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Surviving Mars: Relaunched News

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]

Dev Diary #3 - Research & Exploration

[h3]Welcome back, Commander!
[/h3][p]My name is Pavel Peychev and I’m a Producer at Haemimont Games on Surviving Mars: Relaunched. It doesn’t take a rocket scientist to know that in order to survive and thrive on the Red Planet you’ll need to come up with a lot of new tech. And today we’re going to talk about exactly that - Research. [/p][p][/p][p]Let’s run a refresher for those who haven’t taken the trip to Mars from 2018 till now. Surviving Mars is a colony-building game that lets you live the fantasy of colonizing and ultimately even terraforming Mars. You choose a mission sponsor, load up what you need and launch your rocket. In the first stage you run a remote outpost and prepare the base for your first colonists. You build up to a small colony deeply reliant on Earth, but grow to become more resilient. When the population, priorities and ambitions grow beyond mere survival, your colony focuses on grander tasks like terraforming Mars, building wonders like the Space Elevator, Artificial Sun and more. [/p][p][/p][p]But in order to reach that, we’ll need to get back to the topic at hand.[/p][h2]Exploration [/h2][p]Mars is a distant, dangerous, demanding place. So it's only natural that we want to visit and look around! Call it the call to adventure, human curiosity or just FAFO syndrome :) [/p][p][/p][p]Picking a landing spot will determine a lot of the game prerequisites like available resources and hazardous conditions and what unique map is generated. Up for a challenge? Pick the worst possible spot to land. It might be just a couple of degrees to the North. [/p][p]What you see from orbit is not everything that's down there. The map might hide many interesting things but you will need to scan each to find different deposits, anomalies or even entrances to underground caverns.  [/p][p][/p][h3]NEW[/h3][p]The underground maps from “Below and Beyond” have received quality of life improvements that help with navigation of drones and rovers. We’ve made the caverns wider in order to enable fitting larger buildings into your settlements.[/p][p][/p][p]This entire treasure trove of anomalies is out there, waiting to be discovered. Don’t forget to pack a trusty Explorer rover so you can scan them. Some will give you research points but others might trigger events where you will need to decide how to proceed. Decisions, decisions. [/p][p][/p][p]And just because you’ve picked a landing spot doesn’t mean that there isn’t more to explore beyond the map. On the planetary view you’ll see different expeditions and projects that you can send rockets to. Each requires specific tools and skills, yields interesting rewards and sometimes hides risks. [/p][p][/p][p]And let's not forget the Asteroids. Those giant hunks of rock hurdling through space that might have all kinds of resources including Exotic Minerals. Occasionally one will pass by Mars and if you detect it, you can plan a mission to it. Extract as much as you can before they continue on their way and become out of reach. [/p][p][/p][h3]NEW [/h3][p]The Asteroid maps do have better lighting now though. And since we are an industrious species we’ve added a new way to capture asteroids and prevent them from escaping - the Asteroid Catcher. A new building that launches rockets that stabilize an asteroids’ orbit.  But in order to unlock that, you’ll need to research a lot of tech. [/p][p][/p][h2]Body of Knowledge [/h2][p]Necessity is the mother of invention. I’m sure there’s a Matt Damon potato joke in here somewhere. What bigger necessity than being on an empty planet 225 million km away with no easy food, water or oxygen? Food, for instance, will not be as simple as plopping some seeds in the ground. So we’ll need to start with things like hydroponics and improve a lot of prototype technologies if we’re to make it in the beginning.  [/p][p][/p][p]Back in 2018 Surviving Mars introduced a unique and expansive Research system. And expansions and DLCs added even more. The game reached a total of 100 regular technologies, 40 DLC technologies and 67 breakthroughs. But it’s not only about the scale. [/p][p][/p][p]Research items are divided into 7 tech trees (Biotech, Engineering, Robotics, Physics, Social, Recon & Expansion, Terraforming), each of which influences a specific aspect of the game. Researching one tech unlocks the next along that tree.  [/p][p][/p][p]Since there will be a lot of systems to manage, you can queue up to 5 techs to research while you’re doing other Mars stuff. [/p][p][/p][h2]Knowing that we do not know[/h2][p]Every technology has a specific Research Points cost. The further down the tech tree, the more tech expensive they get. There are many ways to generate RP. [/p][p]Your sponsor contributes RP to the mission and there are ways to generate it.  Be the first colony to achieve specific milestones and get RP rewards, send out expeditions to explore the planet, scan Anomalies with your trusty RC Explorer, construct Research Labs to build your body of knowledge. And if nothing else - just outsource research back to Earth to speed up your progress. [/p][p][/p][p]Here’s an example [/p]
  • [p]You just landed. Congratulations!
