




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Big improvements on saving/loading stability (walls, zombies, bushes, mech, dialog, and more). New Vac-Cart for vacuuming, selling, and harvesting. Bunker & progression improvements with new icons, dialog, and props. Zombie drops & combat tweaks. UI/FX polish and general game feel improvements
Fixed tall zombie using two textures.
Zombies now drop skulls.
Increased tall zombie health.
Fixed zombie textures.
Adjusted flamethrower SFX, fire VFX, and damage range.
Added more delay between waves.
Fixed various zombie saving/loading issues.
Fixed twerking movement bug.
Added ivy room upgrade icon and dialog.
Added roses and rose room with icons.
Added new props, improved scenery.
More bunker polish and content.
Added ~40 new dialog lines and hover highlights.
Added radio option to dialog.
Fixed multiple dialog issues (loading, advancing, overlapping).
Major reorganization of save functions.
Added Odin object saving/loading for zombies and bushes.
Added wall saving/loading.
Fixed crop plot, bush, mech, and Vac-Cart saving issues.
Fixed saving in combat mode.
Fixed duplicating objects on save/load.
Fixed wall schematics collision after reloading saves.
Fixed infinite berry bush issue.
Fixed main menu and mech position saving.
Added more to progression system.
Fixed collisions for crop drops, nails, and buttons.
Fixed infinite chat box with Rose.
Reduced starting crop plots.
Added cheat codes and fixed cheat system (Dev Only).
Added seeds and harvesting improvements.
Polishing to Vac-Cart selling/shop system.
Zombies can drop items to sell.
Added Hold F prompts for mech enter/exit.
Adjusted mech highlight and range interaction.
Fixed switching mode issues.
Polished combat mode switch logic.
Added F button UI element.
Made elevator more obvious as exit.
Improved tooltips (size and height adjustments).
Added hover highlights for various interactable objects (e.g., seed bags, harvest sign).
Fixed wall build UI collision.
Fixed nail highlight.
Removed harvest sign sounds.
Added hover to harvest sign.
Added world border and collision
Added grass to bush models
Added background bushes and re-enabled bush spawning
Brightened the moon
Added decals for tutorials
Made outskirts of the map more visually appealing
Updated finished particle effect and tweaked others
Updated mech sounds
Updated main menu visuals
Fixed Vac-Cart widget flickering and collision
Fixed Vac-Cart snapping
Changes to Vac-Cart behavior
Fixed seed bag highlight collision
Fixed item and Vac-Cart collision bug
Fixed overlapping dialog events
Fixed various saving bugs across systems
Hey Farmers!
It has been a long time since our last Playtest... BUT we have a few surprises for you!
[olist]We're participating in the Debut Festival 2025! Super honoured to be part of this year's roster
The new Build features a lot of massive improvements, such as: the bunker, new map, visual improvement, variety in the Unfeds...
The gates are open come test, explore, and leave your mark!
Jump in now:
1. Fill out the registration form: https://forms.gle/BVbsEKwrmQT1y5Mq5
2. Redeem your Steam key
3. Install the game & dive in
4. Join our Discord to share your feedback: https://discord.gg/dpsKBp83N2
Your journey starts today.
Day is for building.
Night is for surviving.
Beta V1.0 - Closed Release [img src="https://clan.cloudflare.steamstatic.com/images/45646784/589d70cdd77d50a2f5c468838cb15d44385f541f.png"][/img] TL;DR: Big milestone update!
