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Devlog #16: Deeper Systems, Smarter Automation, and a Growing World

[p][/p][h2]Greetings, Martian Farmers! šŸŒ±šŸš€[/h2][p]Oops… we skipped a Devlog in December! But for a good reason. We were wrapping up the year, polishing a lot of things behind the scenes, taking a bit of rest, and gathering energy for what is shaping up to be a very important year for AGRONOM. A release year.[/p][p]That means we now have plenty of things to show and talk about. Let’s jump right in.[/p][p]
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Visuals
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Refreshing Our Early Concepts[/h3][p]We revisited some of our earliest concepts to make sure the overall visual style of AGRONOM feels cohesive, bold, and expressive. The concepts and the resulting models are now more detailed and better aligned with the current look of the game.[/p][p]Take a look at the updated concepts for the new Container and the Industrial Furnace.[/p][p] [/p][h3]From Concept to Model: Drill and Industrial Drill[/h3][p]The Drill and its Industrial version have already made the jump from concept art to fully modeled assets. Below you can see both the original concepts and the rendered 3D models. [/p][p][/p][p]The Industrial Drill:[/p][p][/p][carousel][/carousel][p] [/p][p][/p][h3]The Elevator Keeps Growing[/h3][p]We continue working on the elevator structure on the main location. You have already seen it during the Playtests, but now it is receiving extra detail and visual polish. Let us know how it feels in its new form. [/p][p][/p][carousel][/carousel][p][/p][h3]Updated Fences [/h3][p]We also refreshed the fences around the location. Small detail, but it adds a lot of charm. They look much nicer now, don’t they? [/p][p][/p][p][/p][h3]New Robot Animations[/h3][p]Here are new animations for the Robot Assistant and the Robot Builder. More character, more personality, and more life in every movement. [/p][p][/p][p][/p][p][/p][p][/p][hr][/hr][p][/p]
Gameplay
[p][/p][p]We carefully analyzed your feedback from the second Playtest and immediately started working on the areas you pointed out. Here are some of the changes we made this month.[/p][p][/p][h2]Smarter Robot Automation: What Changed and Why It Matters[/h2][p]One of the biggest improvements we are making right now is robot automation. After the Playtests, many of you told us that robots sometimes felt confusing: choosing strange tasks, running too far, or reacting too slowly to urgent work. We agreed. So we reworked the logic behind task assignment almost entirely.[/p][h3]
How task assignment works now[/h3][p]All tasks are collected into a shared task list and processed in a few clear stages.[/p][p]Step 1: Global importance comes first
Each task belongs to a general importance level: high, medium, or low.[/p]
  • [p]Robots always start with the most important tasks.[/p]
  • [p]Only after all high-priority tasks are assigned do they move on to medium ones, and then to low ones.[/p]
  • [p]This ensures that critical actions are never delayed by less important work.[/p]
[p]Step 2: Choosing what matters most inside a group
Even tasks with the same importance are not treated equally anymore.[/p][p]For each task, we calculate a priority score based on two simple ideas:[/p]
  • [p]How long the task has been waiting.[/p]
  • [p]How quickly the task can be completed.[/p]
[p]Older tasks slowly rise in importance, so nothing gets stuck forever. Faster tasks get a small boost, helping robots stay responsive and keep production moving.[/p][p]Internally, this balance is expressed with the following formula:[/p]
Weight = (Waiting Time / Max Allowed Waiting Time) * Time-Wait Importance
+ (1 / Estimated Task Duration) * Speed Importance
[p]You do not need to worry about the math. What matters is the result: tasks that are urgent, overdue, or quick to complete naturally float to the top.[/p][p]
Step 3: Assigning the best robot

When a task is ready to be assigned, the system looks at all robots that still have room in their task queue.[/p][p]It also considers what each robot is already doing, so a robot with a long backlog will not grab more work than it can reasonably handle. This helps avoid inefficient routes and strange behavior.
[/p][h3]How it worked before[/h3][p]Previously, task assignment was much simpler.[/p][p]From time to time, the game gathered all free robots and available tasks, then assigned jobs mostly based on distance and basic priority. Once assignments were made, the system waited for the next update cycle.[/p][p]This worked, but often caused problems:[/p]
  • [p]Tasks could wait too long even if robots were nearby.[/p]
  • [p]Robots sometimes chose suboptimal jobs.[/p]
  • [p]Automation felt serviceable, but not intelligent.
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[h3]What this means for players[/h3][p]With the new system, automation becomes something you can rely on.[/p][p]Robots react faster to important tasks, make better choices, and keep your base running smoothly without constant supervision. You spend less time fixing their decisions and more time planning and expanding.[/p][p]This change may be subtle at first, but over time it makes AGRONOM feel calmer, smarter, and far more satisfying to play.[/p][p]
[/p][h2]Narrative and clarity of purpose [/h2][p]Many players felt unsure about who they are and what exactly they should be doing at the start of the game. To address this, we are developing an introductory cutscene that explains the story setup and the core mechanics. [/p][p]
Below are two early renders from the cutscene we are currently working on. Just between us.[/p][p][/p][p]And once more behind-the-scene glance — the cart and some flowers! It is one of the concepts of the new models of mid and end-game stage that would be available on release and after with great updates![/p][p][/p][hr][/hr][p][/p]
Environment
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This month we also worked on expanding our main location. New areas are now taking shape, including bunker entrances that lead to scientific laboratories, plus caves hidden beyond them. These spaces are made for exploration. You will be able to venture deeper into Mars, discover the lands surrounding Gramps Makar’s plot, and learn much more about the history of this place.
[/p][p]Over the last month and a half, our focus was on blockout for these interiors. We defined the layout, scale, and overall structure, making sure the spaces feel right to move through and explore. Next, we are shifting into the art phase. That is when we add color, atmosphere, and our unique setting details to bring these volumes to life.[/p][p][/p][p][/p][hr][/hr]
What’s Next? šŸ˜
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Our plans for next month include:[/p]
  • [p]UX and mechanic readability. Some players found parts of the interface unclear. We are reworking UI elements and tooltips to reduce onboarding friction.[/p]
  • [p]Cutscene development. We continue working on the introductory cutscene: creating 3D models, assembling scenes, and adding new robot helper animations for the cinematic presentation.[/p]
  • [p]Caves and bunkers. We are moving into the concept-art phase for caves and underground bunkers, shaping their visual identity and mood.[/p]
  • [p]Automation and stability. We are finishing the integration of the reworked automation system, stabilizing other gameplay systems, and improving performance. Better optimization of UI and container logic will make gameplay feel calmer, smoother, and more predictable.[/p]
[p][/p][p]If you haven’t wishlisted AGRONOM yet, now is a great time. Your support means the world to us![/p][p][dynamiclink][/dynamiclink]With love,[/p][p]The AGRONOM Team 🧔[/p]