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Merry Christmas & Happy New Year from Martian Robots

[h2]Merry Christmas & Happy New Year from the AGRONOM Team! 🚀[/h2][p]Dear Martian Farmers,[/p][p]On behalf of the AGRONOM development team, we want to thank everyone who followed us, waited for the game, tested it, shared feedback, made videos, streamed, commented, liked, reposted, and simply believed in us. Before we step into 2026, we’d love to look back at what an incredible year this has been ☃[/p][p][/p][h3]Finding the AGRONOM identity[/h3][p]At the beginning of the year, we focused on defining and stabilizing the visual identity of AGRONOM. We developed concept art and immediately validated it through 3D production, allowing us to move quickly from ideas to real in-game assets.
This is how key elements like Rusty, the Robot Helpers, the Greenhouse, and the Universal Compartment came to life and formed the foundation of the game’s world 🎁[/p][p][/p][h3]From preparation to our first big reveal[/h3][p]All this work led to a major milestone in April. We launched our Steam page, planned and produced our Announcement Trailer, and opened our very first playtests. At the same time, we were building new narrative content — a backstory that expands the AGRONOM universe beyond the core gameplay.[/p][p]In April, we finally shared this with the world: the Announcement Trailer and the first Playtest Version.
The trailer quickly gained traction on our brand-new YouTube channel and is now approaching 300,000 views, while over 5,000 players joined the first playtest. Your feedback was invaluable, and over the following months we focused on improving exactly the things you told us mattered most 🎄[/p][p][/p][h3]Festivals & shared values[/h3][p]Festivals played a big role in our year. One of the first major events we joined was the Women’s Day Sale Festival. For us, it’s important to support not only women in gamedev, but diversity in a broader sense — different backgrounds, perspectives, experiences, and viewpoints.[/p][p]We truly believe that inclusive teams help create more thoughtful, respectful, and interesting games.
Throughout the year, we also took part in The Days of Ramadan Festival 2025, Indie Assemble, DebutFest 2025, Ada Lovelace Day Sale 2025, and Cozy Job Simulators. We’re deeply grateful to the organizers and to every player who discovered AGRONOM through these events đŸŸ[/p][p][/p][h3]Autumn playtests & creator support[/h3][p]After months of improvements, we prepared a new playtest version for October and presented it alongside a new gameplay trailer (which was even featured by GameTrailers on YouTube!).
More than 6,000 new players joined the playtest, alongside many returning testers. We carefully processed your feedback and continue working on the final improvements.[/p][p]We’re also incredibly thankful to all the influencers and creators who made videos or streamed AGRONOM. Your support, curiosity, and kindness mean a lot to us ❄[/p][p][/p][h3]Beyond the game: content & fun[/h3][p]Alongside development, we spent a lot of time creating fun and experimental content on YouTube and TikTok.
Don’t forget to check out our AGRONOVA Product Spotlight playlist and, of course, our legendary Rasputin dance. We love sharing the AGRONOM vibe beyond the game itself ✹[/p][p][/p][h3]Our Discord — the heart of the community[/h3][p]A special thank you goes to our Discord community. This is where we have the warmest conversations, share ideas, joke around, and build a truly cozy and welcoming space together.
If you haven’t joined yet — you’re always welcome![/p][p]To celebrate the holidays, we also prepared a festive postcard with our robots, available in several formats. Share the cuteness with friends, set it as your wallpaper, and welcome the New Year together with our robots đŸ§ĄđŸ€–[/p][p][/p][h3]The team behind AGRONOM[/h3][p]We’re incredibly proud of our team. This year wasn’t always easy — we learned a lot, grew together, combined multiple roles, worked late nights, and pushed through difficult moments.
All of this was done with one goal in mind: to deliver the best possible experience for you.[/p][p][/p][h3]A wonderful year — and an exciting one ahead[/h3][p]Toward the end of the year, we received amazing news: AGRONOM made it into the Top 10 best upcoming indie games according to IndieDB. This recognition truly means the world to us đŸ„ł[/p][p]2025 was bright, intense, and full of hard work. We’ll continue improving the game, run new playtests, and actively prepare for AGRONOM’s release in 2026.[/p][p]Thank you for staying with us on this journey — for believing in us, supporting us, and making this year so special.
We truly hope for your continued support in the year ahead.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Merry Christmas and Happy New Year!
With love,
The AGRONOM Team â€ïžđŸš€[/p]

