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Devlog #17: Small Month, Big Progress

Greetings, Martian Farmers! šŸŒ±šŸš€
[p]February turned out to be a slightly shorter month, and so is this Devlog. Still, we managed to move quite a few things forward, and we are happy to share what we have been working on recently. [/p][p]Let’s take a look! [/p][p][/p][h2]Visuals[/h2][p][/p][h3]Composter[/h3][p]We updated the 3D model of the Composter to add more detail and make its upper section more fabric-like. This change will allow us to animate it properly. [/p][p]The idea is simple: when compost is being produced, the upper part slowly inflates as if it is filling up. After the cycle finishes, it deflates again. A small detail, but it gives the machine a bit of life. [/p][p][/p][h3]Containers[/h3][p]Containers also received a redesign. The new version now consists of six small boxes. You place the base container first, and then expand it with additional storage boxes depending on your needs. [/p][p]This makes storage feel more modular and easier to understand visually. [/p][p][/p][carousel][/carousel][p][/p][h3]Multicooker [/h3][p]The Multicooker received a full redesign. We listened to your feedback and made objects more recognizable and visually distinct. [/p][p]At the same time we leaned further into the Eastern European aesthetic, adding more details that strengthen the identity of AGRONOM’s world. [/p][p][/p][carousel][/carousel][p][/p][h3]Flowers[/h3][p]We also started modeling decorative flowers. These are part of the customization elements that will appear in the game. [/p][p]As we mentioned in the previous Devlog, we are currently working on a cutscene for the Demo version, and these flowers appear in that scene as well. [/p][p]If you were waiting for a sign that customization is coming… this might be it. [/p][p][/p][carousel][/carousel][p][/p][h3]Meme Videos [/h3][p]AGRONOM is not only about automation. The game is also about its world and its characters. We enjoy creating small funny videos with them and sharing them on YouTube Shorts, TikTok, and Instagram. [/p][p]
Here are a few recent ones:
[/p][p]Orange Robot Core.[/p][p]SHE'S TOUCHING ME[/p][p]HOLD HIM TIGHT![/p][p]
[/p][hr][/hr][h2]Gameplay & Environment[/h2][p] We are getting close to finishing a large internal rework of the automation and processing algorithms. While you might not immediately see all the technical details, these changes make the game systems much more stable and predictable. In the long term this also helps us prepare the architecture for a future cooperative mode. [/p][p][/p][p]Also we continued working on the cave area behind the bunker. The cave is now properly connected with the elevator structure and the surrounding environment. We spent time shaping the terrain, refining the cave walls, and building the material that will define its final look. [/p][p][/p][carousel][/carousel][hr][/hr][p][/p]
What’s Next? šŸ˜
[p][/p][p]In March we want to:[/p]
  • [p]Improve player control, clarity, and progression through automation and UI updates[/p]
  • [p]Expand narrative and world systems beyond the demo scope and continue working on the cutscene[/p]
  • [p]Work on deeper economic systems, progression layers, and world simulation[/p]
  • [p]Prepare a stable foundation for Alpha testing and further polishing[/p]
[p]Thank you for following the development of AGRONOM and for supporting the project. [/p][p]If you enjoy the progress, don’t forget to add the game to your wishlist. [/p][p][/p][p][dynamiclink][/dynamiclink]With love,[/p][p]The AGRONOM Team 🧔[/p]