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Hello Cropdeckers,
I've (finally!) updated the demo version to include all the post-release fixes and changes from the full version. The most important thing is that the new languages are now available.
Folks from Hooded Traveler Games have recently released their new game, Roulette Dungeon, which you can get for 10% off if you already have Cropdeck. There is a Cropdeck cameo in their game!! :)
Cheers,
– Piotrek
Welcome back, Cropdeckers!
My game is (almost) 2 months old! To celebrate this, I cooked an update with new scarecrows and (highly requested) new languages. On top of that, Cropdeck is available at 15% off for the Steam Summer Sale.
Meet 9 new scarecrows. All but one are unlocked by default - you just have to discover them. If you don't like spoilers, skip this section :D
Early Bird - On level start, fertilize 3 random tiles.
Sleepyhead - On a new day, if you ended the previous day with no energy, gain 2 energy.
Dreamer - For every 5 harvested crops, gain 1 LUCK.
Enthusiast - On a new day, for every 30 LUCK, draw 1 card. Max 3 per day.
Optimist - +20 LUCK
Lucky - +50 LUCK
Extrovert - All crops are worth 30% more if you have 5 or more scarecrows. If you have fewer, crops are worth 30% less.
Introvert - All crops are worth 50% more if you have 3 or fewer scarecrows. If you have more, crops are worth 25% less. (That's me!)
Pierogi Scarecrow - Day after the rain, 1 random unlocked Shrooms crop is spawned on the field. (POLSKA GUROM)
Numbers may change in the coming weeks if I find out any of them are too unbalanced. I'm open to your feedback! Also, with the introduction of new LUCK-related scarecrows, the Seasonal class LUCK bonus has been slightly reduced.
Together with awesome folks from the LocQuest team, we have prepared new localization for the most needed and requested languages. You can now play in German, French, Japanese, and Portuguese-Brazil! Have fun playing!
If you spot any typos or mistakes, please let me know! Also, please note that the demo is not yet updated to support new languages. I plan to give it some love soon and port the languages and fixes from the full game.
I want to thank everyone who tried, bought, reviewed, and shared Cropdeck! The game is definitely a great kick starter for my indie endeavors :)
Also, if by any means you don't like the update (it would be sad cause I enjoyed drawing new scarecrows!), you can revert to the previous Cropdeck version using the Steam branch version_1.0.
Have fun playing, and I wish you a great summer!
May your fields be green, and carrots crunchy (and the sun not too hot - drink a lot of water!),
– Piotrek
Hello Cropdeckers,
This is another patch focused on smaller bug fixes.
Fixed a few typos.
Fixed the tax widget not refreshing the remaining days counter if you reached zero tax (through Aristocrat scarecrow).
Fixed Plowman scarecrow spawning too many Wooden Hoes if you planted a lot of crops at once while the Plowman was near its limit.
Cards in the disposal service window (Market) are now sorted similarly to other windows.
Beetroot description is now consistent across all rarities.
Added a tooltip about what the "protection" is to the Bone card.
Now I think I should add it to other cards, too.
If you have a lot of energy points, the black separation lines on the energy bar will be hidden. Previously they were obstructing whole bar.
Planner scarecrow will now show how many cards you have already used a day, so it's easier to track its effect.
Scythe Against the Stone hazard will now show how many crops you have already harvested a day - similar to the Planner change.
Endless mode tax has been increased further.
I still have some QoL changes and bugs to fix on my todo list, so more patches coming soon. Also, I'm looking forward to release a small content update early this summer. Please stay tuned! :)
And remember to eat a lot of veggies!
Cheers,
– Piotrek
Hello Cropdeckers,
This is mainly a bug fix patch with slight tweaks to endless mode and one pet unlock requirements.
Fixed some weird bugs related to mouse/gamepad double clicks. This includes fixes for:
Infinite usable cards that were stuck in the hand.
Level not being changed to the new one when the previous was already finished.
Some buttons were registering clicks two times before their action was executed.
Fixed typos and added missing translations for some texts.
Most notably, there were two achievements called "Out of the box". Now one of them is properly called "Box of jewels".
Fixed pet description font size on the player preview window.
Fixed "Discover XYZ" item unlock triggers to trigger immediately. Previously they triggered only when you restarted the game.
Fixed Pumptrioshka scarecrow occasionally not growing all the crops it should have grown.
Fun fact: It tried to grow rocks and tree trunks instead :)
Fixed plant tooltip not refreshing right after Golden Brush was used on the plant.
Fixed Rice having infinite harvests when upgraded with Golden Brush.
Fixed Corn not turning into popcorn when it was fully grown during the day.
Fixed one of the strange encounters card removal selection hinting to add class points instead of reduce them.
Fixed one of the strange encounters ("Cave") to display more often.
Reduced one of the unlock requirements for the last pet. Now you have to spend 8000 gems instead of 15000. It was too grindy.
Increased required tax in the endless mode seasons.
As I stated on Discord and Steam Discussions, endless mode turned out to be way too easy, and I want to gradually increase the later seasons' taxes to fix that.
Have a great weekend, farmers!
– Piotrek
Hello Cropdeckers!
I've made a few changes that should ease out the difficulty curve. I've got a lot of comments and requests about it being very high. Based on your feedback and analytics data (btw, thanks to everyone who opted-in!) I made some changes to allow new and less competitive players to enjoy the game, but keep the challenge for the most hardcore ones.
Additionally, a few broken strategies have been found. I don't want to kill the fun, so I only toned down the ones that felt more annoying.
I will keep an eye on your feedback on whether some of those changes need more touches. Feel free to let me know what you think! :)
⭐️ Adjusted taxes so it is easier for new players (pet tiers 1-2), but still challenging for hardcore farmers (pet tiers 3-5).
Base tax for first 3 seasons is reduced by roughly 10-20%, with the highest impact on the final levels.
