- Dev-Blog #11 Back To Work - 3 September 2026
Hello everyone!Gamescom is over, and we are finally back with a lot of notes, feedback, and a much clearer picture of what we want to improve before the next major public step for Age After Age.First of all, thank you to everyone who came to our booth. It was genuinely great to meet both players who already knew about the game and people who had never heard about Age After Age before walking up to the stand. Seeing someone recognize the game is always rewarding. Seeing someone discover it for the first time is equally valuable.Because one of the biggest benefits of events like Gamescom is something you cannot fully reproduce with internal testing.You Can Actually Watch People PlayYou can explain a system, make a tutorial, and test it internally hundreds of times.But then you put the game in front of a new player and immediately notice things that were invisible before.Where do they move…
- Age After Age on Gamescom fest! - 25 August 2026
Age After Age Is on gamescom - And We Are Bringing Something NewHello everyone!We are on gamescom!This time, however, we did not want to simply bring the same demo and put it in front of people again. A full playthrough of our current demo usually takes around 45 to 90 minutes, which works well when playing at home, but is not exactly the easiest format for a busy convention floor.So we built another way to experience the game.Introducing ChallengesFor Gamescom, we are introducing a new Challenge Mode designed to present the core gameplay of Age After Age in shorter, more focused scenarios.The Gamescom build contains 6 challenges:3 easier challenges set in the Classic Era3 harder challenges set in the Steampunk EraThe goal is to let players experience individual systems, understand the problem in front of them, and find a solution without requiring a complete demo playthrough every time…
- First Steampunk era preview screenshots - 18 August 2026
Hello everyone!Today, we’re excited to share the first screenshots of the Steampunk Era in Age After Age. Take a look at how the city, technologies, and atmosphere evolve in this new age! Hope you will like them!Waiting for your feedback, and here is also a quick reminder: Meet us at GamesCom 2026 Cologne at Hall 10.2, Booth F-021g We will bring new special demo for this event for you to try!See you there!MEDIASOCIAL PAGESSteamLinkedInYoutubeFaceBookArtStationInstagramThreadsDiscord
- Age After Age Joins Ukrainian Games Festival 2026! - 17 August 2026
Hello everyone!We are very happy to announce that Age After Age is participating in Ukrainian Games Festival 2026! For us at Farom Studio, being part of an event dedicated to Ukrainian games and the people creating them is something special, and we are excited to welcome you into the world we have been building.Age After Age Is Now Available in UkrainianJust before the festival, we completed something that has been important to us for quite some time: Ukrainian localization is now available in Age After Age.This was a substantial update for the team. Age After Age already contains a large amount of text across gameplay systems, buildings, resources, tutorials, quests, events, and interfaces, so bringing the game into Ukrainian required much more than simply translating a few menus. We wanted the Ukrainian version to be ready for the festival, and the Festival is ON!Celebrating Ukrainian…
- News! Logistics, Localization, Demo patch #4 and Plans - 13 August 2026
Hello everyone!This update is a pretty big one for us.Over the last few weeks, we've been working not only on the game itself, but also on preparing Age After Age for several upcoming events. Today we finally have a chance to show some of that work, including one of the biggest improvements to the current build - a completely reworked logistics interface and management system.But first, something that has been requested for quite some time.Age After Age Is Now Available in UkrainianWe have added Ukrainian localization to Age After Age!This was much more than adding another option to the language selector. The game already contains a large amount of text across its interfaces, tutorials, quests, buildings, resources, events, and interconnected management systems, so bringing all of that into Ukrainian required a substantial localization and review pass.Alongside the localization work, we…
- Demo patch #3 - 25 June 2026
Another patch for the demo is out. Patch NoteFeatures:Added a new patronage debt system, allowing players to borrow gold from patrons when they need financial support. Improved worker management with a new slider and manual number input. Buildings of the same type are now highlighted during selection and placement, including unfinished buildings. Added a building counter to the HUD and changed building arrows to white for better readability. Gold information in the HUD is now clickable and opens the Budget page in the Book. Updated naming for quests and tasks. Improved task guidance: tasks with placement arrows now snap to the target building widget. Reworked the alarm system with clearer color states and grouped alarms when a building has more than four active alerts. Removed the clay production button from the Clay Pit. Added a settings toggle to automatically pause the game when the…
- Demo patch #2 - 12 June 2026
Another patch for the demo is out. Patch NoteAdded randomized building names, with 125 possible variations for each building. Added citizen information, including employment, housing, and homelessness status. Added a hardware benchmark to configure graphics settings automatically. Improved visual links with new arrow-style indicators and hints that highlight building wagons and buildings of the same type. Added the ability to open building research directly from the upgrade screen. Added media links to the Main Menu. Renamed Quests to Objectives across the game. Fixed sound volume resetting to its default value after restarting the game. Fixed sound volume not updating in the Main Menu after being changed in Settings. Fixed the scrollbar placement on the edge of the pattern in the final win screen. Fixed road sections, creating separate single-road pieces when a building was constructed…
