The immersive experience of farming in Crop takes players on a journey that contrasts sharply with the idyllic charm of games like Stardew Valley. While many may find joy in the simple act of gardening, Crop introduces a more complex reality, where the act of farming becomes a haunting endeavor. Players awaken in the trunk of an abandoned car, clad only in their undergarments, with the relentless rain as their only companion. The nearby farmhouse stands as a beacon of hope, yet it quickly becomes apparent that this unfamiliar town is now home, with the bridge to the outside world washed away.
As players are gently nudged into taking charge of the farm, their first task is a grim one: to dig a grave for the previous owner. The gameplay mechanics echo familiar rhythms found in traditional farming sims—waking up, clearing debris, planting crops, and harvesting. However, the pace is deliberately slow, each action requiring patience and intention. The weight of the equipment, the effort to pump water, and the meticulous care of the land all contribute to a tactile experience that feels both demanding and rewarding.
Methodical Progression
Designer Adrian Tingstad Husby of Carbonara Games emphasizes the importance of this methodical progression. He draws parallels to the intentionality found in the Dark Souls series, suggesting that the effort invested in Crop yields a profound sense of accomplishment. “We find not only are people willing to put in a lot of effort, but that the resulting sense of accomplishment is greatly increased as a result,” he explains. The game is crafted with a specific audience in mind, steering clear of the notion of creating a product that appeals to everyone.
As players earn money through their labor, they can invest in new equipment and expand their farming plots. Yet, beneath the surface of this agricultural endeavor lies a darker narrative. The story begins with an abduction and the mysterious death of the farm’s former owner, hinting at deeper secrets within the town. A Bible, marked with occult symbols and stained with ominous red, raises unsettling questions about the land’s history. “Blood enriches the earth,” reads a note in the margins, suggesting a twisted connection between sacrifice and abundance.
The townsfolk, with their enigmatic motivations, further enrich the narrative. Husby acknowledges influences from the eerie atmosphere of Twin Peaks and the dreamlike storytelling of Tarkovsky, alongside the claustrophobic tension reminiscent of Danielewski’s House of Leaves. The game also draws inspiration from the open-world mystery-solving of Outer Wilds and the juxtaposition of manual labor with cosmic horror found in Dredge, creating a unique blend of genres.
Local mechanic Johnny’s warning, “If you want to get away from this place, I hope you’re ready to get your hands dirty,” adds to the intrigue. Relationships with characters are tracked through ‘minimaps,’ emphasizing the game’s focus on interaction and narrative depth. As players delve deeper into the story, they may find themselves drawn back to the car, only to witness it sink into a rust-red pool, symbolizing the inescapable nature of their situation.
While Crop is not designed to be a forever game, its mechanics serve a purpose beyond mere gameplay. With an estimated playtime of around 15 hours, players may find themselves captivated by the loop of tending to the damp fields, uncovering the mysteries that lie within. Husby reassures that although the game contains unsettling elements, it does not fit neatly into the horror genre. Instead, it aims to keep players on edge, presenting a compelling mystery that invites exploration and discovery.