Pet tiers 3 and 5 have an increased tax by an extra 5% and 10% respectively to fill the challenge gap.
⭐️ Morning Refill scarecrow will now add a Wooden Bucket instead of a Bottle of Water, with a limit of 10 per day.
Wooden Bucket is the same as Bottle of Water, with the exception that it is a vanishing card (if not used, at the end of the day, it is exhausted).
A lot of players reported that the previous version spawned too many bottles, and they started clogging decks to the point that it was unplayable. With this change, broken builds (looking at you, Goose Babushka and Recycler) are still possible.
Some folks had so many bottle cards their game started crashing!!
I'm open for feedback on this change, especially whether the limit of 10 is okay.
Blueberries will now regrow yields every 2 days, instead of 1. Also, the regular non-golden bluberries will have max 2 harvests, instead of 3. Value is slightly increased.
Similar to the previous point, I got quite a few reports that this card was too powerful to the point it was not fun anymore. Extra regrow duration will tone down heavy recycling builds, but not kill them. In exchange, gold value is slightly increased.
Both Toadstools and Mushrooms have slightly increased gems price, so they aren't so cheap to upgrade.
Aston, the Good Boy (dog pet) was still too hard, so it's tax reduction is now 20% instead of 15%.
Matilda, the Cow tax reduction is now 25% instead of 30% (adjustment for the global tax changes).
Both Wild Savanna and Frozen Fields have slightly reduced chance for negative weather.
Fixed a bug with some cards (like a beehive) having extremely low priority when drawing new cards from the draw pile.
I hope you will like these changes, and I stay open to your feedback. More patches coming soon!!
Best,
– Piotrek
Hello Cropdeckers!
I have some fixes for you. Btw, expect more patches this week :)
Fixed Golden Brush glitching the run when used on Watermelon.
Fixed a bug with Golden Brush rotating upgraded Sprinklers.
Fixed a bug with wells (all variants) not updating their max capacity (both water and charges) when upgraded during the level.
Fixed super slow mouse scrolling on a few screens.
Fixed the wrong 3D model of the legendary Water Well.
Fixed displaying tooltips on hover for the currently selected card in the Forge (top list "upgradable cards").
It was not a bug, but Beekeeper scarecrow will now prioritize spawning the Wild Beehive on tiles adjacent to other ground tiles, so it's not spawned on 1x1 islands.
There are also some more fixes for edge-case bugs in the save system.
There is a tiny chance that some of the affected players will load into a different/new save. Don't panic! Please just recover your save with the instructions below 👇
⚠️ Just as a reminder: If you lost your save you can try recovering it through the in-game settings (General -> Restore Local Save).
If you experience any problems, please don't hesitate reporting them.
Thanks for playing!!
– Piotrek
Hi Cropdeckers!
I'm happy to say that Cropdeck is part of Deckbuilders Fest 2026! I'm quite excited to see my game alongside other great titles, many of which inspired my game :)
If you are looking for other chill deckbuilders or something fresh and not about fighting monsters, I invite you to join the Wholesome Deckbuilders Club. Together with folks from My Card Is Better Than Your Card! and Replicat, we created a 10% off (on top of the existing discounts), "complete your collection" bundle. Check it out :)
By the way, Cropdeck is almost a week old game! (depending when you read this, it might already be). I would say it went super well! THANK YOU SO MUCH FOR PLAYING! Seriously, this is amazing to see you play my game.
Currently, I am fixing the bugs you sent me (thx for that!) and looking into potential balance changes. I can see the game can be quite hard for some players - one of the considered changes would be to lower the base difficulty for first pet tiers, but keeping the current level for higher pet tiers. This way everyone can enjoy all the pets, but the ones, hardcore farmers, can still challenge themselves in higher pet tiers.
If you haven't seen the patch notes yet, this is a list of changes made last week. More patches are coming soon this week :)
As always - may your fields be green, and your carrots crunchy,
– Piotrek
Hello, Cropdeckers!
This patch includes more changes around full-screen mode/game freeze/black-screen at startup, but also a few tweaks to the balance.
I received a lot of feedback about the game being a bit too hard in some places and the endless mode being too easy. Here are a few changes addressing these issues:
⭐️ Aston, the Good Boy (dog pet) now has -15% tax reduction, and 35 starting gems, instead of 20.
Small note: you need to start a fresh run to get the tax reduction.
⭐️ Endless mode difficulty, especially after season 10, is higher.
Taxes, mainly after and around season 10 are now higher. The difficulty curve also rises faster with each season.
Starting from season 6, all levels will have an extra yellow or orange hazard.
Markets should be more viable now.
Prices have been reduced by approximately 10%.
Initial card options will always include one card from each of the category: plowing, watering, plants, utility. Rerolls are more random.
Taxes in seasons 1-3 are slightly changed (a bit easier season 1, and a tiny bit harder seasons 2 and 3).
Taxes after the first week (mainly 1-star levels) are a bit lower.
I have changed how the game loads video settings. This should fix some of the black-screen and freezing issues a few players have when launching the game.
👉 If you still experience these problems, please try these:
Launch the game with the following options (right click on the game -> Properties -> Launch options). This will force a windowed mode. You should remove those options for the next launch of the game.
-screen-height 720 -screen-width 1280 -screen-fullscreen 0Launch the game with the following options. This will clear your current, possibly faulty, video settings. You can also combine this option with the option above.
-clear-device-storageIf you still experience these problems, please contact me 🙏 I want to fix these nasty issues so you can enjoy Cropdeck.
Some players have problems with the game failing to initialize Steam, which results in an empty or incorrect save file loading. If it happens, the game will now attempt to load a save from the last logged user, instead of loading a "non-steam user" save.
👉 If you are affected by this problem, and the game still loads the wrong save, please do the following:
Try restarting the game until it loads a correct save. In short, the game has to successfully initialize Steam once for this fix to work.
