Thanks for playing and congrats on reaching Deepwater with Nix! That's the most difficult challenge in the game so far. Final Form and Toxin Relationship are definitely easier to complete than Nix's sigil unlock.
Glad you had fun, and good luck! :)
Thanks for playing! I'm glad you enjoyed it!
Love the "strike at the heart" achievement idea. I'll test it further and see if it's achievable consistently. "Lightning speed" is a great idea too, but I generally try to avoid time-based achievements or mechanics since one of Serenitrove's core design goals is to stay away from time pressure gameplay (aside from the furnace, which feels fine in that context).
Really appreciate the suggestions though, and I'll definitely look into the core fragment one further :)
For Farfields, if you've just unlocked it, try gathering some of the early Farfields resources first and focus on training at least 1 level in the Dojo. From there, try crafting some beginner Farfields tools, footwear and accessories. Also, make sure to pay attention to each layer's special effects. Farfields introduces more unique mechanics, so adapting your strategy to each layer is important. Good luck!
You might want to swap out the Ladders for a stack of Mageflare Runes, since they're really useful in the deeper layers and make it much easier not to miss any restore cells (use them every 5-6 digs down). You might also want to swap out the Diamond Pickaxe for Titanium Pickaxe, as the chance of a free dig is more useful if you're trying to reach water. If it still feels too difficult, you could leave the achievement for later and focus on crafting the Signpost first. With late-game Farfields stats and equipment, you'll be able to breeze through the Fashion Statement achievement easily.
Glad it's working for you now :)
And thanks for the info! I'll test it on my Mac using Chrome and see if I can reproduce the issue.
Edit: I did some further testing on Mac using Chrome, Firefox, and Safari, and scrolling worked fine on all of them. Sorry I wasn't able to reproduce the issue on my end.
You might want to try updating your browser, or check if any extensions could be causing unintended behavior. Since you're on a Mac, you could also try running it in Safari to see if that helps.
Do you mean Google Chrome? I've tested it on Chrome and the Anvil scrolls correctly on my end. What platform are you playing on, Windows, Linux, Mac, or mobile?
For Caelo, could you clarify what seems off? Are you able to select him? His ability gives a higher light radius and immunity to ground effects. You should see a larger illuminated area underground, and he won't be affected by the Mud layer's backtracking stamina cost or the Ice layer's slippery effect.
Hi! Yes quite a few players actually! We had some discussion about this on the Discord and a few strategies seem to work well.
The most recommended setup is Violetheart Pendant, Regen Sigil, Ironhide Greaves or Snowboots, and plenty of Mageflare Runes for the Shimmera and Umbra layers. In the Subsoil and Gravel layers, collect every Quartz you come across.
Once you reach the Underbark layer, focus on digging straight down and only grab Quartz or restore cells that are close by. Digging horizontally there can use up your shield stacks quickly. Try to balance shield stacks vs stamina.
Shield stacks fully prevent Gravel stamina damage and reduce Toxin detonation damage from 20 to 5.
In the Umbra layer use a Mageflare Rune every 3-4 digs down.
Hope this helps!
Thanks for playing! If Reeler reached the water but did not unlock his hat, that definitely shouldn't happen. I will take a look and see if something changed in the recent updates.
Edit: I ran a few tests with Reeler and his hat seems to be unlocking correctly on my end. If possible, could you share your save here so I can take a look?
Thanks! I try to keep things as optimized as possible so the game loads quickly and runs well on slower devices. Right now it still loads instantly without a loading bar and everything feels nice and responsive, which I'm really happy about.
For Nix runs, I feel like the Shimmera and Umbra layers are the toughest. Once you make it past those two layers, you usually have a good chance of reaching Deepwater, unless you get really unlucky with restore cell spawns in the Void layer.
If you're unsure what each Farfields layer does, you can check out the community wiki on Farfields biomes here: https://serenitrovescoot.fandom.com/wiki/Farfields
Thanks for the suggestion! I've implemented the click-outside-to-close feature for the relic minigame, and I'll be looking into the correct anatomical terms for the turtle's limbs.
