[h2]Greetings, Martian Farmers! 🌱🚀[/h2][p]
Summer’s still in full swing, but the
AGRONOM workshop hasn’t cooled down. We’ve been polishing
visuals, tightening
core systems, and—most exciting of all—getting ready to show you the
game in motion.
[/p][h2]Big News[/h2][p][/p][h3]Our First Gameplay Trailer Premieres on Monday, August 25[/h3][p]It’s finally time! Hit
“Set Reminder” on the premiere page so you can be among the very first to watch:
YouTube Premiere. Your
comments,
likes, and
subscribes help this trailer travel far—thank you for powering
AGRONOM’s launch with your
support! [/p][p][dynamiclink][/dynamiclink][/p][h3]New Playtests: Date Revealed Alongside the Trailer[/h3][p]We know you’ve been waiting (so have we!). With the trailer, we’ll also announce the date for our next
Playtests. We’ve spent the summer making meaningful changes across
visuals and
mechanics. Make sure you’ve requested Playtest access on our
Steam page—so you’re ready the moment gates open. [/p][p][/p]
Visuals
[h3][/h3][h3]Robot Gardener[/h3][p]You met the
Robot Gardener in concept. Now meet the finished model—a calm,
plant-loving, very green companion that
sows,
waters, and
harvests with care. He’s here to make your
fields thrive (and look adorable doing it).
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[/p][p][/p][p][/p][h3]Airlock Compartment Interior[/h3][p]Our artist team went all-in here:
dense detail,
crisp textures, and a look that nails our setting. Step inside and you’ll feel the world—
utilitarian,
lived-in, unmistakably
AGRONOM. Feel the
Eastern European vibe.[/p][p][/p][p]
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[/p][p]
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[/p][p][/p][h3]Cargo Station — Model Overhaul[/h3][p]During development, our idea of the
Cargo Platform evolved into the
Cargo Station—now, functionally, even a
Terminal. With systems for
city logistics,
NPC trade, the
in-game shop, and
quest hooks, we finally shaped a complete vision both in
mechanics and in
form. Look closely—the
details tell stories.[/p][p][/p][p]
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[/p][h3]
Robot Assembler[/h3][p]An essential building that brings
new helpers to life. Without it, you’re basically farming with one hand tied behind your back—now lovingly
reworked for clarity and style. [/p][p][/p][p]
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[/p][p][/p][h3]Arboretum (
New building here!)[/h3][p]A dedicated structure for
growing trees. It won’t be in the upcoming
Playtests just yet—but we couldn’t resist sharing a peek.[/p][p][/p][p]
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[/p][h3]Technical Gateway[/h3][p]A
covert entrance into AgroNova’s corridors. The
“back door” ties directly into
quests and
narrative threads. Where does it lead? That’s for you to uncover… [/p][p][/p][p]
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[/p][p][/p][h3]AgroNova Space Elevator Wreckage[/h3][p]Our location is gaining
history and
texture. You’ve seen the
Space Elevator concepts before; now its
shattered remains are taking shape
in-game. They add
mood, help you
navigate the terrain, and
whisper the backstory of this place. [/p][p]
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[/p][p] [/p][h3]Fence Upgrade[/h3][p]A
sturdier,
smarter fence now keeps
Rusty from leaping off cliffs after a long day’s work.
Safer base, fewer “whoops” moments. [/p][p][/p][p]
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[/p][p][/p]
Gameplay
[p][/p][h3]The new Statistics menu: your base at a glance[/h3][p]We built a
clean,
readable Stats menu so you always know what’s going on. Buildings now show their
energy,
integrity,
activity, and
distance to you. The map inside the menu has
smooth zoom/pan,
clear icons for the player,
robots, and buildings, and even a
HUB radius so you see which
containers are truly connected. There’s a dedicated
Resources tab that tracks items not only in
containers, but also inside
machines,
drills,
robots, and
generators.
Sorting and
filters help you find what matters fast—and your preferences stick between refreshes.
[/p][h3]Robots that just “get it”[/h3][p]
Automation is much
smarter now. The
Robot Gardener follows
sensible priorities, and other won’t sprint across the entire map for no reason, and
nearest tasks are chosen more intelligently.
Repairs and
dismantling show proper
progress bars, and—big win—robot jobs
survive saves and loads, so your plans keep rolling when you return. [/p][p][/p][h3]Cargo Station & Martian cities: shop, quests, logistics[/h3][p]
Cargo Station screens are coming to life: there’s a proper
shop panel with lots and a cart,
purchases work, and
city shops refresh every in-game hour. We’ve also introduced
blueprint licenses, visible right in the
UI, so you know exactly what you can unlock. This all connects to
quests and
deliveries through the station terminal. We also tuned
drone pad positions and
console interaction so the flow feels natural. [/p][p][/p][h3]In-game Encyclopedia: learn as you play[/h3][p]The old tutorial panel grew into a proper
Encyclopedia. It’s
searchable, uses tidy
categories, supports
rich formatting, and even lets
pages link to each other. Entries
unlock as you progress (new/unlocked/locked/hidden states), and we
optimized it so browsing doesn’t cause
FPS dips.[/p][p][/p][h3] Quality of life & small wins[/h3]
- [p]Stats map icons always appear on first open; selection highlights behave after reopen.[/p]
- [p]Localization for Building Mode UI got a big pass—clearer categories and labels.[/p]
- [p]Solar panels now actually track the sun; your character has a mapped flashlight.[/p]
- [p]A pesky main-menu crash was quashed while we refined related widgets.[/p]
- [p]Cinematic capture tools (utility levels + hi-res screenshots) help us record stable trailer footage without touching the game build.[/p]
[p][/p][h3]Shooting the Trailer[/h3][p]We had a blast recording new footage for the
gameplay video. Can’t wait to hear your
reactions when it premieres—see you in the
comments on Monday![/p][p]Link to Premiere on YouTube again
here! Turn on notifications! [/p][p][/p]
What’s Next? 😏
[p]More
UI/UX work,
second-round Playtest prep (including finalized
Statistics and
Map screens), finalizing
Greenhouse interiors and
Universal Compartment interiors, plus interfaces for the
Shop and
Quests. And, of course, your
feedback will keep steering the ship. [/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]
With love and gratitude,[/p][p]
The AGRONOM Team 🧡[/p]