You can also go to the in-game settings and try to recover a previous save (general tab -> Restore local save...). Now, it will show you all available local backups, including other users' backups.
If you still have problems, please contact me!
Best,
– Piotrek
Hello, Cropdeckers!
This is a rather small patch for those who experienced problems with lost saves.
On rare occasions, Steam was not able to initialize the game properly, which resulted in save loading failures. Now, the game will try to initialize Steam again - this will help in some cases. I have some more fail checks in the works, so hopefully this problem will be fully fixed in the next patches.
👉 If you still experience loading into an empty save, please restart the game once or twice. Let me know if it doesn't help.
Thanks for playing the game and all the reviews, btw!
Best,
– Piotrek
Hello, Cropdeckers!
This is yet another hotfix I was working on for the last 12 hours... Yup! And sorry for anyone who experienced the freeze.
Fixed a bug preventing saving some game settings, like audio volume.
Hopefully, fixed a bug that was freezing the game for some users when they were starting the game for the first time.
⚠️ Still happens to you? Please let me know! Also, try the temporary solution: download the demo and start it once. After you quit the demo and restart the full game, it should be all fine.
I hope this one will do the trick! I'm planning to do another update tomorrow with some smaller fixes and tweaks. Also, thanks to NR2, one of the players, for providing me game logs with this freeze :)
Best,
– Piotrek
Hello!
First of all, I'm still shocked by how well the game has been received so far! Thank you! :)
Some players experienced a freeze at startup. I'm still not sure what caused it, but one of the very likely reasons is the first-time shader preload. I made some changes to that.
If you still have a freeze at startup (Mad Head Bump logo screen), please install and run the demo once. I know this is a super weird fix, but it helps. Also, please let me know if you have had this problem.
There might be a few small frame drops when particular visual effects appear for the first time ever on your screen. Sorry for that! I will think of a better solution.
Sorry for the trouble! Please let me know if you still have this issue, especially if the demo trick doesn't work.
Best,
– Piotrek
Hello, my lovely Cropdeckers!
I am thrilled to finally say that Cropdeck is now available! Take your hoes and sprinkler, and go farm those carrots! Also, check out all the cool bundles with other awesome games.
Base price, before any discounts, is set at $12.99 / €11.99 / 34,99 zł / R$ 34,99 / ¥ 45.00. The game launches with a 2-week 15% discount and a bunch of awesome bundles set at 10% off.
Valve recently shared a new price calculator, which you might have heard of, and I used it to adjust the prices for all regions. The price should be pretty polished, and I hope, with the launch discount, you'll be satisfied :)
There are 76 cards (218 if you include the upgrades!), 47 scarecrows, 7 pets with 5 tiers each, 12 distinct card classes, 18 hazards for extra challenge, 8 unique biomes, 21 card packs, 15 weather conditions, and more! I hope that's enough :)
Each run takes 30-50 minutes and is divided into 3 seasons (with the option go endless!). On top of that there are a few achievements to unlock!
Yes! You will be asked for it the first time you run the game. You can also do that from the settings. Not all the demo cards are transferable, but most of them - I skipped some of them where it made more sense to leave them locked at the beginning of a new save.
If there are any bugs urgent to fix in the coming days, I will release some patches. I will also look at the balance to possibly make some adjustments where necessary.
If you are asking about bigger content updates, I have a lot of cool ideas! If the game release goes well, I hope to add more content in the future :)
I look closely at where the players are coming from. If the release goes well and I can afford it, I will be extending the available localizations.
At the moment, no. Steam only.
Yes! The game is playable on Steam Deck and with gamepads!
Hi! My name is Piotrek. About two years ago, I had a sleepless night - I just couldn't fall asleep, and I kept thinking about my life and the future - you know the drill, everyone has those sometimes. I always really really wanted to make a game on my own. It was my dream for many years. And that night, almost in a dream, the idea for Cropdeck appeared. I wrote it down as soon as possible to not forget about it. The idea of finally making something hit me hard.
Half a year later, I quit my job (yup, I did that - it's not a stunt!) and focused all my energy on this project. Before that, I was a programmer. I had a passion for art and music, but these were just my hobbies. So to make this project, I had to learn a ton. I decided that whatever happens, I will use Cropdeck to expand my skillset, which was a challenge in the age of AI.
Now, after two years of grind, I can proudly say that I am an indie game developer. As much as I was a solo dev, I have to thank a few people.
First - my lovely fiancée, Nat. I had an emotional crisis every week or two, and she kept supporting me. She also helped with brainstorming and creating lines for Sir Landlord!
Next, I want to thank my friends. And sorry I was not hopping on to play lately, I hope it will change! :D
Thanks to my gamedev friends! It's awesome to have your support and feedback.
Last, but not least, I want to thank the players, especially folks on my Discord. You are awesome!
I hope you will like the game!
May your fields be green, and your carrots crunchy,
– Piotrek
Hello, Cropdeckers!
After two years of work, I can finally announce the release date of my little farming game. It was a very exciting time, but also stressful. This is my first solo project. Well, it is even my first PC game, not counting a couple of game jams :D I am super excited to say that Cropdeck is coming in just two weeks, on April 28th!
A lot of you enjoyed the demo so much, pouring tens of hours into it. I hope you will also like the things I prepared for the full version of the game. To not spoil too much, here are a couple of news:
31 distinct and upgradable crops, divided into 12 classes.
Absolutely new types of cards, and new scarecrows.
Bees.
New diverse biomes. Have you ever seen bees in the desert? :O
New, more dynamic run progression, including an endless mode for those who want to test their decks to the limit!
New pets, hazards, card packs, and more :)
Cropdeck is set to release on April 28th at 16:00 UTC (6 PM CEST, 9 AM PDT).
If you are from East Asia or Australia (and I know I have a couple of players from there! best regards over from Poland!) it will be at night 29th.
