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Cropageddon

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Cropageddon

Alexander Pavicevic · Published by Alexander Pavicevic

2 user reviews — 50% positive (2 reviews)

Last updated 28 Sept 2026

Cropageddon is a first person action roguelite. Use brutal melee and devastating magic to fight your way through monstrous fruits and vegetables

Free to PlayComing SoonDJCTQ 14

Free

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Action, Indie, Early Access · 2026 · More free games

Embark on a chaotic journey as you wield melee attacks and spells against oversized fruits and veggies. An early access action game from 2026, Cropageddon challenges your survival skills in unpredictable combat.

About this game

About This Game

Cropageddon is an action roguelite inspired by the combat system of Dark Messiah of Might and Magic. The randomness comes from game modes being randomly assigned to handcrafted levels. Every unlocked weapon and ability can be used in future runs, while every boon disappears at the end of a level.

An ancient curse has twisted the harvest. What was meant to feed humanity now hungers for its destruction. Fruits rot into fanged horrors. Vegetables twist into shambling nightmares. The Cropageddon has begun, and only you stand between civilization and an army of mutant produce.

COMBAT

Slice through enemies with melee weapons, unleash destruction with magic, or turn the environment against them. Combine all three and the ways to break the curse are endless. 

PROGRESSION THAT PERSISTS
Spend Mojo at the Melee and Mage shrines to build your loadout between levels. Die or finish, and it all resets. But everything you unlocked stays forever, expanding what the shrines can offer next time.

VARIED MODES

The levels don't change, but your approach does. Master handcrafted arenas through wave survival, timed gauntlets, and other challenging modes. Boons reset for each level, to allow differentexperiences. 

TL;DR:

  • First-person melee and magic combat inspired by Dark Messiah of Might and Magic

  • Two stances: Melee and Mage

  • Fixed levels with rotating game modes

  • Unlock permanent weapons and spells to pick from at the start of every run

  • Boons that change your abilities each level

  • Every run is a fresh start, but with a growing pool of unlocked weapons and spells to choose from

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel i5-6600K / AMD Ryzen 5 1600
  • Memory: 16 GB RAM
  • Graphics: GTX 1060 6GB / RX 580 8GB
  • DirectX: Version 12
  • Storage: 10 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel i5-12600K / AMD Ryzen 5 9600X
  • Memory: 16 GB RAM
  • Graphics: RTX 3060 / RX 6700 XT
  • DirectX: Version 12
  • Storage: 10 GB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Devlog 30.08.2026

    I'm back, and I was also able to get some work done over the weekend. The spawn logic of the enemies has been improved and extracted. A new mode, "Survive" has been introduced, which can now use the new spawn logic. New Game Mode: Survive In Survive, the player has to survive for a certain amount of time. The current solution is a bit overengineered for what it currently is. Each enemy has a threat level. I can configure a curve that determines what the threat level should be at a certain time (how many enemies should be spawned). Later in development, I want to assign "pressure points" to the hero abilities. (The setup is in place). The preussure points will then have an impact on the threat level, so the more powerful spells the player has, the more/stronger enemies will appear. This will be added during the early access. Currently, it's not dynamic. Bad News I have to postpone the game to 24.09.2026. This gives me one more week to polish certain features, to have a stable release.
    Read full article on Community Announcements (toxy_tok)
  • AnnouncementsOfficial

    Devlog 16.08.2026

    Iterated on the pepper enemy and onion enemy. Playtested the game and started creating tickets for the final sprint towards release.As mentioned, I will be traveling for the next two weeks, so there will be no update next Sunday.
    Read full article on Community Announcements (toxy_tok)
  • AnnouncementsOfficial

    Devlog 09.08.2026

    I worked on the first level and the ranged enemy AI. Not sure yet if every ranged enemy will have a close-combat attack. I think I also have to give them some control spells, otherwise it's too easy to close the distance. It needs some more testing, but it's getting there.Started some changes/experiments on the parry system, since there was some criticism.Looked for someone on Fiverr to dress levels 3 and 5 (Arena and Cave). It was quite hard to find someone since I have locked budgets based on my wishlists, and the wishlist count ain't high^^But it turned out really cool :) The ArenaThe Cave
    Read full article on Community Announcements (toxy_tok)
  • AnnouncementsOfficial

    Devlog 04.08.2026

    Hi,there were no updates because there's not much to tell. I'm working on the levels, there are going to be three of them. First I had to work on the "story" to get an idea of how the levels should look and what their sequence will be. Early Access will include levels 1, 3 and 5.Then came the full process of writing down which options and possibilities each level should give the player. Drawing some sketches, getting into more detail, then starting the greyboxing and testing.I'm currently dressing Level 1. I hired someone on Fiverr to dress levels 3 and 5.I also have to travel unexpectedly for two weeks in August, which means I have to push the release. Which sucks, because September has plenty of cool releases (e.g. Wolverine :))I still have to think about which date to pick, because I want to make sure I can actually release on that day.
    Read full article on Community Announcements (toxy_tok)
  • AnnouncementsOfficial

    Devlog 19.07.2026

    I added a token system for my ranged enemies. Each attacker has to request a token before it can attack. If there is no available token left, the attacker has to wait.This avoids situations where you would have all ranged enemies attack at once. It also allows me to configure how many can attack at once. This system is inspired by the GDC talk: In this example only one is allowed to attack. The onion showed me a flaw in my whole system design. I designed all systems for two-legged characters. I now have to extend it for six-legged characters. I didn't put much effort into the animation yet, because I saw some cool procedural stuff with spiders, which I guess can be used here. Instead of starting with the first level of grey boxing, I updated the engine version.
    Read full article on Community Announcements (toxy_tok)

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