A better question is, what WOULDN'T be hard about adding multiplayer

?
Here are the major reasons why we decided not to:
(1) Even if adding multiplayer was
relatively easy, it would add months to development time.
(2) We have never made a realtime multiplayer game, meaning we'd need to add a few more months of research and experimentation.
(3) A large fraction of our target audience will be on mobile, which often means no or weak (or unstable) web connections. So we would need to do some really clever programming (which, again, requires more time) to keep things stable in the background of unstable internet. Even still, we would get blamed for bad connections even if it wasn't our fault, which would spawn a ton of support requests and complaints (which would consume our time uselessly).
On the technical side, the main issue is that Crashlands was conceived of as a single player game and designed to work even on pretty weak devices. As a consequence the only part of the world that exists at any moment is the part the you can see on the screen! All of the objects (items and enemies) were coded in a way that totally makes sense when interacting with a single player, but would not make sense at all if multiple players could be present. To convert the existing game into something that supports realtime multiplayer would require recoding and tweaking nearly all of the existing code.
While a future multiplayer patch is not completely off the table, it's highly unlikely. We totally agree that Crashlands would be better as a multiplayer game. However, we'd rather design a sequel (or another game in the same universe) that is built for multiplayer from the ground up. It would probably take less time to make an entirely new game than to convert Crashlands into multiplayer!