Some things that were unintuitive at first as a new player:
- Flask: it says it's a consumable, so i thought that when i used it it would be gone and i would have to craft a new one with leather. Which would of course be too expensive for only 15 extra stamina, so the first time i used it was after probably dozens of runs.
- Mageflare Rune: I thought it disabled darkness for the rest of the run. I unlocked it very early, well before having to deal with darkness, so i found it very expensive. So maybe i thought that because the notion of an consumable this expensive that only creates light for a brief moment seemed implausible.
- Violetheart Pendant ("+2 Stamina Regen"): I expected it to affect the regen turn counter, just like regen upgrades. I crafted it specifically to use with Mistral (which has faster regen), found that equipping it didn't change the regen counter size, and thought it didn't do anything because i had hit a cap on regen.
Note that nowhere in the game there is a reference to "stamina regen" as a stat meaning the amount of stamina gained when the regen bar fills, except in the description of the violetheart pendant. While there is a stamina regen stat referring to the size of the regen counter. So i took for granted that you only gain 1 stamina when the bar fills, and that this is not a stat, and that the only "regen" stat is the size of the counter. It should say "regen gives 2 extra stamina" or something like that.
- When i first reached stone (or was it granite? i don't remember), i thought it was water, since the texture looked like water. I didn't know there was water in the game, so it wasn't because i was already expecting it.
Thanks so much for taking the time to lay out all of this. You bring up some really valid points about how new players interpret things, and it's a good reminder to myself that just because I know how everything works doesn't mean it's intuitive for someone encountering it for the first time.
I'll be updating the descriptions for both the Flask and the Violetheart Pendant in the next patch.
As for the Mageflare Rune, yeah that has been a tricky one. I've updated the description a couple of times now and it's still causing confusion. I'd definitely welcome any suggestions you or others have for a clearer way to explain it, ideally something that instantly signals it's a temporary darkness removing effect. So far I have tried "Reveals the whole map temporarily." which was too vague, then we have the current one which is "Removes darkness until the next dig." where the players might confuse "next dig" as the next trip down from the surface.
Regarding the Stone or Granite zones, It's interesting that the texture gave off that impression. The color seems fine to me as they are shades of gray, but maybe we could use some pattern update for the cells. A full graphics rework might be something to consider down the line, but for now the focus is still on getting new content and improvements out regularly.
Thanks again for such a detailed and constructive breakdown, it really helps. Do let me know if you find any other unintuitive or out-of-place descriptions.
Please try to avoid sharing anything related to reading or modifying saves (aka cheating) publicly. Serenitrove is meant to be a relaxing experience that's fun to discover at your own pace. Thanks for understanding!
A trip report sounds like a neat idea. I can definitely see how it could be helpful for players who enjoy optimizing their runs. It might work well as an optional feature, something players can choose to view either at the end of a run or from a menu, so it doesn't feel intrusive. Showing things like resources mined/spent, durability used, and consumables would be great. As for time elapsed, since digging in Serenitrove isn't time-based, I'm not sure how it would be helpful to the players, maybe more for speedrunning challenge (how fast they can reach water) or something?
I like the optional report idea in general (I particularly want to know how close I am to getting 30 restore cells haha). But if a stopwatch became part of the report , IMO it should definitely be off by default and the option a bit hidden.
Speedrunning turtles? Sorta funny but doesn't fit the game's vibe!
I'm interested in the time elapsed in order to optimize time efficiency, not speedrunning (although now that you mentioned it i think it could be cool to try that too).
That's a great idea, it could be a "mage" turtle or something similar that could blast blocks above with a fireball. I'm adding this to my list of post-v1.0 ideas to explore. For now, I'm focused on wrapping up the core features before calling the game complete.
Multi-cell digging is definitely on the roadmap too. I'm still figuring out the best way to implement it, whether as an accessory, a special turtle, a tool, or maybe even a consumable like a bomb. Thanks again for the suggestion!
Hey, are leather boots repairable? Mine have 0 durability and I don't see a way to fix them like I do with broken tools. Wondering if it's because I have snowboots unlocked? They're my only choice at the tanning rack. Love the game!
