Bloom Protocol v1 // alien reskin of the master loop

XENOVAT

A captured xenostrain, sealed in glass and farmed for the Syndicate. Feed the bloom, walk it through its lifecycle, and let the apex forms cannibalize the weak into rare matter. The station's dead sterilization grid still twitches: purge wraiths phase through the glass to scour your bloom clean. Keep it alive. Make it evolve. Same math as the master loop, repainted whole. Matter color encodes value throughout.

Lumen $15 Ichor $35 Spark $40 Nodule $150 Core $200 Geode $500 Relic $2000
DEPTH 01 · BLOOM VAT$1,245QUOTA $3,000FOOD LVL 2 · INJECTOR 5/9
feed → grow → collect matter → buy forms → survive purge waves
01

The lifecycle, as production chains

Three pipelines under the glass: glow the bloom for matter, feed the maw for rare matter, and automate the spawn.
01 · inject

Drop Plasm manually

Food is a paid action, not ambience. The player keeps clicking because each pod turns into growth, matter, or predator feedstock.

02 · collect

Matter is the coin fantasy

Every valuable object is visible, falls/drifts, and must be collected before the screen gets dangerous or crowded.

03 · spend

Shop is always present

Keep a compact buy rail: Spawnling, food grade, hatchery, predator, lance. No hidden economy menus for the core loop.

04 · survive

Purge waves reset attention

Wraiths arrive like alien attacks: stop feeding, shoot/defend, then resume farming with more pressure and better unlocks.

Glow economy · raise the bloom

Spawnling static spriteSpawnlingVat $100
Drifter static spriteDrifter$15~7s
Glower static spriteGlower$35~7s
Matriarch static spriteMatriarch$200cannot die
from Glower
Sparkborn static spriteSparkborn$40~7s
Sparkeater static spriteSparkeater$200
Sparkborn also → Matriarch

Catalyst only takes on a Glower. Poured on a Spawnling or Drifter it dissolves them.

Apex economy · feed Spawnlings to the maw

Spawnling static spriteSpawnlingthe feedstock
Gnasher static spriteGnasherVat $750$150
Husker static spriteHuskerVat $2000$500
Spawnling static spriteSpawnlingthe feedstock
Maw static spriteMawVat $1000$200
Leviathan static spriteLeviathanVat $10000$2000

Spawnlings feed both Maws and Gnashers. The apex chain starves without a steady drip of fresh spawn.

Supply · automate the spawn

Hatchery Stage 1 static spriteHatchery Stage 1Vat $200
Hatchery Stage 2 static spriteHatchery Stage 2Medium 40s
Hatchery Stage 3 static spriteHatchery Stage 3Large 18s
Spawnling static spriteSpawnlingauto-hatched
feeds glow + apex chains

The Hatchery now has a three-stage static lineage: Stage 1 and 2 at 64px, Stage 3 at 96px. Medium births a Spawnling every 40s; Large every 18s.

02

Organism reference

What each form eats, what it sheds, value, and cadence. Glow cadence is a tuning target, not a constant.
OrganismSourceEatsShedsValueCadenceNotes
Spawnling$100or HatcheryPlasmgrows onlyn/an/aFeedstock for Maw & Gnasher. Grows to Drifter when fed.
DriftergrownPlasmLumen$15~7sCatalyst dissolves it.
GlowergrownPlasmIchor$35~7sEligible for Catalyst and Matriarch ascension.
MatriarchGlower, 10 min + fedPlasmCore$200periodicCannot die. Apex of the glow economy.
SparkbornGlower + CatalystPlasmSpark$40~7sFeeds Sparkeater. Can ascend to Matriarch.
Sparkeater$750SparksCore$200per sparkTurns Sparkborn output into Cores.
Maw$1000SpawnlingsCore$200per mealConsumed by Leviathan.
Gnasher$750SpawnlingsNodule$150per mealNodules feed Husker.
Husker$2000NodulesGeode$500per mealCalcifies Nodules into Geodes.
Leviathan$10000MawsRelic$2000per mealApex predator of the whole vat.
Hatchery$200Lvl 1n/aSpawnlingn/a40s Med / 18s LrgAuto-spawns feedstock. Faster as it levels.
Lumen static matter icon

Lumen $15

Low-value teal bioluminescent orb dropped by Drifters.

