In this update15
Full notes
Full AGRONOM update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Workshop
- Gameplay
- Store
- Maps
- UI and audio
- Performance
AGRONOM changes
Greetings, Martian Farmers! đ±đ
Summerâs still in full swing, but the AGRONOM workshop hasnât cooled down. Weâve been polishing visuals, tightening core systems, andâmost exciting of allâgetting ready to show you the game in motion.
Big News
Our First Gameplay Trailer Premieres on Monday, August 25
Itâs finally time! Hit âSet Reminderâ 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 farâthank you for powering AGRONOMâs launch with your support!
[dynamiclink href="https://youtu.be/-HWB6JXZfhk"]
New Playtests: Date Revealed Alongside the Trailer
We know youâve been waiting (so have we!). With the trailer, weâll also announce the date for our next Playtests. Weâve spent the summer making meaningful changes across visuals and mechanics. Make sure youâve requested Playtest access on our Steam page âso youâre ready the moment gates open.
Visuals
Robot Gardener
You met the Robot Gardener in concept. Now meet the finished modelâa calm, plant-loving, very green companion that sows, waters, and harvests with care. Heâs here to make your fields thrive (and look adorable doing it). Steam post image
Airlock Compartment Interior
Our artist team went all-in here: dense detail, crisp textures, and a look that nails our setting. Step inside and youâll feel the worldâ utilitarian, lived-in, unmistakably AGRONOM. Feel the Eastern European vibe.
Cargo Station â Model Overhaul
During development, our idea of the Cargo Platform evolved into the Cargo Station ânow, 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 closelyâthe details tell stories.
Steam post imageSteam post image
Robot Assembler
An essential building that brings new helpers to life. Without it, youâre basically farming with one hand tied behind your backânow lovingly reworked for clarity and style.
Arboretum (New building here!)
A dedicated structure for growing trees. It wonât be in the upcoming Playtests just yetâbut we couldnât resist sharing a peek.
Technical Gateway
A covert entrance into AgroNovaâs corridors. The âback doorâ ties directly into quests and narrative threads. Where does it lead? Thatâs for you to uncoverâŠ
AgroNova Space Elevator Wreckage
Our location is gaining history and texture. Youâve 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 dayâs work. Safer base, fewer âwhoopsâ moments.
Gameplay
The new Statistics menu: your base at a glance
We built a clean, readable Stats menu so you always know whatâs 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. Thereâs 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 fastâand your preferences stick between refreshes.
Robots that just âget itâ
Automation is much smarter now. The Robot Gardener follows sensible priorities, and other wonât sprint across the entire map for no reason, and nearest tasks are chosen more intelligently. Repairs and dismantling show proper progress bars, andâbig winârobot 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: thereâs a proper shop panel with lots and a cart, purchases work, and city shops refresh every in-game hour. Weâve 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. Itâs 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 doesnât 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 passâ 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. Canât wait to hear your reactions when it premieresâsee you in the comments on Monday!
Link to Premiere on YouTube again here! Turn on notifications!
Whatâs Next? đ
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.
[dynamiclink href="https://youtu.be/-HWB6JXZfhk"][dynamiclink href="https://store.steampowered.com/app/2893250/AGRONOM/"]
With love and gratitude,
The AGRONOM Team đ§Ą
Source
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