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Devlog #2: We're working on automation!

Greetings, Martian farmers! 🌱🚀

Welcome to our second devlog! We're equal parts excited and a little scared to share our latest progress with you. But hey, if indie teams weren’t strong of heart, they’d have starved long ago, right? Well, we’ve got snacks, so we’re good! 😅

Your support by adding AGRONOM to your wishlist is literally our lifeline 🧡

[h2]Visual[/h2]
We’ve continued working on updated concepts for key buildings to align them with our established visual style.

But the real stars of the show? Our robots! The previous designs had some mixed reactions — some found them cute and harmless, while others thought they looked like little spiders (yikes!). But that’s all in the past! We’ve completely revamped them, and we’re excited to share the new designs, which are already being turned into 3D models.

We NEED your opinion about robot-assistant and robot-worker!
Are they winning your heart, or giving you the heebie-jeebies? Drop down into the comments and let us know, or join our Discord to chat with us directly. Your feedback matters and could shape the final designs!



Last devlog, we mentioned the work we did on the greenhouse and its surroundings. This month, besides the robots, we also worked on concept art for important buildings like the Multicooker, Seed Extractor, and Furnace. And we even worked on some character concepts for our story! But we’ll share those with you a little later 😉



[h2]Gameplay[/h2]
This month, our game designers and programmers have been hard at work improving the automation system. As a quick reminder, automation in AGRONOM revolves around robots — Mars farming bots, essentially. With their help, you can automate everything: from resource extraction to food production, pickling, and even hot meals. Who knew survival on Mars could be so gourmet? 😋

Starting a farm from scratch on Mars is no walk in the park. You’ll have to mine ores, build greenhouses, plant seeds, and manage water and electricity. Seems like a lot for one person, right? Especially when you’re scaling up! Watching over one tomato plant is manageable, but what if you’ve got a dozen? And then throw in strawberries, potatoes, beets, and sunflowers. Soon, you’ll have mini-farms, not to mention multiple greenhouses. That’s where the robots come to the rescue!

So why robots and not conveyor belts, like in Satisfactory or Factorio?
Good question! Mars is all about dust storms and scattered debris — your resources would fly all over the place, and those conveyor belts would break down faster than you could say “rust!”. On the other hand, robots can handle rough terrain, and they'll even seek shelter in your greenhouses during a thunderstorm. They're pretty clever, aren't they? 😉

This month, we gave you more control over your robot helpers. Now you can manage their tasks and priorities through the hub. Here’s what you can do:
  • View all surrounding buildings and see your bots scurrying around.
  • Check what each bot is working on.
  • Assign tasks to bots, like mining 10 units of iron ore or producing 2 units of plastic. You can even prioritize tasks based on what’s most important to you.

[h2]Environment[/h2]
Level design is in full swing! Here’s what we’ve been working on:
  • Terrain adjustments: Ensuring players and robots can easily navigate, with plenty of space for large buildings like greenhouses.
  • Stylization: We’re going for a realistic yet stylized look. We’ve been studying the latest Mars rover photos to match our map’s colors and textures with the real thing.
  • Texture improvements: Balancing high-detail textures with performance, so everything runs smoothly.
  • Environment work: Mars may be mostly sand and rocks, but we’re using these limited tools to create an engaging landscape that draws the eye.
  • Resource balance: Placing ores around the map, balancing progression so you can access resources as you advance.

[h2]Story[/h2]
This month, we dove deeper into the game’s narrative, expanding on the lore behind Rusty — the farming robot you’ll be playing as — and writing the dramatic backstory of Uncle Makar. He’s your trusty guide and main narrative character. Uncle Makar’s no-nonsense, but don’t let that fool you — he’s got a heart somewhere under that stern look. Just don’t ask him to smile! 😅

We’ve also been developing the in-game shop, where you’ll be able to trade with other Martians, buy schematics, seeds, and accessories to customize your experience. We’re also mapping out unique quest items to spice things up.

