Production update

Bloom and Branch: Evergreen Hollow Playable Garden Foundation Sprint 01

published · · Jason-Furr/bloom-and-branch-evergreen-hollow

Bloom and Branch: Evergreen Hollow completed its first playable-garden sprint with traceable Garden Tray records, seed content, and deterministic Unity runtime code.

Bloom and Branch: Evergreen Hollow completed its first playable-garden foundation sprint.

The sprint turned the redesign package's opening promise into a traceable first-session foundation: the Garden Tray, Seed Satchel, exact-two merging, Ivy's first request, Welcome Gate restoration progress, Storage, Compost, and the first Living Catalog seed now move together through VeritySpec records, structured content, runtime code, tests, and evidence.

The VeritySpec records cover Garden Tray merge rules, Seed Satchel source behavior, first request fulfillment, Welcome Gate restoration, storage and compost relief, Living Catalog discovery, tap and drag input equivalence, board-full no-item-loss behavior, and the first-30-minutes monetization gate.

Structured content now has localization keys, source references, unlock paths, economy posture, and QA expectations for the Seed Satchel, starter merge chains, Loose Seed, Seed Pair, Fresh Sprout, Daisy Bud, Daisy Stem, Pebble, Pebble Line, Ivy's First Sprout request, Welcome Gate, Sunlit Daisy, Coins, Leafmarks, Storage, and Compost.

On the Unity side, the deterministic runtime model represents source taps, source depletion, exact-two merge resolution, first request rewards, Welcome Gate stage progress, Living Catalog introduction, board-full source blocking, and the first-session monetization gate.

This still sits before scene implementation. The next Bloom step is to build the Bootstrap scene, run headless Unity checks once editor tests exist, and use the available Android A16 device for real-device input and build-smoke validation when the game has something meaningful to run.

Related game: Bloom and Branch: Evergreen Hollow