Community Announcements - Dram
Hello everyone!

Today we released a major new update featuring some improvements, fixes and additions.
To name a few of the shiny new things:
* Radiation shielding (based on material and thickness)
* Radiation sickness (slowed movement, vomiting - visual can be switched off)
* Adaptive physics setting (automatically adjusts based on your FPS)
* Slope slippage (can no longer walk up ridiculous slopes)
* Helmet and suit damage (with escaping air, can be patched using Suit Patch)
* Printable Suits, Suit Patches and Emergency Oxygen bottles
* Injured movement (slowed movement)
* Communications ranges (affects map etc)
* Background communications chatter
* ISS model update (interior now much closer to reality)

And some fixes:
* Manned Mobile Lab screens malfunctioning
* Manned Ascent Vehicle auto-docking speed bug
* Radiation spike bug at sunset in multiplayer
* Respawn and join issues in multiplayer
* Mars Yard rover testing bug where multiple vehicles remained
* Disappearing models and particles in complex scenes
* Some crashes and NULL pointer issues

So, what major features remain?
* Life Support Module (used to pressurize/depressurize bases)
* Gases and their quantities (tracking in atmospheric zones)

Once those major remaining features are done, we will move towards finishing up the minor remaining features (such as pressurizing vehicles) and, most importantly, move on to bug-fixing and polishing.

We hope you all enjoy the new content and a big THANK YOU goes out to all those who have believed in us thus far! We certainly hope to deliver a polished simulator that you will all enjoy.

Martin Melicharek,
Project Lead

Radiation sickness:

Radiation Detector:

Suit and Helmet damage + patching:

ISS interior update:
Community Announcements - Dram
Hello everyone!

Straight off the bat I'd like to sincerely apologize for the lack of announcements and news about Take On Mars on Steam.

I've noticed many have started to suspect the game to be dead. This could not be further from the truth. In reality we have been extremely busy this half year, adding in resource usage, the new modular 3D Printer and a plethora of additional features such as vehicle to vehicle docking (in space), the new Manned Landing Vehicle (with Ascent stage), ladder functionality and many, many more features and additions too long to fit in here.

Amongst the most recent additions to the game is the International Space Station (ISS), with full interior, docking, and physics. Yes, you can accidentally (or intentionally) smash it to pieces.

So, I am sure many of you would ask, why? Why all these features? Why can't you just finish the darn game?! Firstly, these features have been planned for a very long time. They are an integral part of the vision that is to be TKOM 1.0, and are important for the Manned section to the Space Program mode.

That leaves us with one final question - Release. Our intention is to polish, bug-fix and release Take On Mars 1.0 within the next few months, certainly before the year's end. To add weight to that statement I would mention that we are almost feature-complete. The last remaining features are almost ticked off and we can then move to a feature-lock state where only bug-fixes and polish remain.

With the launch just around the corner, we will strive to improve our communication with you all on the news pages, posting announcements more often.

Thank you all for your support, understanding and we look forward to your feedback!

Martin Melicharek,
Project Lead
PC Gamer

The Meridiani Planum is a vast, empty desert of volcanic basalt, and my home for the foreseeable future. There was an accident—I remember a storm, an explosion, and not much else—and now I m alone. NASA thinks I m dead, the rest of my team are on their way home, and the next mission to Mars is five years away. I m pretty much fucked. 

The first thing I hear when I wake is beep, beep, beep. A red light is flashing in my helmet, warning me that I have three minutes of oxygen left. I struggle to my feet and scan the horizon. Nothing. I m surrounded by a red, flat plain littered with rocks and craters. Then I spot something in the distance: a curiously geometrical shape silhouetted against the dusky pink of the Martian sky. 

The lander! The craft we touched down in, which is stocked with supplies including sweet, precious, life-giving air. It s far away, but I might just make it. Beep, beep, beep. I have to run in bursts, because the exertion of a prolonged sprint will make me take deep, wasteful breaths. I reach the lander and slam the button that opens the cargo bay. It s achingly, painfully slow. The beeping intensifies. Thirty seconds left. 

