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Occupy Mars: The Game News

Devlog #103: Co-Op Beta - Playtest Launch & Changelog

[h2]🚀 First Co-op Beta Playtest Releasing to Players[/h2][p]After months of testing and iteration, we’ve reached a version of the co-op mode that, while not perfect, is stable enough to be shared with players. This marks a huge milestone for the project — and your feedback and bug reports have played a critical role in getting us here. Thank you.[/p][p]This release is available as a public_testing beta playtest, and we encourage all notified players interested in multiplayer to give it a try. It’s still a work-in-progress, but we believe it’s good enough to start real gameplay and stress testing.[/p][p]We are already working on a hotfix update that addresses some of the most urgent known issues. We’re also preparing the next version of the update with more content and deeper systemic changes.[/p][p]This build doesn’t include everything we originally planned — it’s a compromise between overall stability and the need to finally get co-op into your hands.[/p][p]Over the last two years, 1,510 co-op–related tickets have passed through our tracker — covering bugs, suggestions, and task implementations. What you see in this devlog is only a small slice of what separates the last public version from this current co-op beta.[/p][p]In parallel, we’ve also worked through a large number of general improvements unrelated to multiplayer — including crash handling, graphics quality, stability, performance and other foundational systems.[/p][p]Many of those additional tasks are still in progress. Some of the things we’re building now won’t be visible until a month, two, or three from now.[/p][p]Thank you for your trust, feedback, and ongoing support. Let’s keep pushing this mission forward — together.[/p][p][/p][p]The Occupy Mars Team[/p][p][/p][hr][/hr][p][/p][h2]🔧 How to Join and Host Co-Op Sessions[/h2][p]To access the Co-op Beta, you need to switch your game branch to public_testing on Steam. Important: If you haven’t previously signed up for the beta or participated in pre-EarlyAccess playtests, the co-op mode will not be working for you unless you sign up for the Occupy Mars: Co-Op Playtest button.[/p][p]How to activate the first co-op playtest:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Make sure the product Occupy Mars: Co-Op Playtest is visible in your game library.[/p]
  3. [p]Right-click on the main game - Occupy Mars: The Game and select Properties.[/p]
  4. [p]In the left-hand menu, click the BETAS tab.[/p]
  5. [p]In the dropdown labeled “Select the beta you would like to opt into”, choose: public_testing - public testing version[/p]
  6. [p]Close the Properties window — Steam will automatically download the beta version.[/p]
  7. [p]Once updated, the game should display \[public_testing] next to the title in Steam.[/p]
[p]If you don't see the beta tab:[/p]
  • [p]Make sure you're online in Steam.[/p]
  • [p]Try restarting the Steam client.[/p]
[p]If you launched the public_testing don't have the co-op buttons active in the game's main menu:[/p]
  • [p]Wait for the next batch of playtest invites as we scale up and let more martians in.[/p]
[p][/p][hr][/hr][p][/p][h3]🧭 Starting and Joining Co-op Games[/h3][p]After launching the game, go to Start GameMultiplayer (or click Online CoOp (Beta)).[/p][p]To host a game:[/p]
  • [p]Click Create Game. While most settings are currently locked, you can:[/p]
    • [p]Choose the starting location.[/p]
    • [p]Select a save to continue from.[/p]
    • [p]Copy the join code to share with other players.[/p]
[p]To join a game:[/p]
  • [p]Use Search Game in the Multiplayer menu, or:[/p]
  • [p]Choose Join Game and paste the lobby code provided by the host.[/p]
[p]If you're the host, you'll see a notification with the nickname of any player requesting to join.[/p][p][/p][hr][/hr][p][/p][h3]⚠️ Current Limitations of Co-Op Beta[/h3][p]The following features are not yet available in this build:[/p]
  • [p]Kicking or banning players[/p]
  • [p]Vote-to-kick system[/p]
  • [p]Password-protected lobbies[/p]
  • [p]Text or voice chat (chat is enabled in lobby only)[/p]
  • [p]Custom game names[/p]
  • [p]Weather events[/p]
