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Hey there!
Good news, I just finished some small adjustments for the next update! Bees and Decorations are coming to the farm!
With this update I will also take a small break, it has been some crazy months reworking the game and adding new content. I will be here to fix bugs and maybe add improvements that really do matter. I will still read every comment and discussion to stay up to date to what is happening.
Again thanks to everyone who has supported me, gave me feedback and enjoyed the game. You are the best! 💕
Now take a look at what has been changed, or just discover it by yourself in the game 😊
Buildings:
Beehive - Produces various honey types depending on what is nearby.
Honey Extractor
Decoration Shop
Crops:
Buckwheat
Hops
Lavender
Roses
Recipes:
Rose Oil
Lavender Oil
Honey Popcorn
Buckwheat flour
Ale
Honey Ale
3 new bee themed hats
25+ Decorative elements
Gnomes path generation has been improved, gnomes should not get stuck as much as before.
Change roof color of homes in passport menu.
Shovel is only used to remove weeds now.
Hammer tool added to destroy buildings.
Recipe selection menu improved.
Land has been increased to fit new content.
Inventory space has been increased.
In addition I have found and worked on some bugs.
Hey there!
Hope you are enjoying the new update so far! I added a few improvements and also made the inventory highlighting better, added a black background to the tooltip text on top and added a new max button to recipe selections.
The max button will jump to the currently maximum amount you can produce with the ingredients you have stored, even if a mastery allows production of 10 items at a time, if you only have enought ingredients for 5 it will jump to 5.
I am already working on the next update, you better "Bee" ready for it :D
Hope you all had some nice easter holidays!
The next bigger update of Micro Macro Farm has arrived! This times I love to introduce to you trees, new machines and a few new improvements.
Please take a look down below to all new additions and improvements.
- 3 new crops - Strawberry - Pumpkin - Grapes - 9 new recipes - Apple juice - Lemonade - Mutivitamin juice - Orange juice - Olive oil - Pumpkin soup - Red wine - Strawberry marmelade - Tomato soup - 5 Trees: Trees grow over time, need no water and will always produce fruits. - Apple tree - Lemon tree - Orange tree - Cherry tree - Olive tree - 3 new buildings. - Machine: Juicer - Machine: Press - Gnome hat shop - Planting Sign Allows the player to automate seed planting with the gnome helpers. - Sizes are: 3x3, 5x3, 5x5, 7x7 - Level cap set to 25 - Over 30 gnome hats - Gnomes - Task Manager Allows to select specific tasks for each gnome. - Passport - Gnomes have names now - Gnomes have a birth date (Day the home was built) - Gnomes count tasks completed - Allow task selection - Allow to unstuck gnome if he is not moving - Focus on gnome house - Allow hat selection for gnome - 8 new achievements: - Reach level 25 - Reach mastery 1 on 20 items (plants and recipes) - Reach mastery 2 on 20 items (plants and recipes) - Reach mastery 3 on 20 items (plants and recipes) - Reach mastery 4 on 20 items (plants and recipes) - Buy 5 Hats - Buy 15 Hats - Buy 30 Hats
- Well building can be bought now, since gnomes will need to refill water cans. Refilling water cans will not consume energy on gnomes. - Experience for orders with produced items has been incremented a bit. - Weed grow rate has been increased a bit - Added zooming to the game Gnomes: - Gnomes will now remove dead plants. - Gnomes should return collected items at start of the game before doing something else. - Gnomes are not reseting selected item amount on machines anymore, when collecting items from them. - Gnome upgrades level increased from 5 to 10 - New task grouping: - Harvest: Harvest plants - Collect tree: Collects from trees - Collect Machine: Collects items from machines - Plant: Plant seeds - Watering: Water plants - Clean Farm: Remove dead plants and weeds. Inventory: - Inventory space increased - Selected item is highlighted now - Added sorting by amount - Added alert symbol to inventory button to show a full/nearly full inventory. - Fixed weird behaviour of items stacking with various stack sizes Player: - Player Tool level increased, more levels with more power. - Collecting water on well is faster now. - Level scaling has been reduced and flattened, higher levels are not scaling as much anymore. This will reduce grinding. Plants: - Planted crops now display remaining grow time in tooltip - Added mastery to crops - Plant grow speed increased for every mastery level. Mastery is needed to automate seed planting with signs.
First of all thanks for all the feedback for the new game update! I hope everyone is enjoying the content! I finished adding some things I forgot, for example the mastery of recipes, when crafting items you will be able to level up the recipe mastery. Leveling up the recipe will allow you to create more items at once and also reduce the production time.
