Double Cropping
Adds realistic same-year double-crop opportunities such as Barley → Soybeans, Wheat → Soybeans, and Wheat → Sorghum.
View on ModHub →NovaVoro Interactive creates gameplay and realism-focused mods, games, and tools. The goal is simple: build systems that make what the player does matter.
NovaVoro Interactive focuses on mechanics that create understandable consequences, believable progression, and more interesting decisions without burying the player in unnecessary complexity.
I develop gameplay mods, simulation systems, tools, and original game concepts. Current mod work focuses on Farming Simulator 25 and Project Zomboid.
Across projects, the common thread is systems-driven design: progression should reflect what a character does, farming decisions should carry consequences, and mechanics should create choices instead of busywork.
Publicly released mods remain available through their normal platforms. Patreon is used for development updates, early looks, and behind-the-scenes design work.
Adds realistic same-year double-crop opportunities such as Barley → Soybeans, Wheat → Soybeans, and Wheat → Sorghum.
View on ModHub →A longer-term field-management system exploring soil compaction, field traffic, recovery, and management decisions that carry forward between seasons.
Buyer-driven crop agreements with reputation, progression, negotiation, and new reasons to plan what gets planted and delivered.
Expands corn into additional feed products and production chains, including cracked corn and feed recipes for livestock operations.
Region-based agricultural display units for the United States, EU, UK, and Australia, including crop-appropriate conversions such as bushels.
Builds on Project Zomboid's overweight-training mechanic so moving while overloaded can contribute more meaningfully to Strength and Fitness progression.
View on Steam Workshop →Makes sustained ordinary activity such as running and sprinting contribute more meaningfully to Fitness progression through normal gameplay.
View on Steam Workshop →Strength XP from demanding physical labor such as tree felling, blacksmithing, moving heavy objects, construction, demolition, and corpse handling.
View on Steam Workshop →A hidden conditioning system where repeated manual labor gradually makes a survivor more efficient at the kinds of work they routinely perform.
View on Steam Workshop →Explores the idea that where weight is carried should matter: properly packed equipment is more efficient than poorly distributed inventory.
A larger long-term project focused on defining territories, tracking control, and giving survivors a progression path from simply surviving Knox Country to reclaiming it.
Researching a more realistic loan and interest system for Big Ambitions, with the goal of making borrowing costs, repayment, and financial planning feel more grounded and consequential.
Exploring whether the game exposes enough information to identify intersections, traffic lights, and their current states so signal behavior can be made more realistic and better coordinated with traffic flow.
Identify something the base game could make more meaningful, believable, or useful.
Keep the first version focused enough to test, balance, and maintain.
Use testing and feedback to refine the system without losing the original design purpose.
Patreon is where I share development updates, design decisions, testing, work-in-progress features, screenshots, and early looks at upcoming projects. You can join for free to follow new releases, or choose the $3 supporter membership for additional behind-the-scenes development content.
Have feedback, a mod idea, a collaboration question, or a technical project to discuss? Send a message here.
You can also email novavorointeractive@gmail.com.