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SEED's Notice Board Put Vertical Storage in The Spot Light

SEED's Notice Board Put Vertical Storage in The Spot Light
  • 02 October 2026
  • Mr.Pendragon

0.4 sits close to Halloween. The herds do very little yet

Last week, storage topped SEED's wish list. This week, Klang put a shelf on screen.

That was the moment that mattered in Episode 2 of The Notice Board, Klang's weekly community show with Andy, its community manager, and JJ, its publishing lead, which aired on Wednesday 30 September. The shelf is a vertical storage unit of the kind players have been asking for since the storage rebalance. Its art is made, it is being coded, and it is expected next week or the week after.

The short version of the rest: next Tuesday's patch may change who can take what from a building, and should show you more about a society before you join it. 0.4, which Klang called one of its biggest patches yet, sits very close to Halloween. The new Anima Herds do very little for now. And Klang says it has fixed 639 bugs since Early Access began. What it did not do was put the bug list back on screen, or publish the griefing response it promised last week. We said we would keep score, so we have.

This write-up is based on the Episode 2 broadcast of 30 September 2026, checked against our Episode 1 coverage and Klang's 0.3.7 notes. Klang's plans and statements are reported as Klang made them. The grading, the scorecard and the opinions are ours. Nothing here is a hands-on test.

The shelf is real, and it wants to live indoors

The last suggestion on this week's list asked for a vertical storage solution. Klang answered it with pictures.

Andy said he has spent the past few weeks working with Klang's design and art teams on it, ever since players pushed back on the storage changes, and that he pushed it through internally himself. The art is done. It is being coded and put into the game. Whether that is next week or the week after, he would not promise, and he will confirm on Discord. His message to everyone who asked for it: "You got what you asked for."

On our reading, this answers the third request on Episode 1's list - a compact, stackable indoor container to replace the nerfed fancy shelves - which Andy said a week ago he was looking into personally. It is the first suggestion we have tracked that went from a promise to a picture, and that is exactly what this show is for.

What nobody said is how much it holds or what it takes to build. Do not plan a warehouse around it yet.

One instruction did come with it: put shelves indoors. They are not meant for outdoor storage, and left outside they may decay. Given what the rest of this episode said about how quickly Avesta wears furniture out, take that one seriously.

The same suggestion had a second half: let players salvage items they no longer want for their resources. Klang said that is in process, with several approaches being weighed and no date. Andy added that he plays too, and is as fed up as anyone that he cannot delete or scrap things. A week ago, Klang described trash and waste handling as in active development. This week, salvage is in process. Same news, firmer handshake.

There is a timing catch. As our 0.3.4 and 0.3.5 pieces set out, the new storage capacities apply to every container from the 6 October patch, when the grace period on old ones ends. A shelf due next week or the week after could land on either side of that. Last week we offered a test for the next storage change, and its first question was whether the alternative is already in the game. Strictly, 6 October is not a new nerf - it is the old one finishing - but if the shelf arrives a week after the squeeze, the answer on the day will be no. Plan your storage around the capacities, and treat the shelf as a bonus if it turns up in time.

Next Tuesday: staff out of the stockroom, and a look before you join

Two changes are heading for next Tuesday's patch, with the hosts' own hedges attached.

The first came from a suggestion that employees should lose pickup access when their shift ends, so off-shift staff stop eating the work stock. Klang said changes to how people access buildings, and the items inside them, are coming, potentially in next week's patch. Staff raiding the stockroom after clocking off is the most relatable thing a Seedling has done all month, and it is about to get harder.

The second is more information about a society before you enter it, such as who is actually active. That follows a week in which some players joined societies that turned out to be inactive, and others went looting in cities they believed were dead. More on that below.

Neither is quite what Episode 1's list asked for - employee lockers, and a "last seen" indicator for society leaders - but both go at the same problems from the other side. Klang said the notes should come out before the release, and hopefully not at midnight. If your business feeds its staff from its own stock, read them.

