1. Surviving Mars: Relaunched
  2. News

Surviving Mars: Relaunched News

Dev Diary #8 - The Future of Mars

[p]Hello again! I'm Lyubo the lead designer of Surviving Mars: Relaunched and I'm here to talk about the endgame of your colonies. [/p][p][/p][p]Surviving Mars at its core is a sandbox game and does not have a clear final objective and you are free to pursue your own goals. However, during the years, we have added challenges for those who have mastered the game.[/p][p][/p]
The Dream of a Completionist
[p]Let's talk about the more obvious goals at the end of the game - scanning all sectors and exhausting the tech tree. At the end of the game, you will be able to unlock many breakthrough technologies through scanning. One thing we changed is that now, when exploring anomalies, you have a choice of three possible breakthroughs that can be unlocked. These technologies will greatly change the way you play the game and will offer unique bonuses.[/p][p][/p][p][/p][p]Apart from that, at the end of the tech tree you will unlock a lot of Wonder buildings that solve some the problems you have had since sol 1 of your colony. Tired of searching for new concrete deposits? Build an Excavator or melt waste rock produced in your other mines to make it into concrete. Need metal (both normal and rare)? Build a Mohole Mine. Need additional research to finalize the tech tree? The Omega telescope is your friend (it also unlocks more of those sweet breakthroughs). Need a huge dome? The Geoscape dome is your solution (or if you have terraformed Mars, the Capital City is an excellent choice as well). [/p][p][/p][p][/p][p]Each of these wonders solves a huge problem you may have had up until this point and make your colony that much better. But there are new ways to solve problems as well - some of the final laws offer you new ways to solve problems as well. There is a set of laws that will allow you to never run out of exotic minerals (if you also have an Asteroid Catcher to keep those pesky asteroids in orbit). [/p][p]

[/p]
The Dream Of Independence
[p]Sooner or later, your sponsor will no longer be as beneficial as they were in the beginning. As the colony grows, you will get a different set of challenges to complete that eventually lead to Independence. But what does Independence mean?[/p][p][/p][p]Surviving Mars: Relaunched is not a military game. You cannot force a conflict to gain your independence so we opted for a more bureaucratic approach to Independence (as outlined by real-life events like Brexit). When your colony is stable and large enough and you have completed the goals set by your own people, you will be able to proclaim Independence from your sponsor through a law. [/p][p][/p][p]Simply enacting a law does not make you independent. Your sponsor will be most displeased and will immediately penalize you for your audacity by limiting imports and rockets, withholding research and applicants. Since they cannot force you to remain with them, they will first ask for most of their Mission Goals to be completed and then will start a new colony on Mars (which you will be able to see in the planetary view). [/p][p][/p][p]The sponsor will then ask you to essentially buy your independence (much like Haiti did when revolting against the French). The cost will be very high but can be lowered by sending resources to the new sponsor colony. The cost and how much it can be reduced are based on the sponsor - some will have a very high price that can be reduced greatly while others will not bargain and the price will remain fixed.[/p][p][/p][p]In order to pay for your independence, you may turn to the other colonies on Mars and enact the Black Market law that will allow you to trade resources for funding. With the decreased export prices this may be the solution that finally gets you free from your sponsor.[/p][p][/p][p]Once you have bought your freedom, you become free of your sponsor. This unlocks new techs on dealing with the Independence, as well as new Mission goals. These techs and goals will allow your colony to fully deal with the absence of a sponsor but will take a lot of work to accomplish. [/p][p][/p][p][/p]
The Dream of a Green Mars
[p]If politics are not your thing, you may turn to loftier goals like terraforming Mars. There are four parameters you must improve in order to make Mars green - Temperature, Atmosphere, Water, and Vegetation. Each parameter is increased in its own way - you need to plant seeds to improve vegetation, for example, but you have to convert waste rocks into CO2 and create a working magnetic field for Mars to have an atmosphere.
[/p][p][/p][p]Terraforming is a long process and there are some goals that once reached will change how the planet functions - in order to have water on Mars at all, the temperature needs to be high enough for it not to be in a permanently frozen state. There is a new law that will allow you to benefit from each completed terraforming goal. 
[/p][p][/p][p]At the end of the day (or at the end of the sol), terraforming is hard and you will need to start planet-wide projects like building a space mirror or melting the polar caps give the terraforming parameters that final push. Once the planet is green enough, however, you will be able to open the domes and even build a Capital City.[/p][p][/p][p][/p]
The Dream of the Mole People
[p]Making a colony is hard but making one underground is even harder. With the changes to the underground, bigger underground colonies are now possible. With the new laws, you will be also be able to exploit the caverns below the surface like never before - unlimited water and deposits, for example. 
[/p][p]Some factions like the Preservation Movement do not like the surface of Mars blemished by human hands and will push you to move your colonists underground. Having a sizeable population of mole people may also be a colony goal that leads to Independence.[/p][p][/p]
The Dream of Growth
[p]No matter how hard we try, we are sure that you will eventually overcome every hurdle that we throw at you. Even the hardest of goals will get crushed by determined players. We expanded our modding tools to allow you to create more interesting content that challenges in ways we could not even envision in our wildest dreams.[/p][p][/p][p]Everyone's imagination stretches in different directions. We can't wait and see what kind of challenges our community will come up with.[/p][p]

