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Agromatic

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Agromatic screenshot 1
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Agromatic

Gimcraft · Published by Gimcraft · Official site ↗

Last updated 28 Sept 2026

A grid-based farming and automation game where the workforce is the automation. Hire workers with their own traits and assign them to fields, workshops, mines and rail lines. Start with one plot and scale up to industrial production.

Free to PlayComing SoonDJCTQ 141 DLC available ↗

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Indie, Simulation, Strategy, Early Access · 2026 · More free games

Expand your agricultural empire by assigning workers with unique skills to fields and workshops. As your operation grows from a single plot to industrial scale, manage resources and automate processes in Agromatic's detailed grid system.

About this game

You do not play as a character walking around. You give the orders and your workers do the job. You start with one plot of land, some money and a list of things that need doing. Agromatic is a grid-based farming and automation game, and what you build is not a single factory but a whole operation: fields, workshops, mines, rail lines and the people who run them.

Then the war arrives, and everyone wants what you produce.

Workers Run the Floor

A craft station does not run itself. You place it, tell it what to make, and it sits there until a crafter walks over with the ingredients. The station is the recipe. The worker is the throughput. Same for fields, mines, kitchens and research computers, every one is a place someone has to be, and the specialists you hire walk your layout with traits that set the pace.

That makes layout the core puzzle. Every step a worker takes is time they are not producing.

You can cook for them, too. Run your own crops through a kitchen and each meal gives a different buff. Nobody starves, so the pressure is on your efficiency, not on your conscience.

Supply a War

Partway through the run, an empire start invading your city. Its army needs supplies. So does the resistance fighting it.

Pick a side or neither, and what you ship decides how the front moves.

Both sides send orders with deadlines. Miss too many and your ally walks, for good. Finishing them pays out, and each faction rewards you with things the other one does not offer.

Production Chains

Selling raw is just flat. A pack of wheat is a pack of wheat, and the only way to earn more from it is to plant more of it.

Processing changes the ratio. Mill that wheat, bake the flour, and every step after it is worth more than the one before. Ore into bars, milk into cheese, strawberry into wine, cotton into cloth. Same land, same harvest, more money per item, and that margin is what pays for the next expansion.

Resources Never Run Out

Nothing on the map runs dry. An ore patch keeps giving ore forever. A cut tree can be replanted, the river never gets fished out, an oil spot pumps for as long as you keep it fed. A mine you built in your first hour still works in your last one.

What a node actually costs you is fuel and a worker standing there. So growing bigger is a question of how much you can keep running at once, not how much is left in the ground.

That does not make a finished farm a static one. You get more out of it in place instead of moving it: better equipment on the same zone, a meal buff on the worker working it, a specialist whose traits fit the job. Same layout, more coming out of it.

Trains Between Zones

Your map is not one screen. You buy zones outward, each with its own resources, and moving goods between them is a logistics problem you actually solve.

Lay track, build depots, assemble trains from heads and wagons, then decide what each one hauls. Each wagon hauls one good, and you set how much it takes, how much it drops off and when it leaves. Get it right and a zone you are not even looking at keeps the one you are in supplied.

Raids and Guards

Bandits show up and name their price. Pay it and they leave. Tell them no and they come take it.

Fighting is something you prepare for, not something you click. Guards are hired and equipped, a decent weapon, medicine, a meal buff before the wave lands. Guards you never armed will not hold, and then you lose the stock you refused to pay with.

Paying is not always the worth option either. Their demand can cost more than the fight, and a bandit that gets paid once comes back later and asks for more. Sometimes the cheapest answer is to fight them.

They always come from the same place. Every invasion enters the map at the same point, so defense is something you build once and keep, not a scramble across the whole farm.

The Year Turns

Every season changes what you can do. Some crops only grow in specific season. Some fish can only be caught in specific season. The thing that made you the most money last season might not even be available now, so it pays to think a year ahead.

The calendar is a schedule, not a wall. When a crop is in season you plant it wide and stockpile the harvest, then spend the off-season turning that stock into processed goods that sell in any weather.

You can also buy your way out of the calendar. A greenhouse ignores the season entirely, anything planted inside it grows year round, so the crops you lean on never drop off the menu. Fish cages do the same for the water. Instead of waiting for the season that lets you catch a species, you stock a cage with it, keep it fed, and the fish breed for you all year.

Build Instantly, Iterate Fast

No construction timers. Place a building and it is there.

Removing is just as direct, and you get every material back, nothing is lost. Moving a workshop, re-routing a rail line or tearing out a whole district costs you nothing but the few seconds it takes, so you can see what a new layout does to your throughput right away.

Play While You Work

It runs properly in windowed mode. Keep the farm on half your screen while you work, browse or watch something on the other half, check a production chain, fix a schedule, and get back to it.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7/8/10/11 (64-bit)
  • Processor: Intel Core 2 Duo E8400 or AMD Phenom II X2 550
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 4000 or AMD Radeon HD 5450 with OpenGL 3.3 support
  • DirectX: Version 11
  • Storage: 500 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Agromatic Was Supposed to Be a Chill Automation Game. Then a War Started.

