Dispatch № 01 · iOS · Android · Linux

No Time to Bloom

Tend a grove of hungry trees. Draw fungal threads from soil to root. Match each species. Keep the grove alive through growing droughts — one bloom at a time.

Water Nitrogen Minerals
Release register
  1. iOS TestFlight invitations soon
  2. Android Closed test underway
  3. Linux Direct build at launch

The grove is not open to the public yet. Write in to ask for a beta invite — replies are human-paced but reliable.

A graph of trees, soils, and the threads that keep them alive.

Three kinds of trees drift above the grove, each hungry for a specific nutrient buried below. You don't tap the trees. You don't drag the trees. You connect them — tap a soil, tap a tree, and a curving fungal thread grows between them.

Nutrients travel the curve. When they match the species, the tree feeds. When they don't, it struggles on — kept alive, but unable to bloom. Cut threads when you need thread back. Watch for the dry spells. The longer the game runs, the hungrier everything becomes.

Four things it refuses to be.

01 · Of four

Slow enough to notice

A quiet puzzle about attention. Feed trees in their own time. Walk away, come back, find the grove still waiting — a little hungrier than you left it.

02 · Of four

Three species, one question

Water, nitrogen, minerals — each tree wants one of them. Match the fungal thread to the right soil. Mismatch keeps a tree alive, but never lets it bloom.

03 · Of four

Sound drawn from scratch

Every chime, every snap, every bloom arpeggio is procedurally synthesized on your device. No samples, no licensing, no extra weight in the install.

04 · Of four

No accounts. No ads. No data.

It runs offline. It holds nothing about you. Your settings live in a small file on your device, and that is the entirety of its memory.

A grove does not measure its own time.
It simply blooms, and does not.