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Farming Simulator 25 News

Preview: Farm Shops, Farmer's Markets, Greenhouses & Products

With new crops, animals, buildings, and factories, there will also be new products. When the work in the fields is done, and you decide to make more of your harvest (because you are not just a farmer, but a businessman), there are plenty of opportunities to do so.




[h2]Greenhouses[/h2]
[h3]Grow more on your farm[/h3]

Greenhouses are back, and there's so much more you can grow. That's, of course, in addition to the 25 regular field crops of Farming Simulator 25. You can also grow garlic, chilies, or spring onions, in addition to tomatoes, lettuce, strawberries, and other fine greenhouse vegetables. Choose which crops to grow, provide water, and wait for the results to be put out in pallets.



If you're a fungi friend, there are even special greenhouses and warehouses in addition to the regular glass greenhouses, so you can grow mushrooms. Since the spongy species of shrooms we have in Farming Simulator 25 prefer darkness, this type of greenhouse is completely shielded from sunlight.



There are several ways to distribute or sell your greenhouse produce. Sell them directly, ship them to factories for further processing, or distribute them to local farm shops. Let's take a look at farm shops!


[h2]Farm Shops[/h2]
[h3]Lovely extensions of your farm[/h3]

Whether they're built via the construction menu and are owned by you or already exist in town, farm shops can only make profits if they have stuff to sell.



That's, of course, up to the local farmer - meaning you. Otherwise, their baskets and boxes remain empty.



Build your farm shops where you see fit. A small farm shop at the side of the road, like you see them so often driving around the countryside, or even a bigger one directly at your farm. It's always nice to put the fruits of your labor on display.




[h2]Farmer's Markets[/h2]
[h3]Supplying the town with produce[/h3]

Farm shops are charming, but the townsfolk needs more to eat than just some roadside tomatoes. In Riverbend Springs and Hutan Pantai, there are Farmer's Markets at the center of town.



Local vendors require you to supply them with even more goods to feed the people. Delivering higher quantities is more profitable, of course.



While other businesses in Riverbend Springs don't count on their local farmer alone, the stores in Hutan Pantai insist on locally grown crops.



Which is why stores remain fully closed if you don't deliver in time.



Are the farmer's markets supplied with fresh produce? Good! Let's not stop there. People want their canned goods, too. And when they're fed, humans start to build things which they require other resources as well. You can help. And further increase profits.


[h2]Factories & Productions[/h2]
[h3]Why stop at supplying the small ones?[/h3]

Factories and production buildings, whether they're owned and built by you or already exist in the city, will offer to buy and process your goods and resources. That's not limited to crops, but also wood and other resources.

There's now a cement factory, for example, as this valuable commodity is required in various construction projects. Let's check out some new factories and production buildings.

[h3]Paper Factory[/h3]


[h3]Cement Factory[/h3]


[h3]Cooper[/h3]


[h3]Rope Maker[/h3]


[h3]Dairy[/h3]


[h3]Canning Factory[/h3]


[h2]Need more to do?[/h2]
[h3]Constructions & Community Projects[/h3]

Cutest Preview & Interview: Baby Animals, Variety & Dynamic Pastures

Just before launch of Farming Simulator 25, we thought some more cuteness would be appropriate. Let's start with a GIF you can basically hear:



We even had a chat with our Senior Animator Rahul Narode about the adorable animations of newborn and juvenile creatures on four legs. And two legs... because chickens. Check out the interview below. There will be more baby GIFs to hold your attention.



There's more! We got some information on the animal types and the customization of animalistic living spaces - as you can create custom fences for animal pens. That means more individual farms that focus on animal husbandry. Isn't that nice?


[h2]Make your own pens & pastures[/h2]
[h3]Full-on fence fun for fauna fostering[/h3]



To provide animal farmers more control over the pens, you can customize them by changing colors, adding solar panels, and, more importantly, draw the fences yourself. Customize the layout to create any shape you want, and build pastures around obstacles or occupied space!



We continue after this short baby animal break:

Awww...


