Agromatic Contracts: How to Supply a War and Grow Your Operation

How Agromatic contracts work: pick a side in the war, meet deliverable requirements, and turn rewards into a stronger operation.

Agromatic contracts are the part of Gimcraft's farming and automation sim where tidy production lines meet an actual customer. Instead of steering a character, you run an operation — and contracts are what turn flour, metal, cheese, and cloth into progress rather than surplus stacked in storage. If you want to understand how Agromatic contracts drive the economy, the key idea is simple: deliverable requirements and multipliers, not raw output, decide whether your business grows.

What Agromatic Contracts Actually Are

The Agromatic Steam store page describes a grid-based farming and automation game where "your automation is people." You hire workers, pay salaries, build housing, and lay out farms and factories like a town. Contracts sit on top of that management loop as the structured demand side of the economy.

In the Early Access description, the developer (also the publisher, Gimcraft) lists the core loop as including "contracts/economy progression driven by deliverable requirements and multipliers." That wording matters: a contract is not a passive bonus. It asks for specific goods, and the payout scales according to multipliers the store description does not spell out. Treat the exact formula as something you discover in-game rather than something documented on the storefront.

The Two Sides of the Conflict

Agromatic's setting is not a blank pastoral map. As the store page puts it, the city is caught in a growing conflict between an invading empire and the local resistance. You can take contracts from either side, meet their demands, and earn rewards — or ignore the conflict entirely and concentrate on your own operation.

That gives contracts a strategic flavor beyond pure production. The page does not detail reputation systems, faction penalties, or long-term consequences for siding with one group, so don't assume a documented penalty exists. What is documented is the choice itself: two sources of work, and the freedom to walk away from both.

Where Agromatic Contracts Fit in the Production Loop

Contracts do not exist in isolation. The store page lists the production chains you build to satisfy demand:

  • Wheat into flour, then bread
  • Ore into metal
  • Milk into cheese
  • Fruit into preserves
  • Cotton into cloth

Your Agromatic contracts are fulfilled out of these lines, so the real work happens upstream: fields, drills, kitchens, and workshops, plus the workers staffing them. The page also notes that resources never run out — ore keeps producing, trees can be replanted, fishing spots stay available, and oil deposits continue as long as you maintain them. You are not racing depletion; you are improving an operation you already own.

Workers need food, and food bonuses improve their efficiency, so a contract push can strain your own supply chain before it ever strains your storage. Multi-zone operations add another layer: build rail lines and depots, assemble trains with different wagons, and decide what each train carries and when it moves.

Practical Tips for Meeting Agromatic Contracts

Build backwards from the deliverable. Before you commit to an Agromatic contract, check what finished good it requires, then trace the chain back to raw material. If bread is the target, you need wheat, a mill, and an oven plus enough workers to run all three.

Keep your crew fed first. Workers who run short on food stop being reliable automation. Grow crops, prepare meals, and use food bonuses rather than stretching a workforce that is already hungry.

Plan around seasons. The store page confirms seasons affect what you can produce. Stockpile seasonal crops and fish, and use the off-season for processing. Greenhouses and fish cages arrive later in the technology tree and reduce that dependence.

Exploit instant building. There are no construction timers — you can place, move, or remove buildings instantly and recover materials. Experiment freely; layout mistakes cost nothing but time.

Budget for raids separately. Bandits may demand payment from your operation. You can pay, or defend with hired guards, weapons, and defensive positions. This is a cash-flow decision, not a contract requirement, so don't let guard spending quietly eat the profit a delivery was supposed to generate.

Use trains for distance. If a contract's goods are produced in one zone and stored in another, depots and dispatch settings matter as much as raw output.

Agromatic Store Snapshot

The following rows all come from the same capture of the Steam store page; the cutoff applies to every row.

DetailValue recorded on the Steam pageSource and cutoff
Release and Early Access startNovember 10, 2026Steam store page, captured 2026-11-13
Developer and publisherGimcraftSteam store page, captured 2026-11-13
User reviews19 all-time reviews, 94% positiveSteam store page, captured 2026-11-13
PriceIntroductory offer: $7.99, a 20% discount from $9.99; offer stated to end November 24Steam store page, captured 2026-11-13
Planned Early Access duration"aiming for about 6 months"Steam store page, captured 2026-11-13
PlatformWindows 10/11 (64-bit)Steam store page, captured 2026-11-13

The review figure is a snapshot of a very young release, not a settled verdict. As of November 13, 2026, 19 all-time reviews sat behind that 94% positive label, so treat the aggregate player experience as an early signal from a small sample.

What Full Release Could Change

Gimcraft's Early Access notes list "more contracts" among the additions planned for the full version, alongside more crops, items, buildings, and research nodes. Deeper mid- and late-game goals are also planned to be tied to research, contracts, and logistics.

That is a roadmap statement, not a confirmed feature set. What it does tell you is that the contract system is meant to grow rather than stay as it shipped in Early Access. If you are weighing a purchase on the strength of the contract loop alone, the honest answer is that the current version already runs the loop, and the developers say they intend to expand it.

FAQ

Can I ignore Agromatic contracts and just farm?

Yes. The store page explicitly frames the conflict as optional: you can take work from either side or ignore the conflict and focus on your own operation. Skipping contracts costs you the rewards, but nothing in the store description says it blocks your farms, mines, or research.

Which side should I take Agromatic contracts from?

The store page lists the invading empire and the local resistance as the two sources and documents no mechanical difference in rewards or consequences. That makes it a narrative and pacing choice rather than a documented optimization — worth testing both, since the multipliers behind each contract type are not published.

Do Agromatic contracts involve combat?

Contracts themselves are described as deliverable-driven: meet demands, earn rewards. Combat-flavored pressure comes from a separate system — bandits who may demand payment, which you can answer with payment or with hired guards, weapons, and defensive positions. Budget for that risk independently of your delivery schedule.

Do I need to worry about resources running dry?

No. The store page states that ore continues to produce, trees can be replanted, fishing spots remain available, and oil deposits keep producing as long as you maintain them. The challenge is logistics and staffing, not scarcity.

Is the game complete?

It entered Early Access on November 10, 2026, and the developer describes the current build as playable in singleplayer with the core management loop intact, including contracts, research, and train logistics. Expect iteration; the developers say they are aiming for roughly six months in Early Access before a full release.