Heliotropism cover
Heliotropism screenshot
Genre: Simulator, Strategy, Indie

Heliotropism

Better grab a coat, winter will be rough

Team's Thoughts


Verde is experimenting a little bit with the format of the patch notes, as to title, subtitle and whatnots.
This update and the next one will probably introduce a bit more difficulty to the game to account for something we have planned for 1.15

Additions


    Winter Crises

      There are 3 new crises that only come up during winter. They were designed to be relatively tame because winter is already rough enough, but to bring some new challenges.
    • Regression


        Removes some of the most recent stems placed.
        This cannot remove all stem tiles of your tree.

    • Frozen Aquifers


        Aquifers are randomly frozen.
        They unfreeze during summer.

    • Cold Mist


        A new tile, Mist, is placed around the map.
        Mist tiles reduce heavily the efficiency of leaves.




Balance Changes


  • Water reserves now works properly with large amounts of water gained at once
  • Crises now last for 1 more day on Speed Sprout and Creation game modes.

Update 1.11

Additions


    Two new crises

    • Lethargy: During this crisis, energy costs increase by 1000.
    • Cold Snap: During this crisis, winter per turn cost is applied to your tree.


Balance Changes


    Tiered Crises

      Every crisis has a specific year, and it only appears during that specific year.

      Here is a table with every year and what crisis can happen during it:

      [table]
      [tr][th]Year[/th][th]Crisis List[/th][/tr]
      [tr][td]1[/td][td]Drought, Flood, Heat Wave, Insect Swarm, Strong Winds[/td][/tr]
      [tr][td]2[/td][td]Drought, Flood, Human Greed, Parasites, Pollution[/td][/tr]
      [tr][td]3[/td][td]Drought, Flood, Thunderstorm, Cold Snap[/td][/tr]
      [tr][td]4[/td][td]Drought, Flood, Lethargy, Pesticides, Cold Snap[/td][/tr]
      [/table]

      Every year after the fourth is treated as a repeated fourth year in crisis chance calculations

Update 1.10

Additions


  • Creation Mode


      You can now unlock the creation mode on the Bazaar for 100 fruit
      In the creation mode, you have access to 5 special mutations that bend the reality to your will.

Update 1.9

Additions


  • Bounties


      As an alternative method of gathering fruit, you can now complete some tough challenges present within the bounties screen.
      10 Different challenges with 3 levels of difficulty for each of them, with 500 total fruit to be obtained.

Update 1.8

Team's Thoughts


    While the bazaar marked the beggining of the transition of the game from roguelike to roguelite, we noticed that we had two conflicting ideas about how to handle out-of-game progression: Unlocks and Bazaar.
    Our current plans are to unify them. To achieve this goal, unlocks were temporarily removed so they can be reintroduced later as bounties, generating fruit instead of simply giving you a mutation.
    We also want to keep exacly 100 mutations in the game as it starts out, so we moved a few mutations from the starting pool to the bazaar.


Additions


    Bazaar Mutations

    • You can now unlock new mutations in the bazaar.

    New mutations


      Seasonal Fires

      • Allows you to set your tree on fire once per year.
      • Fire no longer destroys stem tiles, instead, it increases their cold resistance

      Energy Interests


      • Every turn, you gain 1% of your current energy as energy
      • Triggers after the turn happens

      Fashion Coat


      • All stem tiles gain 0.1 cold resistance for every 100 flowers spent after getting this mutation

      Cold Storage


      • Increases stem capacity by their cold resistance

      Energetic Aquifers


      • Aquifers also generate energy

      Deja vu


      • Consumable
      • Go one season back in time

      Time Loop


      • 50% chance of triggering every on-turn mutation every turn
      • Can trigger itself

      Energetic Bloom


      • +10% energy generation
      • You can click this mutation, spending flowers and buffing its value

      Summer Sale


      • Shop prices are halved during the summer

      Energy Credit


      • You can click this mutation to fill your capacity with energy
      • It takes every new energy you generate, you can use it again as soon as you pay it back


    New Elixir


      Elixir of Genetic Variety

      • For the duration of the run, all random mutations from the shop are free
      • Winner of the discord poll




Fixes


  • Shop mutations no longer go away after purchasing the first one
  • Configs are now saved properly
  • All buttons on the menu should properly show up

Update 1.7

Additions


    The Bazaar

    • Every winter survived, you gain a number of fruits proportional to the current year and difficulty.
    • In this screen, you can use those fruits to purchase things to help your tree grow.
    • There are currently only elixirs available, but we have some plans on what to introduce in the updates to come.

