Get notified
Briefing

Questions

Honest answers, including the ones that are just "we do not know yet". Those are the useful ones.

What is CropCorp?

A comedic co-op action tower defense for one to four players. You farm a village to feed your defences, then fight beside those defences in third person when the Taxman's collectors turn up. It is blocky, family-friendly, and built in Unreal Engine 5.

When does it come out?

There is no release date yet, and anyone who gives you one this early is guessing. The project is in active development and the roadmap on this site shows exactly which phase the build is in. Sign up on the home page and you will hear the moment there is a date worth having.

What platforms will it be on?

PC first. Other storefronts and consoles are genuinely under consideration rather than promised — the game has to be good on one platform before it is spread across several.

Will it be on Steam?

That is the plan, and getting the store page up early for wishlists is on the roadmap. It is not live yet. When it is, it will be announced here and by email first.

Is there co-op? How many players?

Yes — up to four players on one shared kingdom. Technology and the kingdom itself are shared; hero progression is personal, so nobody has to play the same way you do.

Will there be crossplay?

It is a goal rather than a commitment. Cross-platform play depends on which platforms the game actually ships on, so it is an open question until those are settled.

Can I play it solo?

Yes. Solo is a first-class way to play, not an afterthought bolted onto a multiplayer game. The balance is tuned so that one player with turrets can hold a wave.

Is it suitable for children?

That is the intent. Defeated collectors burst into a shower of coins rather than dying — there is no blood and no gore. The tone is silly throughout.

How much will it cost?

Not decided. It is too early to price something that is still finding its final shape, and a made-up number now would only be wrong later.

Can I playtest it?

Not yet — there is no public build. When playtesting opens, the people on the notify list get asked first.

Why does it look so blocky?

Partly on purpose and partly because it is early. The chunky voxel look is the intended art direction, but what you see in the screenshots is placeholder geometry — engine cubes tinted from a shared palette. The art pass comes after the gameplay is right.