Devlog #15: Totally New Plants and Playtest 2 Overall

[h2]Greetings, Martian Farmers! đŸŒ±đŸš€[/h2][p][/p][p]November is nearly over, and with it the main wave of our second Playtests is coming to a close. What did players think this time? How did your feedback shift our plans? And what have we been building throughout the month? Here is your fresh Devlog packed with answers.[/p][p][/p]
Visuals
[p] [/p][h3]A Completely New Generation of Plants[/h3][p][/p][p]About three months ago we began reworking every single plant in AGRONOM. The older versions no longer fit the new visual tone of the game, especially after the upgrades to buildings and robots. We decided to take plants in a different direction—away from realism and toward a stylized look that better fits our Eastern-European-inspired Martian setting.[/p][p][/p][p]The result is softer, brighter, more expressive plants that feel right at home on your red patch of soil. Here are a few samples of the new look. Tell us what you think—we genuinely want to hear your impressions.[/p][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][h3]A New Gramps Makar[/h3][p]
Our main story character, Gramps Makar, also received a full visual refresh. We drew him by hand, shaping his character the way we imagine him: warm, grounded, and unmistakably part of AGRONOM’s soul. The art direction has shifted slightly away from realism toward a more cozy, expressive style, and Gramps now reflects that feeling perfectly.[/p][p][/p][p]Here is his very first portrait. Looks almost like a passport photo — if Mars had passports.[/p][p][/p][p][/p][h3]VFX: Bringing the Farm to Life[/h3][p][/p][p]We also began adding visual effects to the game world. AGRONOM is full of small moving parts: drills humming, drones buzzing, food bubbling in the cooking station — and these details help the world feel alive. Here are a few early effects for drilling, drone flight, and cooking. [/p][p][/p][h3][/h3][p][/p][p][/p][p][/p]
Gameplay
[p][/p][h3]Playtest Results[/h3][p][/p][p]The second wave of Playtests is behind us and we are very happy with the outcome. More than eleven thousand people have tried the new version so far. Many returning players noticed how much the game has grown since April. New players brought fresh perspectives as well, which is always a gift.[/p][p]Your reviews praised the updated visuals, the new robot animations, and the refreshed UI. This support means a lot as we continue moving toward launch.[/p][p]A big thank you to all creators who discovered the Playtest and recorded videos about AGRONOM. Early supporters are incredibly important to us and we hope you will stay with us all the way through release and beyond.[/p][p]Your bug reports helped us fix issues quickly, and your suggestions inspired us to adjust our internal plans. One major result is that we decided to start improving automation sooner than expected. Robot tasks will soon be more specialized and the assignment system is being rewritten. Tasks will be sent to robots who can complete them fastest, not simply closest. Resource logistics is also being optimized to shorten production time.[/p][p][/p]
Environment
[p]
Exploration continues to grow. One of the newest additions is caves — mysterious and atmospheric spaces that expand the world around Gramps Makar’s plot. We’ll show more in the near future, or even include them directly in the next Playtests. We truly enjoy this format because your feedback shapes AGRONOM in real time and you can see the results immediately.[/p][p][/p]
What’s Next? 😏
[p]
Our plans for next month include:[/p]
  • [p]Continue adding and refining VFX.[/p]
  • [p]Improve and integrate the new plant models.[/p]
  • [p]Add large plants for the Arboretum, including apple trees.[/p]
  • [p]Continue the major automation overhaul and improve robot AI.[/p]
  • [p]Develop and integrate new UI screens.[/p]
  • [p]Expand the narrative around Martian cities and finish the first city illustration.[/p]
  • [p]More work to come — the list only grows![/p]
[p][/p]
Join the Playtests!
[p]
If you played before, now is the perfect time to return and try the major update. And if you have not joined yet, request access on Steam and help us shape AGRONOM. Your feedback truly matters.
[/p][p][dynamiclink][/dynamiclink][/p][p]With love,[/p][p]The AGRONOM Team 🧡[/p]

