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Komorebi

Drop matching plants into a terrarium, then use the harvest to grow a greenhouse that stays between runs.

What it is

match, grow, keep

Drop plants into a glass terrarium, where matching species grow when they touch. Keep space below the brim, save a seed in your pocket, and work toward the objective pinned beside the board. Sanctuary lets you build a garden at your own pace; Journey gives you chapters with a drop budget, and Expeditions let you choose routes, field gifts and offers from travelers. Daily Seed has a shared seed sequence and a fixed kit; Blitz gives you 90 seconds. Every real merge also grows your planted crops. Harvests earn pollen for the greenhouse, where discovered specimens, decorations and finished projects stay after the run ends.

How to play

Controls, then the numbers that matter

CLICK / TAP plant← / → aimSHIFT fine aimSPACE plantH pocket1–5 toolsP pause
  1. The optional first Journey asks for 4 real merges and a Jade Rosette, with a matching target and a pocket lesson. More activities appear as you progress; Show all reveals them whenever you want.

  2. The pocket normally swaps once between drops. Read the current seed, next seed and pocket together before filling a gap; the landing guide marks a matching plant when your aim can reach it.

  3. Sun Drop can evolve a plant only into a species you already know. Discoveries require real merges. Journey and Expeditions give you limited rescue tools; Sanctuary can refill a charge for 12 sunbeams, while Daily has no Sun Drop or refills.

  4. Journey has 24 chapters across 3 acts and 72 medals to earn. First-clear rewards pay once; replay a chapter in fewer drops to improve its medal.

  5. An Expedition has 3 clearings. The split planter separates the floor, and the nursery shelf gives small pairs a raised place to grow. A field gift lasts for the rest of the trip; a traveler's plan changes the next clearing and stays chosen through retries.

  6. In Sanctuary, 6, 16 and 30 real merges each earn one cultivation choice. Build around two pockets, a chain of dew, or tools that recharge through merges; a fresh Sanctuary starts a fresh set of choices.

  7. The Living Garden starts with 2 growing beds and can hold 6. Its 8 crops across 4 habitats make 32 varieties, and every real merge grows each planted crop by one step. Harvest all gathers ready crops together; Replant previous crops spends the usual ingredients.

  8. Arrange specimens in 4 greenhouse positions and buy 6 decorations with pollen. The 12 Garden Projects add scenes, specimen finishes and trophies; completing them opens repeatable commissions, and the nursery supply shelf keeps spare pollen useful.

  9. A visitor's delivery removes the selected plant from the terrarium. Keeping it may give you a larger merge; delivering it frees space, and the third request in that visitor's story earns a greenhouse decoration.

  10. Daily Seed ends after 40 drops with the same starting kit and no permanent upgrade, charm or tea effects. Blitz's 90-second clock starts with your first drop. In regular play, each drop earns one weather bubble opportunity, with at most 3 waiting; idling cannot earn endless weather rewards.

  11. Preferences can download your save, import one from another copy, or recover a previous valid save. Each mode keeps its own run, including the plants, pocket and remaining tools.

Trophies

24 trophies

Sign in and the ones you earn light up here and on your account.

Growing
  • A first pair
  • First new species
  • A thriving Sanctuary
  • Eight in one chain
  • A celestial garden, reborn
Botanical collection
  • Moonwater awakens
  • The ancient forest wakes
  • All nineteen species
  • A species mastered
Journey
  • The greenhouse window
  • The windowsill path restored
  • All 24 chapters tended
  • Seventy-two Journey medals
Daily & Blitz
  • A Daily star
  • Three Daily stars
  • Harvest Sprinter
Expeditions
  • First trail completed
  • Shelf and split, both tended
  • Six plans put into practice
Greenhouse
  • The first harvest
  • A corner made your own
  • Twelve plans, one greenhouse
  • A neighbor's story
  • Every habitat in bloom

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    From the changelog

    What changed

    1. polish

      Komorebi: a clearer HUD and 24 garden trophies

      • Komorebi gives scores and chains their own space, matches the Show all control to the other modes, and tidies its footer with a quiet StuStudios credit.
      • Fourteen new trophies recognize botanical collections, Journey medals, Daily stars, field plans and greenhouse varieties, grouped in the hub trophy case.
      • Saved score improvements now reach the hub during play, missed records retry on reload, and completed runs open the hub’s end-of-run cards.
    2. polish

      Komorebi: clearer plants and a balanced first screen

      • Komorebi’s plants have clearer shapes, richer botanical colors and cleaner details, with sharper artwork on high-density screens.
      • The first garden and guided Journey sit in a centered desktop layout with compact notebook panels and no empty management column. Board physics and gradual activity discovery keep their existing rules.
    3. fixed

      Komorebi: menu pauses and small-screen controls

      • Opening the studio menu pauses Komorebi, including the Blitz clock. Its keys leave the board alone, and the garden waits for you to resume.
      • Preferences stays reachable beside Garden on short phone screens after Cultivation appears, and current garden project cards have more room to read.
    4. polish

      Komorebi: a quieter garden book

      • Skipping Komorebi’s guide now keeps activities appearing gradually; Show all remains a separate choice.
      • Available garden projects and plant deliveries take priority. Later plans and automatic reward meters are collapsed, and commissions appear when they become available. Existing progress and rewards are kept.
    5. fixed

      Komorebi: reliable tools, lessons and save imports

      • Expedition dew guarantees now wait for the next non-golden draw when they coincide with golden seeds, so Raincatcher and habitat effects keep working together.
      • Sun Drop updates familiar-species Journey goals immediately, while first discoveries and merge counts still require real pairs.
      • Replaying the guided Journey starts with the matching and pocket lessons, and failed save imports keep your current garden and offer a retry.
      • Keyboard focus stays inside the Garden Book when visitor delivery controls are disabled, and expandable details remain reachable.
    6. polish

      Komorebi: steadier sunbeam rewards

      • Komorebi gives fewer sunbeams from repeatable orders, crops and routine rewards. Harmony and Firefly bonuses now add to Prism instead of multiplying together; merge scores, crop growth and first chapter rewards keep their current rules.
      • The first upgrade prices stay the same, while later ranks cost more. Existing balances and purchased upgrades are kept, and saved orders still pay their promised reward.
    7. new

      Komorebi: a terrarium that grows a home

      • Komorebi joins the arcade: match falling plants, keep a seed in your pocket, and leave room for the next bloom.
      • Follow 24 Journey chapters, build your own Sanctuary cultivation choices, or take three-stop Expeditions with divided planters, nursery shelves and travelers who offer a different way through the next clearing.
      • Real merges grow crops for a permanent greenhouse with four specimen positions, pollen decorations, visitor stories and twelve Garden Projects; a discovery comes from merging a pair, and Sun Drop helps with species you already know.
      • Daily Seed uses a shared sequence and a fixed 40-drop kit, while Blitz gives you 90 seconds, and an optional guided opening introduces the pocket and your first greenhouse specimen.
    8. arrived

      Komorebi went up on the arcade

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