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SEED's Notice Board Put Old Age on the Calendar

SEED's Notice Board Put Old Age on the Calendar
  • 13 October 2026
  • Updated: 14 October 2026
  • Mr.Pendragon

Halloween funerals, warehouse shelves and a waste compactor

Mark 31 October. That's the day Klang expects SEED's first Seedlings to die of old age.

It came near the end of Episode 3 of The Notice Board, Klang's weekly community show with Andy, its community manager, and JJ, its publishing lead, on Wednesday 7 October. Seedlings live to 120 at most, the hosts said, and the first batch gets there on Halloween. That's three weeks' notice, and it's the most useful thing Klang's said on this show yet.

The rest, quickly. The new shelves are still on their way, and Klang's now calling them what they are: warehouse shelves. Storage caught up with everyone in 0.3.8 without anyone losing a thing. Instead of a delete button, an engineer let the hosts tease a waste compactor. Every question about ore got "wait for the blog", and the blog turned up two days later. And Klang said, plainly, that Seed Industries isn't meant to be the market forever.

Three episodes into keeping score, the bug list still hasn't come back, and the griefing write-up still hasn't been published. Plenty else has moved, though, and the tracker's below.

This write-up is based on the Episode 3 broadcast of 7 October 2026, checked against Klang's 0.3.8 notes, its 9 October resources blog, SEED's game data and our coverage of Episodes 1 and 2. Klang's plans are reported as Klang gave them. The arithmetic, the grading and the opinions are ours. Nothing here is a hands-on test.

A timeline from SEED's Early Access launch on 21 July to 31 October, when Klang expects the first Seedlings to die of old age at 120, with the game's 100-year warning due about 11 October by our arithmetic

The first Seedlings die of old age on Halloween

A viewer asked whether every Seedling dies at 120. For now, yes. 120 is the hard limit: look after a Seedling well, meet its needs, and that's how long it lives. Klang wouldn't promise it stays that way. In future it's more likely to be balanced so Seedlings sometimes die of natural causes a bit before then, the way an older immune system weakens or an injury gets likelier.

Then the date. The first batch will die of old age on 31 October, which the hosts called "quite an appropriate time". Their advice to societies was to start planning now, talk it through on Discord, and watch for more information from Klang soon.

The date checks out against SEED's clock. A year on Avesta is 24 in-game days, as our log-off guide explains, and each in-game day lasts a real hour. So a Seedling ages a year for every real day. Klang's own Covital Show looked back on "the last 72 years on Avesta" on 2 October, 73 days after launch, so the clock holds. Halloween is 102 real days after Early Access opened on 21 July, which means a Seedling made on launch day as a young adult of about 18 reaches 120 right on cue. The 18 is my inference from the date. SEED's data says new Seedlings start as young adults; Klang hasn't published an age.

There's one more number in the game data that's worth knowing today. SEED sets an upcoming-death notification at 100 years old. On the same clock, that's 20 real days before 120. So if one of your Seedlings is in the Halloween batch, its warning should have landed around 11 October. That's our arithmetic from the data, not something Klang has described, so treat the date as a guide rather than a promise.

Before 31 October: heirs, skills and a free replacement

Old age is the only death in SEED that comes with a date. Use the three weeks.

  • Choose your heirs. Since 0.3.8, a dead Seedling's wallet and properties are held for you to hand on, and you pick an heir for each: any Seedling in the society, or the society itself. Klang's 0.3.8 notes say that if nobody's chosen after 7 days, a leader, a treasurer or anyone with the Manage Escrow Accounts permission can take the estate for the society, and after 90 days of inactivity it goes to the society automatically.
  • Hand the skills on while you can. When a Seedling dies, everything it knew how to do goes with it. If your oldest Seedling is the only one who can do a job, get someone else trained before the end of the month. The mentorship feature Klang described on Episode 2 would be handy right about now. It isn't in the game yet.
  • Know what happens if it's your only Seedling. Klang said on the show that if your only Seedling dies, you get a replacement for free. You don't have to buy another one.
  • Read the notice properly. Since 0.3.8, a death sends a single pop-up that names the cause - "died of old age", for example - instead of a generic one.