  • [p]Rover and Mars Truck[/p]
  • [p]Some buildings and technologies[/p]
  • [p]Antennas, drop events and pendrives[/p]
[p]Most of these features will be introduced in upcoming updates.[/p][p][/p][hr][/hr][p][/p][h3]💾 Saving and Hosting Notes[/h3]
  • [p]The lobby creator is the host. Host acts as the server. If the host quits without saving — and no other player saved — progress will be lost.[/p]
  • [p]Any player can create a save, and you can resume the game from any previously saved co-op session from any player (not only from the host).[/p][p][/p]
[hr][/hr][p][/p][h3]👥 Inviting Friends via Steam[/h3][p]If you’re already in the game, you can invite your Steam friends through the overlay:[/p]
  1. [p]Press Shift + Tab to open the Steam overlay.[/p]
  2. [p]Open a chat with the friend you want to invite.[/p]
  3. [p]Click the arrow near the message field and choose Invite to Game.[/p]
  4. [p]Alternatively, paste the session code directly into the chat.[/p]
[p]This method works only if you’re hosting or already in a multiplayer lobby.[/p][p][/p][hr][/hr][p][/p][h3]🛠️ Troubleshooting Multiplayer Issues[/h3][p]If you're experiencing crashes, desync, save/load issues, or connection problems, please follow these steps:[/p]
  1. [p]Send log files to: [email protected][/p]
    • [p]Logs are located at:
      C:\\Users\\%USERNAME%\\AppData\\LocalLow\\PyramidGames\\OccupyMars\\Player.log[/p]
    • [p]Logs are overwritten with each game launch. Send them immediately after the issue, before restarting. If you forgot once, there's a copy of previous log in Player-prev.log file.[/p]
    • [p]The game stores logs from the current and previous session.[/p]
    • [p]Please identify which log is from the host (contains the most data) and which from the clients.[/p]
  2. [p]If the issue is tied to a save, attach it:[/p]
    • [p]Save location:
      C:\\Users\\%USERNAME%\\AppData\\LocalLow\\PyramidGames\\OccupyMars\\SaveData[/p]
    • [p]Zip the entire folder of the affected save and send it to the email above, along with a short description.[/p]
  3. [p]Describe the issue clearly:[/p]
    • [p]What happened? When?[/p]
    • [p]What were the host and each player doing at the time?[/p]
    • [p]Can the issue be reproduced?[/p]
  4. [p]Where to report:[/p]
[p][/p][hr][/hr][p][/p][h2]✨ New Features & Improvements in v0.226[/h2][p]General Content[/p]
  • [p]Added dirty variants for Outpost decorations to enhance realism.[/p]
  • [p]Added dust accumulation on loot found in Outposts.[/p]
  • [p]Improved build bounds handling for interior structures.[/p]
  • [p]Improved visual quality of weather effects.[/p]
  • [p]Improved general responsiveness of in-game interactions.[/p]
  • [p]Prepared additional models for interior and exterior decorations.[/p]
[p]Co-op Specific Features & Improvements[/p]
  • [p]Added multiplayer online Co-op game mode[/p]
  • [p]Implemented player inventory synchronization for improved stability.[/p]
  • [p]Added new ID system to ensure consistent player handling in co-op sessions.[/p]
  • [p]Introduced Playfab Party integration for a more reliable multiplayer backend.[/p]
  • [p]Enabled connection status messages for players joining co-op sessions.[/p]
  • [p]Added synchronization for oxygen usage from buildings, backpacks, and life support systems.[/p]
  • [p]Enabled synchronization of bottle filling from control panels.[/p]
  • [p]Integrated synchronization systems for the battery rack and heavy suit.[/p]
  • [p]Implemented co-op support for centrifuge mechanics.[/p]
  • [p]Deployed shared loot mechanics for co-op players.[/p]
  • [p]Rolled out global loot spawning system for Outposts.[/p]
  • [p]Introduced synchronization for cable animations.[/p]
  • [p]Integrated unlock conditions for decorations and tech tree elements in co-op.[/p]
  • [p]Introduced co-op version of the technology tree.[/p]
  • [p]Enabled automatic decoration unlocks at co-op game start.[/p]
  • [p]Developed enhanced authority management system for co-op sessions.[/p]
  • [p]Added essential co-op information panel/pop-up for players.[/p]
  • [p]Implemented new, more friendly UI for co-op and other game modes in the main menu.[/p]
  • [p]Implemented handling for various network disconnection scenarios (e.g., cable unplug, router restart).[/p]
