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Occupy Mars: The Game News

A special broadcast has started!

Hello Players!


[h2]The special live stream on Train Station Renovation and Gas Station Simulator steam site has already started. Don't miss the in-game gameplay by the Gas Station Simulator team & Live Motion Games team! [/h2]



[h3]Check out special bundle[/h3]
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Best regards,
Pyramid Games Team

Devlog #40: Vehicles, drones and more improvements

[h2]Greetings, Martians![/h2]

To all of you who have been frequently checking out Occupy Mars: The Game’s development progress – thank you. It’s time for another update – number 40!

Let’s dive in! We have made a thorough interview with Occupy Mars development team to gather all the juicy details regarding our development progress – both huge achievements and small things! So what has been going on for the last month?

Let’s start with a Pickup Truck, which one of our dev team members introduced to you in the last devlog! Model has been completed and we can now show the truck in its full glory alongside other vehicles!



As you can see, Early Access version will include 5 unique vehicles providing you with a different traveling experience! From left to right, there is a Heavy Rover you all know and (hopefully) love, ATV (quad), motorcycle, Pickup Truck and automatic Drone Rover, which you can see below.



Which one are you looking forward to the most? 🤩

Other than 3D models, the team has been making adjustments related to various in game mechanics. That includes working on physics, improving vehicle controlling mechanics and also modifying ground’s properties, so different types of ground would affect speed and fluidity of vehicles’ movements. That also required input from our sound designer as he had to prepare sounds that would reflect the types of ground vehicles would move on.



A different team member had wrapped up their work on the flying drone and remote controller and moved onto improving translations system. Thanks to that, applying translations will be much quicker and more effective. Work on an electricity system is being wrapped up as well.



Another one of our members has been continuously working on Spotty. Our best robotic buddy required the same amounts of attention. After thorough testing, we have added sounds, reworked his animations and included gearbox system, which allows Spotty to traverse through Mars’ landscapes, at different speed and with different movements, depending on the ground type.



To make you feel at home in Occupy Mars, we have included a neat and quite simple feature. Depending on a costume colour chosen by the player during character creation, the same colour can now be applied to every building that this player builds! It adds a layer of personalisation that – we hope – may be appreciated.



Another improvement has been made to the Terrain system. Before, it was only possible to destroy certain rocks in the area. This mechanic is being expanded to include more types of rocks. With the system’s graphics overhaul and this change, we hope that the terrain will feel much more natural and that rocks will nicely blend in the Mars’ landscape.

The last mechanic we’d like to mention is the brand new recycling mechanic. With this mechanic, you’ll be able to destroy – for example – unneeded Steel Plates and retrieve materials that were used to create them – with a little loss. For the sake of convenience, you will also be able to recycle big amounts of resources at once by gathering them all in the Heavy Rover’s container and then pouring them all into the shredder, which will handle the rest.

More complex changes were made to the Freeplay’s beginning phase of the game, in order to serve as a more intuitive and interesting introduction to Occupy Mars. Certain objects have been moved and new missions have been added.

Do you recall the spaceship that made its debut back in Devlog #36? 😉 This is how it looks now – feeling old yet?



Jokes aside, this is real scenery that awaits you in the game, but you will get to see this rocket in a better state as well!

Lastly, one of our dev team members is working on the game’s compatibility with distribution platforms as Occupy Mars: The Game will be available not only on Steam. They are also working on integrating the RichPresence Discord feature with Occupy Mars: The Game.

That concludes last month’s progress on the game. As you can see, most of these features are approaching their finish lines, bringing overall Early Access development closer to the finish line as well.

Before that, we promised you some news regarding Beta and we will deliver – just give us some more time to wrap up what we need. We hope to share more with you then. 😀

One thing we’d like to emphasize, as we have noticed that one of our messages calling the game “completely different” from the Prologue caused some confusion on Steam forums – Occupy Mars: The Game, despite being a major leap from the Prologue in terms of graphics, optimization, content and mechanics improvements, doesn’t stray from the premise of the Prologue. It shares its gameplay basics with the Prologue and is very much the same game, just in vastly improved form with additional content.