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One week on: the scorecard

We said last week we would track what moved. Here is where everything Episode 1 put on the record stands, one episode later.

  • The stuck-order refunds: done, the next morning. Klang credited 21.2 million SeedCoin to more than 890 players on 24 September. Our Episode 1 write-up has what the refunds covered, and what to do if your loss was not one of them.
  • The griefing response: still owed. Last week Klang said it would publish how it will approach the societies and players affected by takeovers. When we checked SEED's news page on 30 September, it had not. This week brought direction instead, covered below.
  • The Top 25: not shown this week. Klang said it will probably go through a live bug list again soon, so we cannot yet say which entries have left. The 0.3.7 notes of 28 September do not name any of the 25 as fixed. The nearest are a fix for an audio leak behind periodic freezes on long play sessions, which is not obviously the sector-wide freeze on the list, and a "Delivered" label for finished buy orders.
  • Bug 19: possibly. Episode 1's list had society elections restarting almost immediately instead of waiting for their set interval. This week the hosts said Klang had increased the time between elections. That sounds like the same problem, but they did not say so, and the 0.3.7 notes do not list it. The nearest line is that a newly founded Parliamentary Democracy can now take up to 48 hours to elect its first Prime Minister. We are marking it "possibly" until someone confirms it, in the game or on stream.

Klang also said several server-stability fixes went out this week, with more to come, and that the studio has fixed 639 bugs since Early Access began on 21 July. That is about nine a day, weekends included. That is an impressive pace. It is still no substitute for seeing the list.

Seed notice board ep2 one week on update

Then the fifteen suggestions. One moved up a band, three got firmer answers, three got something next door to what was asked for, one went down, and seven got no news at all.

  • Up: the compact indoor container (3). The shelf, above.
  • Firmer: the item-overflow solution (12), where salvage is now in process; building recolouring (14), which Klang said again this week is actively being worked on; and fairer service reviews (10), which turned up in Klang's own top five problems this week, with a worked example.
  • Next door: the "last seen" indicator (1) and employee lockers (7), through next Tuesday's changes; and protected decorative trees (8), where 0.3.7 brought big seeds and growth stages but no protection.
  • Down: outbox capacity by building tier (5). It came back this week as a fresh suggestion, now covering the inbox as well, and this time Klang called it complicated to add. Last week it sat inside a storage deep dive.
  • No news: the basement (2), reverting the thought-bubble change (4), graveyards (6), ethanol from corn (9), the cleaning drone (11), societies owning businesses (13) and stackable Frontier containers (15).

The survey moved too. Episode 1 talked through eight themes from Klang's exit survey. Episode 2 showed a ranked top five. The first three are the same, in the same order: performance and stability, Seedlings not doing what they are told, and onboarding. Two are new: paid orders that never arrive alongside hotels and clinics rated low for no clear reason, and upkeep and decay outrunning progress. Storage, griefing, tedious manual work, broken production lines and vital needs all fell out of the top five. Five is a shorter list than eight, so falling out of it is not the same as being fixed.

Last week we said this show would be at its best when it marked what had moved. This week it did that once, with a shelf, and it was the best moment of the episode.

The herds are scenery with a hop, for now

Avesta got its first animals in 0.3.7, and the chat wasted no time. The first question was what the Anima Herds do. The second was whether you can eat one.

Klang's answer to the first: not much, at the moment, and they are something the studio is looking at for the future. On the second: no promises. The story Klang told for them fits the 0.3.7 lore - faults on the Dezima station let DNA get released to the surface, and there may be more where that came from. That still does not make the herds the "unexpected reward" from the Dezima Donations event, which Klang has never said. But it is one more line tying them to the station our Dezima piece was watching.

It also answers the first open question in our 0.3.7 analysis: what the herds are for. For now, they are for looking at. And they are not behind your lag. Asked directly, Klang said the herds have not affected server performance.

