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Love on Mars: Happy Valentine’s Day from AGRONOM!

[h3]Happy Valentine’s Day from the AGRONOM team! 💘[/h3][p]Love is one of the brightest, wildest feelings humans can experience. But… allow us: it seems it doesn’t happen only to humans.[/p][p]Watch our new video — looks like even on cold, orange Mars, love exists.[/p][previewyoutube][/previewyoutube][p][/p][p]And if you want to spread the love: jump into our Discord server to download 18 original Rusty valentine cards and send them to someone special (partner, friends, and mom included).[/p][p][/p][p][/p][p]And if you’d like to send some love back to us — please wishlist AGRONOM and leave a nice comment for the team. We read every single one.[/p][p][dynamiclink][/dynamiclink]With love,[/p][p]The AGRONOM Team 🧡[/p]

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

[p][/p][h2]Greetings, Martian Farmers! 🌱🚀[/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]
[/p]
Visuals
[h3]
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.
    [/p]
[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
[p]
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? 😏
[p]
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]

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 🍾[/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 🧡🤖[/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 🥳[/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 ❤️🚀[/p]

Devlog #15: Totally New Plants and Playtest 2 Overall

[h2]Greetings, Martian Farmers! 🌱🚀[/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! 🌱🚀[/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]