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Genre: Simulator, Indie

Professional Farmer: Cattle and Crops

Early Access Update Release v0.1.5.0



With today’s update v0.1.5.0 we have further improved the steering and added support for established head tracking systems which transfer your head movement into a very realistic camera feeling in the vehicle cabins.

Besides some bug fixes we have also attended the usability of the task system: from now on you can reuse created tasks for your workers by saving or copying them as templates. This is especially useful when you want to cultivate multiple fields in a row. Just copy the first task, change the field, the time or the vehicle/trailer combination as you please and it’s on!

We’re looking forward to your feedback on the subject in our forum.

At the same time we are working on the combine update, which brings you, apart from multiple crop sorts, a combine, as well as a seeding unit for the Hammer CornKing. At the moment we are researching a very promising, physics based solution for the loading and unloading of our 3-side-tipper. We are confident that this system could also be a part of our “Move That Mountain” stretch goal - and it is honestly quite sexy - so we decided to take a bit more time for this update.

Please check out all the changes, bug fixes and news in our changelog, as always.

We hope you have a nice weekend and fun testing!

The MBB team


Changelog:



  • NEW: Headtracking using the FreeTrack 2.0 Protocol is now supported. This protocol is supported by several popular headtracking solutions, including FreeTrackNoIR, OpenTrack and TrackIR. As usual with head tracking Solutions on Windows, their software must run in the background.
    On Linux, head tracking is supported via Linux Track
    http://facetracknoir.nl/
    https://github.com/uglyDwarf/linuxtrack/

  • NEW: The task creation has been improved:
    Create template: you can save a filled out task as template and label it
    Load template: when you load a template, drivers, vehicles and all other task settings are selected automatically. If a specific driver isn’t available, another worker is selected. If a specific vehicle/trailer combination isn’t available, another vehicle of the same type can be selected
    Copy task: readily planned tasks can be duplicated
    Multiple fields in one task: several fields can be added, they are then cultivated consecutively

  • NEW: Multiple workers can now be added to one field cultivation task

  • NEW: The worker now has a “start from the beginning” option

  • NEW: Notification in an info window when the worker has finished his task

  • NEW: The maximised minimap can now be minimized with the escape key


  • BUG FIX: Multiple bug fixes & changes for the Deutz Fahr 7250 TTV:
    Rear three-point hitch adjusted (lower linkage orientation)
    Indoor / outdoor sound rate calculation fixed
    Indoor button lighting brightness lowered
    Skylight lever now rotates back when closing
    Texture UV distortions fixed, completely unnecessary and unsexy holes patched
    CabControl added for parking brake lever and four-wheel drive button
    Steering rod / front wheel base / front fender now rotate correctly
    Rear wheel base positions adjusted
    Camera / seat position adjusted

  • BUG FIX: The wedges behind the front wheels of the Axion have been removed

  • BUG FIX: The connection between seed addon and seeder looks better now

  • BUG FIX: The workers now should go to the silo that has been assigned to them when doing a harvesting task

  • BUG FIX: When the worker handles the CornKing, he now also uses the row marker

  • BUG FIX: The bulls don’t look through the walls of the Betimax any longer

  • BUG FIX: The bulls shouldn’t be able to walk through a closed pasture gate any longer as well as open it autonomously

  • BUG FIX: Changes for the steering wheel ‘Saitek Heavy Equip’: arrow keys can now be assigned correctly; the character doesn’t walk left when the steering wheel is in zero position

  • BUG FIX: The info panel for “always run/full throttle” has been adjusted and now displays correctly if “always run” or “always full throttle” has been selected in the settings. The shift key is now also being displayed in vehicles


  • CHANGE: The position of the first person camera has been adjusted/heightened and is now on eye level with the character

  • CHANGE: The current status of a UserAction is now being shown in a sidebar and quickbar

  • CHANGE: Reworking of translations in the vehicle shop

DevLog - Questions & Answers #3



Hello community,

today we answer more of your questions. We often get asked, when or if certain functions/features are planned. Unfortunately we can’t give you exact dates for that, but in the future we can give you information about certain features, e.g. if they are planned or not.

Please post your questions in this specially opened thread in the forum:
http://forum.cattleandcrops.com/thread/2406-your-questions-3/

Regards
the MBB team


#1: Will there be different kinds of soil cultivation?