Yes, they should be repairable at the tanning rack once their durability drops. Not sure why only the snowboots crafting option is showing up, that's odd. If the issue's still happening, feel free to post your save file here and I can take a look. I'm glad you're enjoying the game!
Thanks! I let them get to zero and had never tried repairing them before, so I don't know if it would have worked if they had at least 1 durability. Can repair snowboots that have some durability. Save in all its messy glory:
Thanks for the save! I had a chance to check it on my phone, and it does look like a bug. I'm currently outstation, but I'll dig into it and try to find the cause once I'm back at my desk. Sorry about that!
You should get an email if there's an update on Serenitrove. I'm out of the country right now taking a bit of a break, so there won't be any updates for a little while.
i have an idea, you know how enlightment needs gems to be bought? well since getting brighter can't really be bought, maybe you could (at every level of enlightment) add the color gem that you recently bought and at the end (assuming there is diamonds) have all the gems on the turtles, it would look really cool only needing to add a few new skins to the turtles.
I do have a question, now that the updates are riding towards a steady 1.0, when is the discord going to be made? i remeber talking to you about it. also gambling is the best way to get quartz in my opinion, i do save scum a little for around 50 quartz but it is a good way to get quartz with good rng.
I'll probably launch the Discord sometime after the 1.0 release. Speaking of that, we've now got a clearer list of features to complete before calling it 1.0. All 8 headgear visual effects, lore for the turtles, equipment unlocking hints, relics (this will be a big one), and possibly achievements too.
As for gambling, yeah, with good RNG it can be a nice quartz boost. Just keep in mind it can also eat through your stash pretty fast, so it's not the most reliable method long term. Farming manually and exchanging ores is still the safer bet if you're looking for consistent quartz.
Definitely. I think Hardmode at the very least needs to allow equipping Footwear (non-leather versions). Not having access to the backpack is already a big challenge on its own.
personally, i tried to get every single quartz/gem along the way, with sanguine signet and snowboots. then i switched to winterheart at magma level, using mageflare runes every couple of digs, and if i ran out of stamina, i switched to alchemist's pouch and used my flask. you should probably get the full flask before you attempt nix, though.
For Nix, Winterheart is only helpful while you still have shield charges. Once those are gone, the -1 Power from Winterheart is basically equal to the +1 Burn damage you'd take without it. So feel free to switch it out once your shield runs out, unless you're really lucky with Sapphire and Diamond spawns to replenish your shield charges.
P.S. I'm totally with you, Reeler hat all the way.
Having a leaderboard is a great idea, but the problem is that Serenitrove is fully client-sided, which means all the game data is stored and run on the player's own device. Because of that, it's unfortunately pretty easy for someone to modify their data or scores, which would make a public leaderboard unreliable or prone to cheating.
I have an idea, maybe for the year aniversary which is in 323 days, you could add a custom helmet or pickaxe proving loyalty, also the early the better for it. and if it was a hat it could be like a new years hat thats like 6M! or 1Y! it would be cool, just a cosmetic.
Since Serenitrove is client-sided, there's unfortunately no way for the game to know when someone started playing, so "loyalty" rewards are not possible.
That said, seasonal or event-based hats, like something for Halloween, Thanksgiving, or even a 1-year anniversary could be fun. I'll keep that in mind as we get closer to the big day.
I found a problem, the bogged effect is a skate . not sure if it was intentional. also maybe add some more peddles on the ferns hat? it would make it look better in my opinion.
No such thing as too many comments, keep 'em coming :)
Also, congrats on collecting all the hats!
Speaking of hats, I just pushed an update with two more hat effects. I'm working toward giving every hat its own visual effect, but I could use a bit of input on the Baseball Cap, Visor, Halo, and Crystal Circlet. If you have any ideas, I'd love to hear them!
i saw the new update! i really love both the new effects, i think they look really cool.
anyways:
the visor could just have some sort of tint over the screen, similar to fedora, with gaps on the side. because it's a visor, and it covers your vision.
the halo could make the edges of the screen slightly glowy or white. or it could make your turtle glow slightly (without adding light, because that would be op, just making a white outline and blurring it or something like that.)
the crystal circlet could ALSO make your turtle glow without adding light, like a crystal. like nix. or maybe nix could just have that effect herself... anyway, it could make your turtle glow. not many other ideas. i was thinking about having crystals on the edge of the screen, but that would obscure things. maybe crystals grow out of the ground when you walk sideways. that sounds too hard to make, though, so...
and nothing for the baseball cap. i've used all my brainpower already.
and while i was in the mood for ideas, i had some suggestions:
fern's effect is really cool, but i think the particles could be pink or white, like flower petals. or just make them flowers.
the iron helm is a bit obscuring, but i know you can turn that off so i guess it's fine.
