The Garden

The rules of the arena and the world around it.

Sprays

Match the spray to the pest.

TOXIC

Toxic

TOXIC

Kills its own colour at full strength; any other colour only coats the pest.

GOO

Goo

GOO

Kills its own colour at full strength; any other colour only coats the pest.

ZAP

Zap

ZAP

Kills its own colour at full strength; any other colour only coats the pest.

Reactions

Mix two colours on one pest.

ROT

Rot

TOXICGOO

Damage over time. When the rotting pest dies, the rot spreads to pests nearby.

GUM

Gum

GOOZAP

Pests around it are stuck in place for 2 s and take 25% more damage.

NECTAR BURST

Nectar Burst

TOXICZAP

Explodes on the pests around it and heals the flower 1% for each one hit.

COMPOST

Compost

TOXICGOOZAP

All three sprays in a row: the pest turns to compost and drops bonus pollen. Bosses and champions lose 12% of their life (once every 8 s).

Coat

Coats and compost

  • A pest hit by a wrong colour is coated for 4.0 s; a second colour on a coated pest sets off a reaction.
  • All three colours in a row turn the pest to compost, which showers pollen.
  • Bosses can be composted too, once every 8.0 s, for 12% of their life.

Flowers

The flower is the second build axis: each one changes how the battle plays.

THORNROSE

Thornrose

Tough and thorny: biters take damage. Grows a little slower.

MOONLILY

Moonlily

Its healing aura is awake from the first second.

RAINBOW LILY

Rainbow Lily

Pests near it are coated in a random wrong spray - a reaction engine. Attracts 20% more pests.

NIGHTBLOOM

Nightbloom

Grows only while pests die within 7 m of it. Brawl close, keep it fed.

The Map

Three acts of seven rows; every path is a choice of plots, services and the boss bed.

PEST PATCH

Pest Patch

A wave of pests. Make the flower bloom.

INFESTED BED

Infested Bed

A tougher wave with elite pests. Guaranteed loot.

SEED SHOP

Seed Shop

Spend pollen on guns, mods and garden kit.

GREENHOUSE

Greenhouse

Heal the flower fully and pick a flower upgrade.

BOSS BED

Boss Bed

The act boss. Survive until the flower blooms.

Weather

Each plot has its weather: the light, the air and the sound change, never the rules.

SUNNY

Sunny

Comes up in act 1, act 2, act 3

A low golden sun and lilac shade.

PETAL BREEZE

Petal Breeze

Comes up in act 1, act 2

Warm light, and pink petals drift across the arena on the breeze.

MORNING MIST

Morning Mist

Comes up in act 1, act 2, act 3

Soft light and a cool haze that thickens with distance; the pests never fade into it.

RAIN

Rain

Comes up in act 1, act 2, act 3

Cool light, rain streaks and splashes, and a wet floor with a soft sheen.

THUNDERSTORM

Thunderstorm

Comes up in act 2, act 3

Heavy rain, soft lightning flickers and thunder rolling in a moment later.

Hazards and Hexes

What the pests do besides biting.

Poison

Poison

TOXIC pests

Toxic puddles and trails poison the gardener: 5.0 damage a second per stack, up to 3 stacks. Step out, drink a flask or raise the Ward.

HEX OF SLOWNESS

Hex Of Slowness

4.0 s

A hexer chants, then the hex lands: you move 45% slower. Stun, trap or kill the hexer mid-chant, or raise the Ward.

HEX OF WEAKNESS

Hex Of Weakness

5.0 s

A hexer chants, then the hex lands: you deal 35% less damage. Stun, trap or kill the hexer mid-chant, or raise the Ward.

HEX OF DRAIN

Hex Of Drain

5.0 s

A hexer chants, then the hex lands: nectar drains and spells cost 50% more. Stun, trap or kill the hexer mid-chant, or raise the Ward.

The Blight

Save the garden once and the Blight opens. Each modifier adds +20 luck and +25% seeds; from 2 modifiers up, rares can drop mutated with a legendary power.

Swift PestsPests move 20% faster.
Armored PestsMatching sprays deal 40% less. Reactions don't.
Thin CoatsCoats last 40% shorter.
DroughtThe flower grows 25% slower.
InfestedElites show up twice as often.
Swarm30% more pests in every plot.
Champion SeasonChampions turn up twice as often.
MildewAcid infects the flower twice as hard.

The Almanac

24 objectives that unlock flower spells and starting guns.

Hardcore

The mode where it counts.

Hardcore

Hardcore rules

  • One gardener, one life: if the gardener falls, the character is gone and its armory with it. A lost flower only fails the run.
  • After a won Hardcore run, up to 6 pieces of gear can be kept in that gardener's armory; one of them can join the next run at item level 1, its legendary power asleep until the first boss.
  • In development. Server-saved Hardcore accounts, trading and ranked play arrive with online play (see the roadmap).