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Steam News8 February 20264mo ago

Devlog #1 - Introducing Agrocracy: A Turn-Based Agricultural Management Game

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!

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

0 fixes1 addition9 changes0 removals
  • Maps
  • Events
  • UI and audio
  • Gameplay
changedBefore 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.
changedAbout the gameAgrocracy is a turn-based agricultural management game with an old-school isometric map .
changedAbout the gameIn terms of complexity, it lands between classic tycoon games and modern grand strategy . Deep enough to reward careful planning, but not overwhelming.
changedAbout the gameVisually, 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.
changedWhat you actually do each turnIn practice, what you do each turn depends on the season:
changedWhat you actually do each turnPre-season

Agrocracy changes

changedBefore 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.
changedAgrocracy is a turn-based agricultural management game with an old-school isometric map .
changedIn terms of complexity, it lands between classic tycoon games and modern grand strategy . Deep enough to reward careful planning, but not overwhelming.
changedVisually, 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.
changedIn practice, what you do each turn depends on the season:

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

Steam News / 8 February 2026

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