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In development — wishlist now on Steam

CropCorp

Farm it. Fortify it. The Taxman is coming.

A family-friendly, comedic co-op action tower defense. Grow a village, arm it with scarecrows, and hold the line against an endless payroll of grey-suit collectors. Alone, or with three friends.

CropCorp key art, shot in the game — the four heroes ready to fight on the road in front of the red barn, the dog Bounce beside them, the windmill behind, and the grey-suit collectors marching in from the left
The Steam capsule — shot in the game, with the same models you play with.
Trailer

Every second of this is the game

The gameplay trailer, straight from a play session. The same one is on the Steam page.
Objective

Your kingdom will fall. That is not the question.

The question is how long you keep it standing. CropCorp is a survival tower defense where you are not a cursor floating above the battlefield — you are down in the mud with a hoe, swinging at anything in a suit.

Between waves the world keeps going. Villagers need feeding, walls need mending, and trees need felling before the next lot arrive. Every building you own costs something to keep. How long you survive is your score.

Features

What you actually do

Farm a living economy

Chop trees into logs, mill logs into planks, and turn planks into walls that actually hold. Wood, stone, ore and food all feed the defence.

Fight in third person

Turrets alone lose. You alone lose. Both together wins — measured, not guessed. Swings land with knockback, hitstop and a camera that kicks.

Build walls you can vault

Barricades are tall enough to stop a collector and short enough to hop. Your own fortifications never box you in. Hopping the fence is a mobility perk.

Co-op up to four

Shared kingdom, shared tech, personal hero progression. Someone farms, someone builds, someone is definitely not helping.

Villagers with jobs

Assign the orders, they do the work. Injured villagers walk home, rest, and eat from the granary before they are any use to anyone.

Nobody actually dies

Collectors pop into a shower of coins instead. It is family-friendly, and frankly it is what they would have wanted.

Field report

The balance is measured, not vibed

An autopilot hero plays the game with no human attached and reports back, so every balance claim has a number behind it. Against a 16-collector wave:

Measured outcomes for three defensive configurations against a 16-collector wave
Configuration Result Granary left
Turrets only, no hero Defeat 0%
Hero only, no defences Victory, bruising 48%
Turrets and hero Victory in 20.5s 100%

Neither pillar carries a run on its own, and playing both is clearly strongest — which is exactly the shape an action tower defense wants.

Screenshots

Straight out of the game

The same frames that are on the Steam page — taken in the game’s photo mode, in the current build. Nothing here is a render, a mock-up or a concept piece.

CropCorp gameplay screenshot — The grey-suit collectors walking in along the road
The grey-suit collectors walking in along the road
CropCorp gameplay screenshot — Day 7, the village from above — HUD on
Day 7, the village from above — HUD on
CropCorp gameplay screenshot — Day 2: the Farmer, Bounce and a villager by the barn
Day 2: the Farmer, Bounce and a villager by the barn
CropCorp gameplay screenshot — A turret on watch by the well, between the cottages
A turret on watch by the well, between the cottages
Heroes

Four faces, one skill tree

Pick a face, then build whatever you like. One open classless tree fed by universal XP — no locked lanes, no wrong answers.

In-game screenshot — the farmer in his straw hat holds the fence with his dog while a crowd of grey-suit collectors pushes in across the field, the tax office on the hill behind
Straight out of the game — one face of four, holding the fence.

The Warden

Grows it, guards it, hits it with a hoe when required.

The Captain

Stands where the wall used to be and refuses to move.

The Ranger

Solves problems from a comfortable distance.

The Steward

Keeps everyone fed, mended and mildly guilt-tripped.

Progress

Where the build actually is

No mystery, no vertical slice that does not exist. This is the real state of the project, updated straight from the development roadmap.

Phase 0 — Does it feel fun?

The smallest thing that can answer one question — is fighting while defending actually fun? Placeholder blocks only. No economy, no real art.

Complete

Phase 1 — The Village Layer

The wave ends and the world doesn't stop. Villagers, jobs, and the first production chain. This is the layer that turns a defence prototype into CropCorp.

In progress

Phase 1.5 — Chapters

Give the run a shape. Every measured run so far has been a flat line and then a cliff — nothing happens for fifteen days, then you die. Waves in chapters of ten fix that, and turn the demo into a complete arc rather than a slice that stops mid-sentence.

In progress

10 phases after that

Economy and upkeep, 360° defence, a procedural world, then heroes and progression.

Planned
Dev log

Latest from the field

The flicker that was never in the picture

The battle map has had a fault since the first tester looked at it from the top of the wheel: the ground past the valley's edge pulses between green and blue, worse the farther out you zoom, and the…

The village

Join the village

The Discord is where the game gets talked about, where every dev-log entry lands first, and where the demo will be handed out. Come and say hello.

Recruitment

Join the CropCorp Playtest

The playtest runs on Steam: approved testers get a Steam key, the game installs from your library and updates itself. In exchange we ask for honest opinions and for keeping unreleased builds private. Tell us a little about yourself; every application is read by the developer, and approved testers get their key in a Discord message.

Recruitment

Be there when the first wave lands

The Steam page is open, so the best thing you can do today is wishlist it. Here: one email when there is something playable. That is the whole deal — no weekly newsletter, no marketing funnel, no nonsense.