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A jam submission

S.E.E.D. Protocol Proof of ConceptView game page

Project S.E.E.D. explores the extreme consequences of climate.
Submitted by aliyor20 — 10 hours, 34 minutes before the deadline
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S.E.E.D. Protocol Proof of Concept's itch.io page

Artistic Statement / Use of Theme
Project S.E.E.D. explores the extreme consequences of climate neglect by placing the player in orbit above a completely dead, barren Earth. Our positive climate solution focuses on extreme technological intervention—using automated drone fleets (Planters, Recyclers, Thermal regulators) to systematically terraform and heal the planet sector by sector. The call to action is a stark warning: we must act now before our only home requires a desperate, isolated orbital mission to revive it. Artistically, we were inspired by the spatial inventory and isolation of Subnautica, the automation of Factorio, and the tense, dark atmosphere of classic sci-fi thrillers. We wanted to create a sharp contrast between the beautiful, glowing high-tech holographic map of Earth and the dark, decaying, and claustrophobic reality of the spaceship you are trapped in.

Development Summary
Our development journey was a massive learning experience in scoping and atmosphere. We initially envisioned a sprawling simulation, but quickly realized that building a robust, scalable architecture was paramount. We pivoted to creating a highly polished "Vertical Slice / Proof of Concept" focusing on game feel and immersion.
Surprises & Pitfalls: We navigated complex Unity 6 HDRP rendering challenges, specifically building a custom procedural 3D hex-grid generator for our holographic map, and managing complex UI-to-World-Space interactions. Building the foundation for a spatial grid inventory (where items have physical dimensions) was a massive architectural hurdle that we successfully mapped out.
Cuts: The hardest thing to cut for this sprint was the actual background simulation loop (the drones actively changing the planet's stats over time). We chose to leave the gameplay loop unlinked for now to ensure our core systems—the state machine, the interactive hologram UI, and the atmospheric lighting—were flawless.
The Team: A small, highly dedicated team focusing on scalable C# architecture, JSON data integration, and immersive technical art.

(optional) Release Plan
The current build is a "Proof of Concept" prototype showcasing our core interaction architecture, rendering techniques, and atmospheric tone. Our future marketing plan involves targeting the sci-fi simulation and atmospheric horror communities. We plan to release devlogs showcasing the satisfying visual transition of the holographic Earth turning from a dead brown to a vibrant green as the player successfully manages their drone deployments.

(optional) Further Development Plan
Moving forward, we plan to fully implement the background Simulation Manager, which will parse external JSON data to calculate drone efficiency, energy, and terrain roughness. We will expand the physical layout of the ship, allowing the player to unlock and explore the lower decks (Engineering, Habitation) as they find Repair Kits. Finally, we will fully link our spatial inventory system so players can physically manage drone parts, O2 tanks, and bio-matter to keep the mission alive.

Topic Tags
Terraforming, Climate Restoration, Resource Management, Automation, Atmospheric, Sci-Fi, Space Exploration, Strategy

Sprint Participation
Yes, evrything through Sprint 3 is in!

Game Engine, Platform, Format
Unity 6 (High Definition Render Pipeline - HDRP). Developed for PC (Windows/Mac) using a 3rd-person 3D format.

Generative AI Disclosure
AI(Gemini) and tripo3d were used for some graphics/3dmodels as well as Unity HDRP Shader Graph math, and generate the procedural mesh algorithms used for our 3D holographic planetary grid.

(Optional) Feedback Form
https://docs.google.com/forms/d/e/1FAIpQLSfRFuTeBallTGBP0NKF_YY9SLdsfuAWLnhgmkki1JtBmB3tvw/viewform?usp=sharing&ouid=104405587894458693732

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Comments

Submitted

A potentially promising game, but I couldn't play it. (In fact I had to force close it.)

Submitted

As a massive Factorio fan, I cannot say that I enjoyed my time with this game! Your aesthetic vision is clear, but I wish the game's core loop had taken precedent over that ~ especially if your target was a proof of concept/vertical slice. As of right now, there is no play experience in the world. I had all the same notes as LeafLight Studios in my walkthrough. I do understand, after reading your dev summary, that certain challenges were had with scope. But I think if you choose to take this project further, it might be good to map out all the systems you want in your game first, and what their purpose actually serves towards building the game feel and story you want. Subnautica and Factorio, while amazing inspirations, are actually almost polar opposite games. I'm excited to see how the team might combine the two. I think this Reddit user's thread sums it up quite nicely:

In Subnautica, you’re trying to get off the planet 4546B and get home. In Factorio, you’re trying to turn Nauvis into your new home.
In Subnautica, you’re trying to cure the environment (mostly yourself though) of a deadly bacterium. In Factorio, you are the deadly disease ravaging the planet.
In Subnautica, everything you build is smooth and clean. In Factorio, the dirtier the better.
In Subnautica, the planet is covered in water. In Factorio, it’s not.
The same parts are that you crash land on an alien world with life on it and are the sole survivor of the crash.
Interesting thought I came across after finishing Subnautica today.

Thanks for making!

Submitted

so i'm a bit confused, is there anything to do in the game besides walk around and turn the power on? the planet with the hex grid is nice, but it doesn't seem to do anything and it's extremely hard to even select to do anything with a hex because selecting any other hex seems to take priority over the ui button. there's nothing to do on the engineering deck and plenty of things lacked collision, the options menu doesn't work and it seems to me like there's really no point in saving in this game where you do nothing, but i do appreciate the architecture being set up. the main menu does look really nice though, along with the image on the itch page, but sadly it seems that there is no game here.