Coming Soon 😏

Each month, we push ourselves with bigger, more complex goals to make AGRONOM not only a fun and beautiful game but also one with a vibrant fanbase. We’re working hard to improve both gameplay mechanics and visuals. Oh, and we’ve started working on a new trailer! Fingers crossed we can surprise you with it by the end of the year.

In the coming month, we’ll be refining the automation system, finalizing robot 3D models and animations, and enhancing AI. We’re adding new buildings and refining existing ones. On the narrative side, we’ll integrate the quest system and continue fleshing out the story. We’ve also started working on making the Martian sky more realistic. Soon, you’ll see the moons Phobos and Deimos floating above your colony!

As always, we LOVE hearing from you! Tell us what you think about the new robots, share your thoughts on Discord, or drop a comment below. Your feedback really makes a difference and could even influence the final game! 😊

Stay cozy, stay curious on Mars! 🚜✨

To support us, please Wishlist a piece of our hearts!

https://store.steampowered.com/app/2893250/AGRONOM/
With love,
The AGRONOM team 🧡

Devlog #1: Back from the Summer Fields of Mars!

Greetings, Martians farmers! 🌱🚀


It’s been a while since we last saw each other at the Farming Fest! We hope you’re still out there sowing seeds, harvesting dreams, and avoiding the occasional dust storm on Mars.

Today is special. Why? Because it’s the first devlog of AGRONOM — the coziest farming automation game this side of the galaxy.

Since the Farming Fest, our little robot team at CyberMages Studio has been working nonstop (it’s okay, they don't need sleep... much). We’ve got some juicy updates and plans to share with you. So buckle up your space boots, grab your favorite hoe, and let’s see what’s been growing!

What Have We Done?! 😲

A lot, actually. Like, a lot. Here's a (very official and important) list of what we've been up to:

[h2]Visuals[/h2]
We hired a fantastic Art Lead who is currently transforming the game’s look into something truly special! Picture this: a mashup of Eastern European sci-fi architecture and Mars. Yes, we’re serious. While most people see "Mars" as cold, desolate, and dry, we’ve infused it with a touch of the familiar – bold, monumental structures that feel like they were built to last ‘for centuries’.

And, of course, we're working on 3D models to match this vision. Soon, you’ll get to see these gorgeous concepts brought to life in-game. But today, we’re excited to share with you the concept art of:
  • the early concept: greenhouse with its entrance hall and ore extractor,
  • final concept: greenhouse with its entrance hall,
  • as well as what the interior might look like,
  • environmental element.


[h2]Location[/h2]
Ah yes, the little crater. You probably thought that prototype was all we had. Ha! No way. The final version will be a living, breathing map. Well, maybe not literally breathing — air's a bit thin up there, right? Our tiny team is taking every bit of inspiration from NASA’s Curiosity Rover, crafting Mars into a landscape you’ll want to call home. There will be hills, peaks, ravines, and more nooks than your granny's kitchen.

The Level Designer, Art Lead, and Modelers are busy creating the perfect Mars, but one where you can plant crops without your potato freezing solid.

Check out our screenshots of the new work-in-progress location:

[h2]Code[/h2]
The tech demo at Farm Fest gave us great insights into your thoughts about our work and vision. Your feedback was crucial. We've been improving the mechanics, tweaking systems, and making everything smoother. What did we change?

[h3]Hexagonal system[/h3]
We’ve decided to remove the hexagonal system, as it made the electrical system unclear and took away from the game’s visual style. The robots didn’t like it either — too many awkward turns. Now, we’ve introduced a freer movement system for more fluid gameplay. Trust us, the robots appreciate it.

[h3]Harvesting[/h3]
Farming is at the heart of AGRONOM, but to make that possible on Mars, we’ve had to think beyond just crops. That’s where the new Ice Extraction mechanic comes in.
  • Ice Extraction.
You can now extract ice yourself! No more "magically appearing water". Ice will be collected similarly to iron, then melted into water.
You’ll now have a new item — water — that you can carry in your robot farmer or have the helper robots transport. This water can be used in crafting machines and environmental controller.