Escape button should close menus now before opening pause menu
Always on top toggle added
Can not harvest if inventory is full
Icon displays full inventory
Fixed missing translations
Tomato Sauce
Cornmeal
Workshop can not be destroyed anymore
Destroying buildings returns 80% of value
Weeds now overgrow soil as intended
Max level cap set to 20
Adjusted tool upgrade costs
Gnome helpers:
Lowered helper upgrade costs
New specialization: Collect items from machines
House change appearence depending on specialization
Gnomes will not harvest plants if inventory full
Gnomes will not collect from machines if inventory is full
If inventory is full while gnomes carry items, they will stash them in the house and try to add the items to the inventory once in a while.
Removed unused item Maltmash
Added recipe mastery:
Recipe levels from 1 to 4
level 1: standard
1-2 production amount
no time reduction
level 2: reached at 15
1-4 production amount
10% time reduction
level 3: reached at 35
1-6 production amount
25% time reduction
level 4: reached at 100
1-10 production amount
50% time reduction
Hey! Exciting news!
I finally released the big update for Micro Macro Farm. This new update is just the start of a new direction of the game, by reworking a lot of the code and adding new stuff that will allow future implementations of new plants, buildings and more stuff.
If you have already played micro macro farm in the past I would highly appreciate that you take some time and revisit this update.
I hope I was able to fix as many problems as possible that people had while playing the old version and would love to those who decided to write a bad review to maybe reconsider updating it ^^. If new bugs appear I will try to fix these as soon as possible. Please remember to use the community discussions for these problems.
For now, have fun and let me know what you think about the new direction of Micro Macro Farm!
Big love to everyone!
D. Schram
Hi there!
It has been a while since I posted an update saying that I would be working on an update to fix and improve the game, making it feel more polished and aligned with my original vision when I created it a few years ago.
First of all, the work on this update is much bigger than I initially thought. However, that won’t stop me. It has, though, changed a few things about how I plan to release the update.
I have planned a small roadmap to release the first update as soon as possible, so both new and returning players can enjoy the game as it was meant to be.
The first patch will be the Regrown patch, including:
New core system of the game
A reworked crop table
Better balanced item values
Automation via small helpers
Buildings have been reworked a bit, may use more space now.
Added new languages, including Chinese.
Better achievement system + adjusted achievements (less grind).
New order board system
Better inventory, expandable
Lower level cap
Different QOL features...
Example of harvesting tool with upgraded working area.
A small helper gnome harvesting some plants.
After the initial Regrown patch, I will release a few more content updates. Take a look here, what could come in these patches.
Each of the updates will add a new level cap to the game, adding new items, recipes and buildings. Some of the updates may include new achievements for the game, depending on how big they turn out.
Orchid Life:
Introduce Trees
Bees & Flowers:
Reintroducing Bees
More Honey types
Animal:
Add animals to farm
Mushroom Fever:
Introducing Mushrooms
I have no plan on when to release these updates, but I will try to work as much as I can on them during this year, hoping to release at least 2-3 by the end of the year. This is just a little insight on what I have been working on and what may come to the game. Thanks again for everyone who has supported me so far 💕.
Best Regards,
Diego Schram
Hey!
First of all, I want to thank everyone who has bought and played Micro Macro Farm. Since the release of the game, this has been a huge support to me.
Nearly two years ago, I switched from Unity to Godot and wanted to create a small video game. This is where Micro Macro Farm was born, a small project created in about two months. I launched the game mainly to learn how the whole Steam ecosystem works. Little did I know that so many people would buy the game.
This was pretty amazing, but at the same time I felt a bit odd. I wasn’t proud of the game, since I knew the core wasn’t very polished: the code was a mess, and I had just barely made everything work, right on the edge of becoming a bigger problem.
Over the last two years, I’ve gained a lot of experience in Godot, learning how to create good systems and write clean, reusable code. I originally wanted to create a second version of Micro Macro Farm, like a sequel, but I realized I couldn’t do that. I was always feeling uncomfortable having a game like Micro Macro Farm out there with bugs and achievements not working properly.
That’s why I decided to rework some core functionalities of Micro Macro Farm and add new content to the game, making it more “idle” and easier for players to earn achievements (by removing some unnecessary grind).
Since it has been such a long time, this could be a fresh experience for people who played it at launch, and a good starting point for new players.
Please keep in mind that once the first update with the new core functionalities is released, older save files might not work at all. So if you are new to the game, you may want to wait until the update launches, unless you’re okay with restarting your farm.
I’m planning to release the first update in the first months of 2026, probably February. This update will add controller support, as well as new items and machines.
For now, I wish you all happy holidays and a happy New Year!
Diego Schram
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Micro Macro Farm, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Micro Macro Farm statistics page.
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