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You can now play Cannibal Crossing! We're looking forward to any feedback that you have. Read on for details on contacting us, and also our upcoming plans for the development of the game!
Note: If you had the demo or Steam Festival version, clear your save in the Options menu before playing.There are links on the title screen to our Discord, Twitter, and these Steam Discussions. You can post feedback and any bug reports to any of those three places. I will also link the Discord and Twitter below, so you have those handy.
Rocketcat Official Discord
Rocketcat TwitterIn addition to any feedback on the how the game feels, monster behavior and difficulty, and in-game things, we're also very interested in any suggestions you may have for the game. We will have a lot of time for tweaks and considering new things, as we work on the new mode and getting co-op back into the game. We won't put every suggestion in, but we'll take a look at all of them.
We will be tracking our overall goals on a Trello board. I will likely update this a couple times a week, you can follow that here:
Cannibal Crossing Early Access MEGABOARDUpcoming Plans
[h2]Near Future Plans[/h2]
For the initial part of Early Access, our goal will be fleshing out the "Escape from Earlsboro" game mode, along with some extra polish for the "Radio Silence" game mode. "Escape from Earlsboro" will become the main game mode of the game, with "Radio Silence" as an alternative, quick-play mode. The difference in "Escape from Earlsboro" will be the addition of side quests and minibosses, and the ability to build a radio in your base that will point out the next quest if you've cleared your quest log.
We will also be bringing back the longer quest lines for the survivors. Every game, a percentage of the survivors you can find will have extra quest steps before their boss. The others will go straight to their boss quest, like in Radio Silence.
This will also be a time for us where we can focus on general game polish, based on feedback and suggestions. I would like to improve the loot balance, and make some new interesting loot options for special buildings. I'd like to take a look at AI buddy behavior, and reintroduce some special siege behavior for the enemies. Right now, they don't very reliably try to force their way into buildings that you're holed up in.
[h2]Next Big Goal[/h2]
As we work on the above, we are concurrently working on getting online multiplayer co-op back into the game. This was in the Steam Festival version, but I felt it was too buggy for a wide release. We will be initially attempting to bring online co-op back by adding an all-new game mode, "Base Defense". This is our next big goal after getting more work done on "Escape from Earlsboro".
"Base Defense" mode will take place on a very small map. You will be able to build a small base, then signal the start of a big, multiple wave attack on your base. If you survive these waves, you will be given points you can spend on weapon upgrades and building up your base further. Then you will have to face a tougher fights. This cycle will continue until you survive all the battles on a map, or until your entire team is wiped out.
This mode will be what we use to test out the reintroduction of our online multiplayer. Since the mode is smaller and more streamlined, we can better focus on multiplayer fixes. We are hoping we can use this to bring online back to the open-world modes.

Those are the current development plans! We have more plans listed in the "Further Goals" section of the Trello, if you want to check that out. As we complete enough of our goals, we will eventually hit 1.0 and leave Early Access. At that time, the price of the game will increase some, but we haven't decided on a final amount yet.
Let me know what you think of the game! We plan on being around a lot, to answer any questions and respond to feedback.
- Kepa Auwae
- Owner, Rocketcat Games and Gameplay Designer on Cannibal Crossing