EDIT: an achievement system!! i saw the note about the iron helm visual effect and it says something about achievements. it seems you're going to implement this already but it would be really cool to have an achievement system, and perhaps you get awards for getting them, such as quartz (or other resources).
that's it. wow this comment got long. i hope you like them :)
Thanks so much for all the ideas! I'll definitely play around with them and see which ones can be implemented.
The Iron Helm effect is actually intentional, since one of the upcoming achievements will be tied to reaching water while wearing it as a sort of challenge run.
Turtle lore is something I've wanted to do for a long time, but between all the new features and ongoing bug fixes, I just haven't had the time yet. I’m planning to expand it alongside future Lorestone content.
And honestly, hearing that you used Mistral and Caelo in a school project made my day. It's such an honor to know Serenitrove is making its way into your world like that. May the happy turtles bring you joy wherever you go :)
Like the Power at the right bottom, showing the toughness of the Zones in a bracket at left bottom corner (or in Lorestone as a collection) would help planning the use of tools / accessories.
2. The last row of Stone Zone and that of Ice Zone
slippery effect occurs at the last row of Stone Zone while it doesn't occur at that of Ice Zone. You may say it is because the turtles standing / no longer standing on Ice at that row. However, I think the zone effects should be functioning within the zones only.
3. Position of the Setting and the Information Bottons
The position of the bottons is suggested to shift to the left a little bit or being placed next to the Back to Top botton (if it is not making the UI of the game too ugly) in order to avoid overlapping with the Enter fullscreen function.
Hey, thanks a lot for the suggestions! Here's a breakdown of where things stand:
1. The hardness of each zone is actually shown when you hover over the zone name (except for Air). I did consider showing the value directly in brackets next to the name, like you suggested, but I worried it might be a bit confusing for new players, and adding a label like "Hardness: X" would take up too much space in the already cramped bottom corner. That's why I ended up going with the tooltip approach for now, though I'm definitely open to revisiting it if a clearer solution comes up.
2. This behavior is actually intentional. There's some specific code in place to keep the slippery effect on the last row of Stone, but remove it on the last row of Ice. The idea was to make it feel more natural. Sliding on Ice makes sense, but sliding on Granite felt off. Effects like regeneration freeze are kept strictly within the Ice zone. That said, I totally get how it could feel inconsistent or confusing to have Ice effects behave differently depending on the row. Maybe it's something we could ask the others how they feel? Should we keep it realistic or less confusing?
3. Yeah, this one's tricky. Moving the Settings and Info buttons to the top isn't ideal, since that area's already packed with resource counters and the Back to Top button. It could also lead to misclicks. Shifting them slightly to the left could work, but might look awkward, especially in fullscreen, where the fullscreen button disappears. I'm leaning toward adjusting the itch.io game window height so the fullscreen button appears below the Settings and Info buttons instead. That might be the cleanest fix.
Thanks again for the feedbacks, these are definitely valid concerns, and I would be happy to know what everyone thinks.
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Some things that were unintuitive at first as a new player:
- Flask: it says it's a consumable, so i thought that when i used it it would be gone and i would have to craft a new one with leather. Which would of course be too expensive for only 15 extra stamina, so the first time i used it was after probably dozens of runs.
- Mageflare Rune: I thought it disabled darkness for the rest of the run. I unlocked it very early, well before having to deal with darkness, so i found it very expensive. So maybe i thought that because the notion of an consumable this expensive that only creates light for a brief moment seemed implausible.
- Violetheart Pendant ("+2 Stamina Regen"): I expected it to affect the regen turn counter, just like regen upgrades. I crafted it specifically to use with Mistral (which has faster regen), found that equipping it didn't change the regen counter size, and thought it didn't do anything because i had hit a cap on regen.