What Klang hasn't said is what happens to an office when the person holding it dies of old age. If your society's leader or treasurer is in the first batch, settle who's next while they're still around to help.

On Episode 1's community list, graveyards and memorials for dead Seedlings sat in our "far off" band. They're about to feel a lot nearer.

The shelves missed the deadline. Nobody lost a thing

Episode 2 ended on a question: would the new shelf beat the storage deadline? It didn't. Klang's 0.3.8 notes, out on 5 October, moved every container and delivery drone to its new capacity, with no new shelf in sight.

The good news is in how it was done. Nothing was lost. A container over its new limit keeps everything and simply won't take more until it's back under, and a drone carrying too much finishes the haul it's on. On the show, the hosts explained the month's delay: it was there to give societies time to move into the new buildings once their material costs came down. That's a rebalance finished properly.

The shelves themselves are on their way. Andy said again that he drove them through personally, and offered himself up for the blame if anything goes wrong. He also set expectations, which I appreciate more than a render. They're an alternative to pallet-based storage; they're "not going to be the prettiest solution in the world", and they're warehouse shelves. Something nicer may follow one day. For now, think racking.

One tip from the same segment will save someone an afternoon. Some players found that a Seedling sent to a new Schedule Zone harvested everything and then left the goods lying on the ground. That's because there was no storage container nearby. PAM's information on zones was out of date and is being updated, but the rule is already in Klang's notes: hauling stays between containers inside the zone. Draw the zone around a box, and the harvest has somewhere to go.

A waste compactor, not a delete button

SEED's most-requested button is probably "delete", and Klang still doesn't want to give you one.

What it gave instead was a tease. Fito, one of Klang's engineers, had given the hosts permission to mention that the studio is looking into a feature called a waste compactor: a way to do something with old goods you don't need anymore. It isn't agreed yet, and the advocates haven't seen it. The thinking behind it is clear, though. Rather than letting you delete things, Klang wants to give unwanted items a use, ideally one that helps your society grow. One of the hosts admitted they'd delete things by mistake if the button existed, which is the most honest argument against it I've heard.

There was a warning attached, too. If a feature turns up that converts one thing into another, and you feed all your ore into it, "I will hear no complaints" when you run out. Fair.

This has been creeping forward all month. Episode 1 had trash and waste handling "in active development". Episode 2 had salvage "in process". Episode 3 gave it a name.

The same thinking came up around food. Players keep asking for a "do not eat" button, because Seedlings eat the raw mushrooms a society needs for ethanol, even over cooked food. Klang said it's come up many times, murky water too, and it's looking at a few solutions; one idea floated was letting you pick what's allowed to be eaten. The ethanol recipe itself has been escalated to the design team, and the suggestion on the table is corn, which Seedlings don't eat raw. A hospital owner in chat pointed out that mushroom indigestion has been good for business. Every crisis is somebody's revenue stream.

And if your storage keeps filling with biomass as things decay, Klang's heard that, and said biomass may get more uses in the future.

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The ore blog arrived two days later

Ore came up again, and this time the answer was "please wait": one of Klang's designers was finishing a blog due that week. It went up on Friday, 9 October, as Dev Blog - An Update on Resources, and it's a proper one.

Everything in it is planned for 0.3.9. None of it is live yet.

  • More extraction from many underground tiles, with the biggest gains for rare ores on high-abundance tiles, Aurite especially, and for coal generally. Klang says rare resources are scarcer on the player market than intended, so it's raising each island's budget.
  • A filter for the scanner's radar. You'll be able to tell it which resources to look for, so it stops spending attempts on Hematite when you wanted Aurite.
  • The extractor tooltip will show the units left in a tile, instead of an abundance level.
  • Debris is a new object that spawns and keeps respawning around the map. Harvest it for Scrap Metal, and recycle that into Chalcopyrite Ore, Hematite Ore, and Graphite Powder. Scrap Metal is bulky, and the blog points at the MTU for moving it.

