Building SeedLord: a browser game where your seed decides your economy. No pay-to-win by design, not by promise.

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Joined 4 days ago
Cake day: April 16th, 2026


  • Genuinely appreciate this, thank you.

    You’re right that Lemmy is new territory for me still learning the culture and clearly stepped on some landmines along the way.

    On LLMs I’m pretty firm in my position: useful only when you already know what you’re doing, only to move faster, and absolutely not a replacement for understanding your own work. And they get it wrong constantly even then which is exactly why you need to be able to read, write, build and debug without them first.

    Local models I’m fully on board with in principle. The environmental point is well taken. The problem I keep running into is that for actual coding tasks, the local options that are genuinely good enough still want a GPU setup that costs more than a full datacenter expecially now with the RAM shortage. If you have any recommendations on that front though models, setups, anything that punches above its weight I’m all ears. Seriously.


  • Genuine question, not rhetorical: is a rough, unpolished pitch actually more respectable than a structured one, just because no AI touched it? I’m honestly curious about the reasoning there.

    My take is that the ideas the design decisions, the systems all of that came from my head, not a prompt. AI helped me organize and present them clearly. If the same thoughts were written in half-broken sentences with no structure, would the content be more trustworthy? Or just harder to read?

    Also worth noting every reply in this thread, including this one, is me. No AI, just typing here. If the concern is about respect for the reader’s time, I’d argue that trying to engage genuinely with every comment counts for something.

    I do hear the broader point thougth. AI-generated content has burned a lot of people and the distrust is completely earned at this point. I’m not dismissing that. I just don’t think using a tool to structure your own ideas is the same thing as having a machine think for you but I get why the line feels blurry from the outside.


  • Yeah, totally fair right now it’s just words on a page, I get it.

    But that’s kind of exactly why I’m posting here instead of disappearing into a basement for two years and reappearing with a finished game nobody asked for. I’d rather show the concept early, collect real feedback from people who actually play these kinds of games, and build something that reflects what the community wants not just what sounds good in my own head.

    So if you’ve got thoughts on what’s missing or what doesn’t work, genuinely interested to hear it.



  • Haha yeah, the name. I noticed the… problem… somewhere between brainstorming and actually building everything out. At that point you’re already attached to it and renaming feels like surgery. Not ruling out a change down the road though, fair point.

    On the P2W thing I hear you, but I genuinely don’t think “stuff costs money” automatically means you have to sell power. Riot built an absolute empire off cosmetics alone. League, Valorant billions in revenue, zero mechanical advantage sold. Is it easy to pull off? Hell no. Does it require a much stronger design discipline and a game people actually want to spend time in? Yes. But it’s been proven to work at massive scale. My bet is that players in 2025 are more willing to pay for identity and cosmetics than most developers give them credit for. I’d rather build something worth paying for than sell shortcuts.

    As for the website you’re completely right that it’s bare, and I’m not going to pretend otherwise. But here’s the thing: I made a deliberate call not to fill it with AI-generated art or Figma mockups just to make it look like something it isn’t yet. As a player myself, I’m genuinely tired of seeing gorgeous trailers and promo images that have zero relationship to the actual game. It’s become almost a meme at this point. When I have real gameplay, real screenshots, real footage that’s when I’ll show something. Authentic over polished-but-fake, every time.

    So yeah the site is bare because the game isn’t done. That’s kind of the honest version of game development nobody likes to show.


  • BEEP BOOP BUP - variable not found. Rebooting human mode.

    Ok jokes aside, let me actually answer this properly. I’ve been a developer for years before AI existed as a mainstream tool, so the foundation isn’t going anywhere. Do I use it? Absolutely. Do I depend on it to think for me? No. There’s a pretty big difference between using AI as a companion that speeds up your workflow and blindly letting it generate a game for you. One requires you to already know what you’re doing. The other just produces slop.

    The reality is: AI is only as useful as the person driving it. If you don’t have a clear vision, strong technical knowledge, and the ability to catch mistakes, you’ll end up with hallucinations dressed up as features and believe me, those are always lurking. You still need to understand every system, every design decision, every line of code. AI doesn’t replace that. It just means I can get from point A to point B faster without sacrificing quality.

    Now, the pitch specifically? Yeah, I’ll be fully honest here AI was genuinely a huge help with that. Not because it invented the ideas. Every mechanic, every design pillar, every dependency between specializations that came from months of thinking, designing, and iterating in my head. But translating all of that into something structured, readable, and coherent for people who aren’t inside my brain? That’s where AI earned its keep. It helped me formalize things I was taking for granted and present them in a way that actually makes sense to someone reading it cold.

    So yes, AI helped write the pitch. No, AI isn’t building the game. There’s your answer.


