From Parkitect developer Texel Raptor comes Croakwood, a new townbuilder where players manage a community of frogs. Set beneath a forest canopy near a pond, the game focuses on building a charming amphibian settlement. The core design philosophy behind Croakwood is to replicate the intricate economic challenges found in traditional townbuilders, but without the associated stress and pressure.
Studio co-founder and artist Garrett Randell explained that after developing Parkitect, the team experimented with various genres before returning to the townbuilder concept. Early prototypes for what would become Croakwood did not involve frogs, but the developers knew they wanted to create a game with a "fantasy beauty" and explore new possibilities for the genre. Programmer Sebastian Mayer, who grew up playing games like The Settlers and Anno, expressed dissatisfaction with the typical conclusion of such titles, where economic growth inevitably leads to conflict and destruction. Mayer stated a desire to "just keep the economy going" rather than engage in warfare.
Croakwood aims to fulfill this by allowing players to build and manage complex economies, with frog villagers bustling between production sites carrying goods. The developers are focused on providing a purpose for this industriousness beyond military expansion. Randell described how games like Anno 1800 can be a "cozy experience" for players seeking to escape daily stress by focusing on intricate management, a feeling they hope to evoke without the same intensity.
While not initially conceived as a "cozy game," the decision to remove military elements naturally led the project in that direction. The key difference, according to Randell, lies in the pacing. "For an economy game, that sounds strange, but the key to Croakwood is that you can take it at your own pace," he said. While Anno pressures players to race against rivals and keep populations from rioting, Croakwood's punishments for economic missteps are less severe. Villagers may express dissatisfaction or even leave, but the town itself will not collapse. This contrasts with other non-combative townbuilders where economic failure can lead to harsh consequences, such as villagers freezing or starving.
Removing combat presented a design challenge, as developers needed to find alternative ways to maintain player engagement. The solution came in the form of a highly customizable home-building system. Early prototypes featured simple, pre-designed houses, which the team found "really boring." The integration of Parkitect's building mechanics proved to be a turning point, forming the foundation of Croakwood's gameplay.
In Croakwood, players fulfill resident requests for housing, which can range from basic size and window requirements to more specific personal tastes. Frogs have distinct personalities and preferences, leading to requests like adding more plants to their homes. Satisfying these individual needs becomes the primary objective, driving the expansion of the economy as players research and produce necessary goods, foods, and furniture. The depth of home customization, as seen in recent trailers, is intended to be the main draw for the game's later stages. Croakwood is slated to enter early access later this year.