17 April
Mars astronauts, report in!
Yesterday we have released a minor update for the Main branch. The highlights of this update are:
- Joystick/input device support
- Major Engine fixes
- Improved Supply drops, which now provide random stuff, specifically food, water, resource, printer, suits etc.
- New Time scale option for the multiplayer
Stay tuned as we are preparing a major update for the end of this month.
Also if you are interested in visually appealing teasers about what is to come, be sure to check out and subscribe to
Take On Mars Trello account , where
Martin "Dram" Melicharek, our project lead, posts interesting visual updates.
Earth, out!
Full changelog:
- Added various Supply Drop types, such as food and water, suits, mining machines, and 3D Printer
- Added day time scale server option to multiplayer
- Added fuel handling and inventories to the Manned Mobile Laboratory (still WIP)
- Added new track 'Melancholic Serenity' by Dram
- Added spawning of contents for Supply Modules, can be defined via individual configs which even support inventory items in vehicles, boxes etc
- Added supply drops to Competitive mode, just contains 3D Printer for now
- Added aircraft specific controls to keybindings for VTOL
- Fixed major texture handling issues, which should solve freezing
- Added input device support! Joysticks, gamepads, wheels, pedals may now have controls bound to them, and can have deadzones set for each axis
- Added Supply Modules for delivering supplies
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28 January
Hello everyone,
Today we released a roadmap detailing our plans for Take On Mars from January 2015 through to release of version 1.0 in June 2015. It details the most important highlights, such as the completion of the survival elements, the addition of the Manned section to the Space Program mode, and most importantly, release dates.
Many, myself included, are looking forward to the addition of the Manned section to the Space Program mode, and we sincerely hope not to disappoint. This will be story driven, focusing on survival in a catastrophic failure scenario. I am sure this culmination to the Space Program mode will whet the appetite for playing with friends online in the Cooperative or planned Competitive modes. I hope to meet many of you on the surface of our red neighbour.
I'd like to clarify a few things about the plan, specifically about the move to Beta. While still within Early Access, the game at this point will move into a feature-lock state, where no additional features are added and rather existing features and gameplay mechanics are tweaked to perfection. There may be exceptions, but the idea is to make the game run as smoothly as possible giving everyone the best possible experience.
Additionally of note, tutorials will be added in May, which will help new players get into the game intuitively via short in-game videos that will be played in correlation with what the player is doing. For example, driving a vehicle for the first time will bring up the tutorial for controlling vehicles, and so on.
I hope we deliver to expectations, and would reiterate my gratitude for all your support since initial Early Access release back in August 2013.
Most kind and sincere regards,
Martin Melicharek
Project Lead for Take On Mars
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