BLUERABBIT has two play areas, not one. The Journey is your individual progression — milestones, XP, levels, achievements. The Garden is your relational progression: a living picture of who you actually work with, and how much you nourish those relationships.
Where the Journey answers "how am I growing?", the Garden answers "who am I growing with?"
What You See
Your Garden shows everyone in your Adventure as a hexagonal node — guildmates, other members, NPCs, and your Game Masters — arranged around you at the centre. Each Adventure has its own Garden, exactly like it has its own Journey Map.
Two things make the picture meaningful:
- Colour tells you what someone is best at. A person's node takes the colour of their master skill — whichever skill they've earned the most in. People who share a master skill share a colour, so clusters of expertise become visible at a glance.
- Nodes wither when you neglect them. Someone you interacted with today shows in full colour. The longer it's been since you had any contact, the more their node drains of colour, until eventually it's fully grey. This isn't decoration — it's the entire point. Relationships that aren't maintained visibly fade.
Your own node at the centre never fades.
The Panels
The Garden screen is deliberately mostly empty canvas. Everything else lives in small buttons along the bottom-right — Tasks, Missions, Help, Rewards, and Messages. Click one and its panel opens.
Two of those are the Garden's core mechanics, and they do opposite jobs:
- Tasks improve you. Build a habit, practise something, do the work — and your own Skills and levels grow.
- Missions improve your Garden. Reach out to other people, and the relationships around you get healthier.
Or, the way to remember it: helping yourself is a Task. Helping someone else is a Mission.
Panels are yours to arrange: drag any panel by its header to move it, and minimise it back to the dock when you're done. The layout is remembered per Adventure, so it'll be exactly where you left it next time. If you're brand new, everything starts minimised so you get the full view first.
How The Journey Feeds The Garden
The two halves aren't separate games. Completing milestones and earning achievements can grant Skills, and Skills are what the Garden runs on — they set your colour, they're what people recognise you for, and they're what help requests get tagged with.
Where To Go Next
- Skills & Blooms Explained — the currency underneath all of it
- Giving Blooms — the two ways to recognise someone
- Help Requests & Messages — asking for and giving help
- Garden Tasks — growing yourself
- Garden Missions — growing the Garden