Here is a little comparison between Prologue and upcoming Early Access version.


With that little side note, this devlog comes to a close, but you can expect something special in the next few weeks.

Also, if you have any questions about Occupy Mars: The Game or any of our games – be it released or upcoming ones – make sure to leave them for us during the AMA (Ask Me Anything) event that will take place today, on November 19 at 3 PM CEST (2 PM CET). At this time, we’ll open a special Reddit thread dedicated to the event and we’ll be waiting for your questions! Once the AMA starts, we’ll provide you with a link in the comments section of this devlog's discussion thread – stay tuned!

Link to AMA



Best Regards,
Occupy Mars Team

Occupy Mars: The Game at Mars Society Convention

[h2]Hello, Martians![/h2]

Today, we'd like to show you a something special! Pyramid Games CEO, Jacek Wyszyński, was invited to a Convention held by Mars Society on October 17 for an interview dedicated to Occupy Mars: The Game! It took place at 4 AM CEST, so our CEO struggled a bit to stay awake, but fortunately, it all worked out in the end. 😉

We encourage you to watch the interview – it includes some interesting and useful information about the game! 🙂 You can watch it here:

[previewyoutube][/previewyoutube]

Best Regards,
Occupy Mars Team

Devlog #39: Electricity system, terrain marks and EGX

[h2]Hello, Martians![/h2]

Time to let you in on our recent development progress.

For the past few weeks, we have been focusing on two certain areas of the game – the Electricity System and Terrain System. We have been polishing these systems in order to further improve them, make them more practical and realistic.

In the case of the Terrain System, we have been trying out various techniques, which would allow generating marks on the ground corresponding to the player’s actions. It’s especially important on Mars’ sandy ground, which is not as sturdy as some other areas and should change under the weight of various objects. You can see our current results below:



Regarding the Electricity System – some of you have suggested implementing a system that would allow you to temporarily cut off certain sections of the base from power if needed.
We think this is a great suggestion, which is why we’re currently reworking the system! Now bases will be divided into sections with circuit breakers, which will control the flow of current. Each input socket will also have a breaker.



We are also adding a “smart meters” feature, which will allow you to remotely control circuit breakers and enable or disable specific breakers remotely, provided the player is within range of built antennas. That said, circuit breakers are not the only objects that you’ll be able to control remotely! As long as you’re in the antenna’s range, you can also control other devices, including outdoor Batteries and Power Splitter. HQ building can enlarge the antenna’s range thanks to its own antenna built in the building.

Remember the drone we mentioned in the last devlog? You’ll be able to use the same handheld remote to control the drone and heavy rover as well!

This devlog might be shorter than previous ones, but rest assured that Occupy Mars will have a lot to offer! In fact, we have prepared a summary of the game’s evolution throughout its various iterations. You can also take a look at what we’re planning for the upcoming Beta version and for the future updates. The second graphic shows all the features that we want to include in the Early Access version.
Just press on the thumbnails below to view graphics in their entirety!



If you’d like to talk to us about the game, join our Discord server! Feel free to reach out to us on Steam forums as well.



As a side note, we’ll be present at this year’s EGX Gaming Show! The event will take place in London from October 7 to October 10. We’ll be showing off some of our games and – of course – Occupy Mars will be among them! If you happen to drop by, this will be a great chance to take a closer look at the game!



Best Regards,
Occupy Mars Team

Devlog #38: Improvements, new locations and more

[h3]Greetings, Martians![/h3]

First of all, we apologize for taking so long preparing this update. Some of you have been worrying about development slowing down. We’re here to let you know that it’s absolutely not true!

Just as this devlog is being created, our Occupy Mars dev team is working hard on various aspects of the game. 💪 As such, it’s difficult to dedicate this devlog to one certain milestone. Instead, we have decided to give you a detailed overview of what our team members have been up to during this time.