  • [p]Added support for keyboard and gamepad navigation in the co-op lobby.[/p]
  • [p]Introduced synchronization of avatars for non-friend players (WIP).[/p]
  • [p]Applied refined design updates to sleeping panels.[/p]
[p][/p][hr][/hr][p][/p][h2]🛠️ Fixes & Changes[/h2][p]🛠️ High Priority Fixes[/p]
  • [p]Fixed problem with disappearing tracker’s colours.[/p]
  • [p]Fixed issue where dust devils could affect the player even when inside a warehouse.[/p]
  • [p]Fixed bug where assembling Rocket A Kit caused the player’s hand to become bugged.[/p]
  • [p]Fixed miner allowing to unload resources into a container that was already full.[/p]
  • [p]Fixed several crashes cases that occurred during game launch.[/p]
[p]🔧 Normal Priority Fixes[/p]
  • [p]Optimized LODs and fixed missing materials in cracks.[/p]
  • [p]Fixed issue with clothing items duplicating unexpectedly.[/p]
  • [p]Fixed issue with double rock spawning caused by terrain generation system.[/p]
  • [p]Fixed weather effects being visible while the player was inside.[/p]
  • [p]Fixed issue with night vision not turning off properly.[/p]
  • [p]Fixed missing home button on the tablet interface.[/p]
  • [p]Fixed incorrect estimation of sleep duration.[/p]
  • [p]Fixed edge case where player had access to night vision despite not unlocking it.[/p]
  • [p]Fixed missing rock drilling particles from other players.[/p]
  • [p]Fixed issue where some rocks lacked physics.[/p]
  • [p]Removed small levitating object from the environment.[/p]
  • [p]Fixed inventory box requiring double ESC press to close.[/p]
[p]🧹 Low Priority Fixes[/p]
  • [p]Fixed incorrect slot numbering for workshop structures.[/p]
  • [p]Fixed missing black backpack in player customization.[/p]
  • [p]Improved visibility of PCB parts on zoom screen.[/p]
[p][/p][hr][/hr][p][/p][h2]🐞 Known Bugs[/h2][p]⚠️ Major Issues[/p]
  • [p]Resource amount desynchronization (water, oxygen, electricity) may sometimes occur when players use tanks or batteries separately — especially when refilling suits manually from sockets. (We have a fix ready, but it affects core systems and requires extended testing.)[/p]
  • [p]Players may still experience issues with joining, rejoining, being disconnected, kicked to lobby, or game crashing — both during game launch and active sessions.[/p]
  • [p]Plant state issues during replanting — either by hand or using crates — especially when stacking previously separate plants. (Hotfix is ready and will be included in the first minipatch.)[/p]
  • [p]Items may occasionally disappear from inventory boxes, refrigerators, or storages. (Likely fixed — patch coming in the first minipatch.)[/p]
  • [p]In single-player mode, centrifuge only works while the player is actively looking at its panel. (Hotfix already prepared — included in the first minipatch.)[/p]
  • [p]Some clients may load into the skybox or spawn far from the base after reconnect.[/p]
  • [p]Rare cases of invisible or partially loaded player models.[/p]
[p]🛠️ Other Known Issues[/p]
  • [p]Temperature, oxygen level, or UI indicators may desynchronize between players.[/p]
  • [p]Differences in plant states between host and clients (e.g., wilted vs. healthy).[/p]
  • [p]Character appearance may differ from selected setup (e.g., wrong hairstyle or color).[/p]
  • [p]Deathboxes may appear under terrain or in unreachable locations.[/p]
  • [p]Grinder or tool interactions may trigger "null" errors on certain objects.[/p]
  • [p]Rejoining players may spawn hundreds of meters from the intended respawn point.[/p]
  • [p]Shared use of fridges, printers, or panels can lead to UI glitches or lag.[/p]
  • [p]Vehicle controls or camera may behave erratically in some situations.[/p]
  • [p]In rare cases, players fall under the terrain, lose movement, or get stuck.[/p]
  • [p]Lobby host may occasionally switch unexpectedly. (Rare)
  • [/p]
[p][/p][hr][/hr][p][/p][h2]💬 We're Listening[/h2][p][/p][p]We hope you enjoy playing together on Mars. As always, we’re monitoring feedback actively on both Steam Community and our Discord server — don’t hesitate to reach out if you run into issues or want to share your thoughts.[/p][p][/p][p]Happy testing, Colonists![/p]