Two hours to say no, not two hours to go rogue

0.3.7 stretched the time a returning player gets to react before a Seedling decides something on its own, from about ten real minutes to about two real hours. It drew enough questions that Klang opened the show with it.

The window is not the trigger. Autonomous behaviour still only starts after a player has been away for several days. An employed Seedling should not leave its job on its own at all, and for the second week running Klang said that if yours does, it is a bug to report. The case the change is really for is an unemployed Seedling whose Cultivator has been gone for days: it now gives you a few hours before it goes off to find work. Klang said it is still discussing the right length internally, so treat the figure as provisional.

The reason the behaviour exists is fair. Players join a society, never come back, and leave a Seedling eating the society's food and drinking its water while contributing nothing. Letting that Seedling look for paid work, the way a real person would, fixes the society's problem. Our log-off guide covers what else a Seedling does while you are away.

The wage trick some societies were worried about - offer a job at a high wage, cut it to zero, then go quiet - should not work on a Seedling that already has a job, Klang said. It will look at telling players clearly when their wage changes, which is the better fix anyway.

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Seed noticeboard ep2 fifteen new change request

Fifteen new asks, graded

Klang now goes through suggestions week by week, taking only the last seven days, so this is a fresh list rather than last week's revisited. The hosts were clear that a brand-new suggestion rarely gets a firm answer in its first week, and that everything read out goes to the engineers. As before, the grading is our reading of how firmly each one was answered, not a roadmap. This week we needed a new band at the top.

On its way

  • A vertical storage solution. Art done, being coded, next week or the week after. See above.
  • Off-shift staff losing access to work stock. Access changes, potentially in next Tuesday's patch.
  • Letting harmless words and emoticons through the chat filter. Andy said the words raised had already been whitelisted, worked out live why the heart emoticon still was not getting through, and planned to fix it after the stream.

Being worked on

  • Bright rooms that clear the "In Darkness" status. At the moment, a room's lights do not change its status. One of Klang's engineers, watching in chat, confirmed it is being worked on.
  • Delivery drones need to move Items in batches. The suggestion asked for the Duck Delivery Drone to batch items instead of carrying one at a time. Klang said the point applies to all hauling, and that carrying single items is getting a lot of attention right now. It would not say what the fix looks like.
  • Teaching and apprenticeships. Klang calls it mentorship, and it is actively being designed. No date, and the hosts warned that the gap between designing a feature this size and shipping it can be long. The advocates will get their hands on it at some point.
  • Signs and billboards with custom text. Klang is looking at options for signage and held meetings about it this week. Moderation is the catch: custom text on a public billboard is a feature for about four minutes, then it is a moderation queue.
  • Salvaging items for their resources. In process, several approaches, no date.

Looking into it

  • Auto-sell only when stock is above a threshold. Passed to the engineers, along with a player's extra idea of "and" conditions - if a Seedling is injured at work, override the schedule and send it to the hospital. The hosts could already picture the menus.
  • An injury icon that turns green once everything is treated. Sent to the UI team, which Klang says is juggling an enormous amount of information players need at once.
  • Customising a child Seedling's appearance. Passed on, though nobody was sure what you would be designing, since children start as babies.
  • Clear notice when a wage changes. Out of the AFK wage question, above.
  • Auctioning off the contents of abandoned cities. Klang wants to turn abandoned cities into a proper loop. The governance section explains why that matters this week.
  • A delivery-reliability rating for market sellers - how quickly a seller gets goods to the Spaceport for export. Klang already has Spark reviews for service locations and floated extending them to sellers. Nobody promised it.
  • Keeping a station's task list when you move it. Harder than it sounds, because the game would have to know whether you are moving it across the room or selling it to someone else. A toggle or a timer was floated.

Complicated, and said so

  • Inbox and outbox capacity that grows with building tier. A cool idea, the hosts said, and a complicated one to add. They pointed to the shelf as help in the meantime.

