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CropCorp

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.

CropCorp key art — a farmer in a straw hat stands in his fields while an army of grey-suit collectors pours down from the tax office on the hill, scarecrow turrets firing corn overhead
Key art — the look the build is being pulled toward.
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

Early build, honest pixels

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.

CropCorp gameplay screenshot — Collectors advancing on the granary
Collectors advancing on the granary
CropCorp gameplay screenshot — Holding the line at the granary
Holding the line at the granary
CropCorp gameplay screenshot — Wave incoming — the countdown goes red under five seconds
Wave incoming — the countdown goes red under five seconds
CropCorp gameplay screenshot — The Warden, mid-swing
The Warden, mid-swing
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.

CropCorp key art — four blocky farmhands stand together in a field, armed with a corn-cob gun, a pitchfork, a hoe and a mallet, with a windmill and barn behind them
Key art — four to a kingdom.

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.

Personnel

Meet the staff

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.

The whole CropCorp cast in a field: the farmer in a straw hat with the village and its animals on the left, the Taxman and his grey-suit collectors standing apart on the right
Staff photo, rendered from the game's models. The Taxman was not invited.
  • The Farmer, rendered from the CropCorp game model

    The Farmer

    You. Build it. Grow it. Fortify it.

  • The Lab, rendered from the CropCorp game model

    The Lab

    Village dog. Points at runaways.

  • The Puppy, rendered from the CropCorp game model

    The Puppy

    The other dog. Pick one; the other stays with the village.

  • The Hen, rendered from the CropCorp game model

    The Hen

    Potters near home. Occasionally runs away. Sprints back.

  • The Rabbit, rendered from the CropCorp game model

    The Rabbit

    Yard resident. Small, quick, not fussed.

  • The Cat, rendered from the CropCorp game model

    The Cat

    Yard resident. Present, uninvolved.

  • The Piglet, rendered from the CropCorp game model

    The Piglet

    Yard resident. Has run away before.

  • The Elder, rendered from the CropCorp game model

    The Elder

    Village. Has seen a few Taxmen.

  • The Miller, rendered from the CropCorp game model

    The Miller

    Village. Runs the windmill.

  • The Baker, rendered from the CropCorp game model

    The Baker

    Village. Keeps everyone fed.

  • Grandma, rendered from the CropCorp game model

    Grandma

    Village. Unimpressed by grey suits.

  • The Woodcutter, rendered from the CropCorp game model

    The Woodcutter

    Village. Logs in, planks out.

  • The Young Man, rendered from the CropCorp game model

    The Young Man

    Village. Strong back, short attention span.

  • The Shepherd, rendered from the CropCorp game model

    The Shepherd

    Village. Keeps the flock where the flock should be.

  • The Girl, rendered from the CropCorp game model

    The Girl

    Village. Runs indoors when the wave comes, out again at dawn.

  • The Taxman, rendered from the CropCorp game model

    The Taxman

    The Authority. He is coming.

  • The Director, rendered from the CropCorp game model

    The Director

    The Authority. The one at the top.

  • The Auditor, rendered from the CropCorp game model

    The Auditor

    The Authority. Checks the numbers.

  • The Bailiff, rendered from the CropCorp game model

    The Bailiff

    The Authority. Collects what the Collector could not.

  • The Collector, rendered from the CropCorp game model

    The Collector

    The Authority. Grey suit, clipboard, payroll.

  • The Grunt, rendered from the CropCorp game model

    The Grunt

    The Authority. Entry level.

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 trees signed, and the farm learns to carry water

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 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

Early testers wanted

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.

Recruitment

Be there when the first wave lands

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.