Explore the rocky terrain and sandy wastes of Mars in this brand new installment to the Take On series. Developed by the creators of the award-winning Arma series and DayZ, Take On Mars places you right in the middle of mankind's most exciting undertaking. Pioneer the exploration of Mars.
用户评测: 多半好评 (560 篇评测) - 560 篇用户评测中有 71% 为好评。
发行日期: 2013年8月1日







“Early Access allows us to involve the community from early on in the project, meaning the players very much help shape the game. This allows us to make decisions based on what the community wants. After all, we are making the game for them, not only for ourselves.”


“The game is planned for release in the the second half of 2015.”


“Until the game leaves Early Access, it's likely that it will feature some unpleasant bugs or confusing features. With final release, we aim to deliver a more streamlined experience, including tutorials and fixes for bugs and issues the community reports via our Feedback Tracker website."”


“At present, Take On Mars is in the Beta development stage. It means that the game should not dramatically change in terms of gameplay possibilities, but we will keep adding new content and features during the Beta stage”


“We intend to slightly increase the price upon the release.”


“We listen to your feedback and we aim for very open communication. While we sometimes need to prioritize, we take the ideas and suggestions of our community very seriously. As an example, the entire robotic section of the Space Program mode was completely overhauled from a linear set of missions to sandbox style progression where technologies determine which missions are available.”

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"Live the dream of successful rover missions actually resulting in increased budget."

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Take On Mars attains Power Update

Hello everyone!

To reinforce the Early Access astronauts on Mars, we just released the Power Update for Take On Mars. The highlight of the new Power Up update is the addition of power simulation (electricity) to the game. That means you can produce solar arrays to generate power, and build a functional electric grid to power up machinery and buildings.

Machinery, such as the drilling rig, and buildings can be connected to the electric grid via a newly added cable spool, which holds up to 50m worth of cables. These cables can be connected to special wall panels that contain power sockets and/or the power connection points on equipment. The cables are also physically simulated, meaning you can print a spool of 5 cables, and then unwind them from the spool, and physically drag them across the floor, connecting the ends.

Besides that, there have been many, many fixes and improvements. We sincerely hope you all enjoy the new content, and look forward to your feedback!

Kind and sincere regards,

Martin Melicharek
Project Lead

The new power simulation feature is further demonstrated in a brand new Take On Mars teaser trailer:

Change log:

1st October 2015
- Implemented multiplayer synchronization of building block groups
- Fixed multiplayer save game issue where it saved less data than it should have

DEV BRANCH UPDATE 1st October 2015

1st October 2015
- Implemented power simulation, machines now subtract power from power sources and all have displays indicating power/load
- Implemented machines not functioning without power (except for 3D Printer for now)

29th September 2015
- Added a cable spool, holds up to 50m worth of cable
- Implemented winding of cables onto the cable spool if there is room

28th September 2015
- Fixed issue where seats/beds could no longer be highlighted
- Fixed issue where 3D GUIs could not be clicked with mouse cursor enabled
- Fixed an occasional issue that occurred when respawning in multiplayer, related to character IDs
- Fixed issue where if clients opened inventory it would enable cursor on server

DEV BRANCH UPDATE 25th September 2015

25th September 2015
- Added wall panel (old style base) with power sockets for both in and out
- Improved planet appearance in Mars Orbit, Earth Orbit, and Deimos locations
- Supply modules now spawnable on ground without heatshield part

23rd September 2015
- Added Communications Array, functionality still WIP
- Implemented multiplayer support for power cable plugging/unplugging

22nd September 2015
- Fixed issue where when mantling and holding tool out, it froze the animation
- Fixed issue with over-the-shoulder 3rd person camera where it did not highlight objects correctly
- Fixed minor issue where is your cursor was on a 3D GUI and you had the main menu shown it still interacted with the gui
- Implemented hose nozzle movement animation for the Topsoil Extractor
- Added input power connection points to the Topsoil Extractor
- Added input power connection points to the Materials Refinery

21st September 2015
- Added compass to player's helmet for better navigation
- Added input power connection points to the Atmospheric Processor

20th September 2015
- Improved wind simulation, now using more realistic calculation, taking exposed object surface area into account
- Added placeable Solar Array with output power connection points
- Added input power connection points to the Drilling Rig

18th September 2015
- Added power cables as ragdolls that can snap end to end
- Optimized base GameEntity class, removed many unnecessary variables, overall improving memory usage and save file size

17th September 2015
- Barrels can now be placed purely based on distance and without construction tool
- Pop-tent can now be placed without construction tool

10th September 2015
- Added WIP water impact and underwater effects
- Added triggers triggering only when the mission is started
- Improved light shadows, no longer jagged
- Improved mantling, now relative to head height
- Tweaked conditions for going into ragdoll

9th September 2015
- Added a pause button to the in-game editor, which allows pausing of the in progress mission
- Fixed issue with object highlighting where objects that were just out of range could still be highlighted, but not grabbed
- Fixed issue where building block custom grid snap size did not save in singleplayer
- Fixed several issues with hosting on LAN

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The very first BETA build is live

We’re happy to announce that after almost 2 years of Alpha development, our team has successfully pushed the first BETA marked build of Take On Mars to Steam. While this suggests that we’re closing in for the final release of the game later this year, there is still a lot to be done and polished: including additional features we’re considering for further development.

In that aspect, we see the first BETA release as an important milestone that sets the basic boundaries for the game – meaning that from the gameplay perspective, no radical changes (such as the additional multiplayer mode or the manned missions were in the past) should happen in future.

From a player perspective, the main task of this BETA release is mainly to provide a set of stabilizing fixes: for example the texture crash bug that was causing a lot of pain recently, as well as several other crashes, should now be resolved.