    You didn’t expect Mars to be a red-tinted Earth, did you? The environment here holds its mysteries which you can explore. That happens by discovering Anomalies and investigating them with your trusty RC Explorer(s). These can give you some RP or reveal unknown technologies in the tech trees. [/p]
[p]Revealing technologies is probably as important as researching them. If you find a way to unlock a tech further down the tree, you can directly rush to research it. [/p][p][/p][p]As the game progresses, you feel the need to step up your Research Points production and decide to start building Research Labs. Those are buildings that require human workers and a lot of things influence their output. Scientists would naturally outperform other specialists working in this building. Having a shift fully staffed will increase productivity. Having the building working around the clock in 3 shifts will turbocharge it, but the workers will lose sanity. [/p][p][/p][p]So you might want to build a second Research Lab. But know that it's not just about spamming buildings, as each following building will have diminishing returns. You need to balance your RP production. [/p][h2]Chaos Theory[/h2][p]Each time you start a new game, the technologies in the 7 tech trees will rearrange their positions (Note, some items are always early and others always late-game). This has big implications on how you’ll be able to develop your colony. Will you get the ability to make Polymer Factories early on or have to import the building prefab from Earth?[/p][p] [/p][p]Once in a while you’ll uncover a Breakthrough technology! Breakthroughs are powerful techs that can significantly alter your colony's abilities. But you’ll only encounter a handful of them in a playthrough. This will open specific unique opportunities for each playthrough. You can “strike gold” with Core Rare Metals and find and exploit extremely rich underground deposits. Will you develop Giant Crops, increasing the food output and allowing you to support a larger population earlier? Or maybe slash the need of a large population altogether with Factory Automation, lowering the number of workers needed in those buildings? [/p][p]As you can see Commander, the journey is not a straight line. [/p][p][/p][h2]From the Ground to the Stars[/h2][p]In the noise of the moment, when you're juggling deliveries from Earth, resource shortages and tracking expeditions, it's sometimes easy to forget the overall journey of Surviving Mars.[/p][p][/p][p]It takes the dream of Humans living on another planet, and progresses it through its different stages. [/p][p][/p][p]From establishing an automated outpost that prepares the ground for the first human colonists by relying entirely on feasible tech that is pushed to its limits. Through a fledgling manned colony that develops new technologies that enable it to slowly grow and become resilient. To reach a stage where survival is no longer the preoccupation, but thriving, changing the planet itself and exploring some really sci-fi tech. [/p][p][/p][p]It's a journey we’d love to share with you, Commander! [/p][p] [/p][p]If you missed it, we had our first Dev Stream last week! Check it out here:
[dynamiclink][/dynamiclink][/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 #2 - Logistics & Resources

[h3]Welcome to Mars, Commander![/h3][p]You’ve made touchdown, so I assume you’re ready to face the challenges that the Red Planet has prepared for you. I am Lina – the lead QA and assistant game designer for Surviving Mars: Relaunched – I am definitely a human person (wink wink) and I will tell you all about your most valuable mechanical (co)workers. Hold on to your oxygen tank and let’s dive in the red sands!
[/p][h2]I, Drone[/h2][p][/p][p]Your goal may be to make Mars hospitable for us humans, but that can’t be achieved overnight – there are a lot of preparations that you need to make before you can call in the first passenger rocket.[/p][p][/p][p]Your most valuable resource in the first phase of colonisation are the drones – these cute mechanical critters are the ones who will be collecting basic resources from surface deposits, moving them around where they’re needed and constructing buildings. Not to worry though – you won’t need to manage them all on your own. Drones receive their orders from drone commanders, such as an RC Commander rover or a Drone Hub building. Your rockets also have the necessary systems to take on this function.[/p][p][/p][p]Drone commanders efficiently (we hope) pass down tasks to individual drones and send them where they’re needed, but only in a certain range – a service area, which you can tweak from the info panel of the commanders. Anything outside of that area will be out of drones’ reach, so be mindful of where you place constructions. You can also reassign drones between different commanders, or pack them as prefabs in order to unpack them in a more distant place.[/p][p][/p][p]While you can move RC Commanders around where they’re needed, they have a smaller range of operations, whilst the Drone Hubs are stationary buildings with significantly bigger ranges and the caveat that they require power. Power is a key resource that is produced by a variety of buildings and is moved around through good old cables (that are definitely not prone to faults or any other issues).
