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Devlog #5: Holidays, Work, Holidays, Work

Greetings, Martian farmers! 🌱🚀


Happy New Year and belated Merry Christmas to all our readers! 🎄✨ This month marks a small milestone for us: welcome to the fifth devlog for AGRONOM! Thank you for being part of this journey. We hope you had a joyful and restful holiday season — we certainly did. But don’t worry, we didn’t slack off too much. Between celebrating and reflecting, we had time to get a lot done. Stick around to see what’s new!

Visuals


[h3]Concepts of new buildings[/h3]
[h3]Robot Assembler[/h3]
A specialized machine designed to assemble helper robots for automating your farm. Below are three visuals: an initial concept by our art lead, design details outlining interactivity and animations, and progress on the 3D model.


[h3]Robot Charging Station[/h3]
This structure will serve as a recharging hub for robots. Imagine robotic vacuum cleaners heading back to their docks to recharge — except on Mars! Robots need more than just quick energy breaks — they also deserve a little recharge through five-minute dance sessions! And don’t forget to interact with them and give them a pat behind the ears. You wouldn’t want to lose that special connection, would you? Robots will automatically make their way here when their energy runs low.


[h3]Universal Compartment[/h3]
A hub for players where most crafting machines can be installed. It’s a safe haven from Martian storms and a perfect space to strategize your next greenhouse setup. Check out the external and internal concepts!


[h3]Arboretum[/h3]
Designed for larger plants like trees, this new building lets you grow and nurture Martian flora without worrying about flooding the floors. (We’re serious — no flooding here!)


[h3]Working on 3D models and updating the designs of familiar buildings[/h3]
[h3]Rusty the Robot[/h3]
In the last devlog, we showcased Rusty’s new concept art. Now we’re excited to reveal its 3D visualization!



[h3]Updated HUB Concept[/h3]
The HUB (Household Utility Base) is a crucial structure in AGRONOM, serving as the command center for helper robots and defining the boundaries of their operations. The new HUB design is taller, covering much larger areas than before.


[h3]Electric Pole[/h3]
Its design remains consistent with the previous version, featuring a birch-like trunk inspired by Uncle Makar’s memories of Earth. We’ve added variations for the top section, allowing for upgrades and expanded device connectivity.


[h3]Greenhouse Interior[/h3]
Here’s a sneak peek at the ongoing work on the greenhouse interior! The design team is collaborating with 3D artists to define lighting sources and identify interactive elements. It’s all coming together beautifully, wouldn’t you agree?



[h3]Wind Generator[/h3]
This concept has undergone further refinements since its last iteration. The updated design is more recognizable and fits seamlessly within AGRONOM’s aesthetic.



[h3]Solar Panel[/h3]
Sunflowers were something Uncle Makar knew well. He used to sit on the bench in front of the house and chew seeds, enjoying the simple pleasure of the moment. Take a look at our 3D workup on this model.



Environment


We’ve been hard at work bringing life (and rocks) to the surface of Mars! This month, we integrated ore deposits into the new map. These deposits don’t just look good — they’re inspired by real photos from the Curiosity rover, ensuring they feel natural and believable.

On top of that, we’ve begun testing and balancing the map with our updated buildings. Our focus? Ensuring there’s plenty of room for smooth and stress-free base building. After all, a Martian colony should be as efficient as it is enjoyable to construct — so you can focus on building your dream Martian base without stress!



Gameplay

Our programming team has been busy this month with updates and fixes to improve your gameplay experience. Here are the highlights:
  • We introduced a new quest: “Automation Training,” which unlocks after completing “Mars, Farm, and Robots” This quest will teach you the basics of setting up automated workflows, a crucial skill for running an efficient Martian base.
  • Specialized Robots are here! Each robot, except for assistants, now sticks to its primary task, making your automation workflow more streamlined and predictable.
  • We’ve doubled the build radius of the HUB, giving you more freedom to expand your colony.
  • Conducted experiments to improve user experience with automation and customisation of our robotic pipelines.
  • Large structures like compartments and greenhouses now have temporary lighting to make your base feel alive even in its early stages.
Narrative

This month, we focused heavily on testing new quests and models, ensuring they integrate smoothly into the overall experience. We’ve also been fine-tuning the balance of automation systems and farming mechanics on the new map. Our universal compartment saw a major update — it’s now a central hub for all crafting machines, creating a cohesive and functional workflow for you.

On the audio side, we began working with sound engineers to define the game’s auditory identity. From mechanical whirs to the soothing hum of greenhouses, every sound will contribute to the immersive Martian farming experience. We’re compiling references and creating a detailed list for our first round of sound integration.

[h2]Coming Soon 😏[/h2]
Here’s what’s next for AGRONOM:
  • We are continuing to optimize the most complex algorithmic aspect of the game — the automation of robots and how HUBs distribute tasks. Our goal is to ensure the gameplay remains intuitive and comfortable for you. Robots should assist with every task because, let’s face it, managing Mars solo is a bit much!
  • Wrapping up the development and integration of new models: from buildings to robots with animations.
  • Creating sounds and music. Special mention goes to their integration into the game, where we’re implementing procedural sound adaptation technologies to enhance the experience.
  • Conducting testing and balance optimization. Feedback constantly reveals new opportunities for improvement, pushing us to refine quests and rewards, building schemes, resource creation, and more.