[h2]Animal Variety[/h2]
[h3]Colorful barns and pens...[/h3]

Thanks to the animalistic offspring as well as Water Buffalos and Goats joining with Farming Simulator 25, you can expect your animal farm to get way more lively and colorful.

Animals start their life as tiny newborns, then become juvenile, and ultimately productive adults. Let's take a look at what each animal provides and what you can do with it.



[h3]Chicken[/h3]


[h3]Pigs[/h3]


[h3]Sheep & Goats[/h3]


[h3]Cows & Water Buffalos[/h3]

https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNG42bjFnYXB3b2syZ2NtZ2h6cGw1ajB3cGR3bTVwOXUyemkzZWMxayZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/rE7odUSTFEy8645oXF/giphy.gif


[h3]Horses[/h3]



So who's responsible for all this animated adorableness? It's this guy!



First, tell us a bit about you and what you do in general! I am a Senior Animator at GIANTS Software. I did various animations for Farming Simulator 25, reviewed animations and developed them up to the mark, so they’re up to our required standards, before I integrated them in the game.

When you begin to animate, how do you start, what are the steps? Before starting animation, I always take time to think about what needs to be done specifically for an animal or what output is required. That means thinking about the characteristics of animals, studying their movements, gathering proper references.

I try to look for video references that show the real animals and their behavior. It requires a thorough study of the animal's characteristics to achieve every little detail.

When I spot interesting movements to showcase in the game and when I am happy with the collected references, I will start to create the actual animations, followed by multiple stages of revision until they’re up to our standards.


What unique behavior will baby animals exhibit, and what was challenging about it? Unique behavior would be that they are realistic according to their respective species, but also fast and cute at the same time.

Tiny animals are very quick and tricky to animate, because they are so swift in their behavior. So to catch their every movement or every action is a challenging task, especially in key frame animation.


Do you personally have a favorite type of (baby) animal - and why? My favorite in Farming Simulator 25 would be the baby goats because they hop and jump around, which is adorable - I love that playful energy. But in reality, rabbits are my favorite animal. They are so small yet so fast. I love their quick jerks like they are scared but adorable at the same time. And I find their ear movements quite fascinating.

Anything else you’d like to tell our fans or let them know? We have created a unique game with Farming Simulator 25, and I hope our fans and players will have a lot of fun with it. The whole team has put a lot of effort into making it special!

https://store.steampowered.com/app/2300320/Farming_Simulator_25/

Preview & Interview: Hutan Pantai

Welcome to Hutan Pantai, where the harmony of the East Asian countryside meets the vibrancy of modern cities - a symbiotic relationship, as Associate Producer and Technical Artist Horia Serban calls it. Learn more in our interview as he explains what he and his team of environmental artists envisioned when creating the map.



Farming Simulator 25 releases November 12th. There's still some time to pre-order which gets you the MacDon Pack! Or go for the fancy Collector's Edition, including a USB Ignition Lock to start your in-game tractors.



Horia, tell us a bit about you and your position!

I'm an Associate Producer for the Environment Department here at GIANTS Software, and I also work as a Technical Artist. I've been in the gaming industry for about 20 years now, and for the past 8, I've had the pleasure of working at GIANTS. My journey here started with Farming Simulator 17 back in 2016, and I immediately connected with the unique aspects of the game. Before joining, I worked on a variety of titles, like Call of Duty: Ghosts, Dead Rising 3, and Test Drive Unlimited 2, mostly in outsourcing.

But it was with Farming Simulator that I found a new passion – this game is special to me, and being part of its growth and evolution has been truly exciting. Watching the franchise expand over the years and knowing I've played a role in that journey brings me so much happiness and pride. I'm thrilled to help bring this world to life for our players, season after season.





[h2]Inspiration & Atmosphere[/h2]

What kind of atmosphere were you aiming for?

With the Hutan Pantai map, we wanted to create an authentic East Asian atmosphere that embodies the harmony between countryside landscapes and the vibrant, modern cities typical of this region. This symbiotic relationship—where the bustling cities are sustained by the hard work and dedication of the rural areas—is central to the map’s vision. The contrast and connection between these two areas were essential elements for us to capture.

