- Advanced Districts Update - 3 June 2026
Hey Everyone!In my last update I outlined part of a major system being added to the game - District Ranks. I also noted that there was more to this update and some additional features that it would support. With these changes now releasing to the alpha builds, I wanted to talk more about the rest of this update and some of the impact it will have on the later phases of the full game.If you haven't read the previous update, I suggest you do, as there's a lot of context there around why these things are being added and the thought process behind them. The short version is that I think the existing demo content sets a good foundation of the "early game" and basic game mechanics, the alpha shifts more towards the mid-game with challenges around moving items between a few Districts, but neither addresses the late game or how your farm will work on a larger scale.The previous post also reveal…
- Upcoming Systems & Future Plans - 17 February 2026
Hey Everyone!It's been a while since I've posted an update, so I wanted to share my current thoughts on the state of the game, what I'm currently working on, what my next steps are, and how those play into the upcoming initial release.TL;DR: In case you're just here for a quick answer, I'm working on adding a pretty large system to the "simulation" underlying the game in order to pave the way for the last major additions to the game that I think are crucial for the first release. It's taking a bit longer than I expected, in part due to the fact that I am making sure this change supports some of the other upcoming changes, and partly because it's also become a part of my validation of some performance changes as well.If you'd like a bit more detail and clarity, I'll explain with the rest of this post ;) It's a long one though!Current State of Musgro FarmI think the best place to start is…
- Large Demo Update & Release Update - 31 October 2025
Hey everyone!It's been a while - I've been hard at work over on the Alpha build, building new systems, gathering feedback, and moving things along towards the full release. Today I'm sharing a couple of updates, including a hefty update to the demo, and a bit of an update on the plans for release.The demo update includes a few of the new systems and QoL features that have made it through Alpha testing. There's a new system which can automate purchasing upgrades, a new copy/paste feature, a remastered version of the main menu theme, and a bunch of other changes.Plot ManagementFirst up, let's talk about the new Plot Management system!Plot Management is a set of technologies in the General tech tree which allows you to organize your plots into Management Groups. These groups consolidate the floating plot icons, show a bunch of combined production statistics and panels, allow some new behav…
- Alpha Now Available! - 9 July 2025
Hey everyone! I wanted to provide a few updates today about the Alpha testing which is now available, the Logistics system which will be an important part of the full game, and the small Demo patch which is now live. Alpha Builds I'm really excited to announce that I'm starting up a series of Alpha builds to begin testing game mechanics and systems which will be coming in the full release! If you've enjoyed the demo and are looking for more to do, or would just like to help provide more feedback on the game in its final stages towards release, this is the place to do it! These builds are now available to monthly subscribers to my Ko-Fi! (Ko-Fi is a Patreon-like platform for creators) Current Feature Highlights The current Alpha build contains: The ability to unlock more land tiles Access to the full Logistics technology which allows direct shipment of products, and an associated tech tr…
- Next Fest Content Update! - 4 June 2025
Hey everyone! Musgro Farm will be a part of Next Fest, starting on Monday! As a part of the festival, a new demo update is now available which includes a few new things to play with! Demo Overview If you're new to Musgro Farm, here are a couple highlights and answers to some FAQS: Demo contains ~3 hours of content straight through, but freedom to keep upgrading/improving with no time limit Demo progress will carry over to the full game An early beta program will likely be starting around the end of June Demo includes Full Steam Deck support Feedback can be sent in-game from the esc menu, or you can chat with us on Discord! More details about future plans can be found in the last event post Content Update This update includes a bit of an update to the tech tree, along with some new crops, recipes, and buildings! The demo still centers on the production of Simple Vegetable Soup, but there…
- Upcoming Plans and Changes - 2 May 2025
Hey everyone! I've been a little quiet lately, but today I wanted to take some time to talk about what I've been working on, what's going to be coming up next for Musgro Farm, and give a small peek of how the full game will evolve... To get the small stuff out of the way: Today I'm releasing a small demo update with some "under the hood" changes to lay some groundwork for things that are coming in the future. It's mostly bug fixes and behind the scenes work, but I'll list the full patch notes below. So what's next? Steam Next Fest Firstly, Musgro Farm is going to be in the June iteration of Steam Next Fest, starting on June 9th! For anyone who isn't familiar with it, Next Fest is a periodic event on Steam which highlights demos of upcoming games. It's a great way to find new and exciting upcoming games, but it can also be a huge boon to visibility and help get the game some more attenti…
- Rank Update - 16 March 2025
An update has just gone out with a few different changes, mostly focusing on the way that fields & buildings scale with Ranks in order to make for some more interesting gameplay, improve technical performance and scalability, and make the math significantly easier to follow. There are also a few little QoL additions and some bug fixes. I've been mostly focused on full-game content, but in doing so, I noticed a few issues with the way that Rank scaling works which lead to a few different pain points in the later game, especially as farms get really large and your progress into the later ranks. This resulted in two changes to the way Ranks work: Rank Math Changes Firstly, the more impactful change: Rank scaling was previously built to be 2.5^Rank increases, but it is being shifted to 2^Rank instead. Using 2.5^Rank leads to increasing decimal places each rank (2.5, 6.25, 15.625, 39.0625) w…
- Small Bugfix Update - 26 February 2025
Hey everyone, Currently working away on the full game, but caught a few issues I wanted to patch in the demo: Fixed a bug which was setting some field prices significantly higher than intended (Radishes, Cucumbers, Corn, Tomatoes) Raised priority of Business Collection trucks so they are more likely to get access to products when competing. Fixed some issues with distribution/pickup of plot contents while they are upgrading. Tweaked some plot window toggle button behavior to more clearly display their current state. Fixed issue where deleting a plot while one of its trucks was making a pickup causing backups in the plot being picked up from. Attempted fix for some possible issues from phantom/ghost mouse clicks. Tweaks to some keyboard navigation logic. Thanks to everyone who's reported these!
