Developer Log#01 - How Did "Never Wither" Take Root?
To Future Gardeners:
Hello everyone! We are the developers of "Never Wither" and a group of game enthusiasts who love Survival Crafting and Creature Collection. This is our first developer log!
Since the gameplay trailer was released, we have received much anticipation from players. First, thank you all for your attention. As some players want to know more about the game, we will now share how "Never Wither" came to be!

The seed of "Never Wither" was deeply buried in the gaming memories of our development team. When we first gathered in the conference room to discuss "what kind of SOC game to make," the whiteboard was quickly filled with names that made us "love and hate": "ARK: Survival Evolved," "V Rising," "Conan Exiles"... To be frank, these classics accompanied us, who were just ordinary players at the time, through countless passionate days and nights. The sense of achievement when we built shelters to withstand wind and rain or tamed powerful creatures to brave harsh environments together remains vivid. But after investing thousands of hours and immersing ourselves in these worlds, we gradually developed regrets and expectations, often thinking, "If only...":
We wanted deeper bonds with creatures: In many classic designs, taming creatures essentially means acquiring a rideable vehicle or a weapon with a health bar. But we believe creatures mean much more. Perhaps we can establish closer, more mutually beneficial relationships with them. They shouldn't just be mounts or fighters but true partners who deeply participate in our survival and development.

Richer role-playing and immersion: While playing as survival crafters, can we have more unique identities, perspectives, and abilities to change the game experience? We hope creatures are not just resources or tools but "keys to interaction" and "sources of abilities." Their presence should profoundly impact environmental states and gameplay loops.

These thoughts, born from passion and player experience, inspired us to plant the seed of "Never Wither." To help you quickly find the most interesting content, we collected community questions and will continue in Q&A format:
1. What is the game's most unique aspect? How do you define it?
You can resonate with "Creature Companions" and transform into their forms! Those adorable (or fierce) creatures might initially be enemies, but once tamed, you can possess them to gain their forms and abilities—making them your "body" in combat or "mount" during exploration. They can also be residents or workers in your home or even transform into buildings.
We define "Never Wither" as a multiplayer online "open-world survival crafting + action RPG + creature collection and nurturing" game. Architects can experience the satisfaction of turning camps into sturdy Temples. Adventurers can explore various regions of the Edda Continent, purifying and collecting hundreds of fantastical creatures. Action players can deeply engage in "possession system" combat, controlling giant beasts to shred enemies or harnessing the wind as an Element. Strategy and PvP players can lead entire Clans in offense and defense. We hope every type of player finds their fun.

2. What about multiplayer? Is it a single-player game or an MMO?
"Never Wither" is an online game. We are refining the multiplayer experience to ensure open-world stability and feature richness. We aim to create a vibrant multiplayer world. For online modes, we currently offer two options: official global servers for smooth multiplayer and player-rented private servers for customized worlds with friends. We also plan to launch servers focused on PvE or PvP for different preferences.

3. What is the game's camera perspective?
The game uses a top-down and real-time perspective with a slightly elevated camera that supports full rotation. Players can adjust the freedom of the camera based on their preferences. Exploration and combat feature clear visibility and intuitive interaction design.

4. What makes possession combat unique? How does it differ from other games?
In combat, we want every battle to be engaging. Players can possess and switch between companions anytime, leveraging trait changes and skill combos. This makes combat more dynamic and strategic. For example, use a Rock Dog to charge and knock back enemies, then instantly switch to a Sharp-eyed Archer for long-range sniping. Or use a Fungus Beast's giant cap to launch foes, then switch to a Shadow Mantis for Mimicry and surprise Slash Attacks. We also aim for unique multiplayer experiences, so we're designing support skills for some companions. We hope players can cooperate with friends to create unexpected combat strategies through different possession combinations.

5. Besides "combat is awesome," what else can creature companions do?
Companions accompany players throughout the journey. As a serious developer log, we'll highlight some representative features—more unique gameplay awaits discovery. Exploration: Different creatures offer varied experiences: Giant Belly Frogs jump to high places and expand backpack slots; Rock Dogs curl into Rolling Stones for rapid movement; Relic Crabs can transport Ore back home for collection by other creature companions. After transforming into a member of the Claws, it can trade with merchants of the same tribe…...

Production: Use creatures for activities: Revived stumps continuously produce purification fruits; Rock-devouring Frogs devour rocks for Ore; Bobcat Veterans with dual axes gather Wood efficiently; Gust-horn Hares consume Plants to obtain seeds.

Construction: Some creatures transform into buildings: Mudballs can disguise as Plants or become farmland for cultivation; an Ooze made of slime can become a deadly trap...

6. Since possession shifts focus to companions, what role does the protagonist play?
The protagonist is a vessel for "the World Tree Will," existing as a supernatural Element. We gave it the power to become anything, encouraging players to focus on possessed companions and their changing forms/abilities. However, the protagonist retains strategic support skills: short-term speed boosts to evade Pursuit or Mana-consuming emergency heals—key factors in battles.

7. The gameplay video showed only a few areas. What are the map plans?
Currently, the Edda Continent has at least five ecological zones, each with unique creatures. We plan to first release the Valley, Plateau, and Snow Mountains, then add the Shadow Forest and Lava regions in major updates. More worlds may follow, but we can't reveal details yet.

8. Will system requirements be high? What platforms?
Optimization is a priority. Open worlds and real-time combat do demand hardware, but we won't let specs block entry to Edda. The team is working hard to ensure smooth performance on mainstream PCs.
9. When can players try the game?
As developers, we eagerly await release but won't rush an unfinished version. Once quality meets expectations, we'll announce the date immediately.
10. What is the payment model?
Despite MMO elements, we'll use a buy-to-own model (including all survival crafting and creature collection content) with updates like maps and basic creatures.
That's all for this developer log. Thank you for reading! Note this reflects current development—final content may differ. It's too early to reveal all details, but we'll keep updating. We sincerely invite your ideas: What creature companions do you want to see? Every suggestion will help us improve. We'll continue sharing art, creature designs, progress, and more via developer logs. Follow our social media for updates. Join our Discord group to chat with others. Most importantly: Add "Never Wither" to your Steam wishlist!

— Geo Seed Games
