S

Sylvestrine

Bring the green back to a world of dust and stone.

Enter the first world
The Game

A top-down adventure where nature itself is the reward

Sylvestrine lives in a dark world with no nature, no green — only dust and stone. Black magic and the rule of the mages have blurred the past so deeply that no one even remembers what "nature" was; the word itself has been erased from common memory.

She discovers a power — her initial akasha — that lets her step into the first world and make nature grow back, the first green sprout in a world of ash. Loot, combine, socket and activate — each action she takes brings the living world a little further back to life.

Videos

Demos & trailers

Devlog

Peeking inside houses

Walk through a door and the roof lifts away so you can see inside — walls still block your view until you find a window.

Devlog

Roof and line of sight

Working on the village houses, removable roofs and the line-of-sight reveal.

Devlog

Trees and occlusion fade

New trees scattered across the world, with an occlusion fade so they never hide the action.

Gallery

Prototype screenshots

Screenshot 1
Screenshot 2
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Screenshot 1
The world

Dead lands, waiting to turn green again

Grey mineral terrain — stone, dust, cracked slabs, lifeless relics under a heavy sky. As Sylvestrine acts on the world, moss, sprouts, lichen and small flowers reclaim the rock. Every prop exists in two states: mineral and dead, or reverdured and alive.

Screenshot 2
Houses & line of sight

Roofs that lift away as you explore

Walk through a door and the roof peels off so you can see inside — while walls still block your view until you find a window. A fog of revelation hides the multi-story houses of the village hub until you step in.

Screenshot 3
The akasha loop

Loot, combine, socket, activate

Find loot on the ground — seeds, leaves, twigs, dew drops, bark shards. Combine them at the workbench, socket them on the sertissage altar, and activate new tiles and places. Each find evolves Sylvestrine's abilities and opens fresh ground to discover.

Behind the Game

Credits

Godot 4 (GDScript) for the engine, hex-grid world and the fog-of-revelation rendering. Cartoon low-poly assets, scatterable and tileable, designed to exist in both a mineral and a reverdured state.

A solo-dev indie game by Uralys, in early prototype. A stylised low-poly, top-down adventure built around the return of the living world.

Devlog

From the Bluesky feed

See also

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