That’s all for this month’s devlog! We’re thrilled to keep sharing our progress with you. Your feedback, suggestions, and support mean everything to us. Let us know what you think about these updates — drop a comment below or join the discussion on our Discord. Until next time, keep farming those Martian dreams! 🚜✨ And remember, even Mars can feel like home with the right crops!

And don’t forget to wishlist AGRONOM if you haven’t already:

https://store.steampowered.com/app/2893250/AGRONOM/

With love,
The AGRONOM Team 🧡

Devlog #4: Rusty, Quests, and Drones

Greetings, Martian farmers! 🌱🚀

Welcome to the fourth chapter of our devlog series! This month, we’ve focused on refining systems, expanding gameplay features, and adding exciting new tools to your future Martian colony. While AGRONOM is still in development, we’re thrilled to share a glimpse of the improvements we’ve been working on.

Your continued support through wishlisting and feedback means the world to us! 🧡

[h2]Visuals[/h2]
We’re continuing to push the boundaries of visual design and are thrilled to share this month’s updates with you! Our team has been refining models introduced earlier and creating exciting new concepts and 3D models.

[h3]Rusty’s Updated Concept[/h3]
Meet the robot farmer you’ll play as in AGRONOM! Rusty now has legs instead of wheels, plus more functional arms and body. Rusty's model is already in production, so we're excited to share a render of the main character soon too! What do you think of the new design?



[h3]Robot Models and Animations[/h3]
We’re excited to reveal the 3D renders of our assistant and loader robots, as well as their first animations. The assistant demonstrates its manipulator extension, while the loader showcases the folding and unfolding of its crane. These models are still in progress, with more details coming in future iterations.



[h3]Cargo Platform and Drone[/h3]
We teased its concept in the previous devlog, and now we’re ready to share the 3D model. The platform evolves through four stages, starting with a basic platform and expanding with up to three compartments for larger shipments. Check out the GIF and renders. You can see the texture map behind the model renders, more on that below.



[h3]Resource Packages[/h3]
These serve as the physical representations of all dense and liquid materials in the game. From water and ores to ready-made meals, they’re how resources are transported in AGRONOM. Below, you’ll see a concept that highlights the differences between containers for solid and liquid materials. The final reference has evolved, along with the 3D model. Take a look at both the concept and the final render!



[h3]New Garden Bed[/h3]
A new garden bed design is ready for its greenhouse! With enhanced dimensions and an updated look, it’s perfect for growing your Martian crops.



[h3]Dirty Details[/h3]
To create an authentic Martian sand dust mud, we studied a lot of photos and videos from the Curiosity rover, watching how dirty it gets. And then we worked out a pattern by which we add sand to all the buildings and robots. Look at the dirty robot and the comparison of a clean and dusty furnance!



[h3]Optimized Textures[/h3]
To ensure smooth performance, we use temporary color codes to simplify texturing processes before applying the final textures.



[h3]Solar Panel Concept[/h3]
While not drastically different from earlier designs, the updated concept fits better with AGRONOM’s overall style and setting.



[h3]Environment[/h3]
In addition to modeling detailed areas like the iconic archway, we’re optimizing the map for high-quality textures and smooth performance. So that as many of you as possible can play our game and with maximum high quality textures.



[h2]Gameplay[/h2]

[h3]Crafting and Automation[/h3]
Last month, we made significant updates to the mechanics of automation, and this month we focused on improving the player experience through thorough testing. While testing, we identified collisions between robot workflows and crafting machines. To address this, we updated the crafting machine logic to allow robots to seamlessly execute long-term plans. However, we also noticed that robots sometimes interfered with manual crafting. To resolve this, crafting machines now work more intuitively:

  • Recipes are added to the plan only when required for automation.
  • Machines in manual use temporarily ignore robot interactions, ensuring uninterrupted gameplay.

[h3]Quest System Enhancements[/h3]
The quest system, first introduced in our technical demo, is growing into a richer experience. We’ve added an introductory quest chain designed to guide you through the basics of Martian farming. New mechanics like quest markers make it easier to track objectives without getting lost.

Standard disclaimer about game screenshots: Screens are not a representation of the final result. The map, 3D models, quests, and interface may change during development 💅



[h3]New Resource: Concrete[/h3]
Say hello to Concrete, your new go-to resource for advanced construction and upgrades. Unlockable through the "Learning Electricity" quest, Concrete adds a fresh dimension to your colony-building strategies.

[h3]Energy Network Simplification[/h3]
Energy management has been streamlined — no more “charging mode”! Your power networks now operate continuously as long as a generator or battery is connected, ensuring smoother gameplay.