[/p]
The Dream of the Future
[p]This is the final dev diary for now. I cannot  wait for Surviving Mars: Relaunched to be released and see your perspective on the changes and additions we have made. We have great plans for this game. I hope with your help we can make this game the ultimate Mars experience. [/p][p]
[/p][p]See you soon![/p][p]
[/p][p][/p][p]
[/p]

Dev Diary #7 - Factions & Politics

[p]Hello all,[/p][p]I'm Lyubo - the lead designer of Surviving Mars: Relaunched. I've been absent as a writer of these diaries but I am returning for the one where everything is new.[/p][p][/p][h2]The Politics of Mars[/h2][p]How would a political system look on Mars? I had a lot of time to think on the subject but, I also wanted politics not to become the core of the game or change its soul. I decided on these pillars:[/p]
  • [p]Politics are a means to an end - a manifestation of the will of the people. As such, the factions and politics on Mars should strictly reflect the needs of the colonists and not try to mimic Earth's politics.[/p]
  • [p]The new systems should not lead to a game over as that would change the flow too drastically[/p]
  • [p]The political system should be important but not obtrusive[/p]
[p]These pillars were actually very hard and pushed me in directions I did not expect to go so let's see how things played out.[/p][p][/p][h2]The Earth Council[/h2][p]What would politics look like in a colony with less than 10 people in it? People in small groups tend to get along without the need to make long and tedious meetings and would probably prefer to handle new obstacles as they come rather than through a codified system of laws.[/p][p][/p][p]But we also wanted politics to be a part of the game even for new colonies and new players. As a solution, we created the Earth Council - a political system more related to Earth than to the colony but with the intent of pushing the colony off the ground and propelling it on its way.[/p][p][/p][p]The Council is made up of the founding faction you have chosen as a player (more on the factions later on), your sponsor, and the sponsors of the rival colonies on Mars. These are the early decision makers that will shape the early politics of your colony.[/p][p][/p][p][/p][p][/p][p]The Council convenes every 2 sols to decide on the next action - voting on a law, or preparing one. There are some laws that are available from the get-go and do not need preparation so that the Council can make an impact straight from the first session.[/p][p][/p][p]The sponsor factions will be pleased by actions that align with their agenda for Mars (as stated in their mission goals). They are mostly benevolent and will be open to most laws without heavy negotiations (promises you make to them in return for full or partial support).[/p][p][/p][p]If you are uncertain at any point what law to try to enact or prepare, you can always leave it to the factions in the Council and open the floor to their suggestions. They will appreciate it.[/p][p][/p][h2]The Word Of the Law[/h2][p]Laws are a way to change the rules of the game (hopefully) in your favour. Some laws, like deregulating the rocket speed standards, are direct and make rockets faster (at the cost of some Research Points in upkeep so the rockets do not blow up). Other laws have different options based on how you want to play the game - your sponsor wants Mars explored, what additional reward will you demand from them in return - funding, research points, or applicants?[/p][p][/p][p][/p][p][/p][p]Be wary that your sponsor will eventually get tired of you passing laws that ask for additional rewards and you will have a tougher time enacting more laws from the Sponsor relations category.[/p][p][/p][p]As a teaser, here are the names of the rest of the other law categories with one law as an example:[/p][p][/p]
  • [p]Sponsor Relations - Basic Diplomacy (pick what rewards to receive from the Earth Embassy building)[/p]
  • [p]Economy & Industry - Production focus (factories producing a picked resource will have better performance)[/p]
  • [p]Research & Ecology - Research focus (techs from a picked tech tree will cost less Research Points)[/p]
  • [p]Tech Deregulation - Drone Hub Efficiency (Drone Hubs will be able to operate additional Drones)[/p]
  • [p]Society - Mars Appreciation (Dome bonuses from Vistas and Research sites will increase)[/p]
  • [p]Permits & Efficiency - Building codes (building costs in Concrete and Metals will be reduced)[/p]