Note that nowhere in the game there is a reference to "stamina regen" as a stat meaning the amount of stamina gained when the regen bar fills, except in the description of the violetheart pendant. While there is a stamina regen stat referring to the size of the regen counter. So i took for granted that you only gain 1 stamina when the bar fills, and that this is not a stat, and that the only "regen" stat is the size of the counter. It should say "regen gives 2 extra stamina" or something like that.
- When i first reached stone (or was it granite? i don't remember), i thought it was water, since the texture looked like water. I didn't know there was water in the game, so it wasn't because i was already expecting it.
Thanks so much for taking the time to lay out all of this. You bring up some really valid points about how new players interpret things, and it's a good reminder to myself that just because I know how everything works doesn't mean it's intuitive for someone encountering it for the first time.
I'll be updating the descriptions for both the Flask and the Violetheart Pendant in the next patch.
As for the Mageflare Rune, yeah that has been a tricky one. I've updated the description a couple of times now and it's still causing confusion. I'd definitely welcome any suggestions you or others have for a clearer way to explain it, ideally something that instantly signals it's a temporary darkness removing effect. So far I have tried "Reveals the whole map temporarily." which was too vague, then we have the current one which is "Removes darkness until the next dig." where the players might confuse "next dig" as the next trip down from the surface.
Regarding the Stone or Granite zones, It's interesting that the texture gave off that impression. The color seems fine to me as they are shades of gray, but maybe we could use some pattern update for the cells. A full graphics rework might be something to consider down the line, but for now the focus is still on getting new content and improvements out regularly.
Thanks again for such a detailed and constructive breakdown, it really helps. Do let me know if you find any other unintuitive or out-of-place descriptions.
Please try to avoid sharing anything related to reading or modifying saves (aka cheating) publicly. Serenitrove is meant to be a relaxing experience that's fun to discover at your own pace. Thanks for understanding!
The only thing achieved by cheating is ruining your own experience. Enjoy your trip, looking forward to future updates!
It really needs a trip report, saying how much you mined of each resource, and the time elapsed.
Ideally also the resources spent (tool and boot durability, consumables, etc).
A trip report sounds like a neat idea. I can definitely see how it could be helpful for players who enjoy optimizing their runs. It might work well as an optional feature, something players can choose to view either at the end of a run or from a menu, so it doesn't feel intrusive. Showing things like resources mined/spent, durability used, and consumables would be great. As for time elapsed, since digging in Serenitrove isn't time-based, I'm not sure how it would be helpful to the players, maybe more for speedrunning challenge (how fast they can reach water) or something?
Thanks again for the idea!
I like the optional report idea in general (I particularly want to know how close I am to getting 30 restore cells haha). But if a stopwatch became part of the report , IMO it should definitely be off by default and the option a bit hidden.
Speedrunning turtles? Sorta funny but doesn't fit the game's vibe!
I'm interested in the time elapsed in order to optimize time efficiency, not speedrunning (although now that you mentioned it i think it could be cool to try that too).
It would be cool to be able to dig up (without moving upward, just destroying the block above). I think it could lead to interesting strategies.
It could be a special item or turtle or something.
Maybe it could destroy more than 1 block at once. Like, break the 4 blocks in a line above. Or a 2x3 area above.
That's a great idea, it could be a "mage" turtle or something similar that could blast blocks above with a fireball. I'm adding this to my list of post-v1.0 ideas to explore. For now, I'm focused on wrapping up the core features before calling the game complete.
Multi-cell digging is definitely on the roadmap too. I'm still figuring out the best way to implement it, whether as an accessory, a special turtle, a tool, or maybe even a consumable like a bomb. Thanks again for the suggestion!
Hey, are leather boots repairable? Mine have 0 durability and I don't see a way to fix them like I do with broken tools. Wondering if it's because I have snowboots unlocked? They're my only choice at the tanning rack. Love the game!
Yes, they should be repairable at the tanning rack once their durability drops. Not sure why only the snowboots crafting option is showing up, that's odd. If the issue's still happening, feel free to post your save file here and I can take a look. I'm glad you're enjoying the game!
