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SEEDVAULT

OLD SEEDS  ·  NEW SOIL

Strategy games worth keeping, grown again — on foundations built to remember every turn, every event, everything that ever happened.

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© 1980 SEEDVAULT STUDIO  ·  DENMARK

// UNDER THE HOOD

BUILT TO LAST

We are not an engine-first studio. A persistent world is a system that runs for years — so we build it like one.

EVENT SOURCED
Nothing is overwritten. Every action is appended, in order, forever. The world isn't a snapshot — it's the sum of everything that happened to it, and it can be replayed.
DOMAIN DRIVEN
The rules live in the model, not scattered through UI code. It's why they stay coherent as a game grows from one mechanic to forty.
VERTICAL SLICES
Each feature is built end to end and owns its own path. Small team, no shared mud.
SERVER AUTHORITATIVE
The world is decided on our servers, not in your client. It's why a native client and a browser client can play the same game.

// HOUSE RULES

HOW THIS IS PAID FOR

Our games are free. Not a trial, not a timer — the base game stays free and stays yours.

  • 01Content widens, never strengthens. Packs give you more to build with — more cards, more race components, more ways to play. Never a stronger card. Never an advantage you bought.
  • 02No pay-to-win. No ads. No selling you. A game you can buy your way through isn't a strategy game.
  • 03Living worlds cost money every month. Servers run whether you're logged in or not, and we keep every event forever. When we ask you to pay, we'll tell you exactly what it's for.

// DEVLOG

THE ENGINEERING, IN THE OPEN

How you event-source an MMO. Why a 4X galaxy is a near-perfect domain model. What we got wrong. Written for people who like the machinery as much as the game.

► FIRST POST COMING

DRAFT — STRUCTURE AND STORY, NOT FINAL COPY OR ART