Cropageddon
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Devlog 09.08.2026 I worked on the first level and the ranged enemy AI. Not sure yet if every ranged enemy will have a close-combat attack. I think I also have to give them some control spells, otherwise it's too easy to close the distance. It needs some more testing, but it's getting there. Started some changes/experiments on the parry system, since there was some criticism. Looked for someone on Fiverr to dress… | — | |
| Community | Devlog 04.08.2026 Hi, there were no updates because there's not much to tell. I'm working on the levels, there are going to be three of them. First I had to work on the "story" to get an idea of how the levels should look and what their sequence will be. Early Access will include levels 1, 3 and 5. Then came the full process of writing down which options and possibilities each level should give the player. Drawi… | — | |
| Community | Devlog 19.07.2026 I added a token system for my ranged enemies. Each attacker has to request a token before it can attack. If there is no available token left, the attacker has to wait. This avoids situations where you would have all ranged enemies attack at once. It also allows me to configure how many can attack at once. This system is inspired by the GDC talk: In this example only one is allowed to attack. Th… | — | |
| Community | Devlog 12.07.2026 As mentioned, not much happened last week, but this week was quite productive. I finished the "Run-System." So now I can just add the levels and modes I have in mind to the system, and it creates the whole run. As mentioned there will be fixed levels with random assigned modes. Each level starts with the game mode displayed at the top left, along with a short description, and at the bottom you… | — | |
| Community | Devlog 28.06.2026 Not much happened this week and probably also next week will be rather quiet since there are some friends and family events which need some time. Anyway doesn't mean nothing happened. Tweaks · Equipping a the weapon in front of a NPC start an instant attack. If staggered, the finisher will be executed (slice/knockback) · Killed staggered NPCs drop a health orb · Improved the nav mesh a little b… | — | |
| Community | Next Fest Over The Next Fest is nearing an end. I said I wouldn't tweak the demo during Next Fest... and then I tweaked it anyway. Here's what changed (also posted on Discord): Tweaking: · NPC hit reactions are snappier · Hits carry more weight and are now weapon-dependent · Mage Stance now also regenerates mana · The cooldown on spell projectiles is removed · NPCs now have a reduced chance to dodge · Rewrote… | — | |
| Esports | Recorded Stream Recorded how to fight through a handful of waves | — | |
| Community | Demo And More The demo is released and it's fun to see streamers and YouTubers play the game. Even if not many^^ Some changes were already pushed based on the observations, and a weapon the Discord community asked for was added. I'll drop some information here about the demo and how it continues after Next Fest. How does the demo differ from EA (Early Access)? My goal is that EA starts with at least two leve… | — | |
| Community | Playtest - 2 Plautest– Feedback Welcome! The current version is still rough around the edges, but that also leaves plenty of room for your suggestions, ideas, and wishes — so don't hold back! I'm particularly curious about performance , since my target hardware is an RTX 3060 / Ryzen 9 5000 setup. Beyond that, I'd love to hear your thoughts on the overall gameplay: how does the melee combat feel? What about… | — | |
| Community | Summary 2025 End of the year and I'm using the opportunity to share the progress. I'm really happy with how things are going. So, what happened? Core Systems · The ability system works · The meta progression system works · The save/load system works · The main menu including sub menus works · Controller and keyboard input works for UI and gameplay · Localisation is set up — so now I just need the translatio… | — | |
| Community | Playtest - Melee Combat Preparing for the First Playtest! I'm getting ready for the first playtest! This initial test will focus specifically on melee combat mechanics to help answer some key questions: · Do the controls feel responsive and intuitive? · Is the game feedback clear and satisfying? · Are the enemies challenging enough (but not frustrating)? · Most importantly— is it fun? What to Expect: The playtest buil… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.