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Blossom & Decay

Blossom & Decay is a Sandbox MMO ARPG for PC and mobile. It has no predefined quests, buildings or NPC traders. Quests are contracts between players, justice delivered by clans, and cities built by alliances.

Blossom & Decay
Yes 83% No 17%

Genre: Action, MMO, RPG

Developer: Konspiracy Games

PC Nintendo iOS Android


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Platforms: PC Nintendo iOS Android

Blossom & Decay is a full loot, sandbox MMO ARPG for web browsers and mobile platforms. Instead of scripted quest-lines in the game, players fashion their own narratives through a wide set of social mechanics and external PvE pressure.

The world’s story is constantly molded by its citizens. Shops and quest billboards are provided by fellow players, not NPCs, and the game's offline AI task system enables players to craft, trade, and defend when AFK.

Everything is created and arranged by the players wherever they choose, from buildings and roads to respawn-points, quests, goods, trade and the laws of the land. Players will toil to imprint their history in this virgin world.

In the beginning, players arrive item-less near the southern coast of the map. They need to figure out how to identify and scavenge plant and animal resources, how to use them and how to compound them for higher values. 

Enemies are weak and resources scarce near the southern coast, but players must move further inland to find better resources and build improved shelters, workshops and items.

As they advance in the map, the constant stream of enemies becomes more difficult and high-quality resources are more abundant.

Additionally, monster spawn points aren’t set, so they wander from fringe and northern regions to swarm the valleys, drifting in higher amounts toward settlements.

These drifting monster groups can also be intercepted, diverged and lured. Players must fight as allies to figure out ways to protect their treasures and lands.

Pacing is enhanced by an AI that takes over when players go offline, allowing configuration of their avatar’s tasks and behavior.  So one can go from highly involved action combat on PC to asynchronous management of crafting and trade processes on a mobile device.

Instead of grinding and time-invest, progress in Blossom & Decay is based on training and practice of skills and items, understanding the environment's mechanics, and social interaction.

Players can venture into the wild, run a profitable trade, develop settlements, rise to the leadership of a large clan, or become a feared warrior. They can also choose the renegade lives of bandits or just settle down and work on their beloved slice of land. Their own motivations will be the fuel to experiment, create, compete and explore.

Open a new tab here to see a chart of player-activities in Blossom & Decay

Offline Play

Players won't fall behind those able to make huge time investments because game mechanics benefit different play styles, balance factions, and transform “required playtime,” into, "I play how and when I choose."

When offline, players don't de-spawn. Instead, the offline AI scheduling executes whatever the player decides. Say they want to tend their crops, craft items or sell goods at their shop. Say they want to guard a buddy's house. All this can be done offline.

The players’ AI also defends when attacked, but the player won’t be invincible. Collaboration and communication for things like perimeter watch and assigning shifts will be additional layers that affect gameplay.

“In a few decades, the great kingdoms of Claris will be history. Monsters appear in every nation in that old continent. No ruler reacts, absorbed in their own power lust.

Now a small group led by influential clerics sets out to the edge, where new lands await. Many soldiers of fortune follow, but uncertainty rises as the old kingdoms stand idle. Will a future blossom as the past decays?”

The world starts as a vast wilderness where players will immediately need to make choices about where to find shelter and how to gather food. Individual story-lines will advance based on players’ needs and how they meet them, all the while confronting an aggressive PvE that increases in difficulty as they advance in the world.

There are myriad roles players can follow, from being a hermit farmer to running with a mercenary gang, or leading a large trader clan. The world is so large there will even be stories of discovery and cultural exchange. All will die on the vine or flourish dependent on grit, knowledge of nature, and awareness during social interactions.

Blossom & Decay's story is envisioned via emergent narrative like a mix that brought together the best of EVE and Ultima, but accessible and playable for a larger user base-- because we are hungry for this kind of game story.

We came from playing pen & paper games and wondered why digital games struggle with that same level of “making your own story”?

Between full-loot gankboxes and the classic film-like cutscene-narrative of theme park MMOs, our goal is an in-between tale that players can enjoy and engage at their own choosing and pacing.

Combat is skill-based as in classic action RPGs. The character can be controlled with a gamepad, touchscreen or keyboard and mouse. Timing and adapting to opponents’ behavior is key to succeeding in combat, especially in PvP situations.

The power-curve between items is flat, so combinations of skilled players can always defeat even the best equipped solo player. Strength in numbers and handling of skill combinations with precision replaces traditional mechanics, like finding rare equipment and XP progression.

The game emphasizes and rewards group-building and social interaction. Adventurers will  need wit, training, and --often-- friends to win the battles of Blossom & Decay.

The game is centered around social interaction. Cooperation is rewarded and often necessary.

The world’s territories and cities will be dominated by clans. Any clan will be able to create its own laws and hierarchies, defining different roles along with member rights and duties. Anything from democracy to dictatorship can be established. Even “Duel-ocracies,” are possible, where disputes get resolved by the sword.

Clans likewise depend on their members and subjects. If they grow too big, they become vulnerable to poverty, spies and power struggles. If they are too repressive, their subjects might revolt or abandon them. Players must figure out how their clans benefit citizens. Be it protection, wealth of available resources, or equal rights.

