This month was full of difficult and important decisions, and all of them directly affect AGRONOM — so you deserve to know.
We have chosen our publisher.
They will not only help us with the release process, but will also become a strong and important long-term partner for AGRONOM throughout the rest of its journey. We are not ready to share all the details just yet, because this is something we want to announce properly — and loudly. More news soon!
At the same time, development was absolutely not on pause. We kept working hard, and we have a lot to show.
Let’s take a look!
If you joined our playtests, you probably remember smelting ore in the furnaces inside the Universal Compartment to create new products.
Now this process is moving outside — where this kind of dirty work probably belongs. We created a brand-new Ore Smelter: a big, solid machine designed for processing aluminium, iron, sand, and other raw materials. It feels much more appropriate for this part of production, both visually and logically.
We also made an industrial version of the Ore Smelter.
It serves a similar purpose, but it is larger, heavier, and capable of producing bigger amounts of processed ore, as well as handling new types of materials. It is a more advanced machine built for larger-scale production chains.
The Cooking Station remains one of the most important machines for every farmer.
This is where you prepare food such as mashed potatoes, compote, borscht, and other meals. After all, someone has to feed Gramps Makar in orbit, support his family across the Solar System, pay AgroNova taxes, and keep trade running too. We updated the model to make it clearer, stronger visually, and more fitting for the overall style of AGRONOM.
The Multicooker is the industrial version of the Cooking Station.
It can include one or two working sections, and each section contains two oven shelves. This machine is designed for more advanced and complex production setups, helping you scale food production as your base grows.
This month we also created a completely new room and filled it with warm, nostalgic details.
Sadly, we cannot say much more about it yet — Gramps Makar would definitely scold us for revealing too much. But we can say this: we put a lot of love and energy into this space, and every model inside it was made with special care.
One of the biggest gameplay additions this month came directly from your feedback.
Now you can assign any robot to almost any machine. For example, you can tell a gardener robot to stay focused on one specific greenhouse instead of running off to other tasks, or assign a loader robot to a particular ore extractor and make it serve that machine directly.
This gives you much more control over automation and makes production chains easier to manage.
We also continued reworking several important systems behind the scenes, including the power system, plant systems, statistics, crafting, and liquid resources. These changes are not always visible right away, but they are crucial for the game’s long-term stability and future development.
Another feature we are working on — which you will notice later — is a new tracking and highlight system. Step by step, we are making AGRONOM more user-friendly, readable, and convenient to play.
On the environment side, our level designer spent this month finalizing the cave behind the bunker, adding details to the main plot area, and optimizing it further. Right now he is working on the space near the broken space elevator to connect these locations into one logical and natural area.
In the coming month, we plan to:
Complete the current iteration of building updates
Create new trees and continue developing the arboretum mechanic
Prepare customization systems for robots and buildings
Thank you for following the development of AGRONOM and for supporting the project.
If you enjoy the progress, don’t forget to add the game to your wishlist.
With love,
The AGRONOM Team 🧡