[h2]Story[/h2]
Our narrative design has reached new heights this month, expanding the world of AGRONOM with interconnected stories and engaging characters.

You’ll begin your journey by landing on Mars and constructing a Cargo Platform, your lifeline to Uncle Makar — your creator, who remains in Mars’ orbit — and a host of other characters, including your neighbors on the Martian homestead.

We’ve crafted quests that are not just side activities but integral to the game’s heart. Parallel quest lines let you interact with characters and get to know them better. Forming a Martian farming community allows you to get unique schemes that only certain characters can share. The story embodies the cooperative spirit of rural life, where neighbors help one another, solve problems together, and celebrate shared successes.

Take a look at our quest relationship map, which shows how quests interconnect, creating a dynamic and evolving narrative experience.



[h2]Coming Soon 😏[/h2]
Here’s what’s next for AGRONOM:

  • Creating animations for robots, including actions, idle states, and interactions.
  • Designing concepts for remaining structures, detailing robots, buildings, and greenhouses, and developing compartments and interior finishes for greenhouses.
  • Integrating and fine-tuning most of the updated and new models on the new map.
  • Starting work on sound effects and music with a professional studio, with plans to integrate the first part next month!


We’d love to hear from you! Tell us what you think about the new updates and features. Drop your thoughts in the comments or join us on Discord. Your feedback helps shape AGRONOM into the best game it can be! 😊

Stay resourceful, stay inventive, and keep dreaming of Mars! 🚜✨

Wishlist now!
https://store.steampowered.com/app/2893250/AGRONOM/

With love,
The AGRONOM Team 🧡

Devlog #3: Automation Kicks Into Gear!

Greetings, Martian farmers! 🌱🚀

Welcome back to the third chapter of our devlog series! We've been powering through a ton of exciting updates this month, getting deeper into automation, refining visuals, and even setting up a storm for Mars. From updated landscapes to expanding character stories, there's a lot to unpack. And as always, your support by wishlisting AGRONOM keeps our engines running! 🧡

[h2]Visuals[/h2]
Our art team has been busy crafting essential models for the game, giving Mars its industrial charm and farming capabilities. We’re tackling everything from production stations (like a furnace and cooking station with their industrial upgrades) to resource processors, including a seed extractor and composter.

This month, we focused on the initial blockouts, giving these structures a strong visual foundation. We also experimented with concepts for the interiors of greenhouses and the layout of a cargo platform, setting the stage for more functional and visually cohesive environments. Each model is crafted to feel right at home on Mars, yet designed to maximize efficiency.

And as a special behind-the-scenes treat, we’re including a render of one of our models straight out of Maya! Let us know what you think in the comments or on our Discord.



[h2]Gameplay[/h2]
New Map, New Opportunities
Our team made a major move this month — we migrated to a brand-new map! We’re talking expanded terrain, fresh resource nodes, and optimized paths to ease navigation across rugged Martian landscapes. This new map layout opens up exciting possibilities for exploration and automation, and we can’t wait for you to experience its secrets. Here’s a sneak peek:



Enhanced Automation
In the spirit of bringing Martian farming to life, we’re improving the automation system to let you control your bots with even more precision. We prepared a time-lapse showing how your bots will farm, gather, and produce resources, turning raw Martian soil into productive farmland. From gathering to delivery, automation is becoming more dynamic, offering more flexibility and control for the perfect Martian setup.



[h2]Environment[/h2]
Our level designer focused on creating one of the game’s most crucial visual effects — Martian sandstorms. You’ll need to stay alert and protect your assets, especially your greenhouses and robotic companions, when the storm hits. Mars might be harsh, but we’re making sure it’s worth the struggle! They’re a dynamic force, bringing an immersive challenge that impacts visibility, equipment functionality, and your ability to safely navigate.
  • Sandstorms can damage most surface structures. Robots must repair damaged buildings to keep them functional.
  • The Solar Generator shuts down, but the Wind Generator's efficiency increases.
  • Cargo Platforms are temporarily offline, and any resources left outside are lost to the winds.
Get ready to navigate these challenges and see how storms add an extra layer of strategy to your Martian operations.



[h2]Story[/h2]
Our narrative team has been hard at work expanding the quest system and dove into the backstory of minor characters. From tutorial quests to storyline missions, you’ll assist friends, colleagues, and family of Uncle Makar. Players can ship resources via Cargo Platform to distant outposts on Mars, orbit, or beyond! In return, you’ll receive new blueprints, licenses, items, and currency to use in the Martian marketplace. Uncle Makar’s network is ready to make your efforts worthwhile.



Coming Soon 😏

Here's what we’re gearing up for:
  • Finalizing the new landscape as the main level, incorporating smoother paths and expanded build zones.
  • Integrating the new greenhouse structure, updated robot models with movement animations, and enhanced building models.
  • Implementing our first quest system iteration to bring Uncle Makar’s extended network of friends into the fold.
As always, we LOVE hearing from you! Tell us what you think about the new constructions, 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 #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 🧡