That answers three things from the show. The week's top suggestion asked for the scanner's 30-second cooldown to be cut. The blog doesn't touch the cooldown, but a filter should mean fewer wasted scans. A question from the form asked why a tile at 30 abundance gave more ore than one at 50; the hosts said it didn't sound intended and asked for a ticket, and the new tooltip is Klang's answer to exactly that kind of confusion. And Episode 2's rare-ore answer - the advocates are pushing, no guarantees - now has a plan behind it.

There's a callback for our own readers, too. Klang's 7 September resources blog planned Debris and Ore Rubble for 0.3.6, and our 0.3.7 analysis noted that neither had arrived. Debris is now down for 0.3.9, a month later and with Scrap Metal attached. Ore Rubble isn't mentioned at all. Coal and copper stay a "mild bottleneck" on purpose, so mining can't be fully automated, and Scrap Metal output starts deliberately low, so the market isn't flooded, and will be adjusted.

The blog's last line is one for society leaders: feedback on the Harberger Tax is among the things Klang's already investigating.

Nineteen SEED promises and suggestions tracked across three episodes of Klang's Notice Board: five delivered, six moved, three arrived another way and five still waiting, including the new shelves and the Top 25 bug list

Week three: the tracker

We've kept score since Episode 1. Here's where everything stands after three episodes and two patches.

Delivered

  • The stuck-order refunds (Episode 1): credited the morning after.
  • The monkey bars (Episode 1): JJ mentioned an item wearing out far too fast outdoors, with a fix ready. It was the monkey bars. 0.3.8 stopped them wearing out five times faster outdoors, "since outdoors is their intended place", and this week the hosts held it up as a fix that came quickly from one specific report.
  • Interests from your phone (Episode 2): 0.3.8 added a Development tab to the Seed Companion's Focus mode, where you choose new interests and claim perks.
  • The resources blog (Episode 3): promised for the week, published on Friday.
  • Fairer service reviews, in part (Episode 1): 0.3.8 made three review fixes. A missed service now shows as missed, regulars stop leaving three stars for visits where they didn't want anything, and the right service gets the credit. The hotel guest pulled out by its own schedule, Klang's example from Episode 2, isn't named.

Moved

  • Inbox and outbox capacity went from "complicated" in Episode 2 to "in design", with no promise about what comes out of it.
  • A "last seen" view for society leaders (Episode 1): about three features in active development are aimed at it, all past the design stage. Not before 0.4, Klang said, but hopefully with it.
  • Mushrooms and ethanol (Episode 1): from looking at other production routes to escalated to design.
  • Salvage (Episode 2) became the waste compactor.
  • Keeping a station's task list when you move it (Episode 2): escalated to design.
  • The MTU: a week to a week and a half, the Covital Show guessed on 2 October. "Soon. Very soon," said Episode 3. One of the hosts added that its lighting is "super cool", which is the most excited I've heard anyone get about a lamp on a walker.

Arrived from a different direction

  • Next Tuesday's access changes (Episode 2) did arrive in 0.3.8, but not for off-shift staff. Hauling into a building now needs full access - owner, admin, role holder, or resident - and a visitor can't private-transfer goods out.
  • A look before you join (Episode 2) arrived as filters on the in-game Societies list - tier, access, population and claimable plots - and Klang's new Societies pages on seed.game, below. Population, not who's active.
  • Bright rooms (Episode 2): 0.3.8 now credits a window to the room it actually faces, so a windowless room stops being scored, Bright. Lights aren't mentioned.

