters have been too difficult on Map 3 for a while; a variety of changes this patch address that, as well as some related issues. Additionally, in order to make Map 3 more interesting, there are now 5 possible enemy encounters per each difficulty level; this is up from 3 groups per difficulty level previously. (Maps 1 and 2 continue to use 3 groups per difficulty level; Map 3 is longer and thus warrants some distinct behavior). Also, the existing groups have been redone. Most notably, the Surrelior Soothsayer…
- Patch v0.6.0 - 21 July 2025
New contentNew BossesSix 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.Slush-shaper Hurik - A farmer corrupted with newfound summoning power! Hey, he’s kind of like you.Map 2:Florya, Blooming Vengeance - She spins and slices. Melee teams beware.Vasunthygg, Ocean King - Gallenthygg’s old, crazy dad. He hits the whole board with AoE magic damage, so be prepared!Map 3:Kalinekrion the Wretch - He kills units from left to right; adjust accordingly.Comrade Kurt* - Break through the barriers and charge the enemy sniper. Or don’t; I’m not your dad.*Visual effects on these enemies are placeholder.Further changes to boss mechanics are described below in the “Updates” section.Sound EffectsThe game now…
- Patch v0.5.2 - 1 May 2025
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 able to share this with players. In addition to the characters, we’re also working on building out a robust set of visual effects for spells, as well as everything else in 3D space that requires particles to fly around. With this patch, we’ve introduced 54 new battlefield visual effects out of a total planned 106 (give or take a few). Still, our game has a ways to go before being visually finalized. Remaining placeholder stuff includes the “skyboxes,” much of the UI, and finally, and the “story” scenes (intro, game over, and ending). We will address these in upcoming patches, so stay tuned, and hit us up with feed…