That is three on their way, five being worked on, seven being looked at and one called complicated, from fifteen suggestions with the last one in two halves. Last week, no suggestion got a date. This week, a shelf expected within a fortnight and an access change pencilled in for next Tuesday are the closest this show has come to a calendar.

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Griefing got principles and one change. The policy is still owed

A viewer asked whether officials abusing their power is part of the design - something a society deals with by pressuring the mayor or voting them out - or something Klang means to protect against. The answer was both. SEED is designed for societies to manage and police themselves, the hosts said, but Klang accepts the protections for societies, their leaders and their members are thin in places, and it is building more. Some of the loopholes, they added, would make great content if they were turned into a proper loop.

  • Elections are further apart. Klang said this week's changes increased the time between elections. It joins the cap on votes one Cultivator can cast as the second election rule tightened in a month. See bug 19 in the scorecard above.
  • Crime as a moderation tool. The only way to earn the criminal role right now is not paying your Seedlings' wages. A player in chat said it clears 24 hours after wages are paid again; the hosts did not confirm that themselves. Klang wants to flesh out crime so that societies can deal with behaviour they do not want.
  • Takeovers are an open question. Asked about taking over societies, Klang said people are exploiting systems right now, that it wants a gameplay loop in which you have the option to fight back, and that how to respond is being discussed with the studio's leadership.
  • Dead cities. Klang wants to make looting abandoned cities a loop, after what the hosts called a week of controversies. Its one piece of advice in the meantime: if you are going to loot a dead city, make sure it is actually dead. Next Tuesday's society information should help with that.
  • Chat. Klang banned several players this week after reports the hosts described as very extreme, and reminded everyone that in-game chat and Discord are fully logged. Reporting individual chat messages in game is in development and expected soon. The hosts were equally clear that nobody is being banned for an ordinary disagreement.

This is the right direction, and it is the same principle Andy set out last week: drama is fine, drama you cannot respond to is not. But last week Klang said it would publish its approach for the societies affected, and a week of good intentions is not that. We will count it delivered when it is written down.

Klang's own top five, and the bed problem

Klang's user research team builds a list from the survey you get when you quit the game - the one with the smiley faces - plus bug reports and every Discord channel, not just the suggestions channel. It is updated weekly and presented at the studio's Monday morning meeting. This week's top five, in Klang's order:

  • Lag, freezes, crashes and login failures. Several streams of work are on it, with Klang's tech director among those digging in, and more patches should follow. Last week's reporting advice stands, with two additions: give the time, the island and what actually happened - a full freeze, or just your Seedlings' AI - and if you message the team directly, include your ticket number. A report that just says LAG in capitals, the hosts pointed out, gives an engineer nothing to investigate. It is a mood, not a ticket.
  • Seedling autonomy: interrupted tasks, ignored schedules, broken hauling. Klang said a couple of things in next week's patch could help.
  • Onboarding and the learning curve, and in particular new players taking early actions they cannot undo. Klang called SEED a monolith of a game and said the team is working hard on better onboarding. Until then, ask the advocates and the community - or start with our beginner's guide, which is written for exactly those first decisions.
  • Paid orders that never arrive, and hotels and clinics rated low for no clear reason. Klang says it has made a lot of changes to the order system and hopes failed deliveries are less common now. The ratings are under investigation, with one example: a Seedling checks into a hotel, its own schedule pulls it out before it has finished sleeping, and the hotel takes the bad review. If you run a clinic, our hospital guide covers what you can control.
  • Upkeep and decay outpacing progress. Klang said this is genuinely hard to balance in a game where every day is a year, and that a few solutions are on the way.

That last one got the most honest answer of the night. One host said that when he logs in after a few days all his beds are broken, and joked that SEED's shelves must be flat-pack. He has a point, and the clock makes it worse. If a real day is a year on Avesta, a bed that gives out after three real days has, strictly, served three years. That is still a bed nobody would buy twice.

