Guide

Mechanics Index

A compact reference for PVZ: Voyage mechanics that are otherwise split across encyclopedia entries, patch notes, and the FAQ. Exact values and edge cases still follow the in-game build.

Combat interactions

Crossbreeding

Peashooter is the clearest crossbreeding base in the current encyclopedia: click one Peashooter, then another, to crossbreed them and inspect their genes.

  • Peashooter's A, B, D, and F genes affect pea type, size, three-lane behavior, and attack speed.
  • Peashooter can also crossbreed with Wall-nut in a special way, creating a Pea-nut Shooter.
  • Version 0.17o polished Chess Grid behavior: Rook no longer double-spawns or hybridizes when it strikes a Peashooter.

Terrain

Liquids and smoke

Hygro Plantago absorbs nearby liquids and converts them into effect smoke. Lava, puddles, and other liquids each create their own effects.

  • By default, clicking Hygro Plantago absorbs liquids in a 3×3 area and creates 3×3 effect smoke.
  • Corchid can boost Hygro Plantago: when placed on Corchid, it absorbs in a 5×5 area and expands the smoke effect.
  • After Magnet-shroom removes a bucket, it can pass the bucket liquid to nearby Hygro Plantago or CocoBottle Shine.
  • In 0.17o, honeydew, rotting honeydew, and swamp fluid vanish when they enter water.

Combat interactions

Magnetism

Magnet-shroom removes metal objects and passes them to plants that can use them. Mechanical Snowfield builds many of its enemies and terrain ideas around electricity and magnetism.

  • Magnet-shroom handles buckets, poles, firefly lamps, lanterns, and some metal heads; if no receiver fits, it throws the metal out.
  • In 0.17o, Magnet-shroom can pull iron projectiles, including Charm Staff, Lantern, and iron items thrown by other Magnet-shrooms, only when the projectile targets its faction.
  • Magnet Truck Zombie attracts nearby projectiles; Magnet-shroom can temporarily disable it.
  • The world codex describes Mechanical Snowfield as the kingdom of electricity and magnetism.

Terrain

Swamp grid points

Corchid is Mysterious Swamp's corner-grid plant: place it on tile corners, and four occupied corners create a usable tile.

  • Corchid can only be planted on tile corners. Four Corchids on the same tile's corners create a plantable tile.
  • The created tile ignores swamp, liquids, and some other terrain restrictions.
  • Swamp plants planted on that tile are buffed.
  • Click-and-drag Corchid to plant in batches, spending more sun and taking longer recharge.

Progress systems

Pond Crystals

Pond Crystals are a 0.17o resource: a general-purpose currency that zombies can randomly drop; legacy saves are backfilled based on progress.

  • The 0.17o changelog states that Pond Crystals drop randomly from zombies and act as a general-purpose currency.
  • Legacy saves receive Pond Crystals automatically based on progress.
  • Snowbloom Palace now includes a Shop option for the new consumables.

Progress systems

Consumables

Version 0.17o adds consumables that can be carried into each level and are spent only on victory.

  • Consumables are a new in-level support system for the current build.
  • Legacy saves receive any story-granted consumables they should already have.
  • Snowbloom Palace gains a Shop option, and the Wall-nut bandage item was added.

Progress systems

Trials

Trials belong to the Snowbloom Palace flow. Version 0.17o improves the exit flow so players can return to the same area more easily.

  • After exiting a Trial, the game opens the Trial window directly.
  • When possible, the window centers on the Trial you just left.
  • This note comes from the 0.17o Snowbloom Palace section; exact Trial contents still follow the game itself.

Progress systems

Difficulty meter

Version 0.17o retunes nearly every level, smooths the difficulty curve, and makes every level display a difficulty meter.

  • The meter is a stage-selection and progress-reading hint, not a guaranteed win/loss formula.
  • The same update adds Conehead and Buckethead zombies and adjusts several bosses and level details.
  • For specific stages or enemy interactions, read the encyclopedia, changelog, and in-game hints together.

Progress systems

Story skip

Most story scenes now have a Skip button that jumps the entire scene, with a few special-case exceptions.

  • If the ending includes an intro for a newly unlocked feature, plant, or other content, that intro still plays.
  • Version 0.17o also adds a story log for dialogue you have encountered.
  • The backpack to-do system tracks quests and main-story progress, and can jump directly into a level from the to-do view.

Controls

Active skill

Active Skill is one of the game's extra key actions. The mouse handles most interactions; the Active Skill key triggers active abilities.

  • The FAQ lists Pause/ESC, Active Skill, Time Stop, and Screenshot as extra keys.
  • The Active Skill key can be rebound in the in-game settings.
  • Specific active effects depend on the plant or scene; check in-game hints and matching encyclopedia entries.

Controls

Time Stop

Time Stop is one of the game's extra keys. It freezes time and can be rebound in the in-game settings.

  • The FAQ explicitly lists the Time Stop key as the control that freezes time.
  • Time state affects some day/night or time-related mechanics; for example, Alloysuckle switches form when day/night or time state changes.
  • Specific restrictions, costs, and stage edge cases for Time Stop still follow the in-game build.