John Morey

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since May 08, 2021
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Biography
Permaculture practitioner, herbalist, chef, game designer, and lifelong tinkerer with living systems. I’m the founder of Living Pattern Games, where I’m developing Seed-Walkers, an ecological RPG inspired by permaculture, regenerative design, deep time, and the relationships that make living worlds work.

I’m especially interested in food forests, community resilience, ecological storytelling, appropriate technology, and imagining futures worth growing toward. 🌱
Living Pattern Games: https://livingpatterngames.com
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Recent posts by John Morey

John C Daley wrote:When I first read your topic I thought poorly of it, and was confused.
Now I may be excited!



Jay, I think you've just made a muddy driveway sound like a genuinely entertaining game mechanic. 😂

First, apologies for the delayed reply! Apparently my notifications decided to take a vacation.

I got a good laugh out of your opening, too. Going from "I'm not sure about this" to getting excited while writing is one of my favorite kinds of feedback!

I think there's something wonderfully funny about a player spending hours designing the perfect sustainable home, only to discover they can't get the materials up the hill.

That's a lesson they probably wouldn't forget.

One thing I really want to avoid is making all our building methods magically sustainable just because they're made from natural or recycled materials. Every choice should come with its own opportunities and complications.

Have you encountered any particularly memorable construction disasters that started with a seemingly harmless planning decision?

I have a feeling those stories could make for some excellent gameplay inspiration! 🌱
3 days ago
Hey Jay, Ned, and Anne!! Thank you all so much for continuing this conversation! 🌱💚

I'm loving the different perspectives here because you're helping me think more deeply about what a game like this could actually accomplish, and just as importantly, what it can't accomplish!

Jay, your Minecraft comment made me laugh because I know exactly what you mean! 😂 My son and I played Minecraft as his first video game, and he loves it still ☺️ I think there's an enormous opportunity to make learning about real-world systems accessible through play, especially when professional design software is so far outside most people's budgets. I don't necessarily want players memorizing building codes or engineering equations, but imagine being able to experiment with a structure and gradually discover why drainage, ventilation, structural support, material selection, and local ecology matter. And discover what happens when they don't consider them!

Ned, I absolutely love your answer, especially the point about how much the right advice depends on the person and environment. That's something I've been thinking about quite a bit! A design that works beautifully in Arizona could create entirely different challenges in Washington. And someone with lots of experienced friends has very different resources available than someone trying to do everything alone.

Your suggestion to actually pound a tire, frame a reclaimed window, or work with cob is wonderful too. There's no replacing the physical experience of working with materials, feeling their resistance, making mistakes, and developing those skills with your own hands.

But what really got me was your point about decoupling the individual technologies and construction principles so they can be applied elsewhere. YES!! 😂 That gets right to the heart of something I'm very passionate about: stacking functions. Understanding not just what one system does, but how it interacts with others, and when combining or separating them makes the most sense.

Anne, I think your skepticism is completely fair! I certainly wouldn't want someone thinking they could finish a game and suddenly know how to safely construct a real building. There's an enormous difference between understanding a concept and having the practical experience to implement it.

And I think that's helping me clarify the real opportunity here.

Seed-Walkers is ultimately being developed as an RPG, not professional construction software. There will be fantasy, exploration, relationships, ecology, and plenty of other things going on lol. But underneath that, I want the world to respond to players' decisions through meaningful, interconnected systems.

What if a game could help people develop the curiosity, foundational understanding, and confidence to start asking better questions in the real world?

Perhaps someone discovers why an attached greenhouse can cause moisture problems, or why a certain building material works better in one climate than another. Maybe they learn how rainwater, gardens, soil, structures, and energy systems can support one another. Then they get curious enough to research the real thing, take a workshop, or go outside and try something with their own hands!

That's where I think the really exciting potential is. Not replacing real-world experience, but inspiring more of it. 💚

I'm curious what you all think about that distinction. What building or ecological principle do you think would be especially valuable for someone to discover through play, even if they'd still need hands-on experience to apply it?