Base price is set at $12.99 / €11.99 / 34,99 zł / R$ 34,99 / ¥ 45.00
There will also be a launch discount and a few very cool bundles!
Valve recently shared a new price calculator, you might have heard of, and I used it adjust the prices for all regions. The price should be pretty polished, and I hope, with the launch discount, you'll be satisfied :)
Thank you so much for all your support throughout the development, and we see each other on field soon! Make sure to wishlist the game if you haven't already! Stay tuned for more news.
May your fields be green, and your carrots crunchy!
– Piotrek
Hi Cropdeckers!
This is a super tiny patch for the demo.
Changes:
Fixed a bug with the Exhaust card pack showing up in the market options, and when bought, nothing was happening.
Reminder: the pack was removed in the last update (due to the low number of exhaust cards in the demo), but it wasn't properly removed from the market options. My mistake, sorry!
– Piotrek
Hello, my lovely Cropdeckers!
With a pain in my heart, I need to announce that the Next Fest extended demo has ended. It was fun sharing it with you. It turned out to be a good playtest and a nice way to gather some more feedback before the full release. Thank you so much for every feedback piece, report, comment, and review! :)
Since the beginning of the Next Fest (Feb 23rd) up until now, the extended demo has been played by over 4000 players, including many of you who returned to the game to check out the changes. In total, since the original demo was published, there were over 10000 players!! WOW! My little game also gathered almost 4000 new wishlists. It all happened during the Next Fest and TurnBasedThursdayFest. I love these festivals :D
I saw that you loved some of the new additions, like the rice card (the fact that you can finally utilize water tiles is significant!), and I decided to keep some of the new stuff. Just a little reminder: everything that was available in the Next Fest demo will also be available in the full version of the game! And that's coming in late April (hopefully!).
So, what's removed?
Gorilla Garambe - it turned out to be quite a challenge to win with it, but I received very positive feedback about its core mechanic - very high scarecrow limit. This will be even more meaningful in the full version of the game, where runs will be longer.
Grains card class, along with the Corn and Sunflower plants. However, the Rice and Wheat cards stay! They will have only one class, though.
Self-Sower, Waitress, The Sprinkler - the new scarecrows introduced with the extended demo.
Stonks, Doctor, Scarecrowstain - they also go on the bench. They will be more meaningful with more in-game content, especially Doctor, as there are only 2 plague cards in the game now (reminder: Doctor gives extra coins for each plague card in hand).
Exhausts card pack - there is very few exhaust cards in the demo, so the options you get from this pack were often the same. With the full version of the game, there will be more cards that can be a part of this pack.
Rice, Eggplant, Garlic, Scythes, Perfectionist and Sprinter scarecrows, but also encounters stay in the demo :)
I believe the current content will still give you the essence of what Cropdeck is, without burning it out and spoiling too much of what is coming in the full game. I know some of you were having so much fun with the demo, and the reduced content is a bummer to you, but please stay tuned - release is just around the corner!
This new update introduces a few bug fixes, but also a few balance changes, based on the feedback and data I gathered during the last few weeks (thanks to everyone who allowed me to collect the anonymized game data! 🙏).
Rice plant range has been reduced (most importantly, the rare version is now 2 tiles, not 3).
Garlic base value is reduced from 10 to 8 (7 to 6 for golden).
All scythes have been buffed. This includes:
Lower energy cost for common, rare, and epic variants (with 0 cost for first variants).
More coins on harvest.
Cabbage extra layer value has been reduced from 4 to 3 (5 to 4 for golden).
Onion extra layer value has been reduced from 5 to 4 (8 to 6 for golden).
Also, rare and epic versions have 1 less tile range.
Red pepper can be harvested 2 times instead of 3, but the yield value is increased from 10 to 12.
Yellow pepper can be harvested 2 times instead of 3, too.
Wheat base value is reduced from 10 to 8 (12 to 10 for golden).
Rare Beetroot card energy cost is reduced from 2 to 1.
Taxes have been adjusted.
Mid-game should be a little easier, but later levels should give you a bit more challenge.
These changes are quite small, but I will look at how they impact the stats. I guess I will need to raise the tax, but the difficulty curve is different now.
Fixed a bug that allowed you to infinitely harvest dead crops.
Fixed a card class details pop-up to display the current cards correctly.
Fixed a few tooltips that displayed "Gold" instead of the coins icon.
Fixed a bug that prevented changing the display monitor in some rare cases.
Fixed encounter option buttons not displaying.
Funny enough, if you encountered this issue, it means you were clicking the buttons too fast before they appeared fully on the screen. Their animation was not resetting properly, resulting in faded or even invisible buttons.
Next Fest Harvest banner was replaced with the event summary banner. Thanks for participating!
Best,
– Piotrek
Dear Cropdeckers!
I'm happy to say that Cropdeck is part of the #TurnBasedThursdayFest game festival! There are a ton of awesome games for you to check out. If you liked Cropdeck, I am sure you will find some other cool strategy games :)
https://store.steampowered.com/sale/TurnBasedThursday2026
So I planned to turn off the extended demo today, but to celebrate all turn-based game lovers, I'm going to keep the extended demo live for a couple more days :)
Enjoy!
– Piotrek
Hi, Cropdeckers!
There is a small patch for the Cropdeck Demo with a few bug fixes.
Fixed the Academy glitching the game if you exited it through the pause menu.
Please restart the game and start a new run if your saved game has this problem.
Fixed the controller navigation on the card class list being out of order.
Fixed weird visual glitches for crops that had the Weekender scarecrow's visual effect and fire on them at the same time.
Fixed a few small bugs with tooltips showing field tile or card info when you didn't hover over them.
Fixed a small internal error in tutorials.
Thanks for the bug reports!
Best,
– Piotrek
Hello, Cropdeckers!
Thank you so much for participating in the Steam Next Fest, for all the wishlists, feedback, and reviews you left, and for every single carrot you harvested!
