
A cozy crafter with tons of things to create, sell, or just have fun making. Every recipe always makes a bit of CRUFT too, so you should probably clean up after yourself!
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About
CRUFT is a cozy, incremental, crafter where you pull up to a vacant lot and craft however you like. It's all about bootstrapping from next to nothing and making a space that represents what you like to do and make.
There's tons of things to craft, some contacts on your cell phone willing to buy and sell items, and you can always just pack some things up in your van and sell items in town.
The process of crafting items also creates CRUFT. CRUFT is garbage, waste, the bits of the tomato plant you don't eat, even just wasted effort. Keep your yard clean and free of CRUFT so that you have space to do what you want to do. Or... go full goblin and make a mess. It's your yard.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Craft. Sell. Unlock. Buy. Repeat. It’s a simple gameplay loop. Good for a few hours of fun. Feedback to the dev (includes spoilers on items unlocked during the game): [spoiler]1) Item organisation - The biggest pain point in the game is how disorganised your plot becomes. Staring at a jumble of items trying to spot the ones to sell is fatiguing. Trying to organise your plot is futile because within 2 minutes it will be a mess again. My suggestion – make the magnet stronger. Remove the 10 item limit and, on selecting the first item, have all of the same item be immediately magnetised (no mouseover required). Our plots would still be a mess, but at least we can have it mostly organised within seconds. 2) Balance – the amount items sell for should be proportional to how difficult it is to make them. It didn’t feel like that was the case. In particular there are so many complex food items that require multiple rounds of crafting from different stations, only to sell for a pittance. The result of this was that instead of being excited to explore all the different crafting options, I just spammed a small number of highly profitable crafts. Beyond that, the only crafting I did was for cruft disposal (pigs and compost bins) and cheevo requirements. The highly profitable crafts I used were: - Mulberry tree silk (69 coins) - Avocado tree > Avocado oil (140 or 210 coins, 50% chance of each) 3) Bugs - Small tree plot cannot grow mango saplings or cacao saplings. - Sapling cultivator cannot make mango saplings or cacao saplings. - Kitchen stall has a recipe that makes nothing (cost is 2 tomato, 1 mango, 1 hot pepper) [/spoiler]
Scratches very similar itch to playing Stacklands. Unlike Stacklands, the game is extremely chill. Playing CRUFT is meant to be this zen, quirky, slow paced experience and your dopamine hits will come from hitting progression milestones that allow you to have more space to craft and new things to craft with or from as well as eureka moments in figuring out how the crafting tree works, where its various branches lead, and how to use it most efficiently. The game's form of friction comes from the space in which you craft in or lack thereof. Whenever you move to a new lot you aren't given that much space and what little space there is will probably end up being filled with CRUFT. Getting rid of CRUFT takes time, money, and work but it can also be used as a material for some things. Eventually, crafting will get you enough land titles to unlock more space than you know what to do with and when you get bored or just wanna experience something new, you can avail of the game's equivalent of a prestige system in incremental games by moving to new land where new and exclusive to those new lands opportunities arise (and you get to bring some important stuff from the previous area, too.) The game also isn't aimless as even if it presents itself as a sandbox there are plenty of Cheevos to go for which are also important for progressing your ability to craft many things in the game as well as make subsequent starts easier. The graphical style is adorable, the music is kinda funny and charming (PLEASE make more of it, it's so entertaining to listen to), and the game has JUST enough quality of life to make things less annoying without compromising its cozy and slow paced vision. If you were craving a no-pressure version of Stackland-likes it's really hard to find one that fulfils this niche better than CRUFT.
This is the craziest little crafter-market sim I have ever seen or played. It's simple, yet addictive, with open-ended paths on where you want to go with your money grubbing goals. The board, or the land you have, is where it gets tricky. You can focus on growing and farming, perhaps wood work, perhaps even mining, but you are extremely limited by the amount of space you have. And worse, you're limited by the [b]CRUFT[/b] you create as byproducts of your creative process. Sell, organize, make trades, grow, etc. It's not a unique cycle, but it is done in the most unique way imaginable. [b]Graphics[/b] While not amazing, it works well for [i]this[/i] game. You can zoom in and out, take a look at a map and what it has to offer, figure out a game plan and go for broke. It can get very visually muddy with too many items taking up the board, [b]Music/Sound[/b] Simple looping music, nothing superb. You may play this game with something else to help your ears after a while. [b]Verdict[/b] The gameplay loop can be overwhelming to some but it can also be amazing for those with clutter-management heavy in their genes. The results can be both beautiful (think pixel art) or crude. However, the end result is that this game is worthy of your time if you're into a craft/collector-sim.
Tedious controls that make you want to cut your fingers off sooner than play the next move. There is something here, but it needs a lot of work on making it user friendly. 1.5/5 - The sell and dump mechanics will tire you of this "game" faster than a Kamala Harris stump speech.
Super fun game to relax to. Banging soundtrack.
A great little game with a good amount of expressiveness and a very low stakes relaxing gameplay loop. One of my favorite moments was realizing I could use pigs and farming to completely flood my yard with manure. The screen was just... brown chaos. It was disgusting. It was glorious. It was CRUFT. Even in Early Access, it feels surprisingly polished, and there’s something really satisfying about organizing your yard, crafting cool stuff, and dealing with the constant buildup of CRUFT. It’s part management sim, part sandbox chaos, and totally unique. If you like chill games with charm, humor, and heart this one’s absolutely worth your time.
Super chill, super fun, and enjoyable! give it a try!
Wow. This is a game you can really sink some time into. Def recommend to check it out!
Surprisingly engaging crafting / merge game. The UX is a little clunky but as soon as you get the way the game wants you to interact with it, it quickly becomes very addictive. Very underrated!
There is almost a zen like quality to all the combining
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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