Added Bunker Progression & Room Unlocks,
Revamped the Currency & Reputation systems,
Major Zombie fixes & animation improvements,
New Saving/Loading systems for progress & economy,
Lots of UI updates & tutorial improvements,
Performance boosts & visual polish,
Zombie & Combat Updates
Fixed zombie flickering and standardized animations,
Fixed respawning zombies floating at death locations,
Fixed mini zombies spawning with the wrong mesh,
Fixed mini zombies walking animation,
Fixed Combat Mode saving issues,
Bunker Progression
Started Foundation to Bunker progression system,
Added Room Unlock cards with placeholder tooltips,
Added Bunker Room name panels,
Added Room Level unlock checks and upgrade button invalid messages,
Set initial Bunker Unlock card data,
Added more graffiti tutorials,
Added and rearranged bunker content for smoother progression,
Fixed Room Unlock card scaling issues,
Fixed saving issues when switching between Farm Bunker,
Added Loading Screen when changing maps,
Progression & Economy Systems
Fixed double XP bug,
Added Reputation system linked to bunker rooms,
Revamped Currency system,
Built new Currency Handler,
Fixed conflicts between old and new unlocking systems,
Crop plots now specify crop types,
Activated Economy Saving/Loading,
Fixed economy saving issues,
Fixed incorrect invalid upgrade messages,
Added levels to progression system,
Visuals & Environment
Added experimental XP visual effect when selling crops,
Added background bushes and improved trees,
Added pre-placed bushes & re-enabled bush spawning,
Added decals for tutorials,
Adjusted daylight visuals,
Removed water bot,
Removed pre-placed plots,
UI & Gameplay Improvements
Started creating new widgets for menus,
Implemented Bunker Room menus,
Added Room Panel functionality,
Added invalid message for unavailable upgrades,
Fixed earned XP rounding errors,
Project settings adjustments and small tweaks,
Known Issues
Can still upgrade/rebuild walls when balance is below cost,
Economy currently unbalanced,
Moths are stuck (they just flap their wings),
Missing some UI elements for Bunker Unlock cards,
Missing Bunker Room progression models [img src="https://clan.cloudflare.steamstatic.com/images/45646784/fa42eee5e6bdc86932b7419dc721e79fc07bd0d5.png"][/img]
Zombie AI & Combat Updates
Finalized Zombie AI base behavior,
Re-enabled Zombie fire damage
Updated zombie spawn VFX,
Added Zombie SFX,
Fixed zombie spawn animations,
Fixed respawned zombies not taking damage,
Fixed damage numbers showing too early,
Adjusted damage number visuals
Fixed Zombie damage numbers bugs,
Fixed Tall Zombie initialization,
Fixed zombie -> door interaction,
Bunker & Farm Updates
Almost finalized bunker layout,
Added bunker door to bring play inside,
Added console screen to return to farm
Rearranged farm layout,
Added bunker rooms,
Fixed level saving when entering/exiting bunker
Systems & Environment
Implemented zombie spawning pools,
Fixed interaction collision on broken walls,
Added SFX to walls breaking,
Restored pre placed walls to the Farm,
Gameplay & Misc
Fixed XP Orb errors,
Fixed Combat Mode camera bug,
Added Superseed Model (Bunker Currency)
Added Bigbrain Model (Bunker Currency)
Updated Wheat drop model,
Imported UI for:
Room Console
Dialog Card
What we have been working on since last time!:
[hr][/hr]Bunker Access: Players can now enter the bunker!
Expanded Bunker Content: We've added more rooms and details to the bunker areas.
Zombie EQS Integration: The Environmental Query System (EQS) for zombies is now functional, though we're still fine-tuning it.
Enhanced Zombie AI: We've done further work to improve zombie AI behavior.
Night Wave Spawns: Zombies now spawn in waves at night and will attack planted plots and walls (if not broken).
Visual & Audio Effects:
Added zombie spawn animations.
Implemented zombie hit visual effects (VFX) and hit sounds.
UV Lights: UV lights now activate automatically at night.
Navigation & Behavior Adjustments: We've made minor adjustments to the navigation mesh and overall zombie behavior.
Wall Upgrades: Wall upgrade functionality has been implemented.
Wall Level Progression: Stage 1, 2, and 3 meshes have been added for wall levels 2 and 3.
Wall Data Table (DT_WallLevels): This data table is now set up to define wall models, health, upgrade costs, and repair costs.
Wall Costs: Cost has been added for wall repair and upgrades.
New Wall Type: Wood walls are now available.
Workbench Icons: Icons have been added for the defense workbench.
Ivy Model Update: The ivy model and textures have been updated.
Sun Brightness/Temperature: Adjusted sun brightness and temperature settings.
Edit Mode Arrow Fix: Fixed an issue where edit mode move arrows would get stuck on schematics.
Wall Collision Height: Corrected the collision height for walls.
Combat Mode Exit Fix: Resolved an issue with exiting combat mode.
Minigame System (NEW!)
Weve introduced a brand-new Minigame mechanic tied to building!
Fixed initial blurring issues
Added hammer animation, particle effects, and sound FX
Rory now pauses when the Minigame appears
Player input is locked during the Minigame:
Camera rotation, movement, and scrolling are disabled
ESC now exits the Minigame
Added a Quit Button for clean UI navigation
Wall Building in Stages (NEW!)
Walls now build progressively through multiple visual stages!
