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Scoot

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A member registered Apr 02, 2025 · View creator page →

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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! :)

No worries, I didn't take it as an offense. Honestly, hearing that some aspects of the game feel similar to older, more established games actually reassures me that the game is heading in the right direction. And I'm really glad you're enjoying the game!

Thanks! Serenitrove is not a remake. The overall approach is new, though the core idea of digging has been done in lots of other games over the years. Many of them focus more on automated drills, machines, or mining systems, while Serenitrove takes place in a fantasy setting with turtles.

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!

Congrats! I couldn't help but notice you've capped your Copper Ores. You should smelt them and maybe sell the Copper Bars for some extra Quartz :)

You're welcome, and honestly, I should be thanking you. You made me realize the headgear unlocks needed some kind of hint system so players wouldn't have to guess which ones they were missing. That's now been implemented in the latest 1.1.8 update :)

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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.

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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.

No worries! Are you able to scroll in other parts of the game, like the Lorestone or the Bits and Bobs Sell tab? Also, could you let me know which browser you're using?

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You've already unlocked Reeler's Propeller Cap, you're missing Scoot's hat :)

From your screenshot it looks like you're trying to repair the Viridian Drill, which is listed under the Iron Drill. You should be able to scroll down to see the rest of the repairable tools.

Hi thanks so much for playing and I'm glad you're enjoying the game!

About the repair issue, do you mean some UI elements are overlapping and blocking the repair button? Could you share a screenshot so I can take a closer look?

So far no one who has shared their progress here or on our Discord has managed to reach Deepwater with Nix on hard mode, though it is possible someone has done it without posting about it.

Thanks for the feedback, that is a great point. I will add unlocking hints on sigil slot hover in the next update.

For now, the sigils follow the same order as when you switch turtles by clicking on them, starting with Scoot as the first sigil on the altar.

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!

Serenitrove is a mix of "serenity" and "treasure trove". It means it's a relaxing experience where you dig for treasures.

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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?

Welcome back!

Thanks! A lot has changed since 1.0 especially with the 1.1 Farfields update. And yes we have a community wiki now :) Enjoy the new updates!

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.

The water is technically the end of the zone, and you're supposed to return to the surface once you hit water. The core gameplay loop is reaching the water with each turtle, unlocking new achievements and headgear, and then progressing into the Farfields zone.

You'll have to go slightly deeper to unlock it :)

There's a 1 in 593 chance to hit the jackpot, with a pity system that gradually increases the odds the longer you spin without landing a jackpot. So realistically it's about 1 in 150-200 spins.

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

Grazie per aver giocato! Se vuoi puoi prenderla più con calma, così non stanca troppo :)

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.

The diamond cost for crafting the Signpost has been reduced to 15 down from 20. Hope this helps keep the cows safe :)

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?

I'm glad the new changes are working out for you! They were mainly aimed at balancing Nix's difficulty especially in Hardmode, where it was practically impossible before. With this update, it should feel more achievable in both Normal and Hardmode without becoming too easy.

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.

Drop rates are the same in both normal and hard mode, so don't go after the cows just yet :"(

If you're having trouble finding diamonds, try using Omnishard with Griddle and focus on the Granite/Magma layers.

Opals can be found in the Shimmera layer. They can be a bit difficult to spot since their color is very similar to the surrounding Shimmera cells, so try scanning carefully and moving slowly as you dig.

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 so much! I'm glad you're enjoying it :)

It's really thanks to all of you for the feedback and suggestions. I still remember Serenitrove starting off pretty rough around the edges, and it has come a long way with your help :)

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.