    The game on the store page today is not the game I set out to make. I want to walk through how that happened, because every step along the way was smaller than the result makes it look.THE ORIGINAL PLANA relaxing automation game for people who like automation games but bounce off the complexity. No pressure, no fail state. Place things down, hire people, watch the operation grow. Progression was supposed to end at the research facility.Then the finish line moved. As the systems grew, the research facility stopped feeling like an ending and started feeling like a doorway. Processing chains got wider, precision controls got deeper, and the "end" of the game ended up sitting in the middle of it.THE FEEDBACK I COULD NOT ARGUE WITHThree user comments: Lack of purpose. Too simple for an automation game. No story.They were all describing the same hole from different angles. You could build a beautiful, efficient operation and nothing needed it. Money went up. That was it.I went in circles for weeks before accepting that the answer was not more content. It was a reason.THE DECISIONAgromatic now has a story: visual novel scenes, factions with their own agendas, and quests as the spine of progression. Each faction rewards you with a unique technology you cannot unlock any other way.But a story in an automation game has a requirement most stories do not. It has to eat, constantly. Quests need to demand real volume on a schedule, and they must not pay money, because a quest that pays money is a sale. Hand over goods, receive cash, and you have done exactly what the market already lets you do, with dialogue attached.So what kind of story consumes huge quantities of manufactured goods, regularly, on deadlines, and pays you in something the market cannot sell you?A war.ONE DECISION, TEN CONSEQUENCESA war needs weapons, so the game needed guns, swords, ammunition and medicine, with real production chains behind them. Those chains need power, so electricity arrived along with machin...
    Read full article on Community Announcements (Gimcraft)
  • Patch NotesOfficial

    Power Grid & Quality of Life Update

    It has been a long time since the last update, and I have been busy preparing the next big set of additions. This one brings a lot of quality of life features, much more precise control over your logistics, and a brand new progression layer: the Power Grid. I did not keep proper notes while working, so a lot of the smaller changes will not be mentioned here. Many of these came straight from player feedback, so thank you for helping make Agromatic better! Let's start with the quality of life changes. QUALITY OF LIFE Train wagon zone thresholds This is probably the most important change, and I want everyone who has ever played Agromatic to know about it. Before, a train wagon could only be told one thing: the maximum amount to carry. Now each wagon has two extra guards: Keep In Zone (Load): the wagon will not load an item out of a zone if that would drop the zone below the amount you set. Set it to "None" and the zone can be emptied like before. Zone Limit (Unload): the wagon stops unloading once the destination zone already holds the amount you set. Whatever is left stays in the wagon. Together these let you move goods precisely instead of just shovelling everything back and forth. Wagon capacity has also been increased: 30 to 40, and 60 to 80. Zone selection by zooming out A faster way to jump between zones. When the camera is already at maximum zoom out, zoom out once more and the zone selector modal opens. Building now pulls materials from storage across zones Previously you had to carry every required material in your inventory before you could place a building. That was tedious, so now construction automatically pulls the materials from storages across your zones. Selling items straight from the zone Selling manually used to mean moving items into your inventory, opening the Sell modal, then move them again from an inventory slot into a sell slot. Now you can just open the Sell modal, click Load Zone Items, and pick what you want to sell directly from the curren...
    Read full article on Community Announcements (Gimcraft)
  • Patch NotesOfficial

    Major Update v0.3.9

    Hi everyone!It's been a while since the last update.The new update has been released, and it's the biggest update of the game so far. A lot of things have been added and changed, and this update alters how the Agromatic game was initially planned to be.Here is the change list sorted by most impactful:Graphic Art: all sprite colors and several buildings have been changed, from warm, cozy vibes to an industrial steampunk aesthetic (the late game will be more industrial). We understand if this decision may disappoint players who were initially looking for a cozy and colorful experience. To support the new direction, we needed to change the overall vibe.Visual Novel-style story and quests: in the middle of your business growth, the city where your business is located gets invaded by an emperor. You can side with the locals/defenders, side with the military/imperium (the invaders), or not side with anyone and focus solely on your own growth. There is no penalty for whichever side you choose, each has pros and cons and offers different technologies. It's a kind of proxy war you're not directly involved in.Combat (to be added, not yet implemented): this combat system supports point 2. We will add a guard worker type in the future, and you will be able to produce ammo, guns, and melee weapons. Your farm can be raided by enemies, raids always start at zone A3, so you can concentrate your defenses there. Combat will happen in real time on your farm.No demo map anymore: previously the demo had a predefined map and seed. Now, New Game is unlocked, offering the same experience as the full game.Objective system changed to action-based: previously you sold X items to complete an objective, but now it's more like: harvest X items, build X buildings, craft X items, mine X items, etc. Progression now happens more naturally.Crop growth is no longer day-based: crops now grow in real time and are much faster compared to the previous version. For example, tomatoes went from 4 days to 1.3...
    Read full article on Community Announcements (Gimcraft)
  • Patch NotesOfficial

    The Visual Overhaul Update

    This is one of the biggest updates we've made to Agromatic so far.Over the past months, we've been reading your feedback and listening to what you wished the game looked and felt like. That feedback pushed us to do something we knew would take serious effort but would be worth it: rebuild the visuals from the ground up.Before:After:Every tile, every object, every worker, every item — redrawn. We moved from a 16x16 pixel grid to 24x24, and this wasn't a simple upscale. Everything was redrawn by hand at the new size, with a fresh color palette and a new visual direction. The world of Agromatic should now feel more readable, and more satisfying to look at as your farm grows into a full operation.But the art is only part of the story. v0.3.0 also brings a wave of new content and changes to the game itself — new items, new features, bug fixes, and improvements to systems that have been on the feedback list for a while.None of this would have happened on this timeline without the community. The bug reports, the suggestions — all of it shaped this update. Thank you for helping us make it better.This is still just the beginning. There's a lot more we want to build, and we're excited to keep going.
    Read full article on Community Announcements (Gimcraft)

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