Added stage-based wall meshes
Introduced Build Bot to assist with construction
New build sounds and visual effects added for feedback
Wall color options (Blue) and winter materials/VFX introduced
Began major Edit Mode rework
Redesigned borders and UI layout to better fit early game
Fixed major bugs and overlapping placement issues
Disabled Freeplace temporarily for consistency
Stress tested building logic and made schematic updates
Interactions upgraded:
Only one menu can be opened at a time
Cannot open wall menus while in edit mode
Player must be within range to interact
Added new Move/Rotate menu
Left/Right arrows for rotating active schematics
Visual arrows for move feedback
ESC now exits Edit Mode
Pending schematics are hidden when hovering over Edit options
Improved button sounds and click feedback
Fixed greyed-out checkbox flashing
Decoration Workbench fully implemented
Added Portable Sell Stations with animations
Placed the Bunker Entry model into the world
Robot names are now visible above units
Added Wall UI and improved Workbench UI
Removed Left Side Buttons for a cleaner interface
Fixed Close Button scaling
Improved visual clarity across menus
Fixed new wall health showing as full
Fixed schematics being blocked by built walls
Fixed objects deleting nearby boxes
Addressed multiple bugs related to buildables and interactions
Resolved several minor visual and gameplay glitches
Another week, another development update! We've been busy squashing bugs and adding some exciting new features to the game. Let's dive into what's new:
[hr][/hr]Vibrant Sunset/Sunrise Colors: We've tweaked the sun's colors to make those epic in-game sunrises and sunsets even more breathtaking. Get ready for some seriously stunning screenshots!
Smoother AI Movement: Ever notice our AI buddies (and enemies!) looking a little jerky when they turn? We've smoothed out their rotation speed for more natural and fluid movement.
Fairy Lights Decoration: Get ready to add some sparkle to your base! You can now craft and place fairy lights to give your humble abode that cozy, magical glow.
New Buildable Walls with Building Minigame: Fortify your base like never before! We've added buildable walls, and yes, there's a fun building minigame to make the construction process even more engaging. Get those foundations laid!
1x1 Tech Crop Plot: For looking for something new to grow, we've introduced the 1x1 tech crop plot. Some things can only be grown in this plot!
Combat Mode Swap - Now a Hold Action with UI: We've changed the combat mode swap to a hold action with an accompanying UI element. This should prevent accidental swaps in the heat of battle and give you better control.
New Workbenches:
Crop Plot Workbench: Streamline your farming efforts with this dedicated workbench for all things crop-related.
Defense Workbench: Planning to build an impenetrable fortress? The new Defense Workbench will be your go-to for crafting all your defensive structures and tools.
Zombie Beeper: Tired of those sneaky zombies ambushing you? We've added a Zombie Beeper to give you an early warning when the undead are lurking nearby. Consider it your personal zombie radar!
That's it for this week's update! We're always working hard to bring you the best possible gaming experience.
A cozy farming game in a vibrant post-apocalypse, where your days are spent planting and upgrading and your nights defending your sanctuary against the unfed!
You are Rory, an aging farmer determined to feed the last survivors. Cultivate a variety of crops and sell your harvest to earn and expand your ever-growing money pile. Spend your earnings to unlock new seed types, improved crop plots and improving growth efficiency.
Plays heavily into:
- buying and progressing your farming, crop types, utilities and tools.
- Building wealth to a point where you feel like you can run the world!
- Satisfying gameplay... like butter...
When the sun sets, waves of zombies rise and attack from midnight until dawn. Craft defenses, barricades, automated turrets, and traps using the scrap you have saved. Double down on strategies as the threat grows each night!
Features:
- Cozy combat, if that makes sense.
- Being able to prove your base is strong then your friends.
- Implementing traps with decorations perfectly.
- Extra loot and rewards from defeating zombies!
Deploy farming and watering robots to handle planting, irrigation and harvesting. Build water stations and a Buildable seller to keep your crops hydrated, freeing Rory so he can focus on expanding and decoration.
What you can do:
- Add more and more robots that make your farming process easier! And lazier...
- Makes your farm feel a lot less lonely.
- Can upgrade them and change their names too!
Transform your farm into a personal haven. You can either build upon progression and defenses oooorrr apply decorative structures and watch your farm turn into your home very quick.
Ways to make it YOURS:
- add a large variety of decorations like borders for your crop plots, rose beds to add more color, or little lights to make it brighter at nighttime.
- Show of unique designs!
- make it feel like home.
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