Surviving Mars is a sci-fi city builder all about colonizing Mars and surviving the process. Choose a space agency for resources and financial support before determining a location for your colony. Build domes and infrastructure, research new possibilities and utilize drones to unlock moreSurviving Mars is a sci-fi city builder all about colonizing Mars and surviving the process. Choose a space agency for resources and financial support before determining a location for your colony. Build domes and infrastructure, research new possibilities and utilize drones to unlock more elaborate ways to shape and expand your settlement. Cultivate your own food, mine minerals or just relax by the bar after a hard day's work. Most important of all, though, is keeping your colonists alive. Not an easy task on a strange new planet.
There will be challenges to overcome. Execute your strategy and improve your colony's chances of survival while unlocking the mysteries of this alien world. Are you ready? Mars is waiting for you.… Expand
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Surviving Mars - Release Trailer
Mar 22, 2018Surviving Mars is a marvelous experience of city building, management, exploration and strategizing. Overall polish and good production values all around complete a deep and interesting package that will make genre enthusiasts and Mars fanatics very, very happy.
LEVEL (Czech Republic)Sep 13, 2018Slow but hypnotically absorbing building strategy game. You will feel great while conquering the inhospitable planet, pity for designer’s mistake in not being able to connect the domes. [Issue#285]
Game World Navigator MagazineMar 30, 2018During the middle-game the process becomes blatantly boring: as your colony steadily grows, your biggest struggle will be with interface and lack of automation for certain tasks. After hours of going through the motions, you’ll wonder if moving to Mars was a good idea in the first place. [Issue#228, p.48]
Games Master UKMar 22, 2018A solid colony builder packed with complex systems, but the red planet feels a little too familiar. [Apr 2018, p.81]
Mar 18, 2018Zum Glück gibt es kein Tutorial. - Da wir das erste Mal auf dem Mars sind und uns durchkämpfen müssen eine Zivilisation zu gründen. Ist diesZum Glück gibt es kein Tutorial. - Da wir das erste Mal auf dem Mars sind und uns durchkämpfen müssen eine Zivilisation zu gründen. Ist dies genau der richtige Weg das Spiel mit Trial and Error zu beginnen.
Grafik 9.5 - schöne Atmosphäre, viele liebevolle Details
Musik 10 - mehrere Radiostationen zum Auswählen (ähnlich Fallout)
Spiel 10 - Es gibt viele Perks, unendliche Variationen wie man voran kommt.
Wiederspielwert 9,5 - viele Geheminisse zu entdecken
Für mich nach Jahren, endlich eine wunderschöne Marssimulation.… Expand
Mar 24, 2018A beautiful game with interesting dynamics. The tutorial that needs to be something, which makes the game a bit confusing at first. However,A beautiful game with interesting dynamics. The tutorial that needs to be something, which makes the game a bit confusing at first. However, on afterwards it becomes very creative, mysterious and challenging.… Expand
Mar 16, 2018When this game was announced i found several interesting themes on it, a surviving game, the mysteries, random tech tree, etc...
With onlyWhen this game was announced i found several interesting themes on it, a surviving game, the mysteries, random tech tree, etc...
With only 3 or 4 hours played it is soon to make a deep review, but my first thoughts:
The base building seems a mixed bag, it's pretty and have enought options but the layout it's confusing, adyacent elements sometimes seems to not connect with energy and ask for 1 title power lines, it's dificult to say sometimes if the terrain would allow to plant anything at first sight, the domes are independent and people seems to avoid going from one place to another.
The game seems to ask for a deep micromanagement but dont have the tools to allow you make it easily, it's very dificult and time consuming to for example review each colonist characteristics and set him in the correct dome/work but the game seems to ask for it, its like to be playing at Cities, have the need to organize the trafic layout but dont have any tool to see the densiity, flow, jams, etc...
I choose one low dificulty (not the easier, but relatively close) and the game is too easy, the events till the moment are not problematic nor give any challenge and even one "catastrofic event" that was a massive meteor shower have almost zero impact on the buildings.
The tech tree is ok, but i found the investigation too fast (at least on this dificulty) and dont makes you feel the need to have hard choices of what tech research, you could allways stack 4 investigations and have zero need to prioritize one over another, there is too strong favour to advance the investigations almost in order top-down left to right....
Another issue is the depleting resources deposits, it's not a bad system by itself, but if in 4 hours i have depleted a concrete deposit and a water one and need to move to the next i have terrible fears that it would become an issue in mid to late game, needing to move whole base parts to another part of the map just to repeat the same that i made the first time but over a new deposit.
If it would only happend over "strange" resources like rare minerals, it would be a okis feature, but when it happend with all the resources (water, concrete, etc..) i found ii not very desirable (It's the first thing i would seek to mod with the workshop).
Another thing is the need of materials micromanagement on the mid-late game, as soon as the base grow you need to manually move the materials from one part to another as the drones have a limited radious, for example, repair parts that you are building on a factory need to be moved (manually) to cover all the base if the drones that need then are not in radious of where it's stored, and it happend to a lot of resources, on the short term it's not a problem but 4 hours into the game already started to be, it's the second thing that need to be modded, automatic routes.
Visually is okish, but not great but is good enougth from a base building game.
The UI is really terrible, lacks basic features, i still have to found how to monitor and extrapolate power, oxigen and water consumption graphs, visual layouts of wind generator output to place new ones, when crop fails i need to known why it does and why previous ones don't, etc...
As previously noted the building choices are not bad and have several building types, but from the first hours i have the strange feeling that what it's short its not the building types but the choices whithin them, you one one building type of each, one point, and if you want a larger one, or another harder to withstand meteors, or another with less maintenance, or another more efficient or automated that need less manpower to functions you are out of luck. It's really a shame because the game is asking for it for example automated plants that need less manpower at the cost of a lot more energy and maintenance or a hundreds more options allow the player to build the base that they want, but it's not currently present on the game and it's missed a lot because that way the game is made just ask to define a bunch "perfect" layouts and just use them till the hell freeze.
Ok, till now i have pointed all the negative, from my review you could ask why the hell with all the points being negative he gave the game a six? The short answer for it it's the potential of the game and that could be modded into a very fun and rewarding game.
The long answer is that the game have a wonderfull basement that with DLC's and specially with user mods from the steam workshop could make it the definitive base building game (and from facts like that even mysteries could be added with mods lend me to belive that it's possible), it's like have a wonderfull terrain that allow you to bring into realliity the house of your dreams but the house it's currently a rusted caravan, the posibilitites are there but the reallity is a rusted caravan… Expand
Mar 18, 2018Surviving Mars doesn't live up to it's promises. It's pretty enjoyable until you build your first dome, that is for first 2 hours. QuicklySurviving Mars doesn't live up to it's promises. It's pretty enjoyable until you build your first dome, that is for first 2 hours. Quickly becomes tedious and monotonous, with lack of any strategic or management depth (I've been digging management and city-building games for years). Overall, it clearly looks unfinished with a plenty of room left for add-later content.
The game is rather unique for today's standards for not leading the player by the hand in discovering it's mechanics, which can explain some of clamor on Steam reviews. Nevertheless, it feels blatantly incomplete even on higher difficulty settings.… Expand
Apr 11, 2018The first thing you realize once you start Surviving Mars for the first time is that there is no tutorial. Some may see this as a negative, IThe first thing you realize once you start Surviving Mars for the first time is that there is no tutorial. Some may see this as a negative, I kind of liked it though.
You are the first expedition to the red planet, figuring a lot of things out on the go via the tech tree and in a way it makes sense not to have a tutorial.
You will make some mistakes and restart and eventually figure out the basics. Easy to learn hard t master.
The radio stations are enjoyable and have a lot of great music, feels a bit like the Sims with their own catchy tunes.
The graphics are pretty and performance wise the game runs 100% fine for me, only in the late game lag becomes an issue, but that is expected.
The tech-tree is randomized each play through giving you a new experience each time.
Up until now the game sounds great and some may wonder why I rated it 3/10... Well buckle up:
The most annoying issue is the fact that your domes do not interact with each other. You cant just build one residential dome, one for entertainment and one for work. Everything has to be in one dome, so each dome needs a residential building, some sort of food source and some form of entertainment.
This completely destroys the colony feeling (at least for me) and makes micromanagement far less fun. It's plain annoying and makes dome building feel like a chore ("Did I place a Diner in this Dome already? Got Shops? Got work?") instead of being able to manage the colony at a greater scale....
The UI is clunky and feels like its working against you at times with the way the mouse buttons are bound (Rover control).
It just feels basic and not well thought out, you don't have an actual overview allowing you to see all colonists and their work (or lack of thereof).
Talking about colonists... The Trait system is a nice touch, doesn't matter to much though at the end of the day. It was really hyped up that you had individuals that you had to take care of and not just a mass of anonymous little minions but at the end of the day that's what they feel like.
I feel like these are symptoms of a greater underlying issue. The game feels like and early release title. And is certainly not worth it's 40$ price tag. Not yet at least.… Expand