- Dev-Blog #10 Feedback and Upgrades. Plan - 11 June 2026
First of all, Thank You for your supportWe've received multiple reviews and feedback, and for the development for great prohect these are very important. And while most of them are positive, there are some things that we need to attend to. We are closely reading what you are saying on all social networks and have created a scope of work which will take about a month to be fully implemented. This scope of work includes Your feedback and some other things that we wanted to present in the demo. Here are some UI upgrades I sneaked today for you:JuneIn June, we plan to release 2 patches, one of which will come on Friday, June 12. While the patch is live, we will be cooking the next patch, and that is the cycle we want to keep for June. Of course, Dev-Blogs will also be released during this month, so there will be more to talk about and for us to show you. July July will be our preparation mo…
- DEMO IS OUT AND "What is next?" - 4 June 2026
DEMO IS OUT DEMO PAGEWe are happy to announce that our first public demo is live. It is free and will be that way until release.We will be updating the demo with hot-fixes and some minor updates to ensure that it will be updated. Hope You will enjoy the basics of the game!And of course, the first public... Zero Day Patch NoteFixes:FOV setting fix - No awkward anglesEnd Game fix - Now correctly ends the gameFire quest fix - Player safety jacket is now live. Fire stations are buffed. And temperature fixesEvent pictures fix - To align correctly on your screenTutorial quest fix - Arrows will not disappear before timeRemove buildings that are given for free from the notification barMultiple Font Fixes - Read without pain Hide the unused - Not in Demo folksWidget Size Fixes - Minimap, Buildings, and moreForbid trees from growing on sand - Unless the trees are coconut treesFix the tutorial flo…
- Working hard. Demo Hard - 15 May 2026
Demo on the wayHey guys, just a quick catch-up. We are currently working on our first open demo. So there will be a pause in dev blogs. Currently, our focus is to show the key aspects of the game and, of course, fix bugs. May will be a dev-blog empty month because our focus is only on development and some marketing, so that more people will recognize the game and try it when the demo is launched. You may consider it as a mini release, that is our attitude towards the demo. The demo will be released on a separate page. DEMO PAGEThe timing of the demo has changed a bit. The new date is June 4thThanks for your patience, and hope to see You all on the demo.MEDIASOCIAL PAGESSteam LinkedInYoutubeFaceBookArtStationInstagramThreads
- Dev Blog #9 The first finish line. The trailer - 30 April 2026
Trailer is outThe work is done the trailer is out and we are sorry that we didn't post last week. We were totally occupied by the trailer and the demo preparation. We have quit a few finish lines left, but with coffee and energetics, and hard work of course we aim to finish them all. To cut things short here is our first game-play trailer. Please watch and tell us what do you think.Demo Preparation ContinuesAt the same time, work on the demo continues.We still have several important tasks ahead of us, but the goal remains the same: to deliver a playable slice that gives a meaningful first impression of the city, its problems, and the systems that drive it.There is still a lot to do polishing, balancing, presentation, and preparation but we are moving forward.For Now Watch the TrailerFor now, we’d simply like to invite you to watch the trailer and share your thoughts with us.This is an i…
- Dev Blog #9 A Glimpse of What’s Coming - 9 April 2026
Trailer in Progress, Demo on the HorizonHello everyone!Today’s dev blog is a little different.Right now, we are actively preparing our gameplay trailer, and while our editors are polishing and mastering the video, we wanted to share a few fresh screenshots from Age After Age and talk a little about what’s coming next.We’re getting closer to a big step for the project and we’re excited to finally start showing more of the game in motion.The Trailer Is ComingOur gameplay trailer is currently in production.It will focus on the atmosphere, the city itself, some of the gameplay flow, and the overall feeling we want players to experience when they enter the world of Age After Age.While the full video is still being finalized, we wanted to give you an early glimpse through a few screenshots.These images show part of what we are aiming for:city life at nightUI and game management screensthe moo…
- Dev Blog #8 Town Market. The Heart of the Town - 19 March 2026
The Supply Heart of the CityHello everyone!Today we want to talk about one of the most important buildings in Age After Age is the Town Market.If production is the body of the city, then the Town Market is its circulatory system. It is the place where goods finally become something meaningful for society:daily life supportapprovaltax-related valueand, of course, moneyThe Town Market is the last major step in the chain from investment → raw resources → materials → finished goods → money.What the Town Market DoesThe Town Market is a large and highly important building that allows nearby citizens to purchase the goods they need for:survival - food and fuel for heatingcomfort - clothes, furniture Riches - if people are rich they are able to buy jewelry, weapon and other expensive stuffThis is where your city’s production chain meets citizen demand.It transforms logistics and industry into:a…
- Dev Blog #7 Construction Bureau & Storage - 5 March 2026
The Buildings That Keep the City MovingHello everyone!In previous dev blogs we talked about the Logistics System and how resources move through the city.Today we want to focus on two specific buildings that play a central role in keeping the entire economy functional:Construction BureauStorageThese two buildings interact closely with the logistics network, but they serve very different purposes. One is responsible for building and maintaining the city, while the other acts as the central hub of resource movement.Understanding how they work together is key to maintaining a stable and efficient settlement.Construction Bureau: The Builder of the CityThe Construction Bureau is one of the most important operational buildings in your settlement.While it participates in the logistics ecosystem, it works independently from the standard link system used by production buildings.Normally, producti…
