
Step into a world where nature has reclaimed what was always hers. Explore a disturbing dystopia as the first successful human-plant symbiosis. Extract abilities from corpses, reshape your essence, and decide the fate of both species.
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A world where nature has erased every last trace of human life awaits.
Dive into this fascinating metroidvania and find your way out of the Great Tree. Master your abilities, forge your own path, and face the dangers lurking along the way. Uncover what truly happened by piecing together history through the memories of those who witnessed our era collapse.
Does humanity deserve another chance? Or is it time to step aside and let nature run its course?


Humanity is no longer the dominant species. Discover how civilization fell as you venture through every corner of the Great Tree. From its roots, where the last remnants of civilization struggled to survive, to its highest branches, where nature reigns unopposed. Ascend through deadly creatures that were once human, and the challenges they bring, to uncover whether humanity is still remains worth saving.


Every decision matters. Harvest abilities from the corpses of those who weren't so lucky, and reshape your human/plant ratio. Embracing your plant side lets you grow vines to climb through vegetation and reach otherwise inaccessible areas, while leaning into your human nature grants more powerful attacks, useful both in combat and for opening new paths. This ratio is more than just a number, it shapes how the world perceives you and what kind of creature you are becoming. There are no right choices, only consequences.


Nature always finds a way, even where life no longer exists: flowers blooming over remains, petals covering forgotten ruins, a lush world that never lets you forget you are the intruder. Once you understand that, you will no longer know where beauty ends and the unsettling begins.

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Languages: English
Reviews
A fun little Metroidvania! It's on the shorter side and admittedly a bit confusing at first, as my brain couldn't quite grasp the fact that the map simply loops when you reach the edges. The art style is cute and beautiful, and the music is delightfully funky without being weird. I really enjoyed the different abilities and the fact that you had to create your own build for the final "fight" against the flower (although I struggled HARD, but that was entirely on me!). Overall, it's a super cute and fun game. I highly hope the devs plan on making a more fleshed-out Metroidvania in the future, because the passion and spirit are definitely there! :p
Very cool game. I loved the graphics and general aesthetic. The sound design was solid. The basic gameplay mechanics were all pretty cool and were worked into the environment well. The difficulty could be extremely high in unfun ways at times. The final boss fight was just me dying over and over and over until I finally memorized the exact route and timings. I'm not a fan of that at all. I did like that you can have different ability combinations that force you to take different routes, though. The controls were a bit clunky, which I think was mostly due to dash being on right trigger. If that had been swapped with X and attack was put on right trigger, I think it would have been much better. Unfortunately, you can't remap the controls. Jumping from vine to vine was bad. It seemed down to luck how much distance I got, so I ended up falling pretty often and having to start over again from the beginning. Using the vines really should have been much more forgiving. Still, the game was overall pretty fun. I definitely recommend checking it out.
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My thoughts are overall positive if we take the game for what it is - a demo made by a small team that wanted to do something creative and make a game. The art is very pretty, and by far the strongest part of the game. The screenshots on the store page speak for themselves here. However, it feels like there's some rather important polish that the game's lacking. The best example of this is probably the player's attack animation. The claw FX and model's swipe animation are disconnected - but perhaps more importantly, animation's a form of acting, and the animation doesn't tell the player as much about the character's style as it could do. In fact, "the player character in a video game" is the impression I get from the player's art/model/animation in general. There are more examples of lacking polish elsewhere in the game, but I don't want the review to be full of nit-picking that will put people off despite my positive recommendation. Every project needs to start from somewhere, and this is currently in the demo stage. The concerns I have are more from a production standpoint. Polish and detail take a lot of hard work and craftsmanship. There are many more levels to make for the full release, which is no trivial task - but I want them to be built from a solid foundation/set of gameplay loops. With all of this said, I did finish the demo, and I encourage others to download it if you think it looks interesting from the screenshots etc. If and when the full release comes out, I'd be interested to see how it's changed.
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