Looking ahead, we will keep adding content until we reach a feature complete BETA, and we will also be looking at some refinements to the content that already is in the game. The first iteration of these refining efforts can already be seen in this build, where we’ve reworked most of the user interface, including the one in our in-game editor.

Announced earlier, we will of course keep working on the redesign of building blocks (there are still several tasks that need to be done) and with some additional help from our fellow game designers at Bohemia Interactive, we will also think about possible tweaks regarding the overall experience players have with Take On Mars.

With the first BETA release, we’re also changing the price of Take On Mars a little bit – from now on, new players will be able to buy our Early Access BETA starting at 21,99$/19,99€/15,99£, while of course nothing changes for those of you who already own the game.

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在讨论版中为这款游戏汇报 BUG,并留下反馈

Expedition One now available!


Explore the rocky terrain and sandy wastes of Mars in this brand new installment to the Take On series. Developed by the creators of the award-winning Arma series and DayZ, Take On Mars places you right in the middle of mankind's most exciting undertaking. Start out in the seat of a rover operator, pushing your vehicles to the max. Finish as the first human to have ever set foot on Mars. With a scientific arsenal at your disposal, you will pioneer the exploration of another planet, unlocking the secrets of Mars’ distant past.

Key Features

  • Space Program Campaign - Explore the Red Planet from the perspective of a science-driven space agency. Become a rover operator, allowing you to control various fully simulated mobile rovers and stationary landers, and make your way through numerous scientific missions.
  • Mars Rover Simulation - Take a seat of an operator in the mission control center, commanding rovers, landers or probes over the distance of hundreds of millions of kilometers, and collect important scientific data about Mars.
  • Expedition One Multiplayer - Use the opportunity to become Mars astronauts and work together to establish the foundations for a first human colony on Mars. Build your own habitat, drive various vehicles, and manage the resources needed to keep your crew alive.
  • Real Life Locations - Travel across a vast, unforgiving Martian terrain with locations based on actual satellite data from famous locations such as Victoria Crater and Deimos.
  • Physics Simulation & Dynamic Destruction - Experience motion in locations with different gravity strength (including Zero-G). Break off cameras, robotic arms, or even individual struts and wheels - all affecting the way your vehicle handles.
  • Content Creation Tools & Modding Support - Create your own scenarios in the 3D Editor and share them on the Steam Workshop, or dive into Take On Mars’ powerful Workbench editing suite to develop new terrains, addons and total modifications.

Explore content made by other players via the Steam Workshop!


    • OS:Windows Vista or Windows 7
    • Processor:Intel Core2Duo 2.5 GHz or AMD Athlon Phenom X4 or faster
    • Memory:2 GB RAM
    • Graphics:Nvidia Geforce 8800GT or ATI Radeon HD 3870 with Shader Model 3 and 512 MB VRAM, or faster
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Sound:DirectX Audio compatible
    • OS:Windows 7
    • Processor:Intel Core i5 or AMD Athlon Phenom X4 or faster
    • Memory:4 GB RAM
    • Graphics:Nvidia GeForce GTX 560 or AMD Radeon HD 7750 or faster
12 人中有 9 人(75%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
83.7 小时(记录在案的)
this is a great game for a space enuthuest astronimer or just someone with a general intrest (of space or mars ect) it is a VERY slow pasted game so you need to be patient but its well worth it and there is a very great multiplayer mode (the multiplayer is simalar to minecraft and yes i just compared minecraft deal with it) you can be independint or coop in building things and surviveing on mars the moon or mars island (an island in the middle of the sea used to train astronuats for mars)
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285 人中有 247 人(87%)觉得这篇评测有价值
有 200 人觉得这篇评测很欢乐
1.4 小时(记录在案的)
Great Mark Watney simulator
这篇评测是否有价值? 欢乐
78 人中有 64 人(82%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
6.2 小时(记录在案的)
Good but not what I expected...
I expected open world base building on mars but nope, you only get to play on locked region scenerios.
missions get repetetive. you basically do the same missions over and over just in different regions of mars. constant crashes. had to restart campaign 5 times because i forgot to save and the game crashed forcing me to start all over
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113 人中有 79 人(70%)觉得这篇评测有价值
有 7 人觉得这篇评测很欢乐
7.5 小时(记录在案的)
I can't recommend this game at the moment. It's not what it says on the tin.

I bought it having looked at the screenshots, watched the videos, and read the reviews thinking it was a base building/ mars colonisation game. It's not at all.

The main campaign of the game is just sending probes to mars, which involves pick a location, then watch the probe land, then depending on the mission you click "Capture" to either take a photo or take a sample of some gas. After a couple of hours you can make a more complicated probe that requires you to press one or two other buttons.

Eventually you'll get a rover, which is just a tedious experience. In my experience it always ends up hundreds of meters from my target, which then means I have to remote drive it to the location. It travels so slowly that it can take 15 minutes just pressing the forward key to reach your destination. Sometimes your rover runs out of power so you have to wait for it to recharge from it's solar cells. This takes around 15-20 minutes, and you can't skip time, so this is a good time to make coffee and maybe have a sandwich, perhaps have a tidy up of the house.

There are some single mission "screnarios" that have astronauts in them, but having played them that component of the game seems pre-alpha. It is very clumsy and unpolished. Arms and legs clip through walls, nothing has tooltips so you don't know what is interactable and what isn't, an issue compounded by the fact there are no tutorials. The UI on the 3D printer made me laugh out loud, there is no UI, just a list of things you can make in no particular order.
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70 人中有 49 人(70%)觉得这篇评测有价值
有 50 人觉得这篇评测很欢乐
38.2 小时(记录在案的)
It is somehow satisfying to drive for an hour just do do some thing to a rock with a laser... and then realise that you don't have the laser.

9/10 would drive without laser again
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