We also wanted to integrate specific elements unique to the region, showcasing how the modernization of cities has facilitated the movement of goods. Through features like elevated highways and suspended train bridges, we connect the fields to the urban centers, creating a seamless flow that mirrors real-world infrastructure. Our goal was to present a world that feels both familiar and rich with the unique cultural blend of East Asia.

In addition, we made it a priority to preserve the heritage and culture of the region by designing a traditional village and a temple area, both with architectural styles that have been in use for hundreds of years. These elements honor the historical and cultural richness of the area, ensuring authenticity and a sense of legacy.




Where did the inspiration come from?

Our inspiration came from a variety of sources, each helping to shape a different aspect of the Hutan Pantai map. For the traditional village area, we drew heavily from Studio Ghibli films, especially 'From Up on Poppy Hill', one of my favorite animated films. Ghibli’s art captures the soul of these small, timeless villages, and that’s the feel we wanted for this area.

For the industrialized town area, we looked to the vibrant, neon-lit streets of bustling cities like Seoul and Tokyo. Those lively, illuminated scenes bring an energy that reflects the rapid pace of modern life, something we aimed to recreate with our urban spaces through bright lights and dynamic structures.

The inspiration for the temple area came from multiple sources, including several K-dramas and close-up visual references that beautifully showcase the intricate architecture of these structures. By drawing from these detailed depictions, we were able to create a space that feels authentic and respectful of the cultural heritage it represents.

For the farming areas, we explored both traditional and modern agricultural practices unique to East Asia. We wanted a blend that showcased the roots of farming life alongside its evolving practices, creating an experience that honors the past while embracing the future. Drawing from such a wide variety of sources allowed us to bring a diverse and immersive world to life, filled with elements that feel true to the essence of East Asia.





[h2]Creation & Challenges[/h2]

When starting to work on a new map - how do you approach it?

Every new map starts with extensive research focused on the specific area or theme we're aiming to recreate. We dive deep into the culture and unique characteristics of that region to bring the most authentic experience to our players. Our approach involves splitting up tasks within the environment department to ensure we gather as much relevant information as possible.

Some of our team members focus on researching the local architecture, while others concentrate on understanding the vegetation, farming practices, and community-specific elements we need to capture. We also pay close attention to details that we should avoid to ensure the map is respectful and enjoyable for our community.

Once the research phase is complete, we move into the prototyping or pre-production stage. Here, we experiment by gray-boxing, creating basic 3D models to establish the layout of the map. This stage allows us to test and adjust the positioning of essential elements like production buildings and landmarks. It’s an exciting process of turning research into a tangible environment, and it helps us set a strong foundation for the final map.




How did you approach the environmental design and landscape?

Our approach to Hutan Pantai’s environmental design started with a clear vision focused on symmetry and balance. This map stands apart from others by emphasizing the unique contrast between tradition and modernization, a recurring theme in the region's landscapes. We concentrated the industrial area near the city, where a port serves as the endpoint for the farming process, symbolizing the export of goods beyond the map’s boundaries. While this is just a metaphor rather than a gameplay feature, it reinforces the flow and purpose of the farming life cycle.

Our goal was to capture the essence of East Asia as accurately as possible, blending the charm of the countryside with the dynamism of industrial progress. The flow of farming processes on this map moves from the southwest to the northeast, guiding players through this journey of production and transportation. It’s all about balance—maintaining an equilibrium between heritage and technology, old and new. This balance is not only in the physical layout but also in the map’s character, creating an experience that feels true to the cultural and geographical realities of East Asia.




What were some of the challenges in the creation of the map?

Creating the Hutan Pantai map brought its own set of challenges, especially with the complexity of the city. This was beyond anything we’d done before, so we had to carefully balance authenticity with performance. We wanted the city to feel real and dynamic without taking up too much of the map’s surface area or impacting performance on consoles and PCs. Achieving that balance was a significant technical and creative challenge.