Implement classes like plow or seeding bed combinations will have different impacts on the soil later on.

#2: Will there be different fertilizers and sprays?


It is planned that the sprayer can be filled with water. It can then be mixed with the agent of choice, which has been added manually. The different agents then have varied effects on the soil and the plants, depending on their ingredients. This way, different fertilizers and sprays can be offered for differing purposes and diseases.

#3: Will there be a realistic gearshift like the Gearbox Mod for example?


More options for the gearbox are planned. Besides the automatic mode there will also be hydrostatic and manual gearboxes (with switch interruption and double-clutch ...). The clutch pedal of your steering wheels won’t be useless forever ;)

#4: What kinds of animal husbandry will there be?


Until V1, fattening and breeding is planned, maybe even milk, if we have enough time. You’ll be able to decide, which kind of shed you want to have, e.g. fattening, bulls, slurry cellar. Depending on how you feed and care for the animal, you’ll get different qualities in the end. But for this we first need the building site system and a building menu.

#5: Will you be able to give the workers the task to cultivate multiple fields in a row?


This feature is under development, together with the assignment of multiple workers to one field, and will make it into the game with one of the next versions.
#6: Will there be a tramline function?
A drive aisle function will come. The goal is also for the employee to set it and use it for crop protection and fertilizing, which makes the whole topic a bit more sophisticated.

#7: Will the worker be able to compress the silo?


After the silo system has been reworked, the worker will also be able to compress silos.

#8: Will you be able to overload the trailers?


Overloading should be possible later on. If it’s the case, a heap will be created on the ground with the according fruit type and the according amount.

#9: Will it be possible to couple the Lacotec with the Claas?


Theoretically, all Claas cutting units and implements that have this attacher joint type can be attached to the Lacotec.

#10: Is Drivecontrol planned?


Parts of the Drivecontrol mod are already present in CnC, like the shuttle mode or all-wheel. More functions, drive and control aids will follow.

#11: When will multithreading be supported?


Multithreading is already being used. The physics engine, the plant growth and some functions of the worker are running in the background on separate threads to prevent waiting time or lags in the game loop.

#12: Will you have an enter/exit animation?


When we find the time to address the animations, there will also be an enter/exit animation.

#13: Will the Cropmaster 3000 be in the game with the release of the crop update?


We don’t know if the CropMaster 3000 will be in the game from the get-go. It could be that we just use a HUD first until the functionalities for the direct control at the console are programmed and ready.

#14: What will happen regarding the driving physics?


The driving physics are continuously improved. The current state can be seen as technical prototype. In the medium and long run we want to achieve that the respective vehicles and tractors continue to feel more realistic. That means we are mainly going to work on the vehicle settings and the motor and transmission data. A simulation of the tire pressure will follow soon. The plainest change will presumably be adjustment of the ground physics on fields, mud and/or sludge.

#15: Is the rent functionality going to be enhanced concerning its display?


This will be improved at the appropriate time since there are still more options, like leasing for example. But in order to do this we need a more detailed finance system. The display in the UI is also going to be improved.

#16: Are UserActions going to be included in vehicles as well?


It is planned to enable the controls via the display of the vehicle as well, but this is going to take a while longer.

#17: Is the vegetation density going to get more nuances?


Both existing stages are going to be further optimized, more stages could then also be possible.

#18: What about a mobile mill?


This is planned but a little way back on our ToDo list.

#19: Will there be older tractor models in the game?


For the time being we confine ourselves on a newer vehicle fleet. When everything is covered there, older cult objects or modern era classics (youngtimer) could be possible. Which brands or models this could be we can’t tell. We hope that the modders will release the one or other treasure.

#20: Will vehicles be configurable?


An accessory shop is planned. Equipment, wheels or weights are also planned to be configurable.

#21: Will there be a function for multiple vehicles to drive behind one another and/or follow each other?


The “walk in single file” is planned, currently we can’t say when this is going to be implemented. At the moment is can be tested via the console command followVehicle.

#22: Will it be possible to chop the crops?


Chopping crops will also be possible. The fitting cutting unit will be implemented in the course of the crop phase.

#23: Is there going to be a fast agricultural truck or Unimog?


Something along those lines is planned but we can’t say what or when at the moment.

#24: Will there be a worker functionality via keystroke?


