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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]

PLAYTESTS START ON OCTOBER 10 + GAMEPLAY TRAILER SOON

We waited. You waited. Even Gramps Makar waited.
[p][/p][h2]Start time[/h2][p]16:00 UTC (18:00 CEST • 12:00 ET • 9:00 PT • 00:00 China Standard Time — Oct 11 • 01:00 Japan Standard Time — Oct 11) At that moment we’ll grant access to everyone who requested the playtest here on the Steam page, and the build will appear in your library.

Trailer premiere: soon enough. We’ll add the trailer link to this article the moment it’s live; the video will be added to our Steam page a little later.

[/p][h2]What’s in this playtest[/h2]
  • [p]Story content: ~4–5 hours of narrative gameplay, plus freeplay with orders and rebuilding your base. [/p]
  • [p]Languages: all languages currently listed on our Steam page as supported. Translations are work-in-progress (non-final); the release version will be significantly higher quality.[/p]
  • [p]Build size: ~4 GB.
    [/p]
[h2]Before we start[/h2]
  • [p]Request access on this Steam page if you haven’t yet — we’ll grant access to everyone at start time.[/p]
  • [p]Add to Wishlist — it really helps![/p]
  • [p]Optional: Join our Discord for updates and chat.
    [/p]
[h2]What’s new since the last playtest[/h2][p]On October 10 we’ll also publish a dev update that:[/p]
  • [p]summarizes what we’ve achieved since the previous playtest, [/p]
  • [p]highlights key improvements and fixes, [/p]
  • [p]includes the trailer link and a direct link to our feedback form
    [/p]
[p]We carefully read every response from the previous playtest — they were detailed and super insightful. Many of your suggestions are already reflected in the current build. In short, your feedback directly shapes our priorities and next updates. [/p][p]
[/p][h2]Mini-FAQ[/h2][p]Q: How do I get access?
Click “Request Access” for the playtest on this Steam page. Everyone who requests will be granted access at start time.

Q: Can I stream or share footage?
Yes! We aren’t doing a special creator outreach this time — we want to test in a cozy, friendly group — but if you stream or post videos, we’ll be thrilled to see them.

Q: Where do I report bugs and suggestions?
Use the feedback form — it’s available in-game, in this start-of-playtest article, and in Discord. Feel free to share ideas and chat directly with the dev team there.

Q: Languages & input? UI: the same set listed on our Steam page (work-in-progress quality). Keyboard & mouse; controller support is WIP.[/p][p] [/p][h2]See you on October 10![/h2][p]Start: 16:00 UTC (18:00 CEST • 12:00 ET • 9:00 PT • 00:00 CST — Oct 11 • 01:00 JST — Oct 11) Trailer: we’ll add the trailer link in a separate dev update article at launch; the video will be added to our Steam page a little later.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Devlog #13: AGRONOM in Motion — New YouTube Series & Playtest Prep

Greetings, Martian Farmers! 🌱🚀
[p]
What a month! We released our very first Gameplay Trailer for AGRONOM—and we’re thrilled to finally show the game in motion. If you haven’t watched it yet, now’s the perfect time:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]New on Our YouTube Channel[/h2][p][/p][h3]Automate Your Farm — Episode 1[/h3][p]We’ve launched a new series, Automate Your Farm, where we demonstrate how robot helpers streamline your Martian routine in AGRONOM. Episode 1 is a top-down timelapse: watch your robots hustle like tiny ants—from the drill to the Universal Compartment, to the Greenhouse, and then to the Cargo Station—shipping resources to fulfill corporate orders. [/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]AGRONOVA Product Spotlight — 3 new episodes[/h3][p]We also kicked off the AGRONOVA Product Spotlight series with three videos, including looks at the Robot Gardener, Robot Worker, and Robot Assistant. This is a series of videos produced by AgroNova Corporation. The world of AGRONOM is full of robots. And AgroNova Corporation is the one that supplies the production plans for most of the helper robots in the solar system. Watch their commercials for the AGR series of helper robots on our Youtube Channel. And don't forget to subscribe—new videos once a week or more often![/p][p]
[/p]
Visuals
[p][/p][h3]Five Robots, Five Personalities[/h3][p]All five robot helpers now have unique colors and extra detail, making them easier to tell apart at a glance—and those colors reflect their roles and personalities. Want a closer look at the Worker and Assistant? Check out the Product Spotlight episodes bellow! [/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h3]Glass Blocks, Eastern Vibes[/h3][p]Glass blocks are a signature of our Eastern European mood—architectural nostalgia meets off-world pragmatism. We treated them with extra care to nail the texture, light, and vibe. How do you like them, Martians? [/p][p][/p][p][/p][p][/p][h3]Solid Foundations[/h3][p]Outdoor buildings now get proper foundations. Steep Martian terrain used to leave some structures “floating”—no more. Things should sit just right from here on out.
[/p][p][/p][h3]Plant Overhaul: Experiments in Progress[/h3][p]We’ve begun a major pass on plants. The versions you saw in the trailer and playtests were among our earliest models—now we’re experimenting with look and feel. Here’s a peek at cucumbers and an apple tree. More natural, more cozy, more AGRONOM. [/p][p][/p][p][/p][p][/p][h3]A New Jump Animation[/h3][p]We made a jump! …and we’re keeping it under wraps for now. Soon™. [/p][p][/p]
Gameplay
[p][/p][h3]Playtest Build Work Continues[/h3][p]We’ve added new quests, tuned tasks, and wrote fresh lines for characters. The tutorial is now woven into quests and dialogue—teaching through play and cutting walls of text. [/p][p][/p][h3]Greenhouse & Environment Controls[/h3][p]You’ll find dedicated UI screens for the Environment Controller and status cards above each greenhouse niche, so it’s easy to see what’s growing and how it’s doing—at a glance. [/p][p][/p][h3]World & Polish[/h3][p]We’ve integrated a wave of art updates, fully switched to a 24-hour day type (actually, on Mars, it's a cycle of 24 hours, 39 minutes, and 35 seconds, hehe), and added a flashlight for night work. New quests have passed first internal tests; next up is full team testing. We also implemented proper quest turn-in logic in the journal, alongside many smaller fixes and niceties. [/p][p][/p]
What’s Next? 😏
[p]Next month we plan to wrap up Playtest prep, begin integrating our first updated UI, and refresh the game’s music. We’ll analyze your playtest feedback and adjust our roadmap. On the feature side: automation UX improvements, new animations for the (green and lovable) Robot Gardener, finishing the plant overhaul (trees included!), and continued environment work—like adding window VFX to finalize the Greenhouse interior. [/p][p][/p]
Join the Journey
  • [p]Watch the Gameplay Trailer and subscribe on YouTube (set reminders for new episodes!).[/p]
  • [p]Request access to Playtests on our Steam page so you’re ready on day one. [/p]
  • [p]Wishlist AGRONOM to support the project and help more players discover the game.[/p]
[p][dynamiclink][/dynamiclink]With love,[/p][p]The AGRONOM Team 🧡[/p]

Devlog #12: First Gameplay Trailer on Aug 25 & Playtests Soon

[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).

[/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][/p][p][/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][/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][/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][/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][/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][/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][/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]