Harvesting Changes
  • The greenhouse environment controller is now more nuanced. The global controller allows only for temperature adjustments. Locally, you can set humidity and light levels at individual garden beds.
  • Manual watering (we know, we know — a classic farming game move). Now watering becomes more meaningful. Water for irrigation is not taken from the greenhouse stock, but from your inventory. You literally stand and water your little plant with a watering can. Robotic assistants can also help with watering. Think of them as your loyal minions. But don't forget to charge their batteries. Robots shouldn't starve!
  • Additional changes include:
    The incubator is no longer multi-tiered. It’s now smaller and more practical for your robot helpers.
    Several other tweaks have made planting and harvesting simpler and more intuitive.

[h3]Power System Update:[/h3]
We’ve reworked the power grid to make it more intuitive. Now, power poles and wires connect energy sources. Wires run overhead, making it easier to manage complex terrain. Don’t worry, though, planning your power grid is straightforward:
  1. Connect one end of the wire to the energy generator (like a windmill),
  2. Connect the other end to the consumer (like a drill).
  3. And voilà! You’re ready to roll. Feel free to plant a birch tree along the way for good measure!

[h3]Robot Automation = Robotization[/h3]
One of AGRONOM’s coolest features is our automation system. Whether it’s building structures, mining ore, or even watering plants, our robots have you covered. We’ve worked hard on this, so you don’t have to. Although, we do recommend pet them once in a while. They’re starting to ask for raises.

And now, a little about your trusty assistants! Over the summer, we made progress on developing four types of robots. Each robot has its own specialty, but they can cover for each other if needed. AGRONOM makes your farming life truly easier!
  • Robot Assistant — your right hand in everything.
  • Robot Builder — the construction expert.
  • Robot Loader — the one who carries, loads, and delivers.
  • Robot Worker — the hardest worker of the bunch.

[h2]Story[/h2]
This summer, we also worked on developing the game’s story. We’re gathering ideas, solidifying our core pillars, and making sure it fits the cozy vibe of AGRONOM. While AGRONOM won’t be just a sandbox game, expect a relaxing, slow-paced story that will unfold gradually.

You play as a Robot that was assembled by Uncle Makar — a retired scientist. You are a Robot colonist, a Robot farmer, and a Robot foreman... You will have to raise Uncle Makar's plot from scratch and build him a dacha (weekend house) for a nice and cosy holiday.

In the game you will not only communicate with your robot assistants, but also interact with your neighbours on Mars. And by exploring the map, you can learn about the true motivation of Uncle Makar to build a dacha on Mars.

[h2]Social Media[/h2]
While we’ve been a bit quiet here, we’ve been active on other platforms like X, TikTok, and our Discord server. Here’s what you can expect:
  • On X, we share minor updates, screenshots, and plans for the game.
  • On TikTok, we’re making memes (and people seem to love them!). If you enjoy memes featuring our characters, follow us!
  • On Discord, we’re always open for chats with fans, answering questions, and giving you sneak peeks. Join us!
Coming Soon 😏

Our big, heavy, and possibly most important milestone is coming to an end. During this phase, we’ve been finalizing all the core mechanics and polishing the visual style. And the most exciting part? This milestone will lead to the release of our trailer! It’s coming very soon, and we hope you’re as excited for it as we are.

The AGRONOM team has several tasks ahead that will bring us closer to that next big step:
  • Refining and optimizing key systems like construction, quests, trading, and other gameplay mechanics.
  • Beginning full production of the final 3D assets, including locations, buildings, and characters.
  • Further expanding the game’s content and levels.
  • Developing the story and questlines.

And of course, we’ll stay close to you, sharing our progress, successes, and sometimes even our struggles. We hope you’ll stick with us on this journey — and maybe even invite some friends along too!

Stay cozy, stay curious on Mars! 🚜✨

To support us, please Wishlist piece of our hearts!

https://store.steampowered.com/app/2893250/AGRONOM/
with love,
AGRONOM's team 🧡