Games that grow themselves.
Glederime cultivates interactive ecosystems where every system is alive. We do not script stories — we plant conditions and watch what flourishes. Nature is the engine, emergence is the art.
Each project starts as a seed — a simple rule, a curious constraint. Given time and the right soil, they become worlds that surprise even us.
Mosslight Cathedral
A meditative exploration game where you tend to a growing cathedral made of living moss. Light feeds it. Sound shapes it. Time forgets it.
The Strangling Root
A rogue-like where the dungeon is a single, massive vine that grows between runs. Prune it, climb it, or become compost for the next adventurer.
Mycelium Signal
Underground network strategy. You are the fungus, spreading through root systems, trading nutrients for information, learning to think in decentralized ways.
Last Pollinator
An atmospheric puzzle game about being the last bee on a dying world. Each flower remembers you. Each choice changes what blooms next spring.
Every year we grow another ring. Here is the cross-section of Glederime, measured in cycles around the sun.
We offer our cultivation techniques to others. From seedling prototyping to full ecosystem architecture, here is what we tend.
Seedling Design
From a single mechanic to a playable prototype in days. We specialize in finding the fun before finding the budget.
Ecosystem Architecture
Interconnected systems that breathe, compete, and evolve. We build the invisible logic that makes worlds feel alive.
Generative Audio
Music that grows with the player. Soundscapes that respond to ecosystem health, time of day, and emotional state.
Living AI
Non-player characters with memory, motivation, and mood. They gossip, form alliances, and forget your name on purpose.
Narrative Ecology
Stories that emerge from system interactions rather than scripted cutscenes. Every playthrough is a different garden.
Long-term Stewardship
We stay with our games for years, tending updates like a gardener prunes — carefully, patiently, never over-cutting.
Four minds connected by a shared root system. We think in networks, not hierarchies.
Sorrel
Lead CultivatorBramble
Systems BotanistFinch
Audio EcologistWren
Visual AlchemistWant to plant something together? Drop us a spore. We read every message between watering cycles.
Find the grove
Portland, OR 97214
United States
(we hibernate on major holidays)