The sandbox economy is fully player-driven, so there are no NPC merchants in the game. All production and trade comes from players, even when they are offline, since the offline AI mode kicks into action with player-defined tasks.

Many resources are unique to specific regions, and certain plants or animals won't thrive in certain places. Goods have to be transported over vast distances and there is no easy fast-travel, like teleportation between cities. Transport routes will take days and lots of resources, so risk and other factors are important when players consider how to work together to move goods, as well as how they price them or where they engage in trade.

Players advance from sticks and stones to mithril crafting through five tiers that involve resources and skill acquirement.

Often trading with people above or below one’s tier can increase progress (to build better tools earlier or easily get resources.)

All this opens the economy for crafty players to speculate and manipulate prices. Having information and connections at hand will be key to become a successful merchant. 

Blossom & Decay also has a relaxed crafting side where one can build structures, grow crops and breed animals. This let’s players have a central role even if they choose not to invest as much time as a fighter, leader or trader.

By advancing and combining their discoveries, crafters link together the backbone of Blossom & Decay’s economy and social system, filling it’s town’s and roads with life along with the traders and warriors who return from the unknown.

No NPC quests, the games stories and events are all driven by players

Your character can build, defend and craft while you are offline

Supply created by artisans; demand by things like hunger, entropy, or decay

Procedurally generated world to explore and settle

Hand-eye coordination and good reflexes rather than grinding levels & loot make you a skilled fighter.

Battles with hundreds of other players, no instances, no loading between maps

Contracts and player-justice regulate social life 

Gamepad, mouse, touch-screen on phones, tablets and all computers


We are currently developing the game to run in web browsers. Next step will be to build the mobile client (iOS & Android) and then evaluating porting to consoles (Switch, PSVita).

We are Konspiracy Games, our team consists of 2 Developers, 2 Designers, 1 Writer and 1 Musician. We are spread around the world, in Hong Kong, Frankfurt, New York and Boston.

Many of us are childhood friends, some others we met along the way. We gathered over the years and talked a lot about the game idea of Blossom & Decay. Finally we decided to stop talking and start working on the game.

We’re children of the first gaming and digital generation and love to explore frontiers while honoring past legends, and we pursue new possibilities in gaming as we remember the joys of our favorite classics.

As Self-exiled professionals from the tech industry, we joined our talents to give unconventional concepts and mechanics a real chance.

Initially, we published a rudimentary, combat demo to get a taste of fighting in the game, and we are currently testing a closed sandbox demo that introduces more complex mechanics like crafting, offline AI, procedural map generation, and others.

We aim for a Kickstarter campaign before release, so we would be thankful If you vote and share this project. You can find more about B&D at our website or in our forum. If you are interested in helping us to test the closed sandbox demo contact us at

 Konspiracy Games

Square Enix Collective is a great way to get momentum and we feel that our game fits perfectly with the Square product philosophy. We loved playing games like Final Fantasy or Secret of Mana for their style, the feel of the worlds and their great combat systems. A lot of our inspiration comes from them. So we've invested our savings and time to present Blossom & Decay to like-minded audiences, who are hungry for their own narrative canvas in a vast and complex world.

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  • Harry
    …is the initiator of this project. A designer with a background in computer sciences and economics, products he designed have received the German Design Award and IF Award. He's the unrelenting game mechanics designer in our team, grinding for ways to implement that ‘something,’ we all fell in love with back in the classic days --especially for new generations of video game outcasts.
  • Yannic
    … is our lead developer. A calm mind, three decades of gaming as well as two decades of coding in a very diverse spectrum of fields help him to press our crazy ideas into server executables. As he brings a bunch of early eSports experience he is able to make sure that the server provides tight and skillful gameplay. His work on the game ranges from forging fight mechanics, juggling with math to decide where all the happy little trees live, and wiring the brain of every being that inhabits our world.
  • Alejo
    … is our pixel wizard. With background in product and interaction design, he focused on product strategy, ideation, and innovation; performing as an information architect, visual, interaction, and user experience designer in the tech and telecomm industries. As our lead designer he creates everything from high level style guides down to the last pixel, unrelenting in the relationship between mechanics and aesthetics to derive a holistic experience.
  • Bash
    … is our wordsmith, hardened in the trenches of advertising over the last decade. He's written bilingually for thousands of companies across the Americas and moonlighted as a gaming reporter in Latin America. He works with our master builders developing all the game lore we can muster, and cutting up all the late night talks into lean communications.
  • Goran
    … is our code engineering heavy-weight. A self-taught coder, he spends lots of time learning and discovering stuff, so we often call him, “Mr. Wikipedia.” At the age of fourteen, he developed his first production critical software and has consulted many startups on world renowned products for the printing industry ever since. Goran uses the highest possible programming standards, keeping it all together thanks to his passion for quality code engineering and great software architecture.
  • Eddie
    ... is our sound engineer and he composes the sounds and music in our games. Making noise since his past life,he has engineered and mixed for top billboard artists and indie artists, with additional compositions for TV and Radio ad campaigns.