It was a good week, afterall! Cropdeck Demo had a total of 3770 players, and 2373 new wishlist additions during the event. This should give me some extra velocity before the full release of the game, which is planned for late April.
Steam Next Fest is over, and the extended demo will end soon, too. I’m planning to get back to the default, but updated, version of the game next Monday, March 9th. You still have a whole weekend to enjoy it! All the good parts of the extended demo will return with the full game :)
I also released a new patch, that focuses on adding some missing QoL features, fixing a few smaller bugs, and rebalancing a few things, like lightning strikes (yes, again!). Some of those things were reported by you or we discussed them on Discord or Steam Discussions - thanks!! Here are the details:
Adjusted some market and upgrade prices for cards.
Added a golden variant of the Extra Cabbage card (the vanishing card you receive when you harvest a golden cabbage).
Improved level generation for very small levels, to make sure there are enough water tiles.
Rebalanced the weather generation, so hazardous weather conditions should not spawn in bigger groups (it can still happen, but less often).
Also, short levels shouldn’t have more than 1 bad weather.
Rebalanced lightning strikes:
In the first week of the level, lightning strikes will hit a single target.
Biomes with unique weather conditions (like Frozen Fields with Ice Cubes) will favor those unique conditions, instead of lightning strikes.
The Sunny Farm biome will have a bit fewer lightning strikes.
Added an option to change the display monitor from the settings. Also improved resolution changing.
If you experience any problems with this (like sudden crashes on startup or display change), please let me know! Adding this option was surprisingly complex, so there still might be some edge cases.
Added top bar on the Academy screen, so you can access your deck, map, and pause menu.
Improved the deck preview button (top bar) so it is always clickable (it wasn’t when you had no cards).
Updated displaying card tags on card views.
You will now see small icons for Exhaust, Vanishing, Plague, etc. tags, instead of having them in the description.
You can still learn more about the tags from the tooltip.
Thanks to this change, longer card descriptions are clearer and more readable, especially for cards that have more text.
Improved card selection with LB and RB on controllers when also using a virtual cursor (left stick).
Improved controller virtual cursor display:
You can change its speed in the settings.
You can change its size in the settings (aka cursor scale).
Virtual cursor detection is a bit better.
Improved gems drop VFX. It’s now showing also the amount of gems, similarly to the coins VFX.
Added an energy drop VFX, similar to the coins and gems ones.
Fixed sprinklers, so they show watering VFX when putting down a fire from tiles in range.
Fixed a bug where encounter map locations were replacing existing map locations when the run save was loaded (aka the game was continued).
Fixed a rare bug with a card class upgrade widget showing wrong class tiers when adding a new card to the deck.
Fixed a white flash glitch when opening various windows for the first time in the current session.
In case you have any problem after this update, please let me know through the in-game bug report or Steam Discussions.
All the best,
– Piotrek
Dear Cropdeckers!
The time has come! Cropdeck development is entering its final phase. Today, I am sharing with you an extended version of the Cropdeck Demo for the Steam Next Fest! A lot of new stuff to check during the festival!
Also, the full game is set to release in April. Check out the new trailer now :)
During the Steam Next Fest you can try some new stuff I am working on for full version of the game. For me, this is a great opportunity to gain feedback about the new features, and for you, a great opportunity to have some more fun with the game before it goes live in April. Also, if you haven't seen it, check out the changes from last big update.
If you have played the original playtest version, you may remember that there was no limit on how many scarecrows you can have. If you liked that (I know a lot of you did!), Garambe will give you the opportunity thanks to its ridiculous limit of 20 scarecrows! There is also a challenge - each one increases your tax a bit!
Last week, I released a v0.3.0 demo update with a new card class system. Today I am sharing a new class - Grains, along with a couple of new (and updated) crops:
Sunflower - the more sunny days it has, the bigger its value.
Rice - you can finally use the water tiles to grow something!
Corn - good old corn :)
A new map location! If you played other map-based roguelike games, you know exactly what events are. You can meet new characters, engage with the story and the world, and make some decisions. I am sharing a small set of encounters today. Let me know what you think of them! I would love to expand the system based on your feedback :)
I just can't imagine Cropdeck without scarecrows, so I made a few more of those weird pumpkin heads 🎃 Here is what you can find in the extended demo:
🆕 Waitress (Legendary) - haven’t had a chance to harvest anything lately? No worries! The Waitress will grow your current crops faster.
🆕 The Sprinkler - make your sprinklers not only water the crops, but also increase their value. Works best with multi-harvest and multi-yield crops, like peppers.
Self-Sower - restored but also refreshed! You may have seen it in the playtest version of the game. It now gives you a chance to replant fully grown Grains plants on the adjacent tiles.
Also, there is one new hazard - Duty. It adds a small additional tax after the first week (applied on 2 and 3-star levels). Looks innocent, but you just can’t waste the time when you start a new level.
I hope you like the new stuff! Make sure to check out the updated demo during the Next Fest, but if you don't - no worries! All of that time-limited stuff will return with the full game.
Have fun and may your carrots be crunchy,
– Piotrek
Hi Cropdeckers!
This is a small hotfix for the Beet Salesman scarecrow.
Changes:
Fixed a bug that prevented the Beet Salesman scarecrow from actually increasing beet value, even though it was counting and displaying the number of crops properly.
– Piotrek
Hi Cropdeckers!
I have a small hotfix patch for yesterday’s build.
Changes:
Fixed dead plants, so they are no longer harvestable.
Fixed a Fertilizing Hoe unintentionally fertilizing water tiles in range.
Fixed counting gems spent during the run. It did not count gems spent when upgrading the cards through merging.
This fix should also help with unlocking the Stonks scarecrow – the next time you reach 300 gems spent in a single run it should work properly! Sorry for the inconvenience.