Yes, this will come, a short pressing of the key activated the worker which immediately starts. In addition to that we are creating a task in the background with all existing things like driver, machine and field.When you want to start the worker and press the key for longer, you are directed to the task and are able to edit it. We are planning that the worker recognizes, which parts of the field already have been cultivated by the player and that he divides his field lanes accordingly.

#25: When do we get a (basic) instruction to CnC?


We want to discuss this topic with you in the forum in the near future, some of you already have created some things, in the area of PDFs for example. The second step is a Wiki, directly in CnC. Within it, all explanations are summarized with texts, pictures and videos for different parts of CnC like agriculture, modding etc.

#26: Will you implement crisis situations like diseases and illnesses?


Catastrophes and diseases for the fields, plants, animals, machines and employees are planned.

#27: Will it be possible to define multiple key bindings?


We have a concept for a double binding of keys with modifiers. In conjunction with a gamepad this will clearly improve the steering.

#28: Can you place a heap next to the silos, so loading is easier?


A static heap next to the silos wouldn’t be nice, but maybe there will later be alternatives for the telescopic handler like a small ramp.

#29: Is there going to be a sound for entering/exiting?


The Early Access version only includes the necessary sounds. We already have had different appointments for sound recordings and collected the according amount of material. You can look forward to a more realistic and varied sound setting.

#30: Is the worker going to get a pause function?


Another worker HUD is planned that shows, which worker is where at the moment and what his status is. In addition there shall be more functionalities per worker that are controllable via buttons, among those a pause function.

#31: Will there be an option, that the camera rotates in the according direction when steering with a keyboard?


This is planned and will then be adjustable in the options. The camera should then also rotate automatically backwards when driving backwards.

#32: Will you be able to cover the silos with cover sheeting?


We will implement this in the course of the EA phase - filling, rolling, covering and fermenting.

#33: How much further will the farmhouse be extended?


We will add to the objects and the rooms.

#34: Will important points/points of interest be marked on the global map?


In the menu you can see the first overview. When you hover over the marks, an info text is displayed. You can now also set waypoints and approach them with the auto pilot.

Early Access v0.1.4.1 - Hotfix Release

In this hotfix we have removed a bug regarding the worker that has caused the game to crash on some fields. Furthermore, the Deutz Fahr 7250 has been equipped with a tow pin attacher and can now also pull the Joskin RDS for example.

Early Access Update Release v0.1.4.0

With today’s update v0.1.4.0 we were able to fix some reported bugs regarding the AI. Multiple workers with the same task on a field are now working together better.

We also have a new vehicle for you, the Deutz Fahr 7250 TTV.







Crops are now placed in the way they are seeded. This can be seen in the headland and when sowing in curves.

As another addition, tutorial missions for the usage of the menu and the controls have been created. We enhanced the quest system for this, in order to highlight buttons and other elements in the menus.

We also took care of the topic steering, the first bugs with some steering wheels and the changed pedals have been fixed and the shuttle mode should now also work with a steering wheel, which many of you have requested. A further goal is to divide the steering, for example in “general”, “on foot”, “vehicle”, etc. It should then also be possible to assign a key for different situations. Subsequently we will have a look at the topic headtracking.

Please check out all the changes, bug fixes and news in our changelog, as always.

Unfortunately we had to postpone the answering of the community questions (Q&A) a little bit, but the answers will follow soon.

*Discount promotion*



Starting friday 3-30-2018 0:00 o’clock Central European Time until monday 04-02-2018 inclusive there are 20% discount on Cattle and Crops (homepage and Steam).

We wish you happy Easter and fun testing!

The MBB team

Changelog:



  • NEW: Deutz Fahr 7250 TTV

  • NEW: Tutorial missions for the menu and the controls of character and vehicles

  • NEW: The quest system has been improved: we now can highlight buttons and elements in the menus. We need this function for tutorial quests like for example “Press the tab ‘Trader’ in the menu” or “Buy a certain tractor”

  • NEW: Crops are now placed in the way they are seeded. This can be seen in the headland and when sowing in curves

  • NEW: There’s the new option “Pin minimap” in the gameplay settings. It can be enabled/disabled

  • NEW: First default configurations for steering wheels like G27/29 and Thrustmaster have been created

  • NEW: Console command “reloadMissions” with which missions can be loaded anew

  • NEW: A hint is being displayed when closing the game in windowed mode with the “X”

  • NEW: The minimap can be extended via keystroke (default key “M”)