These changes will go out in the next minor update. I've realized that updating the game can break some external sites using the Serenitrove itch.io embed, since the embed ID changes with each update. I'll aim to bundle more changes together and release updates less frequently to avoid causing issues for those sites.
Thanks for the suggestion! To be honest I sometimes forget which sigil I picked too, and there is currently no way to check once you're underground, aside from Fortitude and Shield sigils since they show a buff counter. Instead of a tooltip, I think it might be more helpful to display the selected sigil as an icon next to the consumable slots or something. That way, even underground you can quickly see which sigil you have equipped.
As for the music, I am really glad you are enjoying it. I do plan to add more in the future, but the main concern right now is the file size. I try to keep Serenitrove as lightweight as possible. The entire game, including images and code, is only about 2.6 MB, while the 10 gramophone tracks alone take up around 24 MB.
Thanks for playing!
For the relic window, do you mean the one that appears when the encased relic shatters with the "Better luck next time..." button?
As for Griddle's sigil text, currently it's meant to be more of a storytelling style rather than strict biology. There are other sigil unlocks that mention things like "kneeling" or "palm" as well. That said, you bring up a good point. I'm considering whether to stick with that style or switch to something like "claws" for consistency, especially since some relics like Scoot's Groove Disc are biologically accurate.
What do you think?
Thanks for the detailed report! I believe that was a bug introduced while implementing the Mageflare Rune and Gloom interaction. I'll have a look at that.
The normal Mageflare Rune behavior in zones outside of Umbra is actually a separate mechanic that fully removes darkness, rather than just boosting light radius by a large amount. For the Gloom debuff specifically, I created a different effect where it adds +300 light radius on top of your character's existing light, but that extra light is handled as its own instance, so it does not directly modify the base light radius value (therefore not interacting with all light-based mechanics in the game), and that is intended.
That is actually intended. If every resource lit up in the dark, it would be too overpowered. Right now it only highlights precious metals (gold and above) as well as gemstones. In fact, limiting it to rare resources makes it more useful, since you can ignore common resources in the dark without wasting stamina.
Congrats on reaching water! There are lots of unlockables after reaching water for the first time. For example, you can unlock more turtles, and each turtle unlocks a special headgear once it reaches water. There is also a second part of the game that opens up after you craft the Signpost.
As for similar games, I actually made this because I could not find anything like it. I wanted a cozy digging game without monsters or time limits.
Once you train Regeneration in the Dojo, you will see a small bar next to your stamina bar. That is your regen bar. It fills up with each dig you make, and when it is full, it restores 1 stamina.
Upgrading Regeneration reduces the number of digs needed to fill the bar, and some equipment can increase how much stamina is restored. Hope this helps!
Thanks for pointing out the cursor inconsistencies across the different tabs. I will update that as part of other UX improvements I have planned in the upcoming patches.
Regarding equipping directly from the Equipment tab in the Lorestone, I think that would introduce quite a bit of complexity and may not be the best fit. Equipment in the Lorestone can exist in several states (unlocked but not crafted, crafted, and broken). On top of that, different turtles have different equipment slots. Supporting this properly would require additional logic to handle equipment states, check the current turtle, and enable/disable them depending on whether it's Nix or Pebble. With turtles, the Lorestone selection helps avoid cycling through them manually, but for equipment, the current slot-based dropdown feels more straightforward and consistent.
As for Nix in hard mode, I will look into ways to make reaching Deepwater more achievable without introducing a separate hard mode specific rebalance or significantly affecting normal mode. It may take some time to find the right approach.
I will also be taking a short break from Serenitrove, as the Farfields update launch took quite a lot of effort, along with the full week of post-update bug fixing and balancing.
And thanks again for all the suggestions! Feedback like this really helps catch smaller details that are easy to miss.