
Screenshots

Watch trailer on Steam ↗Musgro Farm
Metal Games LLC · Published by Metal Games LLC
Last updated 28 Sept 2026
Start a farming empire in this incremental factory builder. Plant crops, combine them into recipes, and distribute them for sale. Optimize your layouts and reinvest in your infrastructure to maximize your output. Gain experience to unlock new technologies and expand your ever-growing automated farm.
Indie, Simulation, Strategy, Casual · 2026 · More free games
Manage and expand Musgro Farm through strategic crop management and infrastructure upgrades. Experience the thrill of building a thriving agricultural empire in this engaging simulation game from Metal Games LLC.
About this game
Musgro Farm is a 3D incremental farming factory game. Start off with a modest farm on a small plot of land and grow it into an automated farming empire. You start with only a couple basic crops to sell, but you'll soon unlock more crops, recipes, and increasingly complex systems.
Fields grow crops over time. Buildings assemble recipes. Vehicles pick up, deliver, and sell products. You can invest in improving the efficiency of each one, but you'll need to balance your choices to avoid overwhelming any individual part of the chain. If you wish to pursue peak efficiency then you'll need to optimize your layouts, invest in the right upgrades, and plan out your technology choices. Or, you can just relax and watch as the farm runs and the numbers go up.
Musgro Farm incorporates elements from both incremental games (near-infinite upgradability, exponential level growth, huge numbers) and factory games (logistics, supply chains, recipes, layout planning). While the game has a relatively chill atmosphere, there are a plethora of optimizations available to accelerate your progress. Build in whichever style you want: a simple farm following market trends, or a massive farming empire spanning for miles and churning out a vast array of complex recipes.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Graphics: GTX 1060 or equivalent
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Advanced Districts Update
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 revealed that this coming system would include Districts having their own Ranks, permitting you to unlock different Upgrades, and that different Districts would likely end up specializing in different tasks. This leads to the next part of this update:Alternative District CentersWithin the Logistics Tech Tree, you'll be able to unlock alternatives to the standard District Center. Each type of District Center will change the focus of its District. These Centers change what can and cannot be built in the District, allow for unique buildings and functions within the District, and each have a different set of District Upgrades with powerful scaling to support their focus.The standard District Center will work the same as every other District you've seen up until this point, and will likely be your most frequent choice. Its main focus is on production, with Upgrades that increase things like Production Speed bonuses, Waste Reduction, and Input, Collection, and Sale Truck throughput.Planning your District choices will become a core part of the late game - as your farm increases in size, it will be...Read full article on Community Announcements (Metallibus)AnnouncementsOfficial
Upcoming Systems & Future Plans
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 with my thoughts on the current state of the Demo & Alpha.I believe the Demo itself gives a pretty solid "early game" which outlines the intention of the game and the core mechanics. I think it does a good job showing that you'll be growing crops, and that those need to be "processed" and combined in order to produce more complex items. It also shows that shipping them around with trucks can work, but won't be the most efficient approach to the game. It demonstrates that connections with adjacent neighbors will be important, and that finding efficient layouts will be helpful in building an efficient farm. It also demonstrates by the end that recipes are going to get a bit more complicated.I believe the Alpha then demonstrates what the "mid game" starts to look like. You unlock more Districts / "grid tiles" and start to see some of the challenges associated with multiple Districts. It also demonstrates some more complicated recipes. Right now it really only has a few "mid/late game recipes", but I think those recipes exemplify the next layer of challenges - It's infeasible to fit the ...Read full article on Community Announcements (Metallibus)Patch NotesOfficial
Large Demo Update & Release Update
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 behavior rules, and provide the ability to automatically purchase upgrades.In general, groups are most useful for individual areas or layouts that aim to produce a particular item. Each group declares a "Focus" item, which will be displayed as the groups icon, and will determine what production rates to show in various places in the UI.For example, if you've got a layout producing Aromatic Vegetables, you can consolidate the plots into one Management Group which displays production status and statistics for Aromatic Vegetables. The group's floating icon will then show the Aromatic Vegetables icon and it will color its ring to display the current production status of all the Packagers producing Aromatic Vegetables. Opening the panel for this group will also highlight the overall Aromatic Vegetable production rates and the value of those produced items.Automated UpgradesOnce you've made a Management Group, you can also enable certain automatic upgrades for that group. These options will initially allow the group to automatically purchase Plot Level and Worker upgrades, and you can unlock oth...Read full article on Community Announcements (Metallibus)AnnouncementsOfficial
Alpha Now Available!
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 tree (more on this below) More Field + Building Ranks, up to Rank G A bunch of new crops, including grains, herbs, and fruit. A slew of new recipes for dried spices, oils, flours, vinegar, and more New buildings which produce the new recipes New "bonus"/"buff" buildings which amplify the production speeds of other fields and builds A few new high value / high complexity end product recipes which are significantly more complicated than the Simple Vegetable Soup of the demo These cover most of the things that have been teased in the demo tech tree ;) Note that these features are not everything that will be included in the full game. These builds are not test builds of the full game release, but testing builds focusing on systems I want testing and feedback on before they make it to the full game. Balance/Polish Alpha builds will be focusing on getting feedback and testing on full game features, and as such, they may be a bit rougher around the edges and less polished compared to the demo. They also are earlier testing, so mechanics and balance may shift and change as feedback comes in etc...Read full article on Community Announcements (Metallibus)Patch NotesOfficial
Next Fest Content Update!
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 are some extra recipes on the side for things like Salsa and Popcorn, an alternative Cuttery for new layout options, as well as some new crops like legumes and peppers. Some of these may be handy for generating compost ;) {STEAM_CLAN_IMAGE}/44994915/bd6a1d8910354315d285c2801920cc716d01f6a8.png Patch Notes Many tweaks to existing techs - consolidated some soup/salad recipes Added new techs and recipes for Prep Kitchen Added new techs for a variety of new crops and recipes, plus some more "previews" of full game techs Reduced max worker count upgrade for buildings, and reworked some existing worker counts. Added new Large Cuttery which works faster and supports more workers Rebalanced timings on some recipes to account for worker/tech changes "Deprecated" existing pickle recipes - new pickle recipes will be coming in the future! Reworked a few icons to be more clear - things like Shredded Lettuce are more consistent in including their "source" crop icon to be clear Renamed Tomato Paste to Canned Tomatoes Fixed contract generation algorithm to more consistently choose recipes/crops you'...Read full article on Community Announcements (Metallibus)






