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Sproutlings

Pikmin-style squad command in an overgrown garden. Crash-landed with 8 ship parts scattered across three gated zones, you pluck, throw, and whistle a swarm of red, yellow, and blue sproutlings to fight chompers, brave fire and water, haul salvage, and lift off again — before dusk on day 15.

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Updated Jul 07, 2026
gamepikminsquadstrategyvoxelsingleplayergardenreal-time

A tiny castaway captain crash-lands in an overgrown garden. His ship broke into 8 parts. Command a swarm of plant creatures — sproutlings — to fight, carry, and build your way to all of them before dusk on day 15.

How to play

  • WASD move · cursor aims
  • LMB throw the next follower of the selected type
  • RMB (hold) whistle — a growing circle that recalls sproutlings and rescues drowning or burning ones
  • 1 / 2 / 3 / 0 select red / yellow / blue / all
  • Q dismiss the squad · Esc pause

The sproutlings

  • Red — fire-immune, +50% attack
  • Yellow — thrown twice as high, shock-immune: only they can demolish the zap fence
  • Blue — water-safe: everyone else drowns in 3 seconds (whistle rescues!)
  • Feed them nectar to grow leaf → bud → flower: faster and stronger.

The garden

Three gated zones: the Landing Meadow, Creekside beyond a pebble wall and a creek (bridge it, or send an all-blue carry team), and Ember Hollow behind a zap fence — firespouts, and an armored Big Chomper guarding the engine bell. Pellets carried to the Onion grow new sproutlings; walk over the buried ones to pluck them. At dusk, anyone outside the base circle is lost to the night.

Day–night cycle (8 real minutes per day), autosave at nightfall, persistent options and creature log. Win by banking all 8 parts. Lose at day 15, at 3 hearts lost, or if every sproutling is gone.

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