xv_mat_lumen_static_32
Ichor static matter icon

Ichor $35

Gold organic droplet, richer glow-economy matter.

xv_mat_ichor_static_32
Spark static matter icon

Spark $40

Jagged amber energy matter from Sparkborn.

xv_mat_spark_static_32
Nodule static matter icon

Nodule $150

Hardened orange node from Spawnling-eaters.

xv_mat_nodule_static_32
Core static matter icon

Core $200

Cyan faceted crystal, mid-game conversion matter.

xv_mat_core_static_32
Geode static matter icon

Geode $500

Pale calcified geode with inner crystal sheen.

xv_mat_geode_static_32
Relic static matter icon

Relic $2000

High-value magenta angular shard from Leviathan.

xv_mat_relic_static_40

Glow cadence (~7s) carries straight over from the master loop and remains the value to tune.

03

Depth ladder · actual level structure

Closer to the source loop: each level is a contained money target with specific unlocks, invader pressure, and a clear quota.
Depth 01

Nursery Vat

Teach feed, growth, Lumen collection, first purchases.

  • Goal: $3,000 harvest quota
  • Unlocks: Food Lvl 2, Hatchery, first Gnasher tease
  • Threat: Mote-wraith single attacks
Depth 02

Glow Farm

The screen starts behaving like a real money aquarium: more bodies, more drops, more clicking.

  • Goal: $7,500 quota
  • Unlocks: Glower, Catalyst, Sparkborn
  • Threat: Mote-wraith pairs + Cleaver
Depth 03

Predator Run

Introduce the second economy: organisms as food for bigger organisms.

  • Goal: $18,000 quota
  • Unlocks: Gnasher, Maw, Sparkeater, Lance calibration
  • Threat: Cleaver + Lytic pressure
Depth 04

Calcification Chamber

Late mid-game value chain: Nodules become Geodes, crowd control matters.

  • Goal: $45,000 quota
  • Unlocks: Husker, Food Lvl 3, injector cap push
  • Threat: Sterilizer + Schism
Depth 05

Relic Descent

The apex loop: protect enough Maws to feed a Leviathan and cash Relics.

  • Goal: $100,000 quota
  • Unlocks: Leviathan, relic economy, late mutation tiers
  • Threat: Null + Cauter boss

These are design-level rows, not new sprite work. The environment art can still be generated later as static backgrounds/overlays per Depth.

04

Feeding · Plasm

Plasm is the early money sink. Richer grades grow the bloom faster; the injector upgrade widens how much you can suspend at once.
ItemCostEffect
Raw Plasm Lvl 1Free to unlock$5 per injectDefault nutrition. Every injected pod costs $5.
Enriched Plasm Lvl 2$200one-timeStronger; the bloom fills and grows faster. Per-inject cost scales with grade (tune).
Catalyzed Plasm Lvl 3$200one-timeStrongest grade. Per-inject cost scales with grade (tune).
Injector Capacity$300per +1, cap 9Raises how many Plasm pods can hang in the vat at once. Maximum is 9.
Catalyst$250Pour on a Glower to force a Sparkborn. Dissolves Spawnlings and Drifters.
Raw Plasm static icon

Raw Plasm

Base food. Small simple green plasm puck/pod.

xv_food_raw_plasm_static_32
Enriched Plasm static icon

Enriched Plasm

Upgraded food. Bigger silhouette, more internal energy.

xv_food_enriched_plasm_static_32
Catalyzed Plasm static icon

Catalyzed Plasm

High-tier food. Charged cluster, clearly distinct from earlier stages.

xv_food_catalyzed_plasm_static_32
Catalyst static icon

Catalyst

Alien catalyst spore/core. Explicitly not a potion or vial.

xv_food_catalyst_static_40
05

Acquisition · the vat console

Per-Depth purchases. Prices reset each Depth; the Lance scales as you descend.
ItemCostRole
Spawnling$100Seed a fresh Spawnling.
Hatchery (Lvl 1)$200Auto-spawns Spawnlings; speeds up as it levels.
Sparkeater$750Eats Sparks, sheds Cores.
Gnasher$750Eats Spawnlings, sheds Nodules.
Maw$1000Eats Spawnlings, sheds Cores.
Husker$2000Eats Nodules, sheds Geodes.
Leviathan$10000Eats Maws, sheds Relics.
Lance Calibration$1000 · $2000 · $5000Depths 1&2 · Depth 3 · Depth 4Raises Lance damage against wraiths. Scales by Depth.
Plasm & Catalystsee section 03Nutrition, injector cap, and spark conversion.
06

The Mutation Tree

New layer. The vat itself adapts as it survives, and you choose how. Tank-level decisions that deepen as the run goes on.