The survey had good news too, and Klang shared it. Enthusiasm is holding up. Players describe systems finally clicking and the learning curve flattening, which the hosts partly credited to players explaining the game to each other. And people are looking forward to the next patch rather than back at problems.

Quick answers from the chat

  • 0.4 is close to Halloween. Klang called it one of its biggest patches yet and said Halloween falls very close to it, so a Halloween event may not get much attention. The hosts did not rule out a pumpkin. Our 0.4 show notes cover what was announced for it.
  • Weather. Neither host knew of a weather update. A viewer said it had been confirmed for 0.4 on an earlier stream, and Klang's answer was to wait for more. Weather was not among the named tiles we noted at the 0.4 reveal on 4 September, but thirteen tiles were still hidden then, so that settles nothing.
  • A roadmap. There is no public one yet. Klang is working on it and would like players to be able to comment on items, and possibly vote them up or down.
  • Steam keys. Klang intends for players to be able to move to Steam when SEED arrives there, and says it is working that out with Steam. Klang's own help centre says Steam is coming later in 2026.
  • Other platforms. SEED runs on PC and Mac - one of the hosts plays on a Mac. Consoles are not a priority and will not happen in the short term.
  • Rare ore. Production and harvesting are being monitored, the advocates are pushing for increases, and Klang will not guarantee them. Any change will be announced well in advance. Mining rare ore from meteor showers as a live event has been discussed with the design team, and is a long way off.
  • Building colours. Actively being worked on. No date.
  • Business partnerships between Cultivators. Actively being looked at, and possibly in the next few updates, with the host's own warning not to hold him to that.
  • Picking interests. Klang is looking at making it easier, possibly through the Seed Companion app, and at making life stages matter more. Nothing confirmed.
  • Biomes. For anyone missing the beta's lakes or wanting mountains, Klang is looking at changing biomes and landscapes.
  • Merch. Eventually. Features and bug fixes come first.
  • The studio. About 70 people, in Berlin.
  • Dragon mounts. "Confirmed", in the tone of voice that confirms nothing - and, as one host pointed out, the game would need dragons first. The theory that the Anima Herds evolve into dragons got "nice theory" and nothing more.
  • Which trailer to believe. The cinematic trailer is the vision Klang is aiming for. The gameplay trailer is closer to what SEED plays like today. That is a useful thing for a studio to say out loud, and anyone deciding whether to buy should hear it.

Fifteen seconds of fame, and a thank-you list

Friday's Covital Show, on 2 October, is a celebration of Avesta and its community, and Klang wants clips for it: about 15 seconds of your society, with your own voice-over finishing the sentence "SEED is...". The hosts would also like society leaders to come on a future Notice Board and share their screen, so the team can see what is going wrong rather than read about it.

The community section closed with thanks to the players who answered the most questions in Discord over the week, and to streamers making content for newcomers. One of the names thanked for support was our very own DancingCoder. We will leave the praise to Klang.

Episode 2 delivered. Now bring back the list

Episode 1 was a show about promises. Episode 2 brought one back as a shelf - art made, code under way, a fortnight's window - and pencilled an access change in for next Tuesday. That is the show doing its job: the loudest wish from one Wednesday, answered with pictures the next. Klang deserves full credit for that, and for the refunds that landed the morning after the first episode.

Two things are still missing. The Top 25 has not been back on screen, so nobody outside the studio can see which of SEED's worst bugs have gone. And the griefing approach Klang said it would publish is still a set of intentions. Either could be fixed in a single episode.

We will keep the scorecard going. Episode 3 is expected next Wednesday, and the first thing we will check is whether the shelf beat the storage deadline.

Keep your shelves indoors.

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SEED's Notice Board Put Vertical Storage in The Spot Light | SEED Game Updates |