Let’s start with necessities: our Sound Designer has been filling in the gaps of our sound design. Sounds of walking and various other sounds that had been missing from the game are now being steadily added or improved. Sound plays a major role in Occupy Mars, as it not only contributes to Mars’ desolate atmosphere, but also serves as an important feedback to player whenever he’s interacting with the game world. There is also another new feature in the works which has a huge impact on immersion (pictured below), we’ll be able to tell more about it in the future devlogs. 🤞



Another one of our team members has been working on the ground detection system – it’s a task closely related to sound design and makes it possible for the game system to recognize different types of ground and associate it with a specific sound. In other words, with this detection enabled, you’ll be able to hear different sounds while running on sturdy rocky ground or your base’s metallic floor.

Animations have been improved. Various new ones have been added, while existing ones have been polished. We have also managed to fix many bugs on our way. One of the most notable ones would be the kneeling issue. Basically, it was easy for player to get stuck when trying to stand up in a place where standing up shouldn’t be possible. Animation speed and transitions between crouching and standing state have been improved and an obstacle detection system has been added to make sure the character won’t struggle while traversing through these tiny lava tunnels. 😉



Another very helpful, albeit difficult to illustrate addition to the game is a pathfinding system based on machine learning. Basically we teach the artificial neural network how to navigate the martian landscape, which then navigates it like a car or a robot would in real life. We decided to take this step due to the long time it takes to generate standard pathfinding solutions on the procedurally generated terrain. In particular, it’s useful when it comes to this little buddy:



Do you remember this little fellow? 🙂 We’ve been working hard to make him a reliable companion during your adventure on Mars. Many new commands are currently being included to make Spotty as responsive as possible.

Our team members have also been working on expanding the game’s world. New locations have been added. Other than well known rocky landscapes, you’ll be able to explore places filled with snow and ice. There will be various deserted bases scattered across the Red Planet. You will be able to explore them, see remains of what used to be home to astronauts before you and tear those remains apart in other to gather more resources. Even if their mission has ended, they can be a great help to you!



With so many places to explore, will you be able to see it all? It depends on you, but we’re making sure to provide you with all the tools you may need! Another team member is currently working on a flying version of Ingenuity helicopter, which will allow you to peek into places that would normally appear inaccessible. Make sure to charge him first, otherwise he won’t fly far. 😉 Drone’s batteries are charged with solar energy when on standby and can additionally be charged by the player.

The Rover Controller you may know from the Prologue will become a general use Remote Controler for many different vehicles - such us the helicopter.



Speaking of vehicles, our team has also been working on heavy rover’s driving system to make it more intuitive and enjoyable.

And now last, but definitely not least, we’d like to show you a new vehicle that’s being worked on:



Here is a message from our team member who is in charge of this new amazing vehicle and who wanted to tell you a bit about it himself. 😊

Hey, guys! Recently, I've been working on a new vehicle, which – I hope – will close the gap between Heavy Rover and light ATV Quad. At first glance it seems like it’s just Offroad Cybertruck, but don't be fooled! Because this is MarsTruck, an offroad pickup and i have no clue why you would call it otherwise
( ͡° ͜ʖ ͡°). Okay, I guess You might guess what served as an inspiration for bodywork ;). It's offroad pickup with AWD and a small amount of regolith carrying ability. It has 2-3 seats and a place for Spotty companion. It also has enough space for inventory or an additional battery extender in the frunk. Offroad suspension (double wishbone at front, and independent on rear) and big wheels will get you to places that are hard to reach on foot or with other vehicles. I hope you’ll have as much fun riding it as I have creating it right now!


That would be it! This devlog turned out to be surprisingly lengthy, but we hope that gave you a good idea regarding our progress on the game. Occupy Mars is a big project and one that will definitely take us a while longer, but it gives us a lot of joy and we can’t wait to show you the end results.

Please bear with us a bit longer and if you have any suggestions for us regarding the game itself or anything else, do let us know on our Discord server, Steam forums or anywhere else! Every new game is a new learning opportunity for us and we’d like to do what we can to make this waiting time more manageable.



Add the game to your Wishlist to make sure you don’t miss any news regarding Occupy Mars!

https://store.steampowered.com/app/758690/Occupy_Mars_The_Game/

Thank you for all your support so far!

Best Regards,
Occupy Mars Team