Camping Keeper, a campground management game developed single-handedly by Samuel Durand, is in development for PC. The game is announced on Steam for 2027, preceded by a public demo early in the year. Its first trailer is online.
Players grow a holiday campground from an empty field: bare pitches where holidaymakers bring their own tent or park their own caravan, bungalows, shower blocks, pools, shops, paths and greenery. Underneath it all, water and power are real networks with flow, capacity and overload. Undersize them and the showers run dry. Placement matters as much as construction. A pitch in the shade, close to the shower block and away from a noisy pool, rents for considerably more than a square of grass in full sun.
What sets the game apart is its campers. Each one is simulated individually, with their own needs, budget and preferences. They physically walk the grounds, queue for the showers, spend money, complain, then rate their stay online. Those reviews drive the campground’s reputation, which drives bookings. Four guest profiles with conflicting expectations share the same grounds, from families to young groups, and the weather settles the rest: rain empties the pool, a storm turns the paths to mud, a heatwave sends everyone looking for shade.
Players set their prices, hire staff, work around the seasons, and push a muddy one star field all the way to a five star resort. Every scenario is a campground of its own, with missions and trophies to earn, and a sandbox mode lets players build with no objective imposed.
“I wanted a management game that stays readable and welcoming on the surface, but whose simulation genuinely holds up underneath,” says Samuel Durand. “The queue at the showers exists because thirty people wanted a shower at nine in the morning, not because a stat decided it.”
Camping Keeper is built in Java with libGDX. Every 3D model is built in code, with no asset packs.


