Explore the vast terrains of Mars, generated from real NASA satellite data, and survive threats like dust storms by discovering randomized supply caches and habitats. Adventure on foot or in driveable rovers with this otherworldly first-person sandbox.
All Reviews:
Mostly Positive (32) - 71% of the 32 user reviews for this game are positive.
Release Date:
May 17, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Random Seed Games is currently only one full-time developer and a few part-time contributors. I want to get as much feedback as possible on the Survival Sandbox gameplay systems while I continue to expand the game and add features in preparation for a Story Mode.”

Approximately how long will this game be in Early Access?

“It is likely that Lacuna Passage will be in Early Access for at least a year before Story Mode is available.”

How is the full version planned to differ from the Early Access version?

“Story Mode is my long term goal, but I will respond to player's interests with the Survival Sandbox. I will be targeting monthly updates that will address bugs and add new features.”

What is the current state of the Early Access version?

“Lacuna Passage currently exists only as a Survival Sandbox, with an emphasis on the "Sandbox". There is no narrative. There is no combat. This is a very small game with light survival mechanics. The primary activity is exploration. If you are satisfied by "walking simulators" or have an interest in space photography you might find the Early Access version compelling. If you want a more structured and goal-oriented experience you might want to wait until the Story Mode is finished.”

Will the game be priced differently during and after Early Access?

“I may gradually raise the price as I ship new content and features.”

How are you planning on involving the Community in your development process?

“The main reason I am releasing on Steam Early Access is so that I can get feedback from players. I plan to engage with the community on the Steam discussion forums and the official feedback forum that is accessible through the game's main menu.”
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Recent updates View all (7)

January 31

Driveable Rovers Update - v0.62

Driveable rovers are finally here!

There will be at least one rover guaranteed to spawn in every playthrough. There are two possible areas towards the center of the map where they may spawn randomly, but if you can't find any there you can be sure to find one parked at the third habitat. If you haven't played much before, the third habitat is also randomized, so happy hunting!

If you choose to continue a saved game keep in mind that you may run into errors, but if you have already discovered a rover previously, then you should be able to return to it and it will now be operable. I would still recommend starting a fresh save however.

Here are all the major additions that have made it into this update:

Change Log
  • PRTs found in the environment are now driveable.
  • Added Charged Backup Battery items that can be used to recharge your suit while out on an EVA, which after using will change to either a Discharged Backup Battery or an Expired Backup Battery in your inventory. A Discharged Backup Battery can be recharged at a crafting bench as long as there is enough reserve battery charge in the habitat, and an Expired Backup Battery will no longer hold a charge and is only useful for salvaging other materials from it. The chance to become an Expired Backup Battery is 1 in 20.
  • Oxygen Filled Canisters now have a chance to become Broken Canisters after using them to refill your oxygen while on an EVA. The chance to become a Broken Canister is 1 in 20.
  • New games will now start with one Oxygen Filled Canister and one Charged Backup Battery already in your player inventory.
  • Refined and lowered the degradation rate of slots with no installed components.
  • Added a “Withdraw All Items” option when exploring the contents of item containers.
  • Added a “Move All” option when selecting a single stack of items to transfer between containers.
  • The datapad will now slightly lower itself while walking so that you can more clearly see where you are going.
  • You can now enable and disable the scanner while viewing the datapad.

Additional Changes in v0.62.1
  • Fixed bug causing PRTs to float off the ground and become inaccessible.
  • Possible fix for issue with drifting colliders on parked PRTs.
  • New model for the hand holding the datapad.
  • Fixed camera jitter when transitioning between states like equipping the datapad or running/walking.
  • Fixed issue where the datapad was not changing to the lowered position if equipped while walking.
8 comments Read more

November 3, 2017

Power System Rework Update - v0.61

v0.61 focuses on a complete update of the power management system for exterior habitat modules, but a bunch of bug fixes are included as well. Check the change log below.

Change Log
  • Fixed incorrect east hab map marker location.
  • Fixed datapad UI navigation issue that would discard inputs that were entered too quickly.
  • Fixed bug that prevented you from strafing while auto-walking.
  • Fixed bug that caused dust storm effects to be visible and charging with portable solar panel to be possible while inside east hab airlock.
  • Made change to WayStat discovery view colliders so that they hopefully trigger more reliably.
  • Made change to mouse sensitivity range (this may require you to adjust your sensitivity in the control options menu).
  • Fixed bug causing the minimum solar charge during a dust storm to go lower than intended.
  • Game performance should be slightly improved after doing a recent optimization pass of several game systems.
  • Reworked the entire power supply system for the habitat exterior modules. Read below for details.

Additional Changes in v0.61.1
  • Added a delay before UI inputs are repeated when holding down an input button or key.
  • Made changes to Datapad interactions to reduce instances of controls becoming disabled.
  • Added back Remote Outpost scanner markers that had been accidentally deleted in a previous update.
  • Fixed issue causing Datapad to be positioned incorrectly in some cases after loading a save game.
  • Fixed issue causing breathing and life support EVA suit sound effects to not play correctly in some cases after loading a save.
  • Fixed issue causing walk speed to be incorrect in some cases​ after transitioning between habitat interior and exterior.
  • Photos taken before quitting or dying without saving will no longer be viewable via the Datapad when loading a previous save. They will still be available in the photo save folder on your machine with the location data removed.