3 days

Hi everyone,

After years in browser strategy games, I kept hitting the same three walls:

  • The player who started three years ago beats you. Not because they’re smarter, but because they’ve been accumulating purchased upgrades since before you joined. Skill is irrelevant. Time-in-wallet wins.
  • The top guild spent more this month. It’s listed as “comfort features” in the store. It’s a competitive advantage. Everyone knows it. The game pretends it isn’t.
  • Skip a day and you come back to ruin. The game doesn’t reward good decisions. It rewards being online when no one else is.

So I started building a different kind of game. Not to fix one of those problems. To design around all three from the ground up.


What is SeedLord?

SeedLord is a real-time browser economy game. No direct barony combat. No pay-to-win. Every world resets after 120 days. No one enters with accumulated power over you. Your titles carry over. Not your stats.

The core loop isn’t war. It’s trade, diplomacy, and reading the economy better than everyone else. Five moves, roughly:

  1. Your seed. Your power. At world start you receive a unique seed and choose one of 7 specializations. What you produce naturally, you produce better than anyone else. No one starts with the same hand.
  2. Produce. Trade. Fund the war. Production -> marketplace -> Gold -> troops and upgrades. The market isn’t the end goal. It’s the fuel.
  3. Zones are won before you enter them. Spies reveal enemy moves, intercepted messengers shift alliances, diplomatic reputation opens deals no army could force. When an Event Zone appears, unique and unrepeatable resources appear. Those with the right information arrive prepared. Everyone else improvises.
  4. Accumulate Gold and Sigils. Win the world. Sigils are earned only by controlling Zones. They can’t be bought or traded. Hit both thresholds and you unlock the closing ceremony and a permanent Hall of Fame title.
  5. Conquer worlds. Stay in history. Titles earned are recorded permanently. Your name, your world, forever.

Multiple worlds run simultaneously. You can participate in more than one at a time. Each is completely separate. Nothing transfers between them.


The Seed mechanic

Every barony gets a unique seed that determines what it naturally produces. The economy is designed so that everyone is someone else’s dependency. You’re not just a player. You’re a supply chain node someone else is counting on.


7 Specializations — each a different game

Each one comes with exclusive mechanics no other role can access. Not just a stat bonus, but a fundamentally different way of playing:

  • Farmer — the only specialization that produces Food in structural quantities. Without you, armies can’t train or recover. You come out of the gate with more Gold than most. Ideal if you want to play twice a day and still matter.
  • Herbalist — the potions you craft don’t exist anywhere else. Every serious baron needs them. You set the price.
  • Wizard — the only one who can decode intercepted messages and foresee where Event Zones will appear before anyone else. Those who keep you close win earlier.
  • Blacksmith — no building scales without your components. You’re the bottleneck for every barony that wants to grow. Universal demand, no exceptions.
  • Lumberjack — baronies without large warehouses are forced to sell immediately. You sell when you want. Market timing is your real product.
  • Rancher — breeds Horses (permanent messenger speed boosts, troop deployment acceleration) and produces Luxury Goods for diplomacy. Logistical and diplomatic leverage others have to buy from you.
  • General — every hour of zone control is worth more for you, and your troops hit harder. You produce nothing commercially. You buy everything from the market, which makes you the primary customer keeping the whole economy moving.

The game also tells you which specializations are missing in your cluster when you join. Because the whole thing only works if all seven are represented.


Why no PvP?

Conflict exists, but it plays out in neutral shared zones and on open roads between clusters. Spies can disrupt your production or intercept a messenger, but no one can march on your barony or eliminate you from the map. You can’t be bullied out of your kingdom. Competition is economic and strategic, fought on terrain everyone can reach.


The monetization rule (written before the first line of code)

“Real money purchases cosmetics and comfort features only. It cannot buy resources, troops, production speed, or any advantage that interacts with other players competitively.”

What you can buy: cosmetic barony skins, cosmetic taunts to send rivals, extra marketplace listing slots, extended price history charts. What you can never buy: Gold, Sigils, troops, production acceleration. Ever.

Every monetization decision is discussed publicly before it ships. If the community flags something as P2W, it doesn’t ship. Full stop. There’s a reporting mechanism and everything gets addressed publicly. This loop stays open for the full life of the game.


Where we are

We’re in pre-alpha. No launch date yet and that’s intentional. We want to build this game together with the community before locking anything in. Mechanics, balance, systems all of it is open for real input. This isn’t a feedback form that disappears into a void. If something sounds broken or you’ve seen this idea fail before, that conversation shapes what gets built.

More details on how the world works, the full specialization breakdown are all available here didn’t want to turn this post into a wall of text: go.seedlord.com

Everyone who reserves their seed before alpha opens gets permanently recorded as a Founding Lord in the Hall of Fame — visible to every player in every future world. That title is earned once. It’s the only moment to get it.

Happy to answer anything here too.