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AGRONOMNewsDevlog #12: First Gameplay Trailer on Aug 25 & Playtests Soon
In-game event

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

AGRONOM · published 22 Aug 2025, 14:54 UTC

All newsPlayers around this dateRead on Steam

Greetings, Martian Farmers! 🌱🚀


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.

Big News

Our First Gameplay Trailer Premieres on Monday, August 25

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!

New Playtests: Date Revealed Alongside the Trailer

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.

Visuals

Robot Gardener

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).

Airlock Compartment Interior

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.

Cargo Station — Model Overhaul

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.


Robot Assembler

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.

Arboretum (New building here!)

A dedicated structure for growing trees. It won’t be in the upcoming Playtests just yet—but we couldn’t resist sharing a peek.

Technical Gateway

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…

AgroNova Space Elevator Wreckage

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.

Fence Upgrade

A sturdier, smarter fence now keeps Rusty from leaping off cliffs after a long day’s work. Safer base, fewer “whoops” moments.

Gameplay

The new Statistics menu: your base at a glance

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.

Robots that just “get it”

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.

Cargo Station & Martian cities: shop, quests, logistics

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.

In-game Encyclopedia: learn as you play

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.

Quality of life & small wins

  • Stats map icons always appear on first open; selection highlights behave after reopen.

  • Localization for Building Mode UI got a big pass—clearer categories and labels.

  • Solar panels now actually track the sun; your character has a mapped flashlight.

  • A pesky main-menu crash was quashed while we refined related widgets.

  • Cinematic capture tools (utility levels + hi-res screenshots) help us record stable trailer footage without touching the game build.

Shooting the Trailer

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!

Link to Premiere on YouTube again here! Turn on notifications!

What’s Next? 😏

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.

With love and gratitude,

The AGRONOM Team 🧡

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