Devlog #102: Publisher Sale and Co-Op Beta Progress Update July

[h3]Dear players! We’ve got a handful of announcements for you today.[/h3]

🌍 PlayWay Publisher Sale kicks off today and will last until August 7th, 2025 — with special discounts on all our major titles. Occupy Mars is also discounted! This might be your last chance to get to Mars at a lower price.

🎮 We are also releasing our fresh July Co-Op Beta Progress Update. This time, it’s looking better than ever! Grab a coffee and let’s dive into what we’ve been working on!

[h3]🛰️ July Update – Co-Op & Countdown[/h3]

We’re slowly preparing to launch the long-awaited Co-Op Playtest. As you probably know, the history of space exploration is also a history of waiting, fixing, and… waiting again. Game development isn’t all that different. But now — it looks like we finally have a window of opportunity, and we’re entering the final stretch. There’s a decent chance we’ll surprise you with something special during this Publisher Sale.

🧑‍🚀 We're full of hope — recent internal tests have been going well, and momentum is finally on our side.
But as any astronaut will tell you: a mission isn’t started until the rocket actually leaves the launchpad.

🚀 Just ask Sławosz Uznański-Wiśniewski — the second Polish astronaut and CERN engineer — whose recent mission to the ISS was postponed seven times before finally launching on June 25th, 2025.

🙏 So keep your fingers crossed and stay tuned — we’ll keep you updated as soon as we’re ready for the countdown.

[h3]💡 Heads up, Astronauts![/h3]

This is also one of the best moments to grab Occupy Mars - because, after the co-op update is launched, the base price of the game will be slightly increased. As we get closer to full release the Earth and Mars are slowly drifting apart — and interplanetary travel gets more expensive.

Another important information is that we will be phasing out the old Occupy Mars: Prologue version which was released in 2020. So much has changed over the years that it no longer represents the game in any way. We also want to focus 100% on the main game and we realized that we won't have the manpower to support the prologue.

But fear not! aside from the co-op mode and more content which is planned on our roadmap we have a new idea to integrate a "challenges mode" into the main game, which would provide goals similar to those from the Prologue. It's going to be great!

[h3]🎁 Kickstarter backer?[/h3]

Don’t forget: if you supported us during the Kickstarter campaign, you have access to an exclusive spacesuit. Soon, it may become visible to others… 😉

[h3]🎉 Amazing Discounts![/h3]

Meanwhile - the publisher sale has started - here's a sneak peek 👀 at the discounts we prepared for you:
🚀 Occupy Mars: The Game - 35% off!
🎁 Occupy Mars: Supporter Pack - 35% off!
🦕 Dinosaur Fossil Hunter - 55% off!
🦖 Dinosaur Fossil Hunter Raptor DLC - 55% off!
🎨 Dinosaur Fossil Hunter Designer DLC - 55% off!
🔧 Rover Mechanic Simulator - 75% off!
⚙️ Rover Mechanic Simulator: Perseverance Rover DLC - 75% off!

🚂 Don’t miss this opportunity to expand your Steam library! ✨

And don’t forget about the Bundles📦 You can get even better discount by purchasing games together!

