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The Relaxing Adventure RPG with Farming-sim elements

A game for Windows, Linux, and Mac

Everything below is in-development, and graphics are subject to improvement.

Stop Absolute

Explore the mystery that surrounds the world and everyone's apparent amnesia. In one in-game year, something terrible will happen.

Build a Robot Farm

Start a farm with the mysterious "Aokobots" that only you can control. Direct your robots with commands and let them run your farm while you're off saving the world!

Engage in tactical combat

Inspired by strategy RPGs, Robot Farm gives a new take on this method of combat by allowing for seamless strategy gameplay in the world. Time will not stop during battles and will take place on the overworld itself.

Explore NPC Interactions

Robot Farm uses personality generators to allow for various combinations of AI behaviors. NPCs will interact with each other and evolve their friendships even when you're not present. Not only this, but NPCs also can be befriended and romanced for unique in-game bonuses and events.

Discover Multitudes of Species

When the gameworld is generated, so are hundreds of monster, fish, and plant species - all with their own traits and personality archetypes. Discover all of the beasts in your unique world and register them to your beastiary! Tame monsters and fuse them, find crops and domesticate them, fish out aquatic animals and cook them!

Interact With The Landscape

Learn about the game's world through environmental interactions. The player can buy more land across the world and turn them into Robot Farms. Not only this, but the player can even throw fish they've caught into the water and alter their ecosystems! Be careful not to freeze in extreme environments!


Robot Farm is available on Windows, Linux, and Mac.
The game combines 2D and 3D graphics; requirements will reflect this.
*See Steam page for more in-depth details

CPU SPEED: 1.5 GHz processor


VIDEO CARD: Any OpenGL 3.3 Capable Card


Read the latest news on Robot Farm

Monday, February 27, 2017

Robot Farm Greenlight and Dev blog 1

Hooray! Robot Farm has been Greenlit by Steam community and we would like to thank all of you for your support and feedback. It was very exciting and flattering to see our baby being thrown out in the world and be welcomed there. But, to be fair, not all the feedback was positive, we also received some criticism and we value it a lot. In fact, we decided that we are not ready to release the game in its current state, we totally agree with most comments and we don't want to release a raw game. Therefore, we decided to take our time polishing all aspects of the game in order to produce the best experience possible.

Furthermore, we understand how important and insightful community feedback is so we are now planning to post weekly (-ish) dev blogs with information on recent updates where developers will take turns explaining their design decisions and some implementation details. This way you have an ability to affect the course of development, give us more suggestions and simply follow the progress.

The entirety of the feedback was mostly graphics-related. As such, we've began working on new "tiles," or the pixel-art for the world, along with some cool post-processing effects that are going to be detailed in this post. Keep in mind, the tiles aren't finished or implemented yet - so while our new post-processing effects will be showcased, the world itself is still using the old art.

Without further adieu, meet Daniel! Our dedicated graphics programmer.

Graphics improvements:
We got a lot of criticism for the graphics of RF, so the entire team got together to come up with ideas to make the game look more eye-catching. Since my responsibility is the technical side of things, I looked into how to improve the limited lighting we have. Although we did have a pretty cool day/night-cycle with beautifully orange sunsets and sunrises, it left the world looking fairly flat as the "sunlight" affected the whole screen equally. We did have some nice lights inside the houses, but they just weren't enough.

Enter house shadows! I adapted the existing point light shadow system to also be able to cast shadows from sunlight onto the ground as well. Hilariously, this made the houses look like stupid walled-in gardens with wooden floors, as the sun would shine in through the ceiling of the house if the sun was high in the sky. To solve this, I added a simple 3D roof to each house which casts shadows on the ground. In the future, I'll be adding multiple designs for the ceilings, and the house height is also adjustable to control the shadow lengths. Finally, I animated the sun direction to move realistically across the sky so the shadows cast by the buildings changed based on the time of the day. In other words, the lighting is essentially 2.5D, with 3D walls and roofs projected onto the ground to form shadows, so it's a really powerful system!

Another cool effect I wanted to try after a tip from Brayden was cloud shadows. I experimented a bit, but getting good visually appealing results was difficult. I went through a lot of iterations and had to tweak a lot of things before it actually started to look like clouds at all. My current implementation uses a number of filtered noise layers that are all animated differently, with some heavy scaling and remapping to "cloudify" the noise. At the end, I was fairly satisfied with the results! I also added some very simple controls to change the "cloudiness" while the game is running, allowing us to seamlessly transition from a clear day to a rain storm in the future!