Thank you for submitting the bug reports either through the form or the Discord server. I appreciate it!
– Piotrek
My lovely Cropdeckers!
I am happy to share with you an updated Cropdeck demo, version 0.3.0! But this is not all. In just a few days, the Steam Next Fest starts, and I will share even more time-limited content for you to try :)
The demo evolved greatly since the last update. There are soooo many smaller and bigger changes and fixes that it would be easier to highlight the most interesting stuff.
⭐️ Added CARD CLASSES.
Every crop card is part of 1 or 2 card classes.
In short, the more (and better rarity) cards from the given class you have, the more class points and the better class bonus you receive.
For v0.3.0, I am sharing with you a preview of this system, with 4 different classes. Due to the limited content, some cards have only one class – for the full release, they will always have two.
⭐️ 2 new crops:
Garlic 🧄 - a low-value layered crop with a unique passive that will help you remove negative effects from the adjacent tiles. Finally, something to protect your sprinklers! 🥲
Eggplant 🍆 - a two-yield crop, which, on harvest, grows other crops around it. This one will help you make more yields faster - another great supporting crop with a decent value on its own!
2 new common scarecrows:
Sprinter - will help you with the energy deficits at the mid-level.
Perfectionist - will reward you with an extra hand size when your field is fully plowed. Great for the early game or if you play with ploughing machines.
Scythe card with 2 variants and 7 rarity versions total.
Scythes will allow you to harvest crops for an extra value. You can still make your hands dirty and harvest them by hand, ofc :)
1 new hazard type:
Shortage - the latest lack and price increase of computer parts inspired me to add a hazard that will limit the number of available options in free card and scarecrow supply drops. The game is becoming too realistic, lol.
To keep the demo size reasonable, I am also removing some of the old content. But no worries! All of this will return to the full version of the game! :)
Here are a few things that got temporarily removed:
Tomatoes, Corn and Cauliflowers join Pumpkin on the bench (anyone remember pumpkins from the playtest???).
Sunny Forecast scarecrow is also removed, as the only crop that synergized with it heavily was Corn.
Weakness hazard - the one with the Low Battery plague card.
The map is now vertical. It allowed me to show some more info about the levels, before you start them. Also, the introduction of the card classes system required some extra space on this screen.
You can preview what hazards await you on the levels.
I reduced the requirements to unlock some of the demo content. This change is aimed at the new players – you should be able to enjoy different strategies without grinding for new unlocks. In the end, it’s the demo!
Cropdeck joins the upcoming Steam Next Fest. I am super excited and stressed about it, haha. I have hopes that it will help my game reach its audience. Since this event is so special, I will share even more free content for its duration. The extra content will be time-limited, so keep an eye on the game during the Next Fest :)
I don’t want to spoil everything now, so stay tuned!
Starting from this update, Cropdeck, or rather 农庄牌, will support Simplified Chinese! I’ve seen a lot of interest and wishlists from China. I even saw that the players used some magic software that forced the game to be in their language – I didn’t know it was even possible! Anyway, with v0.3.0, I give you a proper, human-made Simplified Chinese localization. Enjoy!! :)
I am looking closely at the graphs to see which other languages to support. If you want to see Cropdeck in your own language, wishlist, and spread the word about the game! I don’t want to cut corners here and use some sketchy machine translations – you deserve better!
You'll be hearing from me VERY SOON again. Stay tuned for the Next Fest update :)
– Piotrek
Dear Cropdeckers!
How are your carrots doing? I have a bunch of news to share with you.
Ten thousands. One and four zeros. That’s how many of you wishlisted the game already! This is my first solo project, and seriously, I am super happy (and maybe a little frightened) about that. Before I decided to make Cropdeck a real thing, I was not expecting to see so many players enjoying my first solo project and eagerly awaiting its full release. Thank you!!
There is still a lot of work to be done. I am finishing up two last bigger features, and I need to create a lot of new content, including new cards, scarecrows, and biomes. I’m aiming to announce the release date in a couple of weeks. Please stay tuned for that! The game turned out to be larger than I expected at the beginning. It takes a lot of time and effort to make, but at the same time, I really want to release something that feels finished.
Cropdeck will join the upcoming Steam Next Fest, running 23 Feb to 2 Mar. This will be a major event for me as a dev, but also a great opportunity for the game to reach the players. I am preparing an updated demo for this occasion! It should be available a few days before the event, so I can gather the feedback and make adjustments.
Btw, I am happy to say that Cropdeck is a part of Steam Board Game Fest 2026. Go check out the event, as there are a ton of other cool games!
https://store.steampowered.com/category/board_games
Keep an eye on the Cropdeck announcements. I will talk to you very soon again.
Best,
– Piotrek
Hi, Cropdeckers!
Before jumping into the content production for a full game, I really wanted to tackle a few UX tasks first that people had asked for since the Cropdeck’s first playtest version.
Here are tl;dr patch notes:
Cards in the Forge are now sorted.
When adding a new card to your deck, you can see how many of its copies (including different rarities) you already have.
Also, the card randomizer should make better offers, not give you too many copies.
Added an option to preview the card details (including upgrade tree!) from different screens.
Some instances of the RNG (card and scarecrow-related ones) should feel fairer.
⚠️ Due to this change, if you saved your run with the previous version of the game, it won't be available, unfortunately - sorry for that! You have to start a new game. It's just a saved run - your unlocked cards are OK!
During a run, you can enter a pause menu instead of going straight to the settings. Pause menu includes a link to the collection, so you can check it at any time.
Fixed a bug with pet tiers not being saved properly when you unlocked a new one and quit the game right after.
Fixed a bug with gamepad detection (occurring possibly mainly on macOS).
Oftentimes, when you add a new card to your deck, you want to know how many of its copies you already own, so you can collect those that can later be easily and cheaply merged in the Forge. Up until now, the only way to know that was to manually check your deck and count the cards. Could be better!