  • BUG FIX: When multiple employees are working on a field, the last one waits until the others have left the field until he starts working on the headland


  • BUG FIX: The employee now also follows the Jaguar, even if there are few plants in front of the cutting unit

  • BUG FIX: The workers now should use the correct entry to the vehicle trader (#8168)

  • BUG FIX: Seeded fields that are seeded again are not fully grown after the first nicht any longer

  • BUG FIX: The tire tracks of some vehicles and implements have been fixed and should now be located directly under the tires

  • BUG FIX: The turn signals of vehicles and implements have been synchronized

  • BUG FIX: The problems that occured with the transport crutch of the Stapel addon after loading a savegame have been fixed

  • BUG FIX: An error has been fixed, where the weight of implements was changed when they were attached/detached

  • BUG FIX: Braking and accelerating aren’t changed when the option”toggle drive forward/backward” is activated

  • BUG FIX: Braking and acceleration aren’t being changed for the Logitech G29 any longer

  • BUG FIX: In a task, the CornKing is being correctly attached (#8282)

  • BUG FIX: A waypoint is now being set correctly when the mini map isn’t anchored

  • BUG FIX: There are no more graphics errors on the minimap when navigating

  • CHANGE: Improvements for the input and input configurations:



    • BUG FIX: Resetting assignments doesn’t reset all assignments
      When a key/axis is configured that is already assigned, a dialog is displayed, asking if you’re sure

    • Key bindings/axes can be deleted with a right click. Here, too, a dialog asks first, it also reacts to “Escape” and “Enter”

    • You can choose, which device you want to configure (the input of others is ignored), this should lead to a less frustrating experience, especially for the usage of multiple joystick-like devices or TrackIR (emulated, not properly supported yet!)

    • The deadzone of axes can be 0 now

    • The joystick calibration window has been translated

    • Some smaller cosmetic improvements and bug fixes



  • CHANGE: The transmission shuttle mode has been reworked and now should work in combination with steering wheel controls

  • CHANGE: The worker now switches the light on when it is (getting) dark

  • CHANGE: The jumping height has been adjusted to the according physics level

  • CHANGE: Diverse changes in the editor

Early Access Update Release v0.1.3.0



With the update 0.1.3.0 you can use the new worker system and new machines.

The new worker system now also takes the headland into account, so that most of the turning maneuvers can be performed without leaving the field. We also strongly improved the savegame support for the worker.

If there are no big problems with the new employee, we will subsequently address the topic of multiplayer! At the same time we are working on the gameplay, the physics, the controls and new content for the combine update and the following grassland update.

Did you buy Cattle and Crops on Steam? Then you can now register at the CnC forum with your Steam key:
https://www.cattleandcrops.com/users/auth/steam

We have received new backup in the forum and would like to welcome the new moderators Jeytav, DannyA4, Fck54, Florian1986, JP86 and Buttermaker.

We have created an archive for the bugreports in the forum, all “finished” topics are being closed and moved there for a better overview.

We hope you have fun and wish you a nice weekend!

The MBB team

All changes, bug fixes and news you can check out in the changelog as always.

Changelog:

  • NEW: Betimax RDS 6000
  • NEW: Köckerling Rebell Classic 520
  • NEW: Bressel & Lade Typ-S L und Typ-S XL
  • NEW: The Hammer concrete weight pack consisting of 500, 1000, 2000 and 4000 kg. The two big weights have additional connectable plates with 200 kg each. A clutch for trailers is built in as well
  • NEW: The player character can now jump as well!!!
  • NEW: Steam users can now create a Cattle and Crops account and have access to the forum
  • NEW: The savegame system has been further reworked and enhanced with a backup and autosave function. In the options menu under gameplay you can find the settings for those functions. Autosave can be selected via the according slot ingame. If necessary, the backups have to be manually moved to the user folder when under Windows
  • NEW: There are new actions for looking left/right/ahead/back that you can comfortably assign to the arrow keys of your controller
  • NEW: The minimap has a new function: the map can now be anchored. You can choose if you want to have the arrow rotating or the map instead of the arrow