Devlog #14: A Big Update for the Playtest, New Plants and Animations

[h2]Greetings, Martian Farmers! đŸŒ±đŸš€[/h2][p]
Playtests have been running for two weeks already, and we want to thank everyone who has joined so far and those who are still planning to play. And yes, you still have time! We are extending the playtests for at least one more week, until November 3rd. There is also a good reason to come back, because we have prepared a major update full of exciting features: exploration, jumping, and brand new UIs! [/p][p]You can now freely explore the location and enjoy jumping around for the first time. We also hid several secret containers filled with useful resources and new blueprints for crafting and construction. That means new Orders, new opportunities to earn credits, and even more robots to create! [/p][p][/p]
Visuals
[p] [/p][h3]Jumping into Action[/h3][p]
We promised a jump animation last time, and here it is. Watch our short announcement video dedicated to this new mechanic and let us know what you think in the comments.
[/p][previewyoutube][/previewyoutube][p][/p][h3]Broken Cargo Station[/h3][p]
At the start of the main story, you arrive at an abandoned plot where one single building remains: the Cargo Station. It connects your plot to the Martian cities. You will have to repair it to receive help from Gramps Makar and deliver orders to the AgroNova Corporation.
[/p][p][/p][carousel][/carousel][p] [/p][h3]New Gardener Animations[/h3][p]
Your favorite green companion has learned some new moves. Look at him go! Calm, kind, and still the cutest member of your team. [/p][p][/p][p][/p][p][/p][p][/p][p]
[/p][h3]New Plant Concepts[/h3][p]
We have been experimenting with a new art style for our plants and have finally settled on the direction. The result is a stylized but charming look that fits perfectly with our Martian mood. Here are some of our latest concept sketches. [/p][p][/p][p][/p][carousel][/carousel][h3]Modeling Our First Plants[/h3][p]
Our experiments are already moving into 3D. Take a look at the first models of cucumbers, tomatoes, and strawberries. Just what every Martian farmer needs! [/p][p]
[/p][carousel][/carousel][p][/p][h3]Composter Animation[/h3][p]
We are also creating new animations and effects for buildings. Here is a look at the new composter in motion. [/p][p]
[/p][p][/p][h3]Updated Construction Icons[/h3][p]All construction icons have been refreshed with new renders. Look how well it turned out![/p][p][/p][p][/p][p][/p]
Gameplay
[p]
This month brought many significant improvements: [/p]
  • [p]Exploration was added to the game, allowing you to freely move around and discover secrets.[/p]
  • [p]Jumping is now available, making navigation more dynamic and fun.[/p]
  • [p]We are actively updating interfaces and improving the user experience with every patch.[/p]
  • [p]The prologue scenario is complete, and playtests are underway based on this new content.[/p]
  • [p]The Order system has been refined to make Orders more engaging and rewarding.[/p]
  • [p]Automation has been improved for a smoother workflow.[/p]
  • [p]Greenhouse interactions have become more enjoyable with UI panels for incubators and garden beds, as well as cozy interactive windows.[/p]
  • [p]Planting and harvesting are easier now. Just pull once and the entire bed is ready. No more clicking every single slot![/p]
[p][/p]
Environment
[p]
With the new jump ability, we spent plenty of time testing and refining the landscape to make exploration fun and meaningful. We also started developing a new area near Gramps Makar’s plot. Expect something fresh and exciting soon! [/p][p][/p]
What’s Next? 😏
[p]
Our plans for next month include:[/p]
  • [p]Adding a colony level and progression system.[/p]
  • [p]Improving UI and UX with new features and better usability.[/p]
  • [p]Refactoring the automation system, including new HUB and compartment connection mechanics.[/p]
[p][/p]
Join the Playtests!
[p]
If you have not joined the playtests yet, now is the perfect time. And if you already played, come back and experience the new update with exploration, jumping, and hidden containers full of rewards. Your feedback helps us make AGRONOM better every week!
[/p][p][dynamiclink][/dynamiclink][/p][p]With love,[/p][p]The AGRONOM Team 🧡[/p]