From now on, cards that you can add to your deck will show a small, neat indicator about the copies you already own. This should help make better decisions when picking the right cards.
Card randomizer (used for the Market, card drops, card openings, etc.) often bumped up the chance to offer upgradable copies of the cards you already had. Now it should work a little smarter and should not alter the chance if you already have enough copies to merge them to the best rarity. This will give more chances for other cards that could make your deck stronger.
You can now preview card and scarecrow details by clicking them (or right-clicking; for gamepad, the right-click is simulated with right stick press). You can read card descriptions or unlock requirements, preview its upgrade tree, learn more about related items, and see item-specific stats. I want to expand the system in the future to include other item types (like card packs or hazards) and more interesting information (like more cool stats).
As much as I think that RNG is part of the roguelike and deckbuilder genres, I don’t want it to be unfair. I don’t have much to say about it so far, but I am making some internal changes for it. I want 50% to feel like 50%, but also limit the number of places where RNG is used, especially if it has something to do with player actions. For example, I consider replacing (in some cases!) percentage event chance with the event happening every N times, for example, Plow Man scarecrow could give you a wooden hoe every third planted crop, instead of having a 33% chance to do that. Another thing I consider is to show more info to the player, rather than keeping it hidden and essentially making it random. Now you know the level hazards only when you already start the level - I would love to show them on the map screen, so you could make calculated decisions. Don’t quote me on this topic, please, as my plans about this might change greatly!
The demo has been tried by over 3000 players now, and I get quite a lot of nice comments about it! Thank you! It should reach 10k wishlists soon, btw. That’s a huge number for me! This puts some extra pressure. I want to deliver a fun game in the end. Also, the time is ticking, and I really would love NOT to delay the release. If you want to stay connected and see more updates about the game, consider joining the Discord or following me on X.
Thanks for reading!
– Piotrek
Dear Cropdeckers!
The first week of Cropdeck Demo just passed. Before the release, it was a rollercoaster of emotions for me, but now, I am happy with how it turned out! I want to say BIG THANKS for giving the demo a try! I am full of enthusiasm for the coming months of development :)
We hit a few cool milestones together! The demo has been welcomed very warmly by you.
There were 2289 players.
You left many positive reviews on Steam and kind words in the feedback form (250 of you filled it!)
On average, you played for 1 hour 57 minutes, with a median of 52 min (that's a lot for a demo!).
Over 1200 players added the game to their wishlist! We are very close to 9000 now.
Over that time, I worked on fixes and improvements to the game. If you haven't seen, there were two patches, one small with important bug fixes, and one way bigger with a lot of gameplay and balance changes (and also bug fixes, heh). For example, ice cubes can now melt and water the tile after 3 days. Revisit the demo and check it out for yourself!
I plan to give the demo some more love by preparing more balance changes, bug fixes, and UX improvements. The game is pretty stable now, but it can be even better! After that, I am going to start working on new features and content.
Join the Discord now to stay connected! There are 185 of us, can we hit 200? 👀
Have fun with the updated demo,
– Piotrek
Hi, Cropdeckers!
I reviewed the analytics data and found things that are way out of balance. This patch is a first take to fix that. Also, there are some smaller bugs and error fixes.
Ice Cubes should be easier.
Cat has a bigger hand (paw?).
Some cards, especially plants, are a bit stronger now.
Scarecrowstain and Rainy Forecast scarecrows are more viable now.
More storms on Sunny Farm levels.
Other smaller changes and fixes.
⭐️ Ice Cubes can now melt after 3 days. If they do, the tile is watered.
⭐️ Increased hand size for Kovu, the cat, 3 -> 4.
Both analytics and the player feedback show that playing with Kovu was way too hard.
I am not 100% sure about this change, but I want to see its effect. Let me know how you feel about it! :)
More storms will spawn on late Sunny Farm levels.
Small tax rebalance for late levels:
A bit more for level 8.
A bit less for level 10 (final).
Corn yield value 13 -> 14, and bonus value on sunny days 5 -> 4.
Carrot yield value 6 -> 7.
Golden Corn yield value 16 -> 20, and bonus value on sunny days 6 -> 5.
Golden Cauliflower yield value 40 -> 45.
Wheat yield value 10 -> 13.
Yellow Pepper yield value 14 -> 16.
Green Pepper max harvests 2 -> 3
Cabbage yield value 20 -> 22
Legendary Fertilizer energy cost 2 -> 1, but the effect area changed from plus-shape to 2x2.
Golden Pepper yield value 13 -> 12.
Golden Potato yield value 5 -> 4.
Market prices are adjusted to the above changes.
⭐️ Scarecrowstain, on lightning strike hit, will add 2 energy instead of 1.
According to the analytics, Scarecrowstain has the worst level success rate from all the scarecrows. This change should make it more viable, especially with the now increased number of storms on Sunny Farms.
⭐️ Rainy Forecast will spawn more rainy days (+60% -> +100%).
Golden Weekend will increase yield value by 30%, instead of 20%.
Crisis Waterer will now add a Bottle of Water on a new day if the player has less than 100 coins (instead of 50).
Golden Basket will increase extra coins every 30 golden yields harvested (instead of 25).
Dealer (extra hand size) is now rare, instead of common.
Market prices are adjusted to the above changes.
Fixed bugs related to using Beetroot that would draw itself.
Fixed a black screen bug when saving and exiting a run on the reward screen.
Fixed problems with controller navigation in the forge upgrade tree, especially for the hoe cards.
Fixed a few internal errors.
Fixed a small typo in the harvest all button.
Character text bubbles should not appear if the tutorial is displayed.
Adjusted analytics.
Thanks for the warm demo welcome! Over 2000 of you tried it already, and I can't be more grateful 🙏
BTW, I invite you to join my Discord server, where we discuss the future of the game: https://discord.gg/6sB9zeUCph
Best,
– Piotrek
Hi! Thank you so much for trying the demo! I have a small bug fix patch for you today.