  • BUG FIX: Typos in the menus have been corrected
  • BUG FIX: Problems with collision shapes that partially led to faulty mass centers and suspension behaviour have been fixed. Now the Dammann sprayer can be maneuvered better when it is extended
  • BUG FIX: The bindings of the “+” and “-” keys don’t get lost after the game starts
  • BUG FIX: The Arion now only has one ignition key
  • BUG FIX: The employee now recognizes the reverse gear when he is in a vehicle
  • BUG FIX: The steering info panel doesn’t blend in to menus like the shop any more
  • BUG FIX: When using the autopilot, no navigation points are being approached that lie behind the vehicle
  • BUG FIX: The interior mirror of the Arion is now adjustable
  • BUG FIX: The worker now only begins to harvest maize after the cutting unit has been unfolded completely
  • BUG FIX: The new worker system should ensure that when working with the CornKing, no spots on the fields are being left out
  • BUG FIX: There shouldn’t be a crash any longer when transporting bulls with a hired Betimax while the time is running out. The bulls are automatically transferred to the trader
  • BUG FIX: The problem that the Hawe doesn’t spawn in the mission “Golden Harvest” has been fixed
  • BUG FIX: There had been some bugged animations when for example an implement was unfolded and the vehicle was exited at the same time. This should have been fixed

  • CHANGE: The supporting foot of the Stapel should no be placed correctly after loading
  • CHANGE: The methods, controllers and types in the editor have been ordered alphabetically

Early Access Update Release v0.1.2.1 - Hotfix



With update 0.1.2.1, the errors of guiding lines within missions have been corrected. We also fixed some problems with the sample mods, they can now be opened in the editor without display errors.

We’re already working on update 0.1.3.0. It contains new features like for example the promised headland worker. The whole thing is being tested internally at the moment and we hope to release it in the course of next week.

Early Access Update Release v0.1.2.0 - Changelog



With update 0.1.2.0 we have added new story missions for the second season, fixed some reported bugs and added some new features. For example, you can now see the assignment of keys ingame.

We have created a new section in or “Bugreports & Feedback” forum for “save games”. It would be very helpful if you could provide us with your defective save games. Please check the following link to see how to proceed: http://forum.cattleandcrops.com/thread/2076-defective-save-games/

All changes, bug fixes and new features you can check out in our changelog as always.

Changelog:

  • NEW: New story missions for the second season
  • NEW: A message is now displayed in the message board when the animals don’t have enough fodder
  • NEW: At the start of the game we check the Nvidia drivers and point out if the version is outdated. A message is also displayed if the creation of a save game isn’t possible due to installed virus scanners
  • NEW: For quests, the aiding lines on the fields could only be displayed on flat terrain. They have been adjusted to hilly landscapes and were added to some quests as help
  • NEW: With the key “i” (default) you can now view the new control info window over the minimap. It displays the keybindings for the current environment (character, vehicles)
  • NEW: The quest system has been reworked, you can now automatically create quests for different seasons of the year. Future example: commissioned work - plow different fields at a certain time that are not in your possession

  • BUG FIX: Hawe is being refilled by the Jaguar if machine particles are disabled in the graphics options
  • BUG FIX: The buggy display of the machine shop with opened 3D view has been fixed
  • BUG FIX: The suction hose in the slurry mission is now attached at the correct side of the tank again
  • BUG FIX: Typo in the options menu has been fixed
  • BUG FIX: The worker in the Jaguar sometimes drove around wildly after the first chaffing mission. This bug shouldn’t appear any longer
  • BUG FIX: The doors of the machine hall open and close reliably again. The side doors now open as well
  • BUG FIX: The troughs aren’t overfilled in an animal feeding task any longer
  • BUG FIX: It sporadically happened that the reverse gear of the automatic transmission didn’t work. This should have been fixed

  • CHANGE: The statistic data of the machines in the vehicle overview have been removed for now since they have no effect yet
  • CHANGE: UserAction buttons you drag into the bottom bar are now saved for every vehicle and are available after the loading of a savegame
  • CHANGE: The saving in the options menu did take quite long sometimes, we were able to greatly optimize the system
  • CHANGE: The Arion’s sound (cracking sound) has been revised
  • CHANGE: You can now set back the controls to default in the options menu
  • CHANGE: When you go to sleep, the date is shown in addition to the progress bar. This makes for a better overview
  • CHANGE: A floating position has been added to the CornKing’s rear hydraulics. The seeding addon should now be handled better

DevLog - Q & A #2



Hello community,

as promised we answer more of your questions today. We often get asked, when or if certain functions/features are planned. Unfortunately we can’t give you exact dates for that, but in the future we can give you information about certain features, e.g. if they are planned or not.