📦 Examples:
https://store.steampowered.com/bundle/31567/Pyramid_Games_Bundle/
https://store.steampowered.com/bundle/28017/Occupy_Mars_Universe_Bundle/
https://store.steampowered.com/bundle/26972/Occupy_Mars_Collectors_Edition/
...and more! [Click here to see all of our bundles]

Happy gaming and stay tuned! 🎮
The Occupy Mars Team

Devlog #101: Co-Op Beta Progress Update June🔧

Co-Op Devlog: Tech Tree is In, Fixes Continue, and Steam Sale Live! 🌱🛠️
[p][/p][h3]Hello Martians![/h3][p]
We’re back with another devlog to keep you in the loop as we continue improving and expanding Co-Op mode. There’s some great news this time — a long-awaited feature has finally made its way into the game… and it changes a lot![/p][p][/p][h3]🧪 Co-Op Tech Tree is Now Functional[/h3][p]We’re happy to confirm that the Tech Tree now works in Co-Op mode — and it’s a game changer!
Players can now earn experience and unlock new technologies together, but it also revealed how many systems are interconnected — scanning, drilling, growing plants, recycling, and even sleeping can all impact tech point generation.[/p][p]We’ve already implemented the core synchronization and fixed several edge cases — like points only going to the host, or desynced XP values between players. We’re still refining balancing and interactions, but overall… it's working, and it’s fun![/p][p]This also means Co-Op is feeling more like a full-featured game mode now — not just a sandbox playground.[/p][p][/p][h3]🔧 Fixes & Progress Update[/h3][p]We’ve addressed a broad range of issues in the past week, including:[/p]
  • [p]Stuck players after respawn or save/load scenarios[/p]
  • [p]Invisible players, broken interactions or ghost items[/p]
  • [p]Desynced incubators, plants growing at different speeds[/p]
  • [p]Issues with grinding, planting, or harvesting mechanics in multiplayer[/p]
  • [p]Camera bugs, incorrect UI states, or “skybox” glitches[/p]
[p]We’re still working on polishing more subtle bugs — like occasional desyncs with cables or panels not updating correctly for all players. Some systems are being reworked to better support Co-Op logic long-term.[/p][p][/p][h3]🛰️ Co-Op Rollout Plan[/h3][p]We’re inching closer to opening up multiplayer testing to more players. Once internal builds reach the stability we’re aiming for, we’ll begin inviting groups to participate in public tests. As before, Co-Op will eventually launch as a free update for all owners of the game.[/p][p][/p][h3]Steam Sale – 40 % Off Right Now! 🔥[/h3][p]The Steam Sale is live, and Occupy Mars is currently 40 % off. If you’ve been thinking about grabbing the game — or gifting it to a friend you’d like to explore Mars with — now’s the perfect moment.[/p][p][/p][h3]Thanks for Following the Mission 🚀[/h3][p]Every week we’re getting closer to completing the Co-Op upgrade. It’s a lot of work behind the scenes, but your feedback, patience and enthusiasm make it absolutely worth it.[/p][p][/p][p]We’ll be back soon with more news — stay safe, stay curious, and keep watching the Red Planet.[/p][p][/p][p]– Occupy Mars team[/p]