Additional Changes in v0.61.2
  • Fixed an issue with landing pods only being discoverable from certain viewing angles.
  • Fixed an issue that was allowing player movement when it should be locked after interacting with certain components or consoles.
  • Fixed an issue with the button selection highlight disappearing from the datapad UI when submitting the selection via the left mouse button.
  • The electrical module no longer requires a reserve battery charge in order to charge the reserve battery via the connected solar panels.
  • Fixed interaction issues caused by double clicking the mouse button quickly with certain triggers.
  • Disabled the ability to click with the left mouse button during repair transitions to prevent control lockouts.
  • Added a slight bounce to the helmet visual HUD.

Additional Changes in v0.61.3
  • Adjusted dust devil spawn conditions.
  • Adjusted the limits and smoothing of the new helmet HUD bounce and sway.
  • Fixed helmet HUD rendering for 21:9 ultrawide resolutions.
  • Fixed issue where the “Switch to Deposit/Withdraw” button was not appearing when exploring contents of a container.
  • Fixed issue with randomized dust storms not spawning as frequently as intended between saving and loading.

If you want a TL;DR of the new power system: We have moved from power percentages to power units. As long as you maintain 100 power units worth of solar panels/RTGs connected to each exterior module you should see very little difference to how the system worked previously. If you want a more in-depth rundown of the new system then keep reading.

Here’s how the new power units are generated with RTGs and solar panels:

RTGs generate 50 units, day and night (used to be 100% power).
Large Solar Panels generate 50 units during the day (used to be 50% power).
Small Solar Panels generate 30 units during the day.
Portable Solar Panels generate 20 units during the day.

There are still only the 5 solar panel slots and one RTG slot for each module, but now they all contribute directly to the reserve battery so long as the electrical module is operational. However, now there is a maximum of 100 charge units from any set of module slots. That means the most you can generate during the day would be 400 units from all four modules.

Then, all the modules also incur a general cost that pulls from the reserve battery in order to operate.

Water Reclaimer
  • 50 unit cost to produce water.
  • 40 unit cost to keep water running if tanks are full.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then water production is more efficient.
  • 50 unit cost to produce oxygen.
  • 40 unit cost to keep running if tanks are full.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then oxygen production is more efficient.
  • 50 unit cost to heat up interior to normal temp.
  • 40 unit cost to keep running if at stable temp.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then temp will increase faster if below normal temp.
    25 unit cost to keep all electrical systems running (lights, crafting, etc).

From the above requirements, the highest possible unit cost to keep all systems running would be 175 units, but if all oxygen and water tanks are full and the interior temp is stable then the cost would only be 145 units. This means that you should be banking between 225 and 255 units if you have the full 400 units of solar panels connected to your modules during the day. That banked amount should then be more than enough to cover the cost of all modules over the night and leave you with extra to transfer to your EVA suit when you go out to explore.

Because of this new system, all modules now produce at the same rate during the night as they do during the day. This is a change from before when the Reoxygenator and Water Reclaimer would produce at a drastically reduced rate at night. To balance for the increased amount being produced around the clock, both of these modules now produce at about 60% of their previous maximum production rate.

Many of these changes were prioritized based on feedback provided by players on our Feedback Forum. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there. A special thanks to Mr. Fusion on the feedback forum for all his help and suggestions related to the power system rework.
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“A gorgeous game of mystery and survival” - Kotaku

"I’ll happily play" - Rock Paper Shotgun

"Lacuna Passage stands out from the competition with gameplay and "realistic" environments" - Jeuxvideo.com

"A massive, convincing game world" - Red Bull

"A very realistic portrayal of what life is like on the Red Planet" - GameSkinny

"The game has captured the imagination of many space and science fiction fans" - Mashable

"There is plenty to enjoy about Lacuna Passage" - GAMR

"Pretty damn neat" - Select Button

"The landscapes are magnificent" - Game-Guide

"The game's music is completely off the hook" - Cinema Blend

"They’ve captured the vibe of Mars very well" - Tech Raptor

About This Game

You wake in an landing pod, check your equipment, and venture out onto the red Martian soil in search of a nearby habitat. With 25 square miles of the Red Planet to explore and survive, you must gather resources from randomized points-of-interest, supply caches, and other habitats in order to continue your mission. But survival is more than just tracking status bars. Maintaining your life-support equipment is just as important as maintaining your health. Lacuna Passage’s Survival Sandbox will allow you to test drive the core game mechanics in Steam Early Access ahead of the upcoming Story Mode.

Explore a massive terrain generated from actual Mars satellite imagery. With features generated from scans collected by the HiRISE project and details painstakingly designed to reflect the photography captured by planetary rovers, this is as close as you can get to visiting the true Red Planet.

Survive the harsh Martian environment with mechanics based on real health metrics like blood glucose levels, heart rate, caloric intake, and more. You will feel like a true interplanetary pioneer as you conquer the elements and survive randomized threats like dust storms.

Capture the beauty of Mars with an in-game photography mechanic that allows you to document your discoveries. Photos are saved to your computer at full 1920x1080 resolution and can be referenced in-game where you can set objective points to navigate back to where the photos were taken.

Interact with the various astronaut technologies through your dependable datapad. You will need to manage inventories, salvage and craft supplies, and repair vital life support systems in order to survive the desolate landscapes of Mars. Find and drive rovers to help manage multiple habitats.

System Requirements

Mac OS X
    • OS: Windows 7/8.1/10
    • Processor: Intel Core i3
    • Memory: 2 GB RAM
    • Graphics: nVidia GTX 480, AMD Radeon 7870
    • Storage: 5 GB available space
    • OS: OSX (64 bit versions)
    • Processor: 2 GHz Equivalent CPU
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3 Compatible GPU
    • Storage: 5 GB available space

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