Another major challenge was designing the infrastructure to connect the city with the rural areas. Building a highway that seamlessly links the main city to the rest of the map required meticulous planning, and adding tunnels to the route brought another layer of complexity. Ensuring this infrastructure was both functional and visually integrated into the landscape was a true test of our design and engineering skills.





[h2]Team Efforts[/h2]

What aspects are you the most proud of/what’s your favorite part of the map?

I’m proud of every part of this map and what we achieved with Hutan Pantai, pushing the boundaries a bit further. But what I’m most proud of is the incredible work of our Environment Team. Their talent and dedication truly brought this vision to life.

Our technical artist, Evgen, played a huge role in the technical breakthroughs we needed. Kevin, who has an amazing eye for detail, meticulously refined every element with a patience and precision that brought out the best in each piece of the map. Our vegetation team, Vanessa and Kenan, created the rich, immersive plant life that adds so much depth. Gabriel poured countless hours into bringing the neon-lit cityscape to life, making it pulse with energy. And Anton, who had the patience and dedication to elevate every element, always pushed to make everything just a bit better.

It’s a team effort through and through, and seeing each of their contributions come together in this map is what I’m most proud of.




https://store.steampowered.com/app/2300320/Farming_Simulator_25/

Preview: Steering Assist (GPS) & AI Workers

Need helping hands on the fields? Or, let's say, assistance. Not only have we reworked the AI helpers to be more precise and reliable, every vehicle can now use a GPS-driven steering assistant to farm smarter, not harder. Unless you want to be old-school. The choice is yours.

https://store.steampowered.com/app/2300320/Farming_Simulator_25/

Farming Simulator 25 is only days away! There's still time to pre-order which gets you the MacDon Pack! The game will be available for PC, PS5, and Xbox Series X/S on November 12th.


[h2]Smarter Helpers[/h2]

Pressing the key to activate an AI worker will instantly let a hired hand take over, as before. Holding the button will offer you some additional settings, however.



The first of two modes, "AI worker", is dedicated to the functionality of your virtual helper. The ideal settings are already preselected and depending on the size and shape of the field, you can preview how exactly he will operate.

  • Working Width is based on the tool of the respective action that should be performed. If multiple tools are attached, you can customize the width to take overlaps into account.
  • Number of Headlands is set based on the machine and action, but can be changed, too.
  • Work the Headlands tells your helping hand if the defined area should be handled like the rest of the field (therefore cultivated, harvested, etc.) or just defined as lanes to turn vehicles, for example.
  • Start with defines if the worker will start with creating the headland first (e.g. when harvesting to not unnecessarily destroy crops, or last when cultivating or plowing).
  • Skip lines orders the helper to leave some more room between the lines, which gives you some room to operate your own machines in between, for example.




When the AI worker starts, he will choose the best direction of operating his machines in addition to the settings. He will always prioritize working within the borders of a field.


[h2]Assisted Steering[/h2]

Want to operate the machines yourself instead of paying an AI worker to do the job for you? You can do that - with every tractor in the game, as it's possible to just retrofit older models with GPS functionality. Convenient, isn't it?



Switching from the AI Worker tab to the Steering Assist, a few other settings become available that allow you to customize how the field is handled by the steering assistant.

  • Working Width is again set in accordance with the tools used.
  • Number of Headlands is also customizable and automatically set to the selected tool.
  • Work Direction can be changed in degrees. In case you want to operate in a direction where you don't look at the sun at noon or something like that.
  • Side Offset can be changed in case you have tools attached with an offset, like certain mowers, for example.
  • Show Lines enables or disables the 3D lines you can see live on the field, whether you operate in third-person view or look onto the soil from within the cabin.




With the live display of the lines, you can always see what's happening when operating the machine. The HUD will display a "ready" indicator as part of the dashboard when you have aligned the machine to a line and can start.



A selected line is displayed in orange and will turn green as soon as you begin to drive. Meanwhile, the working width of your machine is depicted in blue lines. All lines still to do are displayed in white. They're greyed out as soon as they're done.



https://store.steampowered.com/app/2300320/Farming_Simulator_25/