Move like you belong here
Arm-driven movement and climbing are the first toy. Garden materials change the feel: soil grips, leaves slip, mushrooms spring, ceramic clinks and hoses recoil.
SMALL GNOME. BIG BACKYARD.
Be a tiny gnome loose in a giant backyard with your friends. Climb it, prank it, protect it, and star in what happens next.
Closed alpha first. Public release only when the garden is ready.
WELCOME TO THE GARDEN
You are about 15 cm tall. A flowerpot is a building. A watering can is a landmark. The backyard is less "level" and more "what can we climb, launch, roll, hide behind or accidentally flood?"
Arm-driven movement and climbing are the first toy. Garden materials change the feel: soil grips, leaves slip, mushrooms spring, ceramic clinks and hoses recoil.
We make the props. You make the stories. Mess around with toys, routes and other gnomes without a checklist telling you how to have fun.
Short Garden Incidents temporarily transform the space. Help, sabotage, rescue, spectate, or just stand nearby laughing at everyone else.
Gnome identity matters. Hats, beards, outfits and discoveries are about expression and personality, not buying power over other players.
THE GARDEN HAS WEATHER
Garden Incidents are optional, short shared problems designed to turn a hangout into a story your group will still be talking about tomorrow.
The cat is in the garden. Freeze like a lawn ornament, move the shiny stuff, distract it with terrible ideas and try not to blink at the wrong moment.
Pipes rattle. Sprinklers wake up. Dry routes turn slippery, leaves become boats and a suspicious amount of teamwork is required to stop the main line going completely feral.
The back door opens. Suddenly the garden needs to look respectable. Put things back, make things worse, then freeze mid-chaos when she looks your way.
Incident names and details are work-in-progress and may change during testing.
SCALE IS THE FANTASY
Named routes run across trellises. A hose becomes a sound tube. A toppled pot becomes a spawn point. A snail fountain becomes the place everyone knows to meet.
The goal is simple: if something could just as easily live in a generic game map, it needs more garden.
OUR VIBE
Objectives are invitations, not assignments. Hanging out, climbing something stupid or watching your mate fail a jump all count as playing.
The joke is usually on the garden, not another player. Chaos should create stories without turning into humiliation or griefing.
The current economy direction is cosmetics and earnable identity. No paid power. No paid randomness. No buying your way into social status.
Private spaces, personal boundaries and fast mute/block/report flows are being designed into the core experience rather than treated as launch-week polish.
WHAT WE'RE BUILDING FIRST
The first testable version is deliberately focused: one polished garden district, eight-player rooms, gnome-scale arm locomotion and climbing, a handful of great social toys and three Garden Incidents.
Persistent personal gardens, user-generated worlds, trading economies and extra biomes are not part of the first build. We want to prove the movement, the social chemistry and the garden identity first.
FAQ
We are still in development, so this is the useful stuff we can say without pretending every detail is locked.
A social VR game set in an oversized backyard. You play as a tiny gnome, move with your arms, hang out with other gnomes, mess with garden toys and optionally jump into short shared Garden Incidents.
No. Gardening verbs are toys and social rituals, not a chore loop. The core is movement, social play, mischief, exploration and shared chaos.
The current MVP target is eight-player rooms, with ten players used as a stress-test target during development.
Gnomin Around is being built for Meta Quest, with Quest 3 and Quest 3S as the performance baseline.
There is no committed public launch date yet. The plan is to run closed-alpha testing first and make the release decision from real evidence rather than a countdown.
The current direction is a free Early Access release if the testing gates pass. Any later monetisation is intended to focus on cosmetics and identity, with no paid randomness or paid power.
Safety is being designed as core product work. The planned baseline includes private rooms, personal-space controls, recent-player tools and fast mute, block and report actions. We will only make public safety claims that the shipped systems can actually support.
THE HEDGE ISN'T OPEN YET
Wishlist, Discord, playtest and creator links will live here once they're ready. For now, the important thing is that the gnomes are being built.