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AGRONOMNewsDevlog #15: Totally New Plants and Playtest 2 Overall
In-game event

Devlog #15: Totally New Plants and Playtest 2 Overall

AGRONOM · published 27 Nov 2025, 13:38 UTC

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Greetings, Martian Farmers! 🌱🚀

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.

Visuals

A Completely New Generation of Plants

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.

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.

A New Gramps Makar


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.

Here is his very first portrait. Looks almost like a passport photo — if Mars had passports.

VFX: Bringing the Farm to Life

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.

Gameplay

Playtest Results

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.

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.

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.

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.

Environment


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.

What’s Next? 😏


Our plans for next month include:

  • Continue adding and refining VFX.

  • Improve and integrate the new plant models.

  • Add large plants for the Arboretum, including apple trees.

  • Continue the major automation overhaul and improve robot AI.

  • Develop and integrate new UI screens.

  • Expand the narrative around Martian cities and finish the first city illustration.

  • More work to come — the list only grows!

Join the Playtests!


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.

With love,

The AGRONOM Team 🧡

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