- Release 1.2 - 18 August 2026
Next release is ready with more improvements! 1. AP clarified - beter tooltip and now, it shows what to do to increase it2. Workers - a player is warned before firing one that had already worked this turn3. Blance: plants upkeep AP reduction4. Disabling buttons - disabled buttons have informational tooltips5. Wrong accounting sections expand/collapse fix
- Update 1.1 - Bugfixes - 17 August 2026
Unfortunately, the official release didn't go without issues, so here comes the first patch with the following fixes:Unable to purchase machines - fixedBroken field selection - fixedVery long initial loading / crash on load - partially fixed and further improvements are still comingBroken acheivements completion - fixedI hope these fixes will make your experience much better. Thanks for your patience!
- Release 0.14 - 1 July 2026
1. Steam quit problem fix2. Auto-save feature3. Stuck turn fix4. Reviving events bug fix5. Minor bugfixes and improvements
- Release 0.11 - 13 June 2026
Missing icons and translations fixes, small improvements
- Release 0.10 - 9 June 2026
Changelog 0.10:1. Soil quality and feritilization fix2. Specializations fixes3. Missing Officce building fix4. Company identity feature5. Translation fixes
- Release 0.8 - 26 April 2026
Release 0.8 changelog:1. Improvement: fertilizing and soil mgmt improved2. Bugfix: process cleanup after closed
- Release 0.7 - 22 April 2026
Changelog 0.7: 1. Improvement: right panel redesign 2. New feature: missions 3. Bugfix: wrong panels navigation 4. Bugfix: wrong number of turns left in events dialog 5. Bugfix: non applicable modifiers fix
- Release 0.5 - 13 April 2026
Release 0.5 chagelog:Improvements:When quitting, UI freezes, so it doesn't make any confusion.Field names are now translatedSound effects feel more aliveCurrent year is now properly displayed in charts, accounting and in the top panelFixes:UI selectivity fixWrong crop prices fixAudio lags fixCharts X axis fixAccounting date selector visualsTranslations:Missing translations for workers traits fix.Minor translations fixesBalance:Crop prices are smoother.
- Release 0.4 - 12 April 2026
Release 0.4 chagelog:Balance: Machines breakdown probability reducedChanges:Learning skills and specializations is now automated. The player just needs to choose what to learn.Improvements:Machines and buildings provide descriptions what they actually do.Machines and buildings indicate what's preventing the player from buying them.Field menu shows why the player can't harvestBank shows how many loans we can get and how much for eachTranslation fixes:Missing wells and sprinklers translations in most languages including GermanBroken Chineese translation fixExtra colons removedMissing translations for crops menuMinor typosFixes:Unused question mark button removedWrong sowing price fixCannot sell produce bug fix
- Release 0.3 - 7 April 2026
Release 0.3 chagelog:NEW: scenario settings view,NEW: missions menu,FIX: two wells bug,FIX: wrong icons,FIX: l10n fixes,IMPROVEMENT: tutorial,IMPROVEMENT: feedback UI,
- Devlog #5 - Weather and Plant Growth - 3 April 2026
Weather and Plant Growth Probably the most crucial concept of the game is plant growth. And this is strongly tied to the weather itself. Weather carries the randomness but also forces a player to make strategic decisions. Plant growth is the execution. It works as well as the weather allows it.Each turn, every crop is evaluated against environmental factors, and each plant has a different response profile. Weather factors are: TemperatureRainfallSunlightDay lengthBut rainfall is not used in calculation. The actual factor used in calculations is its derivative: soil moisture. It takes field water management into consideration (go to the devlog #4 for more info!). Also, soil quality affects the growth. Moreover, there are other events derived like snowfall, frost damage, and drought which are actual events in game affecting plants. Calculations are created to partially follow the Liebig's…
- Release 0.2 - 28 March 2026
Release 0.2 chagelog:missing wells icons / sprites fixsnow effect visibility fixcharts readability improvedl10n fixessettings file fix
- Devlog #4 - Water Management - 28 March 2026
Water ManagementWater is one of the most important factors in Agrocracy that affects plant growth. In this devlog, the water management system will be discussed. Finding Water and WellsEvery land sits on top of a groundwater table at some depth: shallow, medium, or deep. You don't know which until you run a Geological Survey. One survey per land, permanent result.That depth determines what kind of well you can build.You need a well in order to have an operational irrigation system.Shallow Well - cheap, but only reliable on shallow groundwater.Deep Well - expensive, but guaranteed to hit water on any land. No gamble, just cost.One functional well per land. That's the bottleneck.This isn't how real hydrogeology works, but for the purposes of a game it creates a meaningful decision: gamble cheap or invest safe.Soil Moisture and Water BalanceThe game tracks water in the soil turn by turn. E…
- Devlog #3 - Buildings - 24 March 2026
Buildings in Agrocracy PlacementBuildings are placed on your owned land within designated building zones. Each zone is one hectare (a 10x10 tile sector). You mark zones on fallow land. Once a zone is set, that hectare is reserved for construction, not crops. Building Types There are several building types available, each serving a distinct role on your farm. Keep in mind that the numbers may vary as the game is not yet fully balanced. BuildingDescriptionSizeBuild / DemolishUpkeep / turn WarehouseGeneral-purpose storage. Holds 50 tonnes of any crop. Spoilage ~2%/turn. The workhorse of early-game logistics - cheap, reliable, accepts everything. 3 x 43,000 / 20050 + 5 AP + 1 EC Silo Specialized storage. Holds 100 tonnes but only one assigned crop type. Just 1% spoilage/turn, ideal for grains. Best cost-per-tonne in the game. 1 x 12,000 / 15080 + 8 AP + 2 EC Cold Storage Premium refrigerate…
- Gameplay Trailer - 22 February 2026
I'm happy to announce that the first gameplay trailer is now available!Playtests will soon be open to a broader audience, and new devlogs are on the way.
- Devlog #2 - Turns, money, time, workers - 14 February 2026
Hi! My name is Filip. In this devlog, I want to explain some of the core gameplay concepts behind Agrocracy.Turn-Based StructureAgrocracy is a turn-based game. Each turn represents two weeks of in-game time.This length fits nicely into the rhythm of agriculture: planning, maintenance, seasonal work, and longer-term decisions. It also keeps the game grounded in a believable pace.Making the game turn-based instead of real-time allows it to be played more calmly, while still rewarding good planning and efficient resource usage.ResourcesAll resources in the game are spendable and are used to pay upkeep from turn to turn. Most resources refresh every turn with one important exception:MoneyMoney is the most important resource. Almost everything can be bought with money, and it's also the only resource that can directly end your game.If your balance stays negative for several turns, you go ban…
- Devlog #1 - Introducing Agrocracy: A Turn-Based Agricultural Management Game - 8 February 2026
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 gameAgrocracy 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 car…