Still waiting

  • The shelves. See above.
  • The Top 25. Not shown for the second week running.
  • The griefing write-up Klang promised in Episode 1. It still wasn't on SEED's news page when we checked on 9 October. This week the hosts said the government system has "a lot of eyes on it" and changes are coming. Sixteen days after Episode 1, I'd like the document.
  • Bug 19, elections restarting too soon. The hosts mentioned recent changes to the election cycle again, but 0.3.8's election fix is a different bug, about multi-seat results. Still "possibly".
  • The construction energy loop (Episode 1). It came back this week as a suggestion: Seedlings running out of energy walking to a queued task, so the construction never really starts. Klang called it more of a bug than a suggestion, and it's being looked into. Week three.

That's five delivered, six moved and three arriving sideways, against five still waiting. For a studio not yet three months into Early Access, that's a decent ratio. The two that matter most are still in the last group.

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The fifteen SEED community suggestions from Episode 3 of The Notice Board, ordered by how close Klang's answer put them to the live game: two treated as bugs, two past design, seven being looked into, one needing specifics, one a long way off and two probably not

Fifteen new asks, graded

This week's fifteen came from the suggestions channel, the last seven days only, as before. Klang's advice on suggestions is worth repeating, because it's the one part you control: be specific.

"Change the whole medical system" is years of work. "The scalpel's too expensive" can be fixed quickly. The monkey bars are the proof.

As always, the grading is our reading of how firmly each one was answered, not a roadmap.

Treated as a bug

  • Seedlings losing energy walking to a queued task. See the tracker.
  • Decorations on furniture blocking construction. A lamp at one end of a house can stop building at the other. Klang's graphics team is actively working on it, with fresh examples sent this week. It looks like the same family as Episode 1's bug 20, where furniture upstairs blocked ground-floor building; that's our reading.

Being worked on, past the design stage

  • A smaller elevator. Something's in active development and past design. It won't land in the next week or so.
  • Per-shift time breakdowns for employees. Society reports broken down to business level are past design and moving into implementation, with no date. One of the hosts wants it so he can tell how many tomato fields a Seedling can actually farm in a shift. So do I.

Escalated, or being looked into

  • A delete button. Answered with the waste compactor above: being looked into, not agreed yet, and not a button.
  • The resource scanner's cooldown. Changes planned; the blog's version is a filter, not a shorter wait.
  • The mushroom menace. Escalated to design.
  • "Sell all but X" on sell orders, so you can keep some stock back for repairs. Being looked at internally, with the reminder that a good suggestion isn't always an easy one.
  • Choosing a child's sex, and more identity options. Passed on, alongside a full review of having children that's in design and "might take a while". A crib bug from chat needs falling to 1% however many carers turn up; got a request for a ticket.
  • An automated water purifier for murky water. Possible, but late-game machinery is budgeted, so it would come instead of something else, not on top.
  • Supply contracts that run until X units arrive. Forwarded to the market team, which is busy making the market reliable first.

Send specifics

  • Rebalancing medical equipment against its shelf life - scalpels and endoscopes decaying in seven days like cheap herbal remedies, while costing titanium plates. Too broad as asked. Name the item.

A long way off

  • Moving the Spaceport after you've placed it. A long-running internal conversation, with ideas floating around. Not soon.

Probably not, as asked

  • Changing the constitution by a simple vote, instead of the no-confidence route. Klang's reviewing the government system from the top down, but a straight vote to swap the constitution under a sitting parliament isn't realistic. What it has discussed is proper campaigning: registering as a candidate, posting your pitch to Spark, and debates. That one I'd watch.
  • Editing the Citizen role. Not editable, for deliberate reasons, though Klang will ask design.

Seed Industries won't be the market forever

The most important answer of the night came from the question form, and it was about money.

Someone asked why Seed Industries' buy orders haven't been nerfed. Klang's answer: SEED's goal is to be a societal simulation; Seed Industries isn't the intended long-term strategy for the market, and the design intention is to move away from it slowly. It'll change when Klang feels the market is balanced and in a fair state for it. The hosts also noted that they "get screamed at a lot every time the word nerf comes up", which is true of every game ever made.