How it works

The bloom is one living colony. As it harvests matter and outlasts wraiths, it accrues Adaptation (AP), the genome currency you spend to mutate the whole vat. Mutations persist for the run and reshape every form inside the glass at once.

You will never afford a full board in one run. Branches compete for AP, several nodes force an either / or choice, and four nodes grant active vat abilities you fire by hand. The result is a different bloom every descent.

Earning & gating

  • +1 AP at each harvest milestone (every set amount banked)
  • +1 AP per wraith wave survived
  • + bonus AP the first time any form reaches a new tier

Depth gates the tree open: Tier I from the start, Tier II at the mid harvest threshold, Tier III and capstones only late. Decision space widens exactly as the vat matures.

Meta option: let one chosen branch carry a single mutation across Depths for a persistent spine. Default is per-run.

Metabolism

richer, faster matter

Tier I

Rich Plasm1 AP
Feed value +25%. The bloom grows on less.
Photosynthate2 AP
The vat trickles Lumen even while unfed.

Tier II

Gilded Secretion2 AP
Lumen and Ichor worth +30%.
Active
Bloom Pulse3 AP
Click to harvest all loose matter at once. 30s cooldown.

Tier III · choose one

either / or
Engorge3 AP
All forms shed matter 20% faster.
vs
Concentrate3 AP
Half as many drops, each worth 2x.

Capstone

Living Reactor5 AP
The vat itself passively trickles Core-tier matter.

Proliferation

more bloom, faster

Tier I

Fertile Vat1 AP
Hatcheries breed +25% faster.
Brood Surge2 AP
A free Spawnling hatches every 60s.

Tier II

Crowd Tolerance2 AP
+4 to the vat creature cap.
Active
Spawn Bloom3 AP
Click to burst out 4 Spawnlings. 45s cooldown.

Tier III · choose one

either / or
Precocious Spawn3 AP
New Spawnlings hatch at Drifter size.
vs
Rapid Maturation3 AP
All growth thresholds reduced 25%.

Capstone

Hive Mind5 AP
Feeding one form feeds all hungry same-tier forms near it.

Predation

deeper apex value

Tier I

Sharpened Maw1 AP
Predators eat +30% faster.
Efficient Digestion2 AP
Predators stay fed twice as long.

Tier II

Rich Harvest2 AP
Predator drops worth +25%.
Active
Cull3 AP
Click a wraith to mark it; predators swarm and tear it. 40s cooldown.

Tier III · choose one

either / or
Apex Pact3 AP
Leviathan sheds Relics 40% faster.
vs
Geode Glut3 AP
Husker occasionally double-sheds Geodes.

Capstone

Endless Hunger5 AP
Predators no longer need feeding to survive.

Carapace

survive the purge

Tier I

Hardened Lance1 AP
Lance damage +1.
Reactive Membrane2 AP
Forms survive one extra bite.

Tier II

Sentinel Spores2 AP
An auto-pulse stings the nearest wraith on a timer.
Active
Immune Burst3 AP
Click to stun and damage every wraith. 50s cooldown.

Tier III · choose one

either / or
Carapace3 AP
A vat shield absorbs the next wraith whole, then recharges.
vs
Toxin Bloom3 AP
Wraiths that bite a form take damage over time.

Capstone

Regenesis5 AP
If the bloom would collapse, instantly revive 3 forms. Once per Depth.
07

Wraiths · the purge roster

Phase through the glass in waves, devour your forms, fall to the Lance or to predators. Most leave matter on death. HP and behavior to be specced with combat.
WraithBehavior sketch
Mote-wraithBasic phase-in feeder. First threat in the glass.
CleaverEarly bruiser; bigger bite.
LyticMid-tier eater introduced deeper.
SterilizerArmored purge unit; high HP.
MaelstromAggressive; arrives in multiples.
NullLate-Depth threat; erases matter it touches.
SchismSplits into smaller wraiths when struck.
CauterHigh-tier menace; the facility's heavy purge.
Mote-spawnSmall swarm variant.
08

Core rules & special mechanics

The edge cases that hold the loop together. Same logic as the master bible, reskinned.

