One drum: plant, hatch, send
Every hero uses the same seed interface, so new players learn pressure once.
MUTERRA keeps team fights, roles and map pressure. It cuts the old friction: overloaded hero kits, shop homework, fixed camera angles and toxic chat.
You learn one shared pressure system, then master timing, roles and map decisions. The complexity moves from memorising builds to reading the battlefield.
Every hero uses the same seed interface, so new players learn pressure once.
Some seeds answer now. Others create a timed objective both teams can attack or protect.
Siege, escorts, ranged pressure, hunting and defense all come from the same readable system.
Team intent is routed through the companion layer, so coordination can stay tactical instead of toxic.
Shots travel through space. You can dodge them, use distance, break line of sight and read a fight without a locked top-down camera.
Seeds are the shared language of pressure. Plant, protect, hatch and send creatures instead of stopping mid-match to study a shop.
The drum is the shared control for creating pressure without learning a shop build.
Fast seeds answer now. Maturing seeds create defendable objectives and counterplay.
The same seed system can produce siege pressure, escorts, ranged attackers, hunters or defenders. A grown unit should force an immediate answer.
Pink mist is territory with gameplay weight. A unit that hatches there can take longer, consume more local capacity and become visually stronger. Territory turns biology into a strategic choice.
Artifacts replace shop noise with pre-match choices and in-game discoveries: seed generators, protection tools, deployed units and body upgrades.
Speed, stamina, regeneration, protection and built-in bonuses are chosen before the match, not bought in the middle of a fight.
Mini-farms, seed generators, robots and deployed tools can create resources, units or local pressure during the match.
The center is the visible front, but not the whole match. Each hero starts with a job that pulls them toward a different part of the map.
Damage stays on the central artery, wins trades, clears pressure and turns openings into tower damage.
Support protects Damage, controls tempo, covers mistakes and keeps the center pair functional.
Hunter is strong against wild monsters: chase, shoot from range, kill the largest targets and convert them into seed advantage.
Agrarian plants seeds, protects hatching, removes parasites and turns safe territory into living pressure.
Saboteur plays on enemy territory, kills production windows and forces the enemy Agrarian to defend instead of growing.
Holds the central line, wins trades and turns openings into tower damage.
Keeps Damage alive, controls tempo and protects the push when the line becomes unstable.
Tracks large monsters, kills them at range and cuts bodies for extra seeds that can change the fight.
Plants seeds, protects hatching, grows pressure and removes parasites before they ruin production.
Lives on enemy territory, breaks their growth windows and denies the enemy Agrarian a clean game.
Hunters leave the center because the upper wild zone pays them back: they follow traces, chase large creatures, cut bodies for extra seeds and contest boss-side control.
Parasites are not only enemies. They are risky power, territory pressure and a reason to protect or destroy growth before it matures.
Mid-match biology changes the current life and makes death more expensive.
When a player or creature dies, seeds from its inventory can fall onto the field. Pick them up, deny them, or fight around the drop.
The companion speaks and writes, has its own character, watches the battlefield and turns complex actions into simple confirmations.
"Your lower garden is under attack. I can send nearby hatchlings to defend it."
Territory changes hatching. Objectives wake the map. The planet is not a background: it is the system both teams are trying to command.
These clips are from the July 15, 2026 playable mobile prototype. Visuals are still in production, but the actions are real: lane pressure, siege creatures, wild monsters, bosses and base approach.
We run open playtests twice a month. Join early, test the build and help us improve combat readability, controls, performance, roles and the seed loop.
The playtester channel is for build links, test dates and feedback. General social links stay separate.