    Elixirs


    • Can be purchased in the Bazaar for prices from 4 to 24 fruits.
    • They last one run and don't stack, but their effects can be quite dramatic:

      Elixir of Steady Growth


        For the first year, energy costs don't increase.

      Elixir of Sprouting


        Start the game with 100 energy.

      Elixir of Moist Environment


        Starts the game in a small island.

      Elixir of Peace


        For the first year, there are no crises.

      Fairy In a Bottle


        Start the game with extra sigils on the map



Updata 1.6

Team Thoughts


    We were planning to introduce some out-of-game progression to this patch, but we didn't foresee the new menu taking so long to implement.
    As per usual, Verde is making a community hub post with the full details of the patch, you can find a link to it here.


Additions


    New Menu

    • Here to pave the road for what is to come

    10 New Mutations


    • More about them in the detailed patch notes

    5 New Steam Achievements


    • For obtaining all 110 mutations and winning the first 4 years without mutations


Update 1.5

Teams Thoughts


We are trying to slow down on mutation introduction to try to maintain consistency of the game, while implementing some comeback mechanisms and enabling other ways of playing the game.
Next week there will be 10 mutations, as per usual, but for today, we will keep the 100 we already have.

Additions


    High Numbers Notation

    • Game now shows numbers bigger than 1.000 as engineering notation.

    Second Bloom


    • Your tree will now enter a second bloom during Autumn if you didn't purchase any non-random mutations from the shop until then.
    • When entering a second bloom, the shop content will be re-roled and your leaves will produce flowers as if it was spring.




Balance changes


    Late game

    • Mutations obtained after the fourth year no longer count towards collections
    • Winter is significantly harder after the fourth year



Other Changes


    Small Changes

    • Free mutation obtained at the end of each winter moved to the shop following it.
    • Tiles are now placed much faster when the ctrl key is held
    • Tooltips for capacity, flowers, energy and water now include their current values as well.

    Mutation Changes


    • Water reserves now shows how much water it has consumed



Optimizations


  • Game now handles the late-late game way better, allowing for numbers up to 1e60
  • Added a config option to turn off dynamic tiles to increase performance


Fixes


  • Fixed a bug that made explosive bloom always be active, regardless if you had the mutation or not
  • Fixed a bug where Cernunnos would stop showing crises after the fourth year
  • Fixed some bugs regarding shop open/close hitbox

Update 1.5

Team's Thoughts


This one is slightly smaller in terms of features since we were trying to catch errors and inconsistencies

In Depth Patch notes


As per usual, Verde made a community hub post with the full detailed patch notes, you can find it here:
https://steamcommunity.com/app/1653100/discussions/0/3272437487147518932/

Additions


    4 New Music Tracks

    • One for each season, as per usual

    10 New Mutations


    • For a total of 100

    New Steam Achievement


    • A new steam achievement to those who get at least once every single one of the 100 mutations in the game



Balance changes


  • Fire tile spread reduced


Optimizations


  • Reduced how much VRAM the game uses during load and playtime
  • Flying resources now respect the particle count limit
  • Added a proper load screen


Fixes


  • Active and Passive mutations should no longer conflict in the mutation bar
  • Lightning should no longer be able to stop the game from responding
  • Aquifers, Sigils and Nature's attendants should no longer generate parasites

Update 1.3

Teams Thoughts


As per usual, Verde is posting the detailed patch notes at the community hub.

Additions


    Collection

    • Here you can find the complete list of all the mutations you encountered during your runs
    • It also includes a number of how many times you collected each of them
    • Mutations in store that are not in your collection will have a faint blue glow around them

    New Steam Achievements


    • 22 Steam Achievements were added to better reflect your progress within the game
    • We plan on removing some of the old achievements that became redundant with this change, but that will wait until the next update

    New Mutations


    • Added 7 new mutations for a total of 90