In this update4
Full notes
Full Agrocracy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Events
- UI and audio
- Gameplay
Agrocracy changes
Hi! My name is Filip and I'm the developer of Agrocracy.
In this very first devlog, I'd like to introduce you to the game's core concept.
Before we begin - thank you for reading! And if you haven't already, please consider wishlisting the game. It helps a lot at this stage of development.
About the game
Agrocracy is a turn-based agricultural management game with an old-school isometric map.
You play as the owner of an agricultural company, making decisions on a company-wide level: planning field operations, managing machinery and workers, handling storage, and trading produce. This is a single-player, business-focused management simulation. There are no animals, no roleplaying, and no "cozy" farming. The game is built around planning, logistics, cashflow, and weather-driven risk.
In terms of complexity, it lands between classic tycoon games and modern grand strategy. Deep enough to reward careful planning, but not overwhelming.
There are no AI competitors - your only losing condition is bankruptcy.
Visually, the isometric map is inspired by late 90s / early 2000s tycoon games. At the same time, the UI aims to feel closer to modern professional business software, be still readable and clean, but with a "gamey" vibe.
What you actually do each turn
In practice, what you do each turn depends on the season:
Pre-season
choosing what to plant and where,
hiring and long-term planning,
research and investments,
preparing for bad weather and risk mitigation.
Mid-season
harvesting,
building new warehouses and infrastructure,
managing machines and permanent workers,
hiring temporary seasonal workers.
Post-season
storing and selling produce,
investing and expanding,
research and upgrades,
maintenance and repairs,
reorganizing the company.
Motivation
A long time ago, when I was learning programming for the first time, one of my first serious projects was a simple fruit trading game.
It was fun, but also very unbalanced. Limes were always the best option, and buying a lime field was basically a guaranteed win.
Years later, I started thinking: how would I design that idea today, but properly? That question eventually evolved into Agrocracy.
While this game looks and plays very differently, it's a spiritual successor to that old prototype.
What's next?
I'll be posting regular updates and more importantly, deeper explanations of the game's systems and design choices.
Thanks again for reading, and if the concept sounds interesting, please wishlist the game. In the next devlog, I'll share more details about some of the mechanics.
See you soon!
Source
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