Win / lose

Lose when the bloom collapses (all forms dead). Win a Depth by hitting its harvest quota.

Catalyst

Use only on a Glower to force a Sparkborn. On a Spawnling or Drifter it dissolves them. Cost $250.

Matriarch

A Glower that survives 10 minutes and is then fed again ascends to Matriarch, shedding $200 Cores. Sparkborn can also ascend. Matriarchs cannot die.

Hatchery timing

Medium: a Spawnling every 40s. Large: every 18s. Both output Spawnlings.

Injector cap

Up to 9 Plasm pods suspended at once. Each capacity upgrade $300. Raw Plasm is free to unlock but costs $5 per inject.

Feedstock rule

Maws and Gnashers eat Spawnlings. Sparkeaters eat Spark output, Huskers eat Nodule output, and Leviathans eat Maws.

09

Creature state board

Every organism currently in the tracker, with its approved static sprite where one exists and the state work still ahead.
Spawnling static sprite

Spawnling

48px

xv_org_spawnling_static_48

static · 1f · 48pxswim · 6f · 48pxeat · 5f · 48pxdeath · 6f · 48pxhungry · 6f · 48px
Drifter static sprite

Drifter

64px

xv_org_drifter_static_64

static · 1f · 64pxswim · 6f · 64pxeat · 5f · 64pxdeath · 6f · 64pxhungry · 6f · 64px
Glower static sprite

Glower

64px

xv_org_glower_static_64

static · 1f · 64pxswim · 6f · 64pxeat · 5f · 64pxdeath · 6f · 64pxhungry · 6f · 64px
Matriarch static sprite

Matriarch

64px

xv_org_matriarch_static_64

static · 1f · 64pxswim · 8f · 64pxeat · 5f · 64pxascend · 8f · 64px
Sparkborn static sprite

Sparkborn

64px

xv_org_sparkborn_static_64

static · 1f · 64pxswim · 6f · 64pxeat · 5f · 64pxdeath · 6f · 64pxhungry · 6f · 64px
Sparkeater static sprite

Sparkeater

96px

xv_org_sparkeater_static_96

static · 1f · 96pxswim · 6f · 96pxeat · 5f · 96pxdeath · 6f · 96pxhungry · 6f · 96px
Maw static sprite

Maw

96px

xv_org_maw_static_96

static · 1f · 96pxswim · 6f · 96pxbite · 6f · 96pxdeath · 6f · 96pxhungry · 6f · 96px
Gnasher static sprite

Gnasher

96px

xv_org_gnasher_static_96

static · 1f · 96pxswim · 6f · 96pxbite · 6f · 96pxdeath · 6f · 96pxhungry · 6f · 96px
Husker static sprite

Husker

96px

xv_org_husker_static_96

static · 1f · 96pxswim · 6f · 96pxbite · 6f · 96pxdeath · 6f · 96pxhungry · 6f · 96px
Leviathan static sprite

Leviathan

128px

xv_org_leviathan_static_128

static · 1f · 128pxswim · 8f · 128pxbite · 8f · 128pxdeath · 8f · 128pxhungry · 8f · 128px
Hatchery Stage 1 static sprite

Hatchery Stage 1

64px

xv_org_hatchery_stage1_static_64

static · 1f · 64pxidle · 6f · 64pxeat · 5f · 64pxspawn · 8f · 64pxdeath · 6f · 64pxhungry · 6f · 64px
Hatchery Stage 2 static sprite

Hatchery Stage 2

64px

xv_org_hatchery_stage2_static_64

static · 1f · 64pxidle · 6f · 64pxeat · 5f · 64pxspawn · 8f · 64pxdeath · 6f · 64pxhungry · 6f · 64px
Hatchery Stage 3 static sprite

Hatchery Stage 3

96px

xv_org_hatchery_stage3_static_96

static · 1f · 96pxidle · 6f · 96pxeat · 5f · 96pxspawn · 8f · 96pxdeath · 8f · 96pxhungry · 6f · 96px
10

Asset tracker sync

Pulled from the live Google Sheet: xenovat-asset-tracker. The spreadsheet remains source of truth for asset names, states, sizes, and status.
Environment 7 Food 8 Matter 14 Organism 67 UI 13 VFX 11 Wraith 27