[/p][h2]Lights, camera, action![/h2][p][/p][p]To start rolling this colony biz for real, you'll need power – a key resource that is produced by a variety of buildings and is moved around through good old cables (that are definitely not prone to faults or any other issues). You can store excess power in accumulators and use it in case of emergencies – for example, during a cold wave when all buildings require more electricity in order not to freeze.
[/p][p]Similarly to creating a robust power grid, you’re going to need to set up a life support network to move water and oxygen around, not only to sustain future human life, but also to provide some production buildings with these precious resources. For this, you will need pipes that attach to some buildings though designated spots.[/p][p][/p][p]As already mentioned, your drones are your main workers, but they are not equipped with the tools needed for extracting all resources on the Red Planet – in fact, they can only gather metals and polymers from surface deposits left behind by meteors. Concrete, which is another basic resource used in a lot of constructions, is obtained by an automated extractor, placed over a concrete deposit – your starting sector has been chosen with that in mind. The extractor, like the Drone Hub, will need power in order to operate.
[/p][p]Resources are stored in depots – the height of human ingenuity, they come completely free for instant placement and are sure to protect your precious resources from the harsh Martian environment. How? I don’t know, I’m not an engineer. I only know that they work. You can set some basic preferences, like the number of desired resources, for each depot – that way, you can make sure that you have all the right resources exactly where they’re needed.[/p][p][/p][p][/p][p]So what about all those other thingies that you see up in the resource bar? The production of advanced resources, such as machine parts and electronics, is a job better suited for the gentle hands of your human sl— colonists. It’s crucial to be spending them cautiously in the early days of the colony when the only source of resupply is Earth.
[/p][h2]We have lift-off! And touchdown!?[/h2][p][/p][p]Resupply, you say? Well, yes, Mother Earth has not left you on your own (yet) and your sponsor will gladly help you obtain more resources… for the right price. You can use cargo rockets and supply pods to order more resources, drones, rovers and even building prefabs. A sponsor like the USA will make sure that you receive regular funding to fuel those shopping sprees, but most others will close their wallets after the initial investment and let you deal with the acquisition of more money however you can.[/p][p][/p][p][/p][p]The main way to earn additional funding is to export rare metals to Earth, which usually comes at a later time, when you have colonists who can work the more delicate machinery in the specialised extractors. (Unless you’ve picked Brazil as your sponsor, in which case you can go right ahead and perform some alchemy, turning waste rock from the concrete extractor into rare metals.)
[/p][p]But wait, I’ve gotten ahead of myself. In order for any of this to happen, you’ll need to refuel your rockets, which is where the Fuel Refinery comes into play. It works its magic, turning water into fuel (don’t ask me how, I’m not a rocket scientist), which is then loaded onto the rockets by drones. Fuel is also used in the production of polymers and is needed for shuttles (drones’ cousins which I’ll introduce to you at the end).[/p][p][/p][p][/p][p]To recap, in your early days on Mars, you will use drones and automated extractors to collect resources in depots and stockpile them for future use. You can also buy additional resources from Earth by supplying your rockets with fuel for the trips. Most of your buildings will require power, which is distributed around via cables.[/p][p][/p][h2]Row, row, row your rover[/h2][p]Drones’ big mommies and daddies are the rovers, which come in not so various colours but are equipped for a variety of tasks. The recommended starting trio consists of an RC Commander, RC Transport and RC Explorer. You’re already familiar with the job of the RC Commander, and the RC Explorer will get its spotlight in the next dev diary, so let’s take a brief look at the RC Transport.[/p][p][/p][p]As its name cleverly suggests, it’s a rover used to move resources around. But wait! It can also gather them from surface deposits. If you set a transport route from a faraway metals deposit to the colony, the rover will make rounds until the deposit is depleted. Eventually, you’ll research an automated mode, allowing it to look for and work on deposits on its own. Surely, nothing will go wrong with that!
[/p][p]Wanna get fancy? Well, check out some of the sponsor-unique transport type rovers, like Blue Sun’s RC Harvester that can extract concrete in addition to its normal functions. Or India’s RC Constructor which can use the resources loaded on it to construct buildings instead of the drones. My favourite one, however, has to be Russia’s RC Driller – a heavy-duty rover that can extract resources from underground deposits. Yes, it’s a bit crude and ruins some of the output, but you can send it anywhere on the map to dig out metals or rare metals, and then transport them back to the colony.[/p][p][/p][p][/p][p]Speaking of favourites, I personally have a preference towards Japan’s drones – these adorable hard workers defy gravity and zoom speedily (but respectfully) around the colony. A true marvel of engineering – and you can trust me on this one, ‘cause I’m an inventor![/p][p]Dev’s pets aside, I highly recommend you take a closer look at the unique vehicles of the sponsors – it’s certain that you’ll find something there that you won’t be able to imagine playing without.[/p][p][/p][h2]Engine, engine, number nine![/h2][p]What I can imagine playing without, however, are the trains. My definitely organic brain suffered so much through their testing and redesign that I still can’t look at them as something that I want to use in my colonies. However, I was given the task to talk about them, and being the yes human that I am, here is the sell:
[/p][p]Realise your wildest train simulation fantasies! On the Red Planet! Right now! Build stations, connect them with tracks, make loops, construct trains, move resources and colonists, date the trains! Or the colonists! Or— I’ll be right back, HR is calling.