- Dev Blog #6 Class System, Approval & Taxes - 19 February 2026
A City Is Not Just Buildings. It’s a Social StructureHello everyone!Today we’re diving into one of the most important pillars of Age After Age - the Class System, and how it connects to Approval and Taxation.Our goal was simple in theory, but complex in execution: a city should not function as a flat population number. It should behave like a layered society. In Age After Age, citizens are not interchangeable. Each class plays a distinct economic, social, and political role. Remove one and the entire system begins to collapse.Three Classes. One Interdependent System.We designed the society around three core classes, each with unique responsibilities, expectations, and economic impact.Lower Class - The BackboneThe Lower Class handles all fundamental labor work.They:Produce raw materialsWork in farms, woodcutting, mining, and early industryForm the foundation of the production chainThey a…
- Dev Blog #5 - Logistics System - 5 February 2026
Moving Resources, Not Just NumbersHello everyone!Today, we want to take a closer look at one of the core simulation pillars in Age After Age, the Logistics System.City builders often hide resource movement behind abstract numbers.We took a different approach in our game, logistics is a controllable, visible system that allows players to shape how resources flow through their settlement.This system supports:Production chainsStorage balancingTrade routingService coverageOptimization gameplayIt is designed to scale from early survival settlements to late-game economic networks.How Logistics WorksAt its core, logistics is about linking buildings together so resources move where they are needed.Each production structure can create links to up to three receiving buildings — these are buildings that consume or redistribute its output.A receiving building may accept input from any number of sup…
- Dev Blog #4 - Farom Nature System - 22 January 2026
Hello everyone! Today we will be sharing some information about the magic behind the videos we've been making. The FNS (Farom Nature System)Introducing Farom Nature System For us at Farom Studio, weather is not just a “pretty picture.”It is a living system that defines the rhythm of the world: how long days last, how cold nights are, how snow accumulates and melts, and how all of this directly affects gameplay.We want players to feel the weather, not just observe it.Weather should change logically and smoothly, depend on seasons, temperature, humidity, and wind, and influence how your city lives and evolves.That’s why we created Farom Nature not a collection of visual effects, but a flexible simulation system that can be integrated into any project we build.To make weather predictable yet dynamic, we designed it as a rule-based system:Climate defines the boundariesSimulation defines the…
- Dev Blog #3 - Grid: From a Napkin Sketch to a Scalable Visualization System - 8 January 2026
Hello everyone! In today’s dev blog, we want to share the story behind one of the core technical systems in Age After Age - our Grid Highlight System, which is responsible for visualizing complex calculations directly on the game grid.This system is used for many gameplay features, and it will continue to grow as the game evolves.It Started with a Simple IdeaOne day (as it usually happens), our lead came to me and said something like:“We need a system that visualizes complex calculations on the grid. This will be the foundation for future gameplay tasks. It needs to show several zones and metrics at once, layered on top of each other - and the player must instantly understand the result. Most important: fast, readable, no freezes. Approach: dig, collect, build a solution.”And then I was given a very simple concept - not about implementation, but about the idea: there are several sources…
- Dev Blog #2 - Merry Christmas from Age After Age 🎄| Weather System Showcase - 24 December 2025
Hello everyone!Today’s dev blog is a little special - and a little festive 🎄 Instead of a long technical breakdown, we wanted to share a moment, showcase one of our core systems, and wish you all a Merry Christmas.Please check out the video of our Xmas congratulation!A Living World, One Weather SystemIn the video accompanying this dev blog, you can see a short sequence celebrating Christmas inside the world of Age After Age.The same settlement is shown under different weather conditions:Calm, clear winter weatherGentle rainHeavy snowfallThunderstormsI’s all driven by our dynamic weather system, which allows us to create any weather combination and make the environment react to it in real time.Weather That Affects the WorldWeather in Age After Age is not just visual flavor.Our system is built to support:Dynamic transitions between weather statesDay/night and seasonal lighting changesAtm…
- Dev Blog #1 – Welcome to the Age After Age! - 11 December 2025
Hello everyone, and welcome to the very first development blog for Age After Age!We’re extremely excited to finally begin sharing the progress of the game with you. These dev blogs will be posted every two weeks, giving you a look behind the scenes, showing how systems work, and highlighting various aspects of the project - all without spoiling the entire experience before the demo arrives.How Age After Age started and how It grew beyond our plansWhen we first began working on Age After Age, the idea was simple: A small-scale city management game, focusing on production chains and citizen needs.But, as often happens with passionate teams, the concept started growing… and growing… and growing.Over time, the “small city builder” naturally expanded into a full 3D strategy experience with rich logistics systems, social classes, diplomacy, advanced research, island exploration, era switching…