[p][/p][h2]What comes next?[/h2][p]The Earth Council is useful but limited. At some point, all law options may be exhausted and it is time for the colony to have its own political system. This is done by building the new Martian Assembly spire in one of your Domes.[/p][p][/p][p][/p][p][/p][p]As soon as the Assembly is completed, the Earth Council is disbanded and new Martian factions will appear on the scene. But first it is time to pick a form of government - is the colony a boring old Liberal Democracy, a Theocracy, or even an Anarchistic Commune?[/p][p][/p][p]The choice of government will determine the early factions that will fill the Assembly (along with your founding faction), but also how the Assembly seats are apportioned - is it through representatives picked based on proportional support of the factions, or through voting per Dome (similar to the US electoral college), or maybe even a Single Party Assembly?[/p][p][/p][p]Then comes the role of the Assembly itself - does it get to decide what laws to vote on? Is it only there to applaud your wise decisions?[/p][p][/p][p]Finally, what is the treatment of political opponents as marked by the new detainment centres? Do we simply send all who oppose us back to Earth? Are they tolerated, or are they outlawed?[/p][p][/p][p]Each of these options can be changed through the Assembly (as a new Governance category is unlocked) at later points but for now this will be your political system. Each law category will have a lot of new laws unlocked that offer even more options (including that of a pure Dictatorship).[/p][p][/p][p][/p][h2]The Factions[/h2][p]Some sponsor factions like the Church of the New Ark continue their existence even when the Assembly is formed but for the most part, the factions that will take seats in it will be new. Here is a list of the factions with a short description:[/p][p][/p][p][/p]
  • [p]Enlightenment Initiative - a progress-through-science faction that is not very keen on large domes and overpopulation[/p]
  • [p]Flat Mars League - a reality show loving bunch that will focus on their needs and will not want to hear anything about globes[/p]
  • [p]Free Love - a mostly reactionary faction that is sick of birth restrictions and wants child-friendly domes[/p]
  • [p]Green Mars Coalition - a traditional green party that wants Mars terraformed[/p]
  • [p]Green NOW - an anarchistic faction that focuses on Green policies and cannot stand nuclear power and mining[/p]
  • [p]Helios Consortium - an elitist faction that is focused on luxuries provided and wealth[/p]
  • [p]The Justice Movement - a reactionary movement that is sick of renegades and wants order[/p]
  • [p]The Last Transmission Evangelicals - an offshoot of the Church of the New Ark that focuses on frugal living and abhors wasting of resources. They fear the fragility of the colony and will focus on disaster prevention.[/p]
  • [p]Project Utopia - a liberal faction that is often accused of being out-of-touch with reality and the real needs of the colonists[/p]
  • [p]Martian First - a faction of martianborn that wants a Mars independent from Earth[/p]
  • [p]New Sol - far-left anarchist movement that is focused on every colonist having their needs serviced and are very anti-establishment[/p]
  • [p]The Preservation Movement - a faction that feels that Mars is perfect as it is and want terraforming efforts stopped and no extractors or Domes on the surface of Mars[/p]
  • [p]Prosperity for Mars - a capitalist faction that wants strong industry and exports as well as a modicum of luxury[/p]
  • [p]Dominion of Mars - a conservative faction that will focus on order and will not mind a more autocratic approach to governing[/p]
  • [p]The Workers Collective - a leftist movement that is focused on the rights and needs of the workers of Mars[/p]
  • [p]The Church of The New Ark - a religious movement focused on increasing the population of Mars, as well as promoting moral values (especially regarding drinking and gambling).[/p]
[p][/p][p]You will probably meet around 3-5 of these factions in a single game (though it is possible for new factions to appear from time to time). Their demands will often clash, so you will need a lot of political acumen to keep them all in check.[/p][p][/p][h2]Political Crises and Faction Disasters[/h2][p]No matter how skilled you are, politics often feels like herding cats. If a faction is unhappy, it may radicalize (for example, the Green Mars Coalition may transform into Green Now), turn renegade, increase the global political tension, or even dissolve.[/p][p][/p][p]When many factions are unhappy, the global political tension rises and a political crisis may occur. During a political crisis, the Assembly (or Council) will temporarily take charge of the politics of Mars and revoke several of the most controversial laws before giving you back the reins of power. [/p][p][/p][p]If you are in a Dictatorship, this will never happen but too many renegades may topple your regime.[/p][p][/p][h2]The Dream Of Independence[/h2][p]Sooner or later, your sponsor will no longer be as beneficial as they were in the beginning of the mission. As the colony grows, you will get a different set of challenges to complete that eventually lead to Independence, but you will have to wait for the next Dev Diary to hear more about it. [/p][p][/p][p][/p][h2]Closing Statement[/h2][p]The politics of Mars are a complex new system that we made from scratch for Surviving Mars: Relaunched. It took many iterations and elbow grease to get it to where it is now and I really hope all of you will enjoy it. I tried to give you a (not-so-brief) overview of it but there are still many details that you will see on your own. [/p][p]
[/p][p]🚀 Follow us on our socials: [/p][p]Twitter/X: https://x.com/surviving_pdx[/p][p]Facebook: https://www.facebook.com/SurvivingPDX/[/p][p]TikTok: https://www.tiktok.com/@surviving_mars_game[/p][p]Discord: https://discord.gg/pdx[/p][p][/p]