PLAYTEST LIVE — NEW TRAILER

[h2]First things first—thank you![/h2][p]To everyone who jumped into Playtest #1, your feedback was a compass. You helped us fix a mountain of issues, rework systems, and polish rough edges. And to everyone joining for the first time today: welcome to Mars! We hope AGRONOM leaves a strong impression—ideally, a pleasant one. 🚀[/p][p][/p][h2]▶ New Trailer — See What’s Changed[/h2][p][/p][p][dynamiclink][/dynamiclink]In 76 seconds you’ll spot our global 3D model refresh (sharper robots & buildings), improved landscapes with cargo-lift debris, the new Gardener robot, fresh animations & VFX, and new music from our composers. A quick taste of how far AGRONOM has come.[/p][p][/p][h2]What’s new: a story prologue & huge progress[/h2][p]We prepared a story prologue to the main game. You’ll roll out as Rusty, a builder-foreman robot, raising a base on Mars and automating production with a crew of helper bots—first-person cozy automation on Mars with cute robots.[/p][p][/p][h3]Big visual refresh[/h3]
  • [p]Global 3D model update. Robots and buildings are now more detailed and grounded—expect richer silhouettes, decals, and overall polish.[/p]
  • [p]Better landscapes & environment. We improved terrain materials and lighting, refined the base area, and added set-pieces like cargo-lift debris to sell the crash-site vibe.[/p]
  • [p]New animations & VFX. Fresh moves for Rusty and helper bots, plus environmental VFX (drill/biogenerator/cook station steam). Building animations are in progress, with more VFX on the way.[/p]
  • [p]Audio. Our composers wrote new music—you’ll hear it in-game and in the new trailer.[/p]
[p][/p][h3]New robot[/h3][p]Meet the Gardener—a new helper focused on cultivation duties. It brings updated meshes/animations and plugs directly into the farming loop.[/p][p][/p][h3]Automation, quests, and orders[/h3]
  • [p]Automation Plans — redesigned. Four plan types (depleting, maintain-in-compartment, maintain-in-colony, infinite), smarter logistics, numeric inputs, priorities, and planting tasks that explicitly include irrigation.[/p]
  • [p]Story & onboarding overhauls. New starting quest, clearer NPC lines, softlock fixes, better counters and tracking across build/craft/plant actions.[/p]
  • [p]Extra quests as orders. Beyond the prologue story, you’ll get orders (resource deliveries & grow-requests) to keep your colony busy.[/p]
[p][/p][h3]The Stats Screen — your command center (now a major feature)[/h3][p]This is where AGRONOM starts to feel like a control room:[/p]
  • [p]Track robots and their tasks anywhere on the plot.[/p]
  • [p]Find every resource on the map—containers, inventories inside machines/robots/generators—no more manual counting.[/p]
  • [p]Sort and filter buildings/robots/resources; see hub radius/connection, power/durability/activity, and navigate a fast, zoomable map view. All this is powered by a refactor from simple actor tracking to custom data classes, with new icons and map sprites.[/p]
  • [p]Greenhouse in-world displays. Just one glance at the interface is enough to see how your plants are doing in incubators and beds![/p]
[p][/p][hr][/hr][p][/p][h2]Playtest details[/h2]
  • [p]When: starting now and running until October 23.[/p]
  • [p]How to join: click Apply for the Playtest on our Steam page—you’ll be accepted automatically.[/p]
  • [p]Streaming/recording: absolutely OK! Just tell your viewers it’s a playtest and still in development. Your support means a lot.[/p]
  • [p]Approx. length: 4–5 hours of story & gameplay—plus extra orders on top.[/p][p][/p]
[hr][/hr][p][/p][h2]Quick FAQ[/h2]
  1. [p]Status: The game is still in development—visuals, mechanics, and especially robot AI will keep improving.[/p]