Thank you all again! This is exactly the kind of thoughtful discussion I was hoping to find here! 🌿
1 week ago
Hey Ned! Thank you so much for taking the time to share all of this! 🌱

This is exactly the kind of feedback I was hoping for, especially because you're looking at the actual challenges without dismissing what makes Earthships so exciting in the first place.

The funding and unfinished-construction points really stand out to me. I've been so focused on how buildings interact with their environments that I hadn't given nearly enough thought to simulating the process of actually getting them built! Material availability, labor, budgets, time, and unexpected complications could all make for some really interesting challenges. Currently I am making the actual building in the game much easier so the players fun-loop doesn't get lost in mixing concrete and stacking tires lol. I'll see what we can feasibly do for the full release of the game, because there's already a community/relationship aspect to the game, but no currency, currently, etc.

And the humidity and greenhouse issues are right up my alley! One of the biggest ideas behind Seed-Walkers is stacking functions, but I think it's equally important to show when stacking too many functions together creates more problems than it solves. An attached greenhouse might be wonderful in one climate and a nightmare in another.

I also really like your point about concrete. Something being made partly from recycled materials doesn't automatically make the whole building environmentally friendly, especially once you consider the materials, energy, and maintenance required over its lifetime.

I'll definitely check out Hacking the Earthship, thank you for that recommendation!

One thing I'm really curious about: If you could make someone building their first Earthship understand just ONE of these challenges before they started, which would you choose?

I think that's exactly the kind of lesson I'd love players to discover safely through experimentation before trying something in real life. 💚
1 week ago
Hey John! Thanks for asking, and sorry for the confusion! 😄 I realize I threw a bunch of video game terminology into a forum where not everyone is necessarily a gamer lol.

We're developing Seed-Walkers, a 3D computer video game, with potential for console releases in the future.

RPG stands for Role-Playing Game, meaning you play as a character who explores a world, interacts with people, learns skills, builds things, and makes decisions that affect what happens around them. Third-person simply means the camera follows your character from behind, usually over their shoulder, instead of looking through their eyes.

What makes our game different is that we're trying to make the world behave more like a real interconnected ecosystem.

Players will be able to explore, grow food, build homes and communities, experiment with renewable energy, manage water, restore damaged ecosystems, and much more. We're especially interested in permaculture's concept of stacking functions, where one element serves several purposes and interacts with the systems around it.

For example, imagine building an Earthship-inspired home inside the game. You could experiment with its orientation, greenhouse, thermal mass, rainwater collection, ventilation, and energy systems, then see how those decisions affect the building through different seasons and climates.

A design that works beautifully in the New Mexico desert might struggle with humidity, drainage, or overheating in another region.

That's where the real-world connection comes in!

Alongside the game, we're researching ways to connect these virtual building systems with actual architectural design principles. Eventually, we'd love to explore exporting player creations into programs like AutoCAD, where they could be developed further by real designers and engineers.

Of course, the game isn't an engineering simulator or a substitute for proper building plans, permits, and professional review. We want to start by making the relationships understandable and fun, then improve their realism as we develop and validate the systems.

And that's exactly why I'm reaching out here!

I'm a permaculture practitioner myself, but I know there's a world of difference between understanding a concept and actually building, maintaining, and living with it for years.

We're hoping to learn from people with real hands-on experience, especially what tends to fail, what works differently than expected, and what they'd love to experiment with if materials and money weren't limiting factors.

Even something as simple as "here's the biggest mistake people make when building an Earthship" would be incredibly valuable.

So I hope that clarifies things a little! We're essentially trying to create a fun, living virtual world where people can explore regenerative ideas, learn from their consequences, and perhaps one day carry some of those ideas into real-world projects.