- Controls & Steam Deck Support - 2 February 2025
Hey everyone! A new update is now live, which focused on better Steam Deck support, but also includes some other front-facing changes that will be of interest to everyone. There's some new control paradigms, a bunch of performance changes, and a slew of other changes to get the game to feel natural on Steam Deck! Controls As I've added new QoL options, I've had to add new hotkeys and UI buttons for the new features. Players have also been asking for certain options to be hotkeyed for faster access to them. I've felt it's getting a little unwieldly, and there are many more things coming down the pipe, so I've felt there needs to be a new paradigm for quick access to these. As such, I've added a new radial menu you can access by right-clicking on a plot: This radial includes a lot of the common options, like deletion, pausing, and preventing sale. These can each be clicked on, or you can…
- More Small Bugfixes - 18 January 2025
Hey everyone, Currently working away on a larger update - mainly around underlying system performance and some UI/control updates (coming soon™), but wanted to release a few bug fixes that have been brought to my attention by the community - thanks everyone for reporting them! Fixed currency not updating properly after completing quests Fixed rotation issue on edges of owned land Fixed refunds being credited to production history, which could cause huge jumps
- Small Bug Fix Update - 5 January 2025
Just released a small update here with a few bug fixes to some reported issues. Thanks to everyone for reporting them :) Fixed labels not appearing on Production graphs Fixed initial button state for levels/workers Fixed Business Center ignoring plot type rules and storage info Fixed issue with plot rotation sometimes clobbering the entrance Other minor tweaks/labels
- Production Graphs Update! - 31 December 2024
Happy holiday season everyone! After the last couple smaller updates, I wanted to bite off a couple larger projects that I really wanted to give some attention to: Production Graphs and Performance. These have both been large beasts to tackle so sorry this one has taken a little while, but I hope they're worth the wait :) Production Graphs First up, let's talk about the new graphs! Graphs allow surfacing more information about what's going on with your farm, so this should bring a new level of awareness and optimization on your farming journey. There are currently three different categories of information: Sales, Experience, and Crop Production/Consumption. Each set of data will now be tracked over your playthrough, with up to 1,000 hours of data points (for now) as well as an overall total across your entire save. Data can be graphed across a variety of different time windows so you ca…
- Minor Update - Plot Error Indicators - 1 December 2024
Hey everyone! Small update just went live with some minor improvements. I've seen some confusion around what is causing Fields/Buildings to stop running, so I've added an indicator on the Plot Window which will show up when it happens. Hovering over the warning icon will show reasoning/causes as to why. I also added a tutorial "quest" which will pop up and explain how copy/paste works, some fixes to Tomato Paste balance, and a couple other bug fixes/tweaks. As always, enjoy, and let me know if you have any feedback or comments!