[/p][p]So, basically, we took the train system and polished the hell out of it, in hopes of giving you an easier time building and managing the network of stations and tracks.[/p][p][/p][p]Seasoned players will notice that the stations and trains received a complete visual redesign, in order to fit better in the aesthetic of the game. We’ve also made some fundamental changes to how resources are stored and moved through trains, including them in the global resource management logic (don’t ask me for details – I’m not a transport tycoon).[/p][p][/p][p]The info panels of stations were streamlined for easier use, and trains are now constructed as prefabs that can be assigned to available tracks.
[/p][p]Tracks can be placed freely – even over bumpy terrain and on slopes! – and it’s now possible to create a line that passes through several stations and loops back where it started. Tracks also conduct power, so you don’t need to place additional cables between stations and adjacent buildings in order to connect them to the grid.[/p][p][/p][p]Another change, which may be a bit of a controversial decision, is the removal of fluid transportation – some of you will remember that trains could be converted to transport water and oxygen. Well, now they can’t. It worked like some black magic and we thought that adding pipes connecting to the stations would be too much for a system designed to move colonists and physical units of resources around. I’m sure that you’ll let us know what you think about that.[/p][p]Nevertheless, we’re excited to see where you’ll take the new train system!
[/p][h2]Vector, locked in[/h2][p][/p][p]Lastly, I promised to talk about the cousins – our lovely shuttles return in Surviving Mars: Relaunched to make your life on the Red Planet easier. We’ve already established that I’m not a rocket scientist, but if you choose to be one at the start of your game, congrats – you can make use of the shuttles right from the start. Otherwise, you’ll have to research your way through the Physics tech tree to unlock them.
[/p][p]Once you’ve built a Shuttle Hub and supplied it with power and fuel, the busy bees will take care of resource management on a global scale, moving supplies and colonists around the map where needed. They will not gather resources, construct buildings or yield to your direct command, but you can be sure that what they can do will be done most efficiently and timely. Unless there’s a dust storm… but that might be a story for another dev diary.[/p][p][/p][p][/p][p]So here it is – your metal army of drones, rovers, rockets, trains, and shuttles may look overwhelming at first, but these will be your most trusted companions in the colonisation and survival on Mars.[/p][p][/p][p]Good luck out there, Commander![/p][p][/p][p]If you want to see more, make sure you don't miss our first Dev Stream tomorrow - 15:00 CEST! [/p][p][dynamiclink][/dynamiclink][/p][p][/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][p][dynamiclink][/dynamiclink][/p]

Surviving Mars: Relaunched Modding Program

[p]We want your help to test out the modding tools for Surviving Mars: Relaunched [/p][p][/p][p]If you’ve created mods in the past, take a second to apply to our Modding Program![/p][p]There is a limited amount of spots so make sure to apply ASAP for a chance to be a part of the program.[/p][p][/p][p]As a Modder in the Surviving Mars: Relaunched Modding Program, you’d get:[/p]
  • [p]Closed Testing Access to Surviving Mars: Relaunched[/p]
  • [p]Close contact with the Surviving Mars: Relaunched team to leave feedback on the modding tools.[/p]
  • [p]The opportunity to have your Mod live and featured at Surviving Mars: Relaunched release![/p]
[p]To be considered for the program you need to have made mods in the past, be 18 years or older, and sign an NDA(Non-Disclosure Agreement).[/p][p]Interested? Sign this form below:
[/p][p]>>> Surviving Mars: Relaunched Modding Form <<<
You are able to fill out the form until September 5th at 5pm CEST
[/p][p]Once our team has looked over all the entries we’ll reach out to you via email if you’re moving on to the next step in the Modders Program Application process. To clarify once more, this is a Closed Testing of Surviving Mars: Relaunched modding tools. Once given access to the game you cannot share any footage to anyone outside the dedicated feedback group. You will be able to read more about this in the NDA.[/p][p][/p][p]If you are not a modder yourself, do you have someone in mind you think should join the program? Make sure to share this post with them![/p][p]
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