Brayden also requested god rays, the cool phenomenon where you can see sunlight in the air, and asked if it was possible to "generate" them from the clouds. Now, god rays is a pretty common effect in games like ours, but it's always faked by just adding some rays to the corner of the screen or at fixed points in the world, so I initially thought it'd be impossible to create convincing god rays from the clouds without requiring really fast hardware, but two days later I had a working implementation that didn't require a NASA supercomputer to run!

The algorithm is pretty crazy. It's essentially 3D raytracing through the air, checking for cloud shadows at a lot of points in the air, which is really slow. However, by generating the god rays at a lower resolution and using a couple of other tricks, I managed to keep the performance up. I even have a number of additional optimizations planned that should ensure that even the weakest Intel integrated graphics cards can run the game well with glorious god rays! In addition, the strength of the god rays is modified by the cloudiness. On sunny days, the god rays are toned down a lot so they don't overwhelm the entire screen, while on cloudy days even just a small hole in the clouds will produce a glorious pillar of light!

Please note that this is still a work in progress. I'm still tweaking almost everything daily, but feedback is always welcome!

Saturday, January 21, 2017

PRESS 1/21/2017

Robot Farm – the relaxing adventure RPG with farming-sim elements

What is Robot Farm?
In a world where everyone has amnesia, the player and his team of “Aokobots” must prepare to fight a dangerous threat that will arrive in one ingame year. To achieve this goal, the player must build a “Robot Farm,” a farm run by Aokobots that are guided by the player's hand. Once the farm is stable and bringing in a recurring income, the player must travel the world - meeting the seven remaining “Engineers” and reawakening their true potential as an Aokobot Operator.

Robot Farm is a traditional turn-based adventure RPG with Harvest Moon-like elements sprinkled on top, and features hours of story content to discover. A world is generated for the player at the beginning of the game, and throughout their adventure they will meet various fauna, monsters, chests, robots, and people that will help them grow stronger. At the end of the in-game year, they will face the threat head-on in a climactic final battle.

Who made Robot Farm?
The game was developed by NOKORIWARE, a small team of people around the world who just want to make some fun video games. The game was built with money and time invested in by the team directly. Our one goal for this project is to make you smile, somehow, someway.

What technology was used to make Robot Farm?
Robot Farm is being built on the We Shall Wake game engine, otherwise known as NOKORI ENGINE, or NNGINE (pronounced “engine”) for short. It is a Java-based OpenGL engine that can work on any OS without major work to game code to accommodate them.

Nice! When’s it come out?
Robot Farm will be released sometime during 2017. This extremely flexible release schedule has been chosen so that proper polishing, testing, and feedback implementation can be completed. The game will be available on the Windows, Linux, and Mac operating systems.

Key Gameplay Features List:

  • Build a Robot Farm
    • Fill your land with Aokobots and Monsters found around the world and cultivate it together! Set the foundations for your farm, and they’ll take care of it while you’re away on adventures.
  • Explore a generated world
    • The entire planet in Robot Farm is generated, along with its various plant, monster, and fish species. Discover them all and complete your Beastiary!
  • Classic turn-based combat system
    • Fight in a system inspired by various jRPG titles that seamlessly takes place on the overworld. Defeat enemies and rebuild them as powerful Aokobots that can be integrated into your farms and team!
  • “Aokobot” building, customization, and fusing
    • Build your own team of Aokobots by creating them from “Soul Cards” salvaged from defeated foes! Combine them to make even stronger teams!
  • Monster taming
    • Tame monsters and combine them with your Aokobots to make powerful hybrids! Or fight them and salvage their Soul Cards.
  • Cooking
    • Combine the fruit of various plant species together to create powerful combination dishes. Fish can also be cooked along with other ingredients to create powerful healing items.
  • Expand your Robot Farm
    • Untamed land can be purchased, renamed, cleared out, and used as farmland to increase your income. Land is also used as a storage mechanism for your favorite Aokobots and Monsters.
  • Customize your home
    • The house you receive at the beginning of the game can be expanded and customized with an array of furniture found at stores around the world.
  • Romanceable characters
    • Meet the daughters of the engineers and cultivate long-lasting friendships. NPCs that care for the player will show it by coming to help at their farm, giving them rare gifts, and even stat bonuses as well.
  • Detailed Lore
    • The world is littered with characters, environmental objects, and items that detail what the world of Robot Farm was like before everyone lost their memories. It’s up to you to uncover what happened all those years ago!


Thanks for the interest! But we're not quite done yet.