Style lock from sheet

  • Engine target: Unity 2D (URP). Transparent PNG. Animations as a packed sprite sheet plus JSON atlas.
  • Art direction: Pixel art, bioluminescent xeno-organic. Wet translucent forms in a dark void, emissive parts glowing. Readable silhouettes first, glow second.
  • Base palette: Void darks: 07060E, 0E0B1D, 16122E, 2A2350. Foam light: ECE9F7. Biolume: 4FF0C0 / 28B793. Voidglow: B06CFF / 7E44C4.
  • Matter palette (value = color): Lumen 46E6C0 · Ichor F4B73C · Spark FFD23A · Nodule F0823C · Core 5AD0FF · Geode EFE7D6 · Relic E25CD6. Use only these for matter so color always reads as worth.
  • Outline: 1px selective outline in a darker shade of the local color. No pure black. Drop the outline where parts glow.
  • Lighting: Single key from upper area. Strong rim light and inner glow on emissive organs. Consistent across every asset.
  • Shading: 2 to 3 tone ramp per material. Minimal dithering. Let glow do the gradient work.
  • Pixel density: Consistent per size class (below). Do not mix densities inside a class or sprites look mismatched.

Current tracker notes

147 tracked asset rows found. Organism scale is currently 48 → 64 → 96 → 128px, with Hatchery now staged at 64 → 64 → 96px and Sparkborn tracked at 64×64.

Static approved rows are included below so the deployed protocol page no longer drifts from the asset production tracker.

OrganismTracked size(s)States in tracker
Spawnling48swim, eat, death, hungry
Drifter64static, swim, eat, death, hungry
Glower64static, swim, eat, death, hungry
Matriarch64static, swim, eat, ascend
Sparkborn64static, swim, eat, death, hungry
Sparkeater96swim, eat, death, hungry
Maw96swim, bite, death, hungry
Gnasher96swim, bite, death, hungry
Husker96swim, bite, death, hungry
Leviathan128swim, bite, death, hungry
Hatchery Stages 1–364, 96static, idle, eat, spawn, death, hungry

Approved static rows currently in tracker:

AssetCanvasFilenameStatus
Spawnling48pxxv_org_spawnling_static_48Complete
Drifter64pxxv_org_drifter_static_64Complete
Glower64pxxv_org_glower_static_64Complete
Matriarch64pxxv_org_matriarch_static_64Complete
Sparkborn64pxxv_org_sparkborn_static_64Complete
Sparkeater96pxxv_org_sparkeater_static_96Complete
Maw96pxxv_org_maw_static_96Complete
Gnasher96pxxv_org_gnasher_static_96Complete
Husker96pxxv_org_husker_static_96Complete
Leviathan128pxxv_org_leviathan_static_128Complete
Hatchery Stage 164pxxv_org_hatchery_stage1_static_64Complete
Hatchery Stage 264pxxv_org_hatchery_stage2_static_64Complete
Hatchery Stage 396pxxv_org_hatchery_stage3_static_96Complete

Wraith production roster from tracker:

WraithStateCanvasFilename
Mote-wraithmove64pxxv_wra_mote_wraith_move_64
Mote-wraithattack64pxxv_wra_mote_wraith_attack_64
Mote-wraithdeath64pxxv_wra_mote_wraith_death_64
Cleavermove80pxxv_wra_cleaver_move_80
Cleaverattack80pxxv_wra_cleaver_attack_80
Cleaverdeath80pxxv_wra_cleaver_death_80
Sterilizermove96pxxv_wra_sterilizer_move_96
Sterilizerattack96pxxv_wra_sterilizer_attack_96
Sterilizerdeath96pxxv_wra_sterilizer_death_96
Cauter (boss)enter128pxxv_wra_cauter_enter_128
Cauter (boss)move128pxxv_wra_cauter_move_128
Cauter (boss)attack128pxxv_wra_cauter_attack_128
Cauter (boss)death128pxxv_wra_cauter_death_128
Lyticfull set80pxxv_wra_lytic_fullset_80
Maelstromfull set80pxxv_wra_maelstrom_fullset_80
Nullfull set80pxxv_wra_null_fullset_80
Schismfull set72pxxv_wra_schism_fullset_72
Mote-spawnfull set40pxxv_wra_mote_spawn_fullset_40