Dev Diary #6 - Mysteries of Mars

[p]It’s been a while, Commander!

Today, your definitely human assistant Lina will give you a glimpse into the mysteries and narrative adventures that await you on the Red Planet. While there are no new surprises in this department, we hope that you’ll enjoy (re)visiting our handcrafted stories, which add a bit of spice, humor, and/or fright into your colony building experience. Seasoned players of Surviving Mars (2018) can use this opportunity to freshen up on their knowledge of the Martian mysteries and events.

[/p][h3]Putting the “but why” in “sci-fi”​[/h3][p]Introducing fantastic narratives in a sandbox city building experience – especially one that’s focused on colonizing a whole other planet with a mostly realistic approach – is not the easiest of tasks and one could argue that it’s not even the best fit for the game, but way back in 2016 we firmly decided that we wanted to include some flavor and explore the “fiction” part of the “science-fiction” genre. Thus, the mysteries were born, weaving a net of events that take you on a quest to explore the secrets of the Universe, face humanity’s shortcomings or battle with the unknown. [/p][p][/p][p]The twelve mysteries of Mars have three main goals:[/p]
  • [p]to tell an interactive story;[/p]
  • [p]to spice up the mid-late game;[/p]
  • [p]to provide a unique challenge.[/p]
[p][/p][p]Each mystery – which you can specifically select while creating your game, leave to random chance or completely turn off – comes with its own set of distinctive visual and gameplay elements. You’ll see changes in the environment and experience new disasters, discover special anomalies and interact with alien objects, unlock new technologies and constructions. Some mysteries will take you on a deep narrative journey, while others will be a bit more pragmatic and present you with practical tasks, crucial for your survival.[/p][p] [/p][p][/p][p] You can experience only one mystery per playthrough and don’t expect it to present itself from the get-go – we’ve tried to make sure that you and your colonists are ready for the challenge. As much as anyone is ever ready for alien artifacts manifesting from thin air and forming cults around them… Spoiler alert! [/p][p][/p][p] A shameless plug of Lina’s favorite mysteries: Spheres and St. Elmo’s Fire. Try them and thank me later, okay? [/p][p][/p][h3]Tell me more​[/h3][p]But wait, that’s not all! In addition to the grand mysteries, spanning tens of Sols and fundamentally changing your playstyle, there are hundreds of one-time or short-chain events (526 events and event follow-ups, to be precise – trust me on the count, I’ve tested them all). Maybe a depressed genius will ask you for some time off, or you’ll walk into an unexpected party; maybe a colonist will come across a strange artifact in the red sands, or a rival colony will organize a rover race across the Arcadian plains. Whatever the situation, you’ll be in control of some decisions, which might have unexpected results.

