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CropageddonNewsDevlog 30.08.2026
Community

Devlog 30.08.2026

Cropageddon · published 30 Aug 2026, 20:53 UTC

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I'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 threat level. I can configure a curve that determines what the threat level should be at a certain time (how many enemies should be spawned).Later in development, I want to assign "pressure points" to the hero abilities. (The setup is in place). The preussure points will then have an impact on the threat level, so the more powerful spells the player has, the more/stronger enemies will appear. This will be added during the early access. Currently, it's not dynamic.Bad NewsI have to postpone the game to 24.09.2026. This gives me one more week to polish certain features, to have a stable release.

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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…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.Community9 Aug 2026Devlog 09.08.2026I 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…