The door slides open and I dash inside, taking the elevator to the pressurised safety of the crew quarters. Tearing off my helmet, I collapse in an exhausted heap. I made it! But the elation quickly fades when I remember that I m still alone on a hostile planet with limited food and water, no way to communicate with Earth, and five years to kill. Not the best situation I ve ever been in. 

I could live here in the lander, I suppose. It has beds, food, water. But when the supplies run out—there s about a month s worth in the hold—I ll either starve or die of thirst. I need space to grow my own food and somewhere more comfortable to live. 

I venture outside again. Located just south of the equator, the Meridiani Planum is scattered with a crystalline mineral called hematite: evidence that hot springs may have bubbled here millions of years ago. Now it s a wasteland, pockmarked with craters. In the distance, jutting incongruously out of the emptiness, is a strange ridge formation. Curiosity gets the better of me. 

The lander is equipped with a scouting buggy—a glorified go-kart, really—which I drive towards the ridge. It s incredibly slow, only marginally faster than walking. When I reach the rock formation, I realise it s the lip of an immense crater: the Victoria crater to be precise. Half a mile wide and seventy metres deep, it s a colossal thing, but not much use to me. I m gazing across it, listening to the eerie, lonely howl of the wind, when a message flashes up on my HUD: Solar event incoming. 

I make it back with seconds to spare and wait for the storm to pass. I decide that s enough exploring for me. 

Mars is routinely pounded by solar storms. If I get caught in one, even with a suit on, I ll receive a lethal dose of radiation. And according to the data on my HUD, one is on its way. I jump back in the buggy and start trundling back to the lander, which suddenly looks impossibly far away. It s another close call, but I make it back with seconds to spare and wait for the storm to pass. I decide that s enough exploring for me. I ve got plenty of problems to deal with as it is. 

I eat a freeze-dried steak for dinner and sleep on a small cot bed in the lander to escape the chill of the Martian night. Near the equator, during the day, temperatures on Mars can reach a balmy 20 degrees; but at night they drop as low as -70. When the sun rises, I decide to initiate phase one of Operation Don t Die: building myself somewhere to live. I unpack the enormous 3D printer stored in the cargo bay and assemble it outside. 

What follows is a gruelling three hours of printing out corners, walls, floors and other parts, then painstakingly slotting them together, piece by piece, to create my new home. It s a slow, laborious process that would have been a lot easier if my team hadn t flown back to Earth and left me here to die. I begin by driving metal platforms—the foundations of the building—into the Martian soil. Then I clip on floors, walls, windows, power points, and, finally, the roof. To speed things up I print out two additional 3D printers and make sure they re constantly churning out parts as I build. 

Before I snap on the last few bits of wall, I print out everything I need for the interior: a bed, a couch, storage crates, a toilet, a table to work on, two hydroponic stations, and a water dispenser. Then I toss them through the gap in the wall and seal it up. The last step is the airlock, which I ll need to keep the room pressurised. I build a small corridor, equip it with two suit holders, and install a pair of heavy airlock doors. Done. I step inside, close the airlock, and hold my breath. Did it work? EXT. SAFE blinks on the HUD in reassuring green text, indicating that I can safely remove my suit. I did it! 

It s not much, but it s a vast improvement over the lander. If I had help I could have built a base with multiple rooms, but for now this will have to serve as both my living quarters and my science lab. I can easily expand later. I arrange the furniture and equipment and end up with a pretty swish-looking pad. I move some of the freeze-dried meals, emergency oxygen tanks, and backup suits from the lander to the hab and watch a gorgeous Martian sunset as I eat dinner. As another solar storm rages outside, I settle in for the night. Tomorrow I can start to sort out the water situation. 

Mars may look dead, but the air and soil are rich with resources I can harvest to keep myself alive. First, water. I print out a topsoil extractor, hook it up to a solar panel, and plug in two resource canisters. Then I build a refinery while I wait for the canisters to fill. The yield is low, but by processing the collected soil in the refinery I can extract fresh, drinkable water. I fill a few canisters and store them safely in the hab, plugging one into the water dispenser. I ll make sure the topsoil extractor is running constantly to keep the water flowing. That s one problem solved. 

I still have a decent supply of freeze-dried meals, so I can wait a while before I have to think about growing food in this desolate place. In the meantime, I tackle a problem that s been bugging me ever since I finished the hab. In the process of building it I