Wicked Seed

Wicked Seed Progress Update 1

Version
Progress Update 1
Version Date
May 1, 2025
Links

Patch Notes

Progress Update 1

Hello, everyone!

I want to start doing monthly updates on the progress of the game–things I'm working on, planned changes, etc. to keep everyone in the loop on how the game is coming along.

After working hard on polishing the demo, adding new features, bug testing, and doing all the admin work needed to get the game going on steam, it's been refreshing to have started on new content for the game! The content available in the demo was actually completed in early December 2024 so it's been nice to just get back into making new stuff.

Spoiler warning: I'll be discussing new features and additions to the game, but nothing story related.
Disclaimer: Wicked Seed is still in active development and any current or planned feature could be changed

What I've been working on

The majority of my recent development has been in story work–the events that happen after the demo concludes and leading up into the next dungeon. I've also added a new weapon, a handgun that specializes in longer range and higher stopping power, at the cost of fire rate and reload speed. One thing I am aiming for in Wicked Seed is for all weapons to be viable and for the player to use what fits their play style. Weapon archetypes act as the anchor that I plan out accessory and parts around to both complement their strengths or make up for their weakness.

Of course with a new dungeon comes new enemies. I haven't started on them yet, but I have their mechanics planned out. I am striving for each enemy to have their own little mechanic, or quirk, that when exploited makes them easier to kill. One example from the demo are the sharks who take greatly increased counter hit damage. Another example are the clingers who have high defense, but take increased brutal attack damage, making you want to stagger them quickly. Whether you throw a stone at them or go in for a parry, I want to continue to have multiple ways to engage each enemy.

What's next

I do have plans for a demo update, which will include some recent fixes and adjustments–but also a little surprise! I'll make a separate post on that though when it's ready.

I'm going to continue working on the new dungeon area, new enemies, puzzles, and a boss encounter.

Also for anyone wondering what the rusty coins are for, they aren't usable in the demo, but I'm also working on the feature for those. Maybe I'll have that finished in time for next month's update for those who are curious.

Well that wraps up the first progress update. Let me know if there are certain aspects of development you'd like me to dive into more in future updates, or if there is just anything else you'd like more information on.

Until then, thanks again for everyone's interest in Wicked Seed!

-Ryan