[/p][p]Events are triggered based on specific circumstances in your colony and while you’re likely to see some of them recurring though your playthroughs, others will feel unique and rare. Event conditions can be as broad as “pass the founder stage” and as specific as having certain terraforming parameters at certain values and a colonist with this or that trait present in a Dome with these and those buildings in it. Try having a biorobot colonist who experiences a sanity breakdown. Or see what might happen when there’s a genius renegade in your colony, and you’ve built two or more Drone Hubs, and two or more Shuttle Hubs, and have over 1M Funding, and a rocket has landed on Mars. Or, if that’s not your cup of tea, you can disable all random events from the game rules when setting up your game (but then you won’t have the pleasure of encountering the Flat Mars Society and where’s the fun in that?!). [/p][p][/p][p] [/p][h3]To infinity and beyond!​[/h3][p][/p][p]With the addition of the Below and Beyond content, you get two more layers of maps to play on, as well as more mini mysteries, anomalies and events to experience in these new environments. Most notably, you will encounter two random buried wonders in the Martian Underground, which will take you on an ambitious journey to research and utilize them. Your colonists will also face different dilemmas and problems in the Underground and on the asteroids, which will require your attention and timely decisions. [/p][p][/p][p][/p][p]But wait, that’s not all (second edition)! There is one last element to the storytelling, which is as important as anything we’ve crafted over the years: it’s you! (I hope you’re not lactose intolerant because the cheese is strong in this one.) You are the ultimate narrator in the tale of colonizing Mars, of discovering its secrets and telling the stories of its colonists. And I’m very much looking forward to all your wild adventures and unexpected takes on the events in your colonies, the awesome mods we know our community is capable of creating, the fun videos and mind-boggling challenges that you will undertake. See you in the great unknown, Commander! [/p][p] [/p][p][/p][p]🚀 Follow us on our socials: [/p][p]Twitter/X: https://x.com/surviving_pdx[/p][p]Facebook: https://www.facebook.com/SurvivingPDX/[/p][p]TikTok: https://www.tiktok.com/@surviving_mars_game[/p][p]Discord: https://discord.gg/pdx[/p][p][/p]

Dev Diary #5 - The Colonists

[h3]Hey there, fellow Mars adventurers!​[/h3][p]
Welcome back, It's Pavel again from Haemimont Games. Today, we’re talking about the thing that puts the “Surviving” in the title - the Colonists. Those brave, occasionally grumpy, always needy humans (and not-so-humans) who put themselves in your competent hands. Let’s try and onboard the new players, shall we?
[/p][h3]Colonists​[/h3][p]Without people, your colony is just a glorified set of bubbles with fancy plumbing. I know, I know. I’ve also flirted with the idea of making a huge martian base without any colonists. And maybe someday we will have that option. But one of the main characteristics of the game is to build a thriving society on Mars. And that takes people![/p][p][/p][p][/p][p]As mentioned in the previous DevDiary - people are squishy and require things like oxygen, food and water. But they allow extraction and production of specific resources, generating research and can lead to unique situations.

And aging is not kind on Mars. Colonists go from children who learn, to working age and then seniors who can’t work. And every Senior that retires on Mars consumes resources that could be used by a younger person. Will you send them back to Earth, take care of them or something …else? And boy, does the aging of the colonists lead to interesting decisions 54 million km from Earth.

