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.
In development — wishlist coming soon
Farm it. Fortify it. The Taxman is coming.
A blocky, 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.
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.
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.
Turrets alone lose. You alone lose. Both together wins — measured, not guessed. Swings land with knockback, hitstop and a camera that kicks.
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.
Shared kingdom, shared tech, personal hero progression. Someone farms, someone builds, someone is definitely not helping.
Assign the orders, they do the work. Injured villagers walk home, rest, and eat from the granary before they are any use to anyone.
Collectors pop into a shower of coins instead. It is family-friendly, and frankly it is what they would have wanted.
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:
| 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.
The fun came first and it passed, so the art followed. These frames are straight out of the build, and the voxel pass is landing on it model by model — so some of them are further along than others. Nothing here is a render.
Pick a face, then build whatever you like. One open classless tree fed by universal XP — no locked lanes, no wrong answers.
Grows it, guards it, hits it with a hoe when required.
Stands where the wall used to be and refuses to move.
Solves problems from a comfortable distance.
Keeps everyone fed, mended and mildly guilt-tripped.
Everyone who lives on the farm, and everyone who wants a word about it. Rendered straight from the game's own models — what you see here is what turns up in the build.
You. Build it. Grow it. Fortify it.
Village dog. Points at runaways.
The other dog. Pick one; the other stays with the village.
Potters near home. Occasionally runs away. Sprints back.
Yard resident. Small, quick, not fussed.
Yard resident. Present, uninvolved.
Yard resident. Has run away before.
Village. Has seen a few Taxmen.
Village. Runs the windmill.
Village. Keeps everyone fed.
Village. Unimpressed by grey suits.
Village. Logs in, planks out.
Village. Strong back, short attention span.
Village. Keeps the flock where the flock should be.
Village. Runs indoors when the wave comes, out again at dawn.
The Authority. He is coming.
The Authority. The one at the top.
The Authority. Checks the numbers.
The Authority. Collects what the Collector could not.
The Authority. Grey suit, clipboard, payroll.
The Authority. Entry level.
No mystery, no vertical slice that does not exist. This is the real state of the project, updated straight from the development roadmap.
The smallest thing that can answer one question — is fighting while defending actually fun? Placeholder blocks only. No economy, no real art.
CompleteThe 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 progressGive 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 progressEconomy and upkeep, 360° defence, a procedural world, then heroes and progression.
PlannedThe watering can went in this morning. Tonight was the part nobody films: finding out whether it broke the game. It did not, and proving that took eighty ten-day runs. The question is sharper than it…
The owner signed the new trees at breakfast - "love the trees, let's replace all" - so they are the trees now, and the sheet ones sit behind a switch. Then he redesigned the farm's rhythm in one…
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.
A small number of people will get rough builds before anyone else, in exchange for honest opinions and keeping them private. If that is you, tell us a little about yourself. Applications go to the team; the ones that fit the next round hear back on Discord or email.
One email when the Steam page opens, one when there is something playable. That is the whole deal — no weekly newsletter, no marketing funnel, no nonsense.