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Age After Age›Events›Dev Blog #4 - Farom Nature System
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Dev Blog #4 - Farom Nature System

Age After Age · published 8 months ago

All eventsPlayers around this dateRead on Steam

Hello everyone! Today we will be sharing some information about the magic behind the videos we've been making. The FNS (Farom Nature System)

Introducing Farom Nature System

For us at Farom Studio, weather is not just a “pretty picture.”

It is a living system that defines the rhythm of the world: how long days last, how cold nights are, how snow accumulates and melts, and how all of this directly affects gameplay.

We want players to feel the weather, not just observe it.

Weather should change logically and smoothly, depend on seasons, temperature, humidity, and wind, and influence how your city lives and evolves.

That’s why we created Farom Nature not a collection of visual effects, but a flexible simulation system that can be integrated into any project we build.

To make weather predictable yet dynamic, we designed it as a rule-based system:

  • Climate defines the boundaries

  • Simulation defines the current state

  • Weather events create gameplay consequences

Key System Features

1. Time Simulation, Seasons, Day & Night Cycle

Time in our world is a living mechanism not just numbers on a clock.

Throughout the year, daylight duration changes:

  • Warm seasons bring longer days

  • Cold seasons bring longer nights

This directly affects both atmosphere and pacing. Winter feels heavier and slower, while summer feels lighter and faster.

2. Weather Profiles

Each month has its own set of weather profiles. They can be selected randomly or triggered by specific events. Weather profiles include many parameters that affect both visuals and gameplay but the key ones are:

  • Temperature

  • Humidity

  • Wind

Profiles can also vary by region, meaning the same “winter” may feel very different depending on location.

3. Temperature

Temperature follows the logic of real climate zones. Each month has a base temperature range with allowed fluctuations, ensuring that weather never feels random or breaks the season. Temperature changes smoothly, not instantly, it transitions gradually, creating a tangible feeling of warming or cooling.

We also simulate day–night temperature differences:

  • Nights are colder

  • Days are warmer

4. Humidity

Humidity is one of the main drivers of “wet” weather events. It creates conditions where precipitation can occur and ensures weather patterns make sense:

  • Dry periods stay dry

  • Humid periods naturally lead to rain or snow

This prevents weather from feeling arbitrary and reinforces systemic logic.

5. Wind

Wind acts as an additional simulation factor.

It can:

  • Influence temperature profiles

  • Increase the chance of precipitation

  • Push the system toward harsher scenarios (such as storms)

Wind direction matters, different directions can dramatically change gameplay conditions. Strong winds act as a warning signal for the player:

“Something serious is coming.”

6. Precipitation (Rain & Snow)

Precipitation depends on environmental conditions. The system determines when precipitation starts, while temperature determines whether it is rain or snow.

Both rain and snow have multiple intensity levels, from light to severe, and can significantly affect city life.

Important:

  • Snow does not disappear instantly.

  • It accumulates in layers and only melts when temperature rises above zero.

  • Players can see the consequences of bad weather long after it ends.

Gameplay Impact

Most importantly, weather changes the rules of the game.

Cold increases citizen needs (warm clothing, additional resources)

Rain and snow reduce production efficiency and complicate logistics

Extreme weather can temporarily disable or restrict activities

As a result, weather becomes a strategic layer:

  • Players plan stockpiles

  • Choose the best development windows

  • Prepare for difficult periods in advance

  • Weather is not decoration, it is a core strategic system.

This system is already actively used in Age After Age, and we will continue expanding it with more variability, deeper interactions, and broader gameplay consequences.

More technical deep dives are coming, but for now, we wanted to show how Farom Nature turns weather into a living part of the game world.

That's what we got for today, hope you liked it, and as always will see you in 2 weeks. Cheers!

MEDIASOCIAL PAGESSteam LinkedInYoutubeFaceBookArtStationInstagramThreads

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