Fixed changing full-screen mode to windowed.
If you did that in the previous version, you probably ended up with a 1x1 pixel window. This change fixed that!
Fixed bug where you could collect (possibly endlessly) an extra pack right from the early tax payment window.
Sorry for the trouble. I’m keeping an eye on your feedback. I hope to make a small rebalancing patch soon.
Thank you for playing!!
– Piotrek
Aaaaaaaaaaa!! The time has come! DEMO IS LIVE NOW!!
It has been some time since I promised that the demo would be available in just a few weeks, haha! But I promise, all that time I've been working hard on it. Whether you are new here or you have played the playtest before, the demo is waiting for you!
The demo was built with all the playtest feedback in mind. I know you want more of Cropdeck!
🌱 28 cards, including 11 crop types, all upgradable! All plants also have new golden versions!
🎃 26 scarecrow cards that will introduce you to many wild synergies and playstyles!
⚠️ 3 biomes with unique mechanics and 7 hazards that will keep you challenged!
😻 2 playable, and lovely pets! Each comes with its unique perks and difficulty levels. No matter if you want to plant some crops and chill out, or maybe challenge yourself in the toughest conditions, you will find something for yourself!
🏁 Meta progression with unlockable content!
The demo is NOT time-limited! What's more, I plan to allow you to transfer some of the progress you've made in the demo to the full release of the game.
All of this for you to enjoy! All I need in return is for you to have fun. But I will also be happy to receive some feedback, you know? :)
I'll be super honest now. I am a solo developer. I do code, design, art, music, and marketing myself! This is the first project where I do all these things alone. I really, really want to make a fun product. But I can't do it without you, the players!
This is why I want to keep the demo alive. Until the full release, I want to add new features, fix bugs, improve the experience, and add or rotate the content. Here are a few things I plan to deliver to the demo in the coming months:
One or more new pets.
Quality of life improvements, such as the card details window, more tutorials/hints, and additional run stats.
Endless mode and/or multiple seasons. This will allow you to enjoy the decks you've built for a longer time.
Numerous rebalance and rework updates. I want to tweak the numbers not only on my assumptions (and Excel calculations), but also on your feedback.
Completely new mechanics:
Crop classes will give you some extra synergies.
New map locations will make your runs even more interesting.
Monoculture mechanic that will force you to do more crop rotation.
New cards and scarecrows.
This is all subject to change!
If you want to be part of this journey, please follow the game on Steam, join my Discord, or follow me on social media:
Join my Discord Follow me on X Follow me on Bsky
See you on the field!
– Piotrek
Hello, my lovely crop deckers!
I'm bringing you good news. The official Cropdeck DEMO will be released on November 12! Get ready for a bunch of new mechanics and new and heavily updated cards!
I don't want to reveal everything right away, but I think you'll like it! Here are some cool (I hope so!) changes waiting for you:
🌱 11 new cards, 4 reworked, and tons of rebalancing! Several new cards that support your farming, as well as new plants. A few old ones, thanks to big reworks, will be unrecognizable!
😻 Meet two adorable playable characters! Or rather... PETS! They'll change the way you approach the game. Each character has several difficulty levels, adding even more challenge. I'm super curious if you can defeat Sir Landlord on the highest ones 😎
🏁 Meta progression!!! By completing quests, you can unlock new content. Btw, I will try my best to allow you to transfer (at least some!) of the progress from the demo to the full game, once it's live.
Sounds great, doesn't it? But that's not all! I have a few other changes, as well as fixes and QoL improvements. See you on the field, right?
First of all, I would like to say BIG THANKS to all of you who played the game, left me feedback, and shared the game further. I am a solo dev, and this big of support was unimaginable for me!
Playtest has been deactivated! Since it went live, over 8300 players have tried the game, and over 2700 have sent me their feedback. That's a lot of surveys and a lot of cups of coffee to read them all! All that feedback was invaluable when creating the demo.
I can't wait to let you try the demo. There are still a few bits I need to finish to give you the best possible experience, so let's get back to work and see you on the field!
– Piotrek
Hello, my lovely farmers!
First of all – THANK YOU SO MUCH FOR PLAYING!!
When I launched this playtest, I wasn’t expecting so many of you to join. I’m incredibly grateful and more excited than ever to keep working on Cropdeck!
Originally, the plan was to share an early build, gather feedback, and then close the doors to keep working quietly. But with so much interest and support, I’ve decided to keep the playtest open a while longer! I don’t have a set end date yet, but you can keep playing for at least another week. Especially because…
While a lot of you enjoyed the game, many also pointed out areas where it needed tuning, especially the difficulty curve.
This new patch focuses on balance:
Gameplay should feel more even and less frustrating.
There are two new scarecrows to discover!
Weather difficulty now scales better over time.
Early levels are easier, and late ones are more challenging.
Read the full patch notes for all the juicy details! I’d love to hear what you think.
“Absolutely LOVED the game! Surprised me in a lot of ways.”
“I really enjoyed the game and can't wait to see where it goes!”
“Great game. Relaxing, and one-of-a-kind :D”
You’ve shared over 200 feedback surveys, filled with great ideas, helpful critiques, and lots of kind words. It truly means a lot!
Here’s what the first week looked like in numbers:
🕒 Average playtime: 1h 49min
🕒 Median playtime: 1h 2min (this is HUGE!!)
🎮 600+ players joined the game
🧾 Almost 1000 sign-ups total
💚 850+ wishlists
📝 200+ feedback forms submitted
💬 30 new folks joined the Discord (you can too!)
Thank you for playing, testing, sharing, and supporting this little farming deckbuilder. I'm back to the fields (and the code), working on even more improvements. Let's grow something great together!
Best,
– Piotrek
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Cropdeck, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Cropdeck statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.