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CropageddonNewsSummary 2025
Community

Summary 2025

Cropageddon · published 31 Dec 2025, 14:03 UTC

All newsPlayers around this dateRead on Steam

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 translations ^^

In-Game UI

  • The in-game UI for the magic shrine works

  • The in-game UI for the combat shrine works

Spells & Abilities

  • 4 magic spells (fireball, flamethrower, telekinesis, ice thrower)

  • 2 combat spells (small fireball, "Jedi" push)

  • Since people asked for it, I added the mighty kick. It's now possible to kick enemies!

Levels

  • The home base level is reaching a good status

Bug Fixes & Improvements

  • Implemented feedback from playtesting

  • One of the main issues with melee combat was that attacks didn't connect. The distance was "too realistic" but therefore less fun. This should be fixed now.

  • It was not possible to attack knocked down enemies. This is now possible.

  • Some minor bugs also got fixed.

Still a lot to do, but a lot of the big and important chunks are done.


Roadmap

I hoped to participate with a demo in the March Steam Next Fest, but that won't work out. So I'm aiming for the June Next Fest and releasing the demo before that. The development of the demo is in progress :)

The demo will include:

  • One level with 2 modes

  • 6 magic spells

  • 2 combat spells

  • 2 weapons

  • 6 boons

I have to add more tests to keep the build stable and avoid regression, since from now on — or as soon as the demo gets released — everything gets more complex and harder to test manually.


Will There Be Another Playtest Before the Demo?

Yes! There will be at least 1 more public playtest to test the combat system — now both stances: melee and magic.

There will also be a playtest of the demo before release, to hopefully find some bugs and tweak balancing.


That's about it. Looking forward to the next year!

Wishing everyone a happy new year!

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Community13 Sep 2026Devlog 13.09.2026The build is approved so the release date is set :) I worked on the melee combat, since there was some negative feedback. I hope to catch now better the intent of the player. I added a new weapon. The mace can rupture staggered enemies. So early access there will include 4 weapons. One-hand Sword : It has a short range, is faster then the two hand weapons and slices staggered enemies. Two-hand…Community30 Aug 2026Devlog 30.08.2026I'm back, and I was also able to get some work done over the weekend. The spawn logic of the enemies has been improved and extracted. A new mode, "Survive" has been introduced, which can now use the new spawn logic. New Game Mode: Survive In Survive, the player has to survive for a certain amount of time. The current solution is a bit overengineered for what it currently is. Each enemy has a th…Community16 Aug 2026Devlog 16.08.2026Iterated on the pepper enemy and onion enemy. Playtested the game and started creating tickets for the final sprint towards release. As mentioned, I will be traveling for the next two weeks, so there will be no update next Sunday.