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"Zombie Roguelike to Farming Sim: Salvaging Core, Ditching the Undead"

Posted by Gemma Ellison
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July 25, 2025

Sometimes, the best way to succeed is to admit you’re going in the wrong direction. My zombie roguelike, “Rot & Ruin,” was bleeding players faster than a walker in a headshot competition. The core wasn’t fun, and the market was saturated. So, I pulled the plug. But I didn’t throw everything away. Instead, I asked: What worked? What could be salvaged? The answer surprised me: a farming simulator.

From Brains to Beets: Recognizing the Undead Problem

“Rot & Ruin” was a passion project. The problem? Passion doesn’t pay the bills. The initial concept was simple: procedurally generated world, permadeath, scavenge for resources, and bash zombie skulls. I spent a year building it.

Early playtests were brutal. Players found the combat repetitive, the permadeath punishing, and the scavenging tedious. The core loop was broken. Despite tweaking, I couldn’t shake the feeling that the underlying problem wasn’t the implementation, but the concept itself.

The zombie genre was, and still is, overflowing. Standing out required something truly innovative, and I just didn’t have it. Clinging to the undead dream was costing me time and money. I needed a radical shift.

Identifying the Salvageable Core

Instead of seeing “Rot & Ruin” as a failure, I started dissecting it. What parts actually worked? What did players enjoy, even if fleetingly?

Two elements stood out: the procedural generation and the resource management. Players liked exploring the randomly generated maps, even if they were just looking for zombie-killing tools. They also enjoyed the initial struggle to find food and supplies.

These two elements, I realized, were genre-agnostic. They could be applied to almost anything. That’s when the farming simulator idea sparked.

The idea was simple: procedural generation creates the farm, resource management becomes planting, harvesting, and selling crops. The permadeath mechanic? Gone. Replaced with a more forgiving progression system.

Shifting Tone and Target Audience

Switching from zombies to farming was jarring. It wasn’t just about changing assets; it was about completely overhauling the tone and target audience. Zombies attract a specific demographic: often hardcore gamers looking for a challenge. Farming sims, on the other hand, tend to appeal to a more casual audience seeking relaxation and progression.

This meant rethinking everything: art style, UI, sound design, and even the core gameplay loop. The grim, gritty aesthetic of “Rot & Ruin” had to be replaced with something brighter, more inviting. The UI, previously designed for fast-paced action, needed to be simplified and made more accessible.

I made a huge mistake early on by trying to force the “hardcore” elements of the roguelike into the farming sim. Early prototypes were punishing and unforgiving. Players hated it. I learned that it’s important to fully embrace the new genre and its conventions.

Adapting Existing Code and Assets: A Practical Guide

Repurposing existing code was both a blessing and a curse. The procedural generation system was the biggest win. With some modifications, I could use it to create diverse and interesting farm layouts.

The resource management system also proved useful. Instead of scavenging for weapons, players would be gathering seeds, fertilizer, and water. The core mechanics were the same, just the context was different.

However, trying to reuse zombie assets was a complete failure. The models were too detailed, the animations were too aggressive, and the overall style just didn’t fit. I ended up scrapping almost everything and starting from scratch.

Here’s some practical advice:

  • Prioritize functionality over aesthetics: Focus on adapting the code first, then worry about the visuals.
  • Don’t be afraid to scrap: If an asset doesn’t fit, don’t force it. It’s better to start from scratch than to compromise the overall vision.
  • Modularize your code: If you’re building a roguelike (or any game), try to write your code in a modular way. This will make it easier to reuse and adapt in the future.
  • Use version control: Git is your friend. Experiment freely, knowing you can always revert to a previous version.

Validating the New Concept: Market Research and Player Feedback

Before sinking too much time and money into the farming simulator, I needed to validate the concept. I started with market research. I looked at existing farming sims, analyzed their Steam reviews, and identified trends and unmet needs.

I then created a simple prototype and released it to a small group of playtesters. This time, the feedback was overwhelmingly positive. Players enjoyed the relaxed gameplay, the sense of progression, and the freedom to customize their farms.

I continued to iterate on the prototype based on player feedback, adding new features, refining the UI, and balancing the gameplay. This iterative process was crucial in ensuring that the farming simulator was actually fun and engaging.

I also used social media to gauge interest in the new project. I shared screenshots, videos, and development updates. The response was encouraging. People were excited about the idea of a relaxing farming simulator with procedural generation and deep resource management.

Lessons Learned: Embrace Change and Listen to Your Players

The journey from zombie roguelike to farming simulator was challenging, but ultimately rewarding. I learned that it’s okay to abandon a failing project and pivot to something new. The key is to identify the salvageable core elements and repurpose them in a creative way.

Don’t be afraid to completely overhaul the tone and target audience. Market research and player feedback are essential for validating your new concept and ensuring that it resonates with your target demographic.

The biggest mistake I made was clinging to the original vision for too long. I was so invested in “Rot & Ruin” that I couldn’t see its flaws. Once I let go of that attachment, I was able to see the potential in the salvaged elements and create something new and exciting.

The farming simulator, now called “Harvest Haven,” is in early access and doing far better than “Rot & Ruin” ever did. It’s a testament to the power of adaptability and the importance of listening to your players. Sometimes, the best way to save your game is to kill it.