Every cross in this game is a documented parent→child link from Fegnome's canonical strain-lineage data. Nothing is invented. If the game says two strains cross, a record says so.
Combining two strains almost never works. Start from five landraces and only 122 of 47,128 strains are reachable; a blind pair of elements you own is a documented cross 0.69% of the time. Famous names used to be walled off as well: OG Kush's recorded lineage was a loop (OG Kush → Chemdawg → Nepali OG → OG Kush), and 28 hub strains had that problem. The 2026-09-26 export deleted six wrong edges and split two name collisions, and the canonical graph now has zero cycles — OG Kush is a three-parent polyhybrid you can actually breed.
Put one element on the bench and the result box shows that strain's card — its vault, its type, its generation, what it can still make, its terpene order, and the same next-move clue a discovery gives you. Put a second one beside it and the box becomes the cross. Clear the bench and it goes back to waiting. Nothing below the box ever moves, whichever of the three it is showing; anything that will not fit is behind more ›, which opens over the tiles.
When I describe a partner — a landrace, something out of the Kush family, an indica — tap the phrase. The codex filters to the elements you already hold that fit it, and Show all puts it back. I am not telling you anything new there; I am saving you the scroll. Where there is no partner to point at — a phenotype needs none, and a leaf has no children at all — there is nothing to tap.
The ⑂ button in the bar draws your own codex as a family tree — roots at the top, every strain sitting under the crosses that made it, and a dashed slot for each documented child you have not found yet. Tap a node to light its whole line of descent, tap it again for its page, and Share renders the tree to an image. It is drawn from your codex every time you open it and stores nothing of its own.
The sort box carries nine orders: Most children left (the default), Usable now, Name A – Z, Name Z – A, Type (indica, then sativa, then hybrid), Kind (the vault it comes from: landrace, then mystery-cut, then deep — the same letter the corner chip carries), Just found and Newest found, with Most awarded on the end. Just found is for the press that hands you forty strains at once: the batch that just landed is ringed in blue and this order floats exactly those to the top, until your next move. The one you pick is remembered with the rest of your save. There is no longer a cap on the tiles: the grid lays out the first screenfuls and appends the next as you come down the page, and the search box and the sort always run over the whole codex, however big it gets.
A strain with no cross left to make and no phenotype left to pop has given everything the record has in it. It leaves the working codex — it was only another tile to scroll past — and goes to the Finished shelf in the Library, where it keeps its page, its pins and its place in the lineage tree. You can still put it on the bench; it simply cannot produce anything new, and the dead-end panel says so. Nothing is deleted and nothing is stored: the shelf is recomputed from your codex every time it is drawn, so a future edition that adds a cross puts the strain back to work on the next load. Want a finished strain back in the workspace anyway? Pin it — a pinned strain never leaves.
The small card on the right of the strip, with a badge mark and a count, is the mission in hand. Tap it for the Chapters sheet. Chapter 0, The Roots, puts the landraces on a map and teaches the moves. Each chapter after it is one family — the first is the Purps: Granddaddy Purple, Purple Urkle, Grape Ape and everything bred from them. A chapter is a short chain of missions: breed so many children of one strain, make a famous one, trace a line three generations back, find the strain that leads with a given terpene, work out a missing parent. Finish one and the next opens. Every mission pays a hint into the bank — a banked hint skips the 90-second wait — and every chapter pays a badge and a picture of the family you traced, to share if you want to. Missions count what is already in your codex, so anything you found before you saw the mission still counts.
Every pop-up now lands at the top of the screen, under the bar, where your hand is not — and it is kept. The bell in the bar carries an unread count; open it to re-read anything you missed, and switch to Achievements for the full board of ten, earned and unearned, with the date you earned each one. The board is also one tap from the Library.
The gnome in the top bar is Fegnome. He is on your side: he wants you to get there, and he would rather nudge than tell. Tap him for a hint. Hints are free, but he is throttled to one every 90 seconds so you get a proper go at it first — that is the whole rule, there is no currency and nothing to spend. Ask again while you are still stuck and he gives you more: first the element on your bench that still has a partner in your codex, then the kind of partner to try, and only then one parent of a specific strain you are missing. He never hands over the full recipe, because finding the rest is the good part. He starts over as soon as you discover something.
You can also point him at one particular gap. Guide me — on a dashed slot in the lineage tree, and on the "still to find" line of any strain page — spends one of those same hints: he puts a parent you already hold on the bench and tells you what kind of partner it wants, by family, vault and type. He will name it outright for one more hint, and not before. If the 90 seconds are not up he says how long you have to wait.
Found is one number and it means one thing everywhere in the game: strains you found. The Seed Vault elements are handed to you, so they are never counted as finds — they are what you find things with. Where the whole codex is what matters, the line says so in full: 43 in codex (21 seeds + 22 found), on the Library header, on the lineage tree and on the tree's share image.
Possible so far is everything you've found plus everything you could make right now — it only ever grows. The frontier it counts is every undiscovered strain with a documented way in whose parents you already hold, counted once each: a pair cross where you have both parents, a phenotype of a strain you hold, a polyhybrid where you hold the whole set. It is not the same as the dashed open slots on the lineage tree: those are every undiscovered child of every strain you hold, makeable now or not, which is a far bigger number.
Hit rate counts combines only — opening a phenotype can never miss, so it is counted separately. Dead ends are honest: the pair really has no recorded child. The shipped element set is closed, so the game never calls a real cross a dead end.
Terpenes are printed as names in the order they were measured, most to least — three of them on a result, all four on a strain page — and never as a percentage. The numbers live in the Fegnome app; here you learn the family tree. Where the record has no terpene order for a strain, the line is simply not drawn: it never says "unknown". fegnome.com
Strain names, types and terpenes are data. No prices, no product imagery, no network calls, no analytics. Icons are satire of the words in a name, never a brand. Lineage records are folklore as often as they are paperwork — some of it is wrong, and this game will show you exactly where.
Every pair you put on the bench is written down here, hit or miss, with the time. The last 400 entries are kept; your tried list and your codex are separate and are not touched by clearing this.
When you find a strain that has phenotypes on record, they go straight into your codex — no press and hold. Off unless you turn it on.