Thanks! I let them get to zero and had never tried repairing them before, so I don't know if it would have worked if they had at least 1 durability. Can repair snowboots that have some durability. Save in all its messy glory:
SERENITROVE_SAVE: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
Thanks for the save! I had a chance to check it on my phone, and it does look like a bug. I'm currently outstation, but I'll dig into it and try to find the cause once I'm back at my desk. Sorry about that!
Oh no worries -I'm happy to be part of finding a bug! Enjoy your break!
I've found the issue and just pushed a quick fix patch :)
am I the only one refresh everyday waiting for an update?
You should get an email if there's an update on Serenitrove. I'm out of the country right now taking a bit of a break, so there won't be any updates for a little while.
have a good rest
no lol i do that with comments though.
i have an idea, you know how enlightment needs gems to be bought? well since getting brighter can't really be bought, maybe you could (at every level of enlightment) add the color gem that you recently bought and at the end (assuming there is diamonds) have all the gems on the turtles, it would look really cool only needing to add a few new skins to the turtles.
That's a cool idea, I do try to avoid making all the turtles look like Infinity Gauntlets though ;)
yeah lol, maybe just a few gems per upgrades, maybe even just make the turtles have lines of the gems.
I do have a question, now that the updates are riding towards a steady 1.0, when is the discord going to be made? i remeber talking to you about it. also gambling is the best way to get quartz in my opinion, i do save scum a little for around 50 quartz but it is a good way to get quartz with good rng.
I'll probably launch the Discord sometime after the 1.0 release. Speaking of that, we've now got a clearer list of features to complete before calling it 1.0. All 8 headgear visual effects, lore for the turtles, equipment unlocking hints, relics (this will be a big one), and possibly achievements too.
As for gambling, yeah, with good RNG it can be a nice quartz boost. Just keep in mind it can also eat through your stash pretty fast, so it's not the most reliable method long term. Farming manually and exchanging ores is still the safer bet if you're looking for consistent quartz.
yeah. i probably lost like a million quartz from gambling, but.... i still get 500 per gamble streak so gamble away!
It's great that there's a roadmap for 1.0 =)
I hope the impossibility of hard mode is addressed at that point!
didn't somebody beat hard mode with griddle? I think thats the only documentation of somebody beating hard mode.
That was me, lol
oh lol. I thought i remembered your name.
Definitely. I think Hardmode at the very least needs to allow equipping Footwear (non-leather versions). Not having access to the backpack is already a big challenge on its own.
i'm trying to get the nix hat but i don't have a solid stratigie to get it, does anyone have one?
personally, i tried to get every single quartz/gem along the way, with sanguine signet and snowboots. then i switched to winterheart at magma level, using mageflare runes every couple of digs, and if i ran out of stamina, i switched to alchemist's pouch and used my flask. you should probably get the full flask before you attempt nix, though.
and use the reeler hat. i believe it's lucky.
For Nix, Winterheart is only helpful while you still have shield charges. Once those are gone, the -1 Power from Winterheart is basically equal to the +1 Burn damage you'd take without it. So feel free to switch it out once your shield runs out, unless you're really lucky with Sapphire and Diamond spawns to replenish your shield charges.
P.S. I'm totally with you, Reeler hat all the way.
I wish i had it.
sadly i don't have the reeler hat. very sad. :(
For the Nix hat, you can see my earlier comment down there for you reference.
Is there any way to make a leaderboard? Even if it's just hidden away in a menu, it'd be super cool to see who's the top in the game!
Having a leaderboard is a great idea, but the problem is that Serenitrove is fully client-sided, which means all the game data is stored and run on the player's own device. Because of that, it's unfortunately pretty easy for someone to modify their data or scores, which would make a public leaderboard unreliable or prone to cheating.
I have an idea, maybe for the year aniversary which is in 323 days, you could add a custom helmet or pickaxe proving loyalty, also the early the better for it. and if it was a hat it could be like a new years hat thats like 6M! or 1Y! it would be cool, just a cosmetic.
Since Serenitrove is client-sided, there's unfortunately no way for the game to know when someone started playing, so "loyalty" rewards are not possible.
That said, seasonal or event-based hats, like something for Halloween, Thanksgiving, or even a 1-year anniversary could be fun. I'll keep that in mind as we get closer to the big day.
yeah thats what i was saying.
I found a problem, the bogged effect is a skate . not sure if it was intentional. also maybe add some more peddles on the ferns hat? it would make it look better in my opinion.