  2. [p]UI/UX: The interface is mid-overhaul. You’ll already see parts of the new Automation Plans and refreshed Build Mode.[/p]
  3. [p]Starting area: You begin on Auntie Masha’s plot. You can’t demolish her early buildings, but the story grants core constructions so you can optimize. (In the full game you can start from a clean slate.)[/p]
  4. [p]Onboarding: We folded the tutorial into the story. If you’re stuck, re-read Gramps Makar or ask the community—we’ll be online on Steam and Discord.[/p]
  5. [p]Languages in this build: English, French, Italian, German, Spanish (Spain), Japanese, Polish, Portuguese (Portugal), Simplified Chinese, Russian, Korean. (Current translations are non-professional; quality will increase toward release.)[/p]
  6. [p]Discuss gameplay: Join us on Discord: https://discord.gg/P9dzU3sw5W[/p]
  7. [p]Report bugs & suggestions: Use the form:[/p][p]https://docs.google.com/forms/d/e/1FAIpQLSegjGrykO_hR5Q8aynsb8EYlbM6_TfGAbc3tmcQp8_MgycZAA/viewform?usp=sharing&ouid=108936320000428000430[/p]
[p][/p][p][/p][hr][/hr][p][/p][h2]Known issues (transparent & honest)[/h2]
  • [p]Saving and loading on the very first quest may cause the game to crash.[/p]
  • [p]Don’t place objects inside terrain/rocks (e.g., power poles that route wires). They’ll place, but won’t build, and helper robots can get stuck trying to reach them.[/p]
  • [p]On some PCs the game may not start on High/Ultra presets. Start on Medium, then adjust upward in-game.[/p]
  • [p]Saving/loading during Drone delivery can cause resource loss and block some story quests; load a previous autosave if it happens.[/p][p][/p]
[hr][/hr][p][/p][h2]Minimum specs we’ve run the game on[/h2]
Processor:  Intel i5-3570 3.4 GHz (4 cores)
Memory: 8 GB RAM
Graphics: NVIDIA GTX 1650 / GTX 1050 Ti,
or AMD RX 470 / RX 570 (or equivalent VRAM/perf)
Storage: 5 GB available space
[p](You may be able to run on slightly weaker GPUs—feel free to try.)[/p][p][/p][hr][/hr][p][/p][h2]Controls[/h2][p]You can always view the controls in-game—check the top-right corner of the HUD.
You can also change key bindings in the settings![/p][p][/p][hr][/hr][h2]See you on Mars[/h2][p]Thank you again to our early pioneers and to everyone joining today. Your feedback keeps making AGRONOM better with every build. Join the discussion on Discord, share your stories and screenshots, and—most importantly—have fun automating with Rusty and friends![/p][p][/p][p][dynamiclink][/dynamiclink]With love,[/p][p]AGRONOM Team 🧡[/p]

Playtests are Delayed :(

[p]Hey everyone,[/p][p]We need to share a quick update. Our planned AGRONOM playtests are delayed due to unexpected technical issues on Steam’s side. We’re working closely to get this resolved and we’ll publish the playtests as quickly as we possibly can.[/p][p]We’re also a bit stuck on the trailer front. Per our agreement with a well-known games outlet, the trailer was supposed to go live around now. Unfortunately, there are hiccups on their end too, so the premiere has slipped. If we don’t hear back from them soon, we’ll release the trailer on our own channel so you can see it without further delay.[/p][p]We know this is disappointing, and we’re genuinely sorry. AGRONOM means a lot to us, and your support means even more. If you’d like to help during this awkward pause, a few things really make a difference:[/p]
  • [p]Wishlist AGRONOM on Steam[/p]
  • [p]Join our Discord and share feedback and questions[/p]
  • [p]Spread the word to friends who might be interested[/p]
[p]We’ll keep you posted on both the playtests and the trailer. Thank you for sticking with us—we’re incredibly grateful for this community.[/p][p][/p][p]With appreciation,
— The AGRONOM team[/p]