Devlog #100: Co-Op Beta Progress Update May🔧

Co-Op Devlog: Solid Progress, System Fixes and One Step Closer
[p]Hey Martians! 👋[/p][p]Our internal Co-Op testing is steadily moving forward, and we’re excited to share the progress with you. While developing multiplayer for a complex sandbox like Occupy Mars is no small feat, we’re seeing real momentum — and this build brings us another big step closer to public testing.[/p][h3]🔧 Key Systems Polished in This Build[/h3][p]This week’s internal update focused on stability, synchronization, and multiplayer logic across various systems. Here’s what we’ve improved:[/p][p]🛏️ Sleep system stability: We fixed many edge cases involving sleep mechanics — progress not triggering, incorrect max durations, interruptions caused by low oxygen/water despite having enough, and camera or UI issues during interactions.[/p][p]💾 Save/load reliability: Improved spawn positions, inventory loading, session syncing, and addressed bugs with saves not overwriting properly.[/p][p]🔌 Cable & pipe syncing: Floating plugs, desynced cables, blocked interactions — now cleaned up and syncing correctly between host and clients.[/p][p]🧰 UI & interaction fixes: ESC/menu/board interactions work reliably again. No more getting stuck while configuring setups or trying to accept requests.[/p][p]🌐 Multiplayer connection stability: Better handling of joins, rejoins, and complex in-game actions like simultaneous saves or crash-recovery. More reliable all around![/p][h3]🔧 Still in Progress[/h3][p]We’re still fine-tuning a few of the trickier bugs:[/p]
  • [p]Plug and connector desyncs in very specific scenarios[/p]
  • [p]Rare disconnects when 3rd player joins or rejoins[/p]
  • [p]UI issues during rapid saving or loading by multiple players[/p]
[h3]🛰️What’s Next? [/h3][p]Once we’re confident in the build’s stability, we’ll invite small test groups to help us stress test the systems in real-world gameplay. When ready, Co-Op mode will be released as a free update for all existing Occupy Mars players.[/p][h3]Thanks for Your Support 💛[/h3][p]We’re nearly there. Thanks for being patient while we build a rock-solid multiplayer experience. See you on Mars (with your crew) soon! [/p][p]Occupy Mars team[/p]

Devlog #99: Co-Op Beta Progress Update🔧

Hello, fellow Martians! 👨‍🚀👩‍🚀


Co-Op Progress Update: Major Fixes & Internal Testing 🚀🔧


While Co-Op Mode is not yet available publicly to players, our team is actively working behind the scenes to ensure a smooth and stable multiplayer experience. Internal testing is ongoing, and we've been making solid progress—thanks to dozens of detailed test sessions.

[h3]What’s Happening Right Now? 👨‍💻👩‍💻[/h3]

Our internal QA and dev teams are working closely together, tracking down network-related bugs, improving session stability, and refining gameplay mechanics. Multiplayer testing takes more time than usual due to the complexity of real-time synchronization and networking issues, but we’re committed to getting it right.

[h3]Top Priority Fixes We've Made So Far 🛠️[/h3]

🔹 Disconnections & session freezes
We’ve resolved several critical crashes and disconnections, especially those that occurred during sleep, when joining existing games, or when interacting with devices.

🔹 Inventory sync & item loss bugs
Common problems like empty inventories after loading, vanishing items, or mismatches between players' inventories have been fixed in the latest internal builds.

🔹 Sleeping issues & animation loops
The notorious infinite sleep loop bug and related animation issues have been addressed — no more eternal naps on Mars. 😉

🔹 Vehicle-related glitches
Issues such as falling through terrain after exiting vehicles, jetpack disappearing mid-air, and visual bugs with broken vehicles have been corrected.

🔹 World loading and terrain bugs
We’ve made improvements to outpost visibility, terrain generation after loading, and various placement issues that were previously disrupting the experience.

[h3]When Will Players Get Access? 🧪[/h3]

We’ll continue to invite groups of players who signed up for the co-op playtest to help with stress tests and further debugging as soon as the Co-Op build reaches a stable internal milestone. After playtests, once we’re confident in the performance, Co-Op Mode will be released as an update to all existing owners of Occupy Mars.

[h3]What Else Will Be Included? 📦[/h3]

The Co-Op Update won’t just bring multiplayer — it will also include critical bug fixes, quality of life improvements, and some smaller new features to the base game. We’ll share more details in the full changelog closer to release.

[h3]Thanks for Your Patience ❤️[/h3]

We know you’re excited — and so are we! Thank you for sticking with us and supporting the project. Co-Op takes more time and effort to get right, but we’re getting there. Stay tuned for more updates, and keep an eye on our official roadmap to follow development progress.

See you soon on Mars (with friends)! 🌕

Take care,
Occupy Mars team