Thanks again for asking, John! 🌱
1 week ago
Thanks for the reply r ransom
I would absolutely love to find another doorway for you into it. 🌿

Writer is only one class in the party. 😄

The thing I’m building first is Seed-Walkers as a video game. Roots Across Realities is a companion story project, and farther down the road I’d love to explore things like a standalone tabletop game and even some real-world applications of the Living Pattern systems we’re developing. Those are stretch goals though. The video game is the trunk of the tree right now.

That still leaves a lot of ways to contribute: worldbuilding, permaculture knowledge, systems thinking, character brainstorming, reading and reacting, future TTRPG ideas, solo-RPG experiments, lore development, scenario design, asking inconvenient questions about whether Solace Commons would actually work, and probably a dozen roles we haven’t invented yet.

One thing I care about with both Roots Across Realities and Seed-Walkers is giving people genuine creative room. I don’t want collaborators functioning as hands for ideas I already finished having. I want someone to be able to say, “What if this worked completely differently?” and actually explore it.

And your interest in TTRPGs especially caught my attention because there may eventually be a really interesting bridge between the video game, the story, and a future tabletop experience.

So yes, please stick around! If you'd like, the best place to reach me is our discord. You don’t have to prove anything about your writing skills to be welcome in the garden. 🌱 We can figure out what kind of contribution feels exciting to you.
2 weeks ago
Hi everyone,

I’m John, founder of a small indie studio called Living Pattern Games. We’re developing Seed-Walkers, a third-person ecological RPG with voxel-based building, survival, crafting, settlement systems, and a world intended to respond systemically to what players build and change.

One question behind the project feels especially relevant here:

Could a game become a useful sandbox for testing regenerative building ideas before attempting them in the real world?

Alongside the game, we’ve been developing a framework called the Living Infrastructure Design Charter. One of its central ideas is to stop looking at a building as a collection of isolated technologies and instead ask how many useful relationships a place can support.

A greenhouse, for example, might produce food, buffer temperature, capture solar heat, interact with water storage, accept waste heat, influence humidity, and shelter another part of the building. But every additional relationship also introduces maintenance, material costs, failure points, and tradeoffs.

That immediately made me think about Earthships.

What if a player could build an Earthship-inspired structure and then see how that same design behaves in New Mexico, Oklahoma, Florida, Washington, or Alaska?

We eventually want variables such as solar exposure, thermal mass, climate, rainfall, humidity, ventilation, water storage, soil, vegetation, material properties, maintenance, and system failures to have meaningful consequences.

Not “the game says this building has +20 sustainability.”

More like: the greenhouse overheated, your cistern is undersized for this rainfall pattern, that thermal mass behaves differently in this climate, and losing one pump exposed three systems that depended on it.

Longer term, I’d also like to explore allowing sufficiently detailed player-built structures to be exported into CAD-friendly geometry or data, potentially giving someone a starting point for AutoCAD or another real design workflow.

That would absolutely not mean the game produced construction documents or proved a building was safe. An architect, engineer, builder, local codes, structural calculations, site conditions, and real-world physics still have the final word.

The idea is closer to a sketchbook with consequences: experiment cheaply in a simulated environment, discover questions and failure points, then carry the promising design into real professional tools.

So I’d really like to ask the people here who have built, lived in, repaired, or seriously studied Earthships:

If you were designing a simulation intended to teach something genuinely useful about an Earthship before construction, what would it absolutely need to model?

What tends to work differently in reality than newcomers expect? What changes most dramatically between climates? What failure or maintenance issues would a useful simulation need to expose?

And perhaps my favorite question:

What Earthship or regenerative-building experiment would you try if materials, money, and the risk of damaging your actual house temporarily disappeared?

We’re not trying to build a game that claims to have solved sustainable architecture. I’d much rather build a place where people can safely test ideas, discover why some fail, and learn to ask better questions before concrete gets poured. 🌱
2 weeks ago
Thanks for the question, Nancy! That's the best kind of infection! And giggles

It's a computer game, but it has the design infrastructure to be integrated with real life systems like AutoCAD, so buildings in the game could be exportable to autocad files that can be verified by architects and engineers before being built in real life! (this feature is being built still, but shows it should work).