[/p][h3]Workforce: Who Does What and Why It Matters​[/h3][p]Colonists are your workforce, your lifeblood, your unpaid interns (okay, they do get housing and air). Each colonist has a specialization - engineer, scientist, medic, botanist, etc. - and these aren’t just titles. They directly affect how efficiently buildings run. A scientist in a research lab? Great. A scientist in a diner? Less great, unless you want quantum fries.[/p][p][/p][p][/p][p]Traits add another layer of complexity. A workaholic will keep grinding through good and bad days, while a lazy colonist might treat your polymer factory like a yoga retreat. And then there are the biorobots and clones - our synthetic friends. Biorobots don’t age, which makes them eternal (and slightly terrifying). Clones’ lives are short, but hey, they’re cheap and plentiful. They’re like instant noodles, but with a social security number.
[/p][h3]People Are a Complex Bunch​[/h3][p]Colonists need more than just jobs. They need food, oxygen, shelter, entertainment, medical care, and overall to feel comfortable. Ignore these needs and you’ll get a colony full of depressed, injured, and possibly rebellious humans. (Yes, even on Mars, people will be unhappy if the nutrient paste is served cold)[/p][p][/p][p][/p][p]Interests determine how colonists want to spend their time. Each sol, every colonist chooses one of his interests and attempts to satisfy it. I don’t want to have bars in my colony, but after a hard day in the Extractor, Geologists really like drinking. Some things are the same even on another planet I guess. Just be careful as hard times can turn their hobby into a problem. [/p][p]Those problems manifest as Flaws. Our Geologist suffered a Sanity breakdown and is now an Alcoholic. Those and many other flaws hinder your colonists' performance and ability to thrive. There are some ways you can address those problems. It's up to you if you want to invest in helping your people. [/p][p]Perks on the other hand are beneficial, so whenever you see an applicant who has one - snag them up [/p][p]as fast as possible. My favorite is “Enthusiast” but that probably says more about me, than anything else.[/p][p][/p][p][/p][p][/p][h3]Arrivals, Departures, and Martian Babies[/h3][p][/p][p][/p][p]Colonists arrive via rockets, drawn by your colony’s reputation and the promise of not dying. They leave when things get bad - low comfort, high danger, or if they just really miss Earth’s gravity.[/p][p][/p][p]Just like in real life - when things are going well, people start thinking of having kids. If life in your colony is bad, don’t wonder why there is no population growth. Martian-born colonists are the next generation. These kids grow up and eventually join the workforce, hopefully with fewer emotional scars than their Earth-born parents. And they never get homesick - they’re already home![/p][p][/p][p]And Tourists are another being altogether. These transient visitors don't work on Mars but pay for the privilege of testing out your life support system first hand. Weird flex but ok. [/p][h2]Late Game: Herding Cats [/h2][p]Once your colony hits the hundreds, micromanaging individual colonists becomes like trying to alphabetize a tornado. That’s where automation and specialization training come in. You can train colonists in schools and universities, turning your generalists into experts. Your Martian University is like Hogwarts, but the magic is actually learning the science needed to not die a gruesome death.[/p][p][/p][p][/p][p]The Command Center gives you a bird’s-eye view of your colony’s stats, workforce distribution, and problems. It's basically your Martian dashboard.[/p][p][/p][p][/p][p]NEW [/p][p]One thing that we’ve done to help out in tackling this complexity is the entirely revamped trains. They are now integrated in the overall system and allow for better distribution of resources and commuters.[/p][h3]
Wrapping Up[/h3][p]People want oh so many things. Even on Mars. Managing that is a balancing act. You’re constantly juggling their needs, their jobs, their moods, no matter the time. Even during the occasional meteor shower. But when it all clicks - when your colony is thriving, your people are happy, and your production is humming along like a well-oiled machine - it’s magic.[/p][p][/p][p]
So keep those domes airtight, those colonists caffeinated, and remember: surviving Mars isn’t just about beating the elements. It’s about building a society that can thrive in the most unforgiving sandbox in the solar system. And we’ll have a lot more to say about “building a society” when we cover the new content of the Martian Assembly coming with Relaunched. [/p][p]Until next time, may your miners be composed and your colonists slightly less dramatic.[/p][p]—The Dev who builds way too many Open Air Gyms[/p][p]
[/p][p]🚀 Follow us on our socials: [/p][p]Twitter/X: https://x.com/surviving_pdx[/p][p]Facebook: https://www.facebook.com/SurvivingPDX/[/p][p]TikTok: https://www.tiktok.com/@surviving_mars_game[/p][p]Discord: https://discord.gg/pdx[/p][p][/p]

