Transform a modest patch into an agricultural empire by harvesting an unusual grass species and gradually automating every aspect of production. Manage supply chains, unlock new tools, and leverage prestige mechanics to reset and expand further. Best for players who enjoy watching systems grow exponentially from simple beginnings.
About this game
Start with a humble sickle and a tiny field. Harvest a bizarre new species of grass, automate your workforce, optimize supply chains, and build a sprawling incremental empire.
Players, last 61 days
Peak 0 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
Hey everyone! Coup de Grass just reached 1000 Wishlists on Steam! I wanted to take this moment to thank you all for achieving this. To be honest, I haven't really prepared for this, at the previous pace it looked like it's going to take at least another week to get there. But thanks to the video from Idle Cub featuring the game, we blew way, way past 1000 already. Of course, that's not a bad problem to have, and I hope that I'll be able to share the next big milestone soon! I started working on Coup de Grass earlier this year after getting laid off from my previous job. Creating games was always my dream, but I didn't have the time and courage to take the leap and actually get into it. But when the opportunity presented itself, I took it and I'm really glad that I did. I never expected that so many people will be interested in my game. And not just that - I never expected that seeing people enjoy something you've created can feel so rewarding. At the same time, we also hit another milestone today - over 2000 people have played the game's demo already, peaking at over 170 concurrent players. Demo play time stats are also pretty insane, with around 4h average time played, 9% players reaching the 10 hours mark, and around 2% the 20 hours one (seriously, I feel like some of you played the game more than me at this point). I've been constantly improving the game based on your feedback and bug reports, so please keep them flowing. This game is for you, so I want to make it the best experience possible. There's still plenty of work ahead, but I'm looking forward to releasing more patches and sharing further milestones with you. If you want to stay up to date with the game's development, make sure to join our Discord server. I'll be sharing my progress and answer any of your questions. Anyway, thank you again for helping Coup de Grass grow. Now go back and make sure the grass doesn't grow too much! Best regards, Radosław (Stonekeep)
Hey everyone, Today I'm pushing another small-ish update. The biggest focus is on the handling of partially cut Grass Tiles. I've received some feedback around it and after watching people unfamiliar with the game play it, I can clearly see the limiations of the current system. The patch also adds interpolation to camera movement making it much smoother and fixes some bugs. Grass Withering & Farmer Behavior The biggest change in this patch is how we handle partially cut Grass tiles. As you have probably noticed, Grass tiles that have only a few clumps left do not start regrowing. The reason for this is... it was simpler for me this way when I first started making the game. But right now a lot of other systems rely on that assumption, so just changing it wouldn't be easy. For example, handling Grass maturity would be much harder. Farmer, Grass Yield etc. systems are also build with that assumption in mind. In other words, it's something I would prefer not to change if I really don't have to. However, I recognize that it leads to awkward situations, where players might be partially cutting grass from all tiles. I saw some gameplay where the Grass field looked like my balding uncle's head (he desperately tried to grow the hair out out to hide that, but the results were... mixed). And that was never my goal, obviously. So I made some changes that should improve it, while avoiding partial tile regrowth for now. I'm still considering it for full release, but I would need to spend a lot of time on remaking the whole system, and I'd rather focus on new mechanics and Fields instead. First change is adjusting Farmer behavior. Currently, Farmers will try to target Grass tiles that will yield more grass. In other words, partially cut tiles are generally avoided by them, because they don't see them as "worth it". Which only just amplifies the problem, because right now a Farmer might pass through a bunch of partially cut ones and needlessly walk to a full one, while cutting thos...
Hey everyone, I'm releasing a smaller follow-up to the Patch 0.3.0 from a couple of days ago. Some optimization work was still underway, but I wanted to push out the previous patch anyway since it was already so big. This one has that extra optimization - the biggest change was changing internal logic for building production to tick at 10 Hz instead of 60 Hz. From the player perspective it doesn't change anything, but less frequent updates allowed me to claim some basically free CPU performance. 10 economy updates per second is still more than enough for this game. I also made some optimizations to menus, because - and I hate to admit it - I didn't realize that Factory is updating every single menu tab every frame, even those that aren't visible. I adjusted it to the same 10 Hz cadence and also made sure that hidden tabs aren't updated. Oh, and after some requests to add FPS cap to the settings - now it's there! I even threw in a VSync toggle for a good measure :) And finally, the patch has a couple of balance changes, text changes and bug fixes. As always, if you have some feedback, or you run into any bugs or issues, please share them here or on our Discord server! Here are the full patch notes for 0.3.1: Added frame rate limit to Display Settings. You can now cap your FPS at 30, 60, 120, or leave it unlimited.Also added an option to turn VSync on and off. Note: Unlimited + Vsync combo caps FPS to your monitor's refresh rate. (Also, the option is not available in web build due to Godot Engine limitations.)Building Storage Bonus is now back as 15 Lifetime Rare Seeds bonus alongside a free Power Plant. I figured out that having 2 bonuses in the same "slot" is not a bad thing.Pressed Lucky Clover is now stronger - Four-Leaf Clovers now scale with 0.04% of storage size (up from 0.02%).Energy production will now prioritize supplying buildings before auto-selling. Even with auto-sell set at 0%, it will still try to feed the buildings first before selling out the surplus...
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