It's actually meant to be a shoe on a sticky surface, but with the limited pixel count, it ended up looking more like a skate.
Edit: For the petal counts, I have to experiment with it for a bit, as it may cause performance issues on slower devices.
yeah. maybe add some brown pixels on the bogged effect, it might look a little out of place but it could work.
Using different colored pixels isn't an option, since debuff icons have to be a single color, red.
oh, well that sucks.
Just got my final hat, thanks for the game and keep up the good work ♥
Thanks for playing! Really happy you enjoyed it. There'll be more updates ahead, so I hope you'll keep exploring with us :)
sure will!
i'm pretty sure i've been commenting way too much but i got all the hats finally!! i'm so happy.
No such thing as too many comments, keep 'em coming :)
Also, congrats on collecting all the hats!
Speaking of hats, I just pushed an update with two more hat effects. I'm working toward giving every hat its own visual effect, but I could use a bit of input on the Baseball Cap, Visor, Halo, and Crystal Circlet. If you have any ideas, I'd love to hear them!
i saw the new update! i really love both the new effects, i think they look really cool.
anyways:
and while i was in the mood for ideas, i had some suggestions:
that's it. wow this comment got long. i hope you like them :)
p.s. i forgot to mention this earlier: i'd love to see more lore about the turtles. i think they're super interesting.
p.p.s. i used mistral and caelo as players in one of my school projects! serenitrove has been slowly invading my life...
Thanks so much for all the ideas! I'll definitely play around with them and see which ones can be implemented.
The Iron Helm effect is actually intentional, since one of the upcoming achievements will be tied to reaching water while wearing it as a sort of challenge run.
Turtle lore is something I've wanted to do for a long time, but between all the new features and ongoing bug fixes, I just haven't had the time yet. I’m planning to expand it alongside future Lorestone content.
And honestly, hearing that you used Mistral and Caelo in a school project made my day. It's such an honor to know Serenitrove is making its way into your world like that. May the happy turtles bring you joy wherever you go :)
here comes some suggestion for update
1. Toughness of the Zones
Like the Power at the right bottom, showing the toughness of the Zones in a bracket at left bottom corner (or in Lorestone as a collection) would help planning the use of tools / accessories.
2. The last row of Stone Zone and that of Ice Zone
slippery effect occurs at the last row of Stone Zone while it doesn't occur at that of Ice Zone. You may say it is because the turtles standing / no longer standing on Ice at that row. However, I think the zone effects should be functioning within the zones only.
3. Position of the Setting and the Information Bottons
The position of the bottons is suggested to shift to the left a little bit or being placed next to the Back to Top botton (if it is not making the UI of the game too ugly) in order to avoid overlapping with the Enter fullscreen function.
Hey, thanks a lot for the suggestions! Here's a breakdown of where things stand:
1. The hardness of each zone is actually shown when you hover over the zone name (except for Air). I did consider showing the value directly in brackets next to the name, like you suggested, but I worried it might be a bit confusing for new players, and adding a label like "Hardness: X" would take up too much space in the already cramped bottom corner. That's why I ended up going with the tooltip approach for now, though I'm definitely open to revisiting it if a clearer solution comes up.
2. This behavior is actually intentional. There's some specific code in place to keep the slippery effect on the last row of Stone, but remove it on the last row of Ice. The idea was to make it feel more natural. Sliding on Ice makes sense, but sliding on Granite felt off. Effects like regeneration freeze are kept strictly within the Ice zone. That said, I totally get how it could feel inconsistent or confusing to have Ice effects behave differently depending on the row. Maybe it's something we could ask the others how they feel? Should we keep it realistic or less confusing?
3. Yeah, this one's tricky. Moving the Settings and Info buttons to the top isn't ideal, since that area's already packed with resource counters and the Back to Top button. It could also lead to misclicks. Shifting them slightly to the left could work, but might look awkward, especially in fullscreen, where the fullscreen button disappears. I'm leaning toward adjusting the itch.io game window height so the fullscreen button appears below the Settings and Info buttons instead. That might be the cleanest fix.
Thanks again for the feedbacks, these are definitely valid concerns, and I would be happy to know what everyone thinks.