That matters more than it sounds. As we read it, Seed Industries' buy orders are how new SeedCoin enters SEED: it buys a set list of goods at deliberately poor prices, and in a closed player economy that's the mint. Move away from it, and new money has to come from somewhere else. Klang didn't say where. A question about weekly, changing Seed Industries prices was escalated, with no answer yet.

So my advice is the boring kind. If your society lives off selling to Seed Industries, start building player customers now, while it's still your choice.

Game files, advocates and a research system that isn't coming

  • Sharing what's in the game files. Someone asked whether it's OK to share upcoming things found in the local files. Klang can't stop you from looking, but asked people not to post finds in general chat: some players want to discover things in the game, and some of what's in the files changes, or gets shelved, before it ever ships. A private chat, or your own society, is fine.
  • The research system. Players spotted "research" in the code. It's a very old legacy system with traces left behind, not something Klang's working on. It might get the dust blown off one day. Don't plan around it.
  • Playtesting hasn't slowed, Klang said. The advocate group for first-time players got less attention while the studio focused on 0.4, which is where a lot of features will land, and that's being picked up again this week. Advocates are being split into governors, entrepreneurs, and caretakers, so each group tests what it actually plays. They're volunteers, not Klang staff; they push back hard behind the scenes, and after a week of pitchforks, the hosts asked everyone to leave them alone. Seconded.

Quick answers from the form and the chat

  • Farming and cooking are getting an overhaul from design, with blogs expected in the coming weeks. No date for the game.
  • Hauling between business branches and construction sites is actively being worked on. The hosts promised an update from the engineers, possibly on next week's show.
  • The medical gameplay loop has plans behind it, with more to share soon. Our hospital guide covers what you can control today.
  • Conditional actions, such as "if my Seedling's sick, go to the clinic instead of work", are on the radar, with no date. A similar ask came up on Episode 2, when it went to the engineers.
  • Clothing colours. New colour options for several items are being worked on. Full colour control is a huge technical job and won't arrive any time soon.
  • Filtering the market by seller or society has been fed back.
  • Diplomacy, trade, politics, or even war between neighbouring societies: Klang's aware of the suggestions, with nothing to announce.
  • Lending and banking have been discussed before, and aren't a focus now.
  • Seedling switcher order changing on its own is with the UI team.
  • Seedlings drinking more water than they need has been passed on as a possible needs issue.
  • A screenshot key for bug reports goes to QA, and resolution settings resetting after updates sounds like a bug to the graphics engineers.
  • Higher-floor building costs: some changes have already been made, with more to come.
  • How long a new player needs to build up: no answer without more context. DM the hosts.
  • Pets: "No comment." Animal farms: something Klang "could consider".

An apology for the adverts, and a page for every society

Before the show got going, the hosts apologised. To run a poll on last week's stream, Klang switched on a Twitch feature that brought adverts with it - a genuine mistake, they said. The streams aren't meant to make money; Klang's asked Twitch to remove the ads, and anyone who subscribed just to get rid of them will get some Pollen or in-game items. A studio compensating you for its own adverts is a first for me.

At the end came a preview: a Societies section on seed.game, launching the next day. Each society gets a page with its description, an overview, its wealth, a message from the society if it's posted one, and trends and stats for population, total wealth, well-being and its economy, down to what it produces and consumes most and how its wealth is spread. Klang wants it open to everyone, so you can look up your nearest rivals. The chat immediately asked why it had bothered planting spies.

Three episodes in

Episode 3 was the least showy of the three and the most useful. It put a date on the first old-age deaths with three weeks' notice. It set honest expectations for the shelves, explained the zone problem in a sentence, and said something genuinely important about where SEED's money comes from. Then it promised a blog and delivered it two days later. That's a studio getting better at telling its players things, and I'm glad to see it.

Two things from Episode 1 are still outstanding: the Top 25 coming back, so we can all see which of SEED's worst bugs are gone, and the write-up on griefing Klang said it would publish. Neither needs a patch.

Episode 4 is due Wednesday 14 October. Before then, check your oldest Seedlings, train someone up, and get the paperwork in order.

Pick your heirs before Halloween.

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