- Rotation Update! - 29 November 2024
Hey everyone! Demo release The response to the demo launch has been overwhelmingly positive - There's been way more chatter and YouTube coverage than I expected, and player numbers vastly exceeded what I was even hoping for. I was planning to get these updates out sooner, but have been a little all over the place trying to keep up with all of you ;) Thank you all for all your support and thank you for all of those who have played so far! It really means a lot to me, and I'm very excited to keep pushing towards the full release. Layout and rotation updates The biggest change in today's update is the ability to rotate the entrance to fields and buildings! You can now fully rotate any square building even after it's been placed, and all fields and non-square buildings can be "flipped". This way, the footprint stays the same but you can move where the field or building connects to the road.…
- Demo Out Now! - 20 November 2024
Hey everyone! The demo of Musgro Farm is now available! Grab it now to give the game a shot, featuring: 4 Tech Trees 21 Crops to grow 14 Buildings 30+ Recipes/Products 40+ Upgrades/Technologies About 3-4 hours of core gameplay content No hard time limit, so you can keep upgrading and experimenting with different layouts A "mini-prestige" system for large gains in productivity Infinitely repeating contract orders for specific products Please share with your friends and if you liked it, make sure to wishlist the game! Wishlisting will notify you when the game releases and when any sales happen in the future! It also helps boost the game's visibility on Steam! The full game will be launching in 2025. In the mean time I will be working on adding much more content and many more systems for you to fill all those other tiles that are locked in the demo ;) Some QOL and productivity features wil…
- Demo Releasing November 20th! - 12 November 2024
Hey everyone! After a few months of playtesting, and multiple rounds of improvements, I'm excited to announce that the official demo for Musgro Farm will be releasing on November 20th! (Next Wednesday!) I'm extremely grateful to all the feedback I've received and it has led to a much-improved version of the game that I feel is finally ready to be shown more publicly. Thank you to everyone who has contributed their feedback! That being said, this is still just the beginning - I still have a bunch more feedback I'd like to include, and many more plans for future systems and content to add to the game. I'm excited to continue that journey towards a full release, and some additions will be making their way into the demo as well. As always, if you would like to chat further, come join us on the Discord server! Thanks everyone, and see you soon!
- Graphics & Performance Update - 25 October 2024
Performance A new version is now live which includes some substantial graphical performance updates. These changes should increase performance by about ~30-50% in most cases, with minimal impact on graphical fidelity. These updates tend to be even more impactful on larger farms, but should be helpful throughout the game. In addition, there's also now some basic settings auto detection which should help pick an appropriate configuration based on your hardware. If you aren't satisfied after hitting "Auto", please tweak the settings as you'd prefer them, then hit Send Feedback from the Esc menu to help me improve the auto detection. Simple Vegetable Soup There's also a bit of a balance tweak, such that the final Soup recipe also requires Aromatic Vegetables as well, but produces fewer items for a higher value, thus increasing density.
- Recipe, Pipette, and Level QOL Updates! - 18 October 2024
A new testing version is available which features a few QOL changes around recipe visibility/organization and pipetting buildings and fields. These changes are heavily influenced by feedback - thank you to everyone in the community, whether that's sending feedback in game or those of you chatting on Discord! If you want access to the latest testing, just hit the green Request Access button on the Store Page. Recipe Popout There's now a "pop out" button on recipes in the Almanac. This will show the recipe in a floating window so you can keep track of what you need to build. Better Pipetting Added a bunch of functionality to the Pipette function (Q). Pressing Q over a field or building will put you in build mode for that field or building, and will now also copy the orientation and any selected recipe. In addition, this functionality now also works on UI elements, such that pressing Q ove…
- New Playtest Available! - 11 October 2024
A new playtesting version is now available, and instant access is now open again directly on the Steam Page. This update includes large changes to balance and scaling, as well as new crops, recipes, and systems to explore! The updates focus on smoothing out the overall pacing and goals, adding more control over your logistics, and a bunch of quality of life changes. Content & Systems Added Business Tech Tree and basic contracts. Accept contracts for specific products, then collect and ship them for bonus XP or higher sale prices. Added Basic Logistics which will allow you more fine grained control over what vehicles pick up and from where. Added Soup Kitchen and Simple Vegetable Soup recipe, requiring a larger chain of ingredients than previous playtest recipes. Added more crops and recipes necessary for soup recipes. Massive money rebalance - both costs and sale values significantly lo…
- New Playtesting Version! - 6 July 2024
A new playtesting update has been published based on a bunch of community feedback! New Features Prevent Sale: You can now prevent the sale of items from specific fields or buildings! Simply click the "$" button on the info window and collection trucks will no longer pickup or sell items from that field or building. This can be used to reduce strain on your collection trucks. Updated Camera Controls: Added edge scrolling, middle mouse panning, and settings for pan/zoom/rotation speeds. Better Rank Up Progress: Shows current/needed compost in field info when the field is gathering compost for a rank up. Other tweaks and changes Removed misleading storage connection arrows. Added "help" button callouts in a couple places to explain some mechanics. Slight tweaks to some collection truck priorities. Added warning/confirmation when ranking up fields to a penalized crop. Small improvements fo…