Hopefully we will end up seeing a ton of this game being played in real life by kids in the future with the AR/VR versions too <3
2 weeks ago
Hi everyone,

I’m building an indie ecological RPG called Seed-Walkers through Living Pattern Games.

The core idea is simple: what would an RPG look like if ecology wasn’t scenery, but part of the actual game logic? Soil, water, plants, fungi, animals, food, climate, settlements, technology, memory, and player choices are meant to interact as living systems. There’s also plenty of fantasy weirdness: magic, dragons, deep history, underground worlds, spirituality, music, and eventually travel between worlds.

A solarpunk story called Roots Across Realities also grew out of the same universe. It explores regenerative communities, distributed trust, and a question I keep coming back to: When does protecting something become controlling it? I’m now looking for people who might want to help grow the project: writers, artists, Unreal developers, musicians, ecological thinkers, gardeners who play games, game developers who garden, or anyone else who sees something here they’d like to contribute to.

I also want to be transparent that a lot of the early solo development used generative AI to help me organize and articulate the ideas. My goal now is very deliberately to bring real human collaborators into the project and have them shape what it becomes.

I’ve also started a GoFundMe to help fund that transition and begin paying people as the project grows.

If any of this sounds interesting, I’d love feedback, questions, criticism, introductions, collaboration, or support, oh and there's a discord.

🌱 https://livingpatterngames.com       https://discord.gg/v3BfrNwc
💚 https://www.gofundme.com/f/help-us-bring-seedwalkers-to-life

Thanks for letting me plant this in the drivel section. 😄
2 weeks ago
Hi everyone,

I’m looking for a human co-author for a permaculture / solarpunk speculative story called Roots Across Realities.

I’m also developing an indie ecological RPG called Seed-Walkers through my studio, Living Pattern Games, and this story grew out of the same universe. It follows Alex Chen, a nonbinary person exhausted by a struggling contemporary world who crosses into Solace Commons, a regenerative society built around ecological relationships, distributed infrastructure, shared memory, local resilience, and community trust.

At first Solace looks like the better world Alex always hoped could exist. Then the cracks begin to show. The central conflict eventually becomes a question I care about deeply: When does protecting something become controlling it? I’m posting here because I want someone who understands that permaculture is more than green aesthetics. I want the ecology, social systems, technology, food, water, memory, and governance to feel relational rather than decorative.

I also want to be transparent about the manuscript itself. The current roughly 24,000-word development draft was created with substantial generative-AI collaboration during an early solo phase. I do not want to simply polish that prose and publish it as though it were entirely human-written. Instead, I’m looking for a writer who can read the existing manuscript as source material, understand the characters and canon, and then write the publication edition in their own human voice without generative AI.

The right person would be credited as a genuine co-author and receive a negotiated share of the book’s proceeds. If they eventually want to contribute original lore to Seed-Walkers too, I would love to explore that separately.

I have a short project brief and a small writing exercise for anyone interested. The exercise gives you the facts of a scene and asks you to write it entirely in your own style. If regenerative speculative fiction, strange realities, flawed utopias, permaculture, memory, and the idea that relationships are infrastructure sound like your kind of soil, I’d love to hear from you. I have a discord, website for the game, and an active GoFundMe to help our start-up game studio 🌱 Hope to talk soon ^_^

John Morey

Living Pattern Games

https://www.livingpatterngames.com
https://discord.gg/v3BfrNwc
https://www.gofundme.com/f/help-us-bring-seedwalkers-to-life
2 weeks ago
Heya Griffin this looks amazing! Do you have any updated photos? My partner and I are looking to move to CN and this space feels beautiful and right around the area we're looking. Any new updates or details would be awesome! Thanks in advance