Please post your questions in this specially opened thread in the forum:
http://forum.cattleandcrops.com/thread/2026-your-questions-2/

Regards, the MBB team


Question 1: Is it planned that the worker can drive around objects?


The circumnavigation of objects on fields and roads is planned. Autonomous driving is an extensive topic, we primarily had to make sure that the basic maneuvers on fields and roads run smoothly. At the moment we want to make the worker more aware of driving objects and the circumnavigation of them.

Question 2: Will there be equipment like a functioning GPS device?


Equipment for objects like machines and building are planned. There will also be a GPS module and mode. The hardcoded GPS is already used by the employee.

Question 3: Is the dynamic ground already final?


No, it’s not final yet. What you can see at the moment is the technical basis of the tessellation technology. The physical behaviour of the ground at the moment can be seen as a prototype as well. In the future there will be different types of ground/soil with different effects and reactions regarding wetness.

Question 4: Will you support VR and what about the handling thereof?


We have already conducted promising tests with the Oculus Development Kit, but for a better support we have to change many parts of the user interface and the handling. This feature might possibly not be included in version 1.0.

Question 5: Does the employee get a headland function?


This function should be available with the one of the next updates. The machines will then also consider the headland when working the fields and won’t make a turn outside of a field. In the editor it will then also be possible to create more than two front sides.

Question 6: Will the popping of trees be changed and will they get a collision?


Collisions for objects like trees or fences will come, you’ll get the option to choose if you want to have the collisions enabled or not. The trees and their transitions are also being further reworked.

Question 7: Can time be fast-forwarded when a worker is active?


It is planned that all tasks of the employee can also be fast forwarded. In order to do that, we have to adjust every current and future work step though.

Question 8: Simply driving from A to B, will this be included?


The autopilot feature is now available. You can define a point on the map and the tractor drives you there. It only works while sitting in the vehicle. Completely autonomous driving of the AI can still be issued via the menu. Additionally, a “transport task” can be created to transfer vehicles.

Question 9: What solution is planned for the filling of implements the worker uses, like seeder and slurry tank?


The worker automatically buys seeding material or fertilizer when the tank is empty. Therefore he doesn’t simply stop when he runs out of material.

Question 10: Will Paysafecard be implemented as a payment method?


Since the Steam release you can pay with Paysafecard, a solution for the Homepage will also follow.

Early-Access-Update-Release v0.1.1.1



With this hotfix update v0.1.1.1 you can start CnC with a connected Steam controller now. The control options can be correctly mapped now, problems occurred when opening the menu via the character view.

The worker now uses the horn and drives away animals that are in his way!

You can save inside of missions now, without problems after the loading. Please create a backup of your profile folder or use another save slot first. In a few weeks, we will enhance the savegame system with a backup and autosave feature to make testing a bit easier for all of us.

To all modders: We have released the first sample machines, more will follow as we go along. You can find the sample mods at https://cnc.modhoster.de/.

Have fun testing!

All changes, bug fixes and new features you can check out in our changelog as always.

Changelog:

  • NEW: Sample Mods released

  • NEW: Köckerling cultivators: Sounds added

  • BUG FIX: The game starts again when a Steam controller is attached

  • BUG FIX: Saving is possible inside of missions now

  • BUG FIX: The filling level indication isn’t displayed after the detaching of implements any more

  • BUG FIX: Control options couldn’t be saved in certain situations

  • BUG FIX: The weather display now also works with save games and doesn’t spam the log

  • BUG FIX: The vertimix is being switched off when detached

  • BUG FIX: Camerasettings are not being reseted when changing options in the menu


  • CHANGE: Workers sound the horn when animals or characters are in their way

  • CHANGE: there is an individual viewing direction for the indoor and outdoor camera

Cattle and Crops on Steam available!



Today is the day! As of now, the Early Access version v0.1.1.0 of Cattle and Crops is available on Steam.

We want to say a big thank you to everyone who has supported us until now. Another thank you goes to our community from the forum! Through your feedback, bugreports and suggestions we could constantly improve the fundamentals of Cattle and Crops in order to have a solid basis for the Steam release.

If you like the project, please help us to spread the word about Cattle and Crops. Inform your fellow gamers, friends and Let’s Players, who might not know it yet. We would also be delighted, if you could leave a review on Steam.