Dev Diary #4 - Domes &Life Support

[h3]Hello, Commander,[/h3][p]This is Pavel Peychev from Haemimont Games, Producer on Surviving Mars: Relaunched. We are really excited about revisiting the red planet. It's one of the games with the most unique aesthetics that we’ve ever done. Today I’ll be talking about Domes and Life Support. This aspect of the game may not have received many changes, but it’s still one of the game's pillars and most standout visual elements.[/p][p][/p][h3]NEW [/h3][p]You got to see the domes with the new and improved lighting that the game has received. Those Martian sunsets have never looked so good! That and the new frost from Cold snaps will make you want to put on a sweater. [/p][p][/p][h2]Bubble Trouble [/h2][p]Here’s a short explainer for new players.[/p][p]Surviving Mars is a colony-building game, which means - people on Mars. People are squishy and require a lot. From basics like food, water and oxygen to services, relaxation and entertainment. And preferably somewhere where they can access these - the domes. [/p][p][/p][p]While making the original we walked a fine line between realism, fun and aesthetic, and the result is the retro-futuristic style that many know and love the game for. Let’s face it - Giant bubbles are not the first choice of habitable building format on a hostile planet, but there is no substitute to the view of the Martian landscape littered with little comfy balls of hope. [/p][p][/p][p]There are many types of domes - small, big, round or barrel. Each dome has space for just so many buildings so you need to choose carefully. Will you specialize domes for certain functions like food production, residential, manufacturing, governance (more on that in a future DevDiary) or make combined, self sustaining domes? Have a big enough dome - you can build a spire in the center. [/p][p][/p][p]All while your colonist will be able to look at the night sky while sitting on a chair in their Martian home. But whatever you do, don’t run out of oxygen! 
[/p][h2]Life Support and Realism[/h2][p]The nice green parks and houses inside might look comfy but let's not forget that just outside the dome is a cold and uncaring planet. [/p][p][/p][p]Building the domes is only half of the work, building the life support system is the other. We’re proud of the simplistic, yet realistic simulation that the game is based on. A stable supply of power, water and oxygen is kinda needed. Here we leaned in more on realism. The MOXIE is an actual existing device for instance. Water Extractors bite into ice, Moisture Vaporators tease water from thin air, and solar or wind help with the heavy lifting. A Stirling Generator or two do help. Your colony breathes because the math adds up.[/p][p][/p][p]Having these resources will be a limiting factor in the expansion of your colony. Getting air and water from here to there is made via the pipe system. I personally extremely enjoy how the pipe segments just snap together. But that might be my OCD talking. Storage matters too — tanks and batteries aren’t glamorous, but they turn “this is fine” into “we’re fine through the night.”[/p][p][/p][p]Food is an interesting resource as colonists can’t do without it, but is also one you could import from Earth. That Martian Burger would probably cost a fortune. Otherwise - hydroponics can do the job but take up dome space. Fungal farms wont require dome space but your colonists are not really keen on working outside. It's a balancing act.  [/p][p][/p][p]All that life support equipment and infrastructure is out there, prone to break, stop, or even be hit by meteorites. Dust chews on moving parts, cold snaps make everything groan, and storms love finding your weakest link. Rush to plug those problem spots or deficits. Or don’t - we know how some of you deal with colonists you don't like. On that front we’ll have some new options that we’ll be sharing info on very soon. So stay tuned. Sometimes when you give people options, they don’t choose the dark side. Right?... Right? [/p][p][/p][h2]There and back again[/h2][p]Revisiting Surviving Mars was like stepping back into an ambitious dream. We’re proud of every dome, every oxygen pipe, and every colonist who complained “Where’s my entertainment building?!” instead of quietly asphyxiating.[/p][p]In the end, it’s not just about surviving—it’s about reminding players that humanity doesn’t thrive because the universe is easy. We thrive because we make things beautiful where they shouldn’t be.[/p][p]Now, back to tweaking the Martian water logistics system…[/p][p][/p][p][/p][p] [/p][p]🚀 Follow us on our socials: [/p][p]Twitter/X: https://x.com/surviving_pdx[/p][p]Facebook: https://www.facebook.com/SurvivingPDX/[/p][p]TikTok: https://www.tiktok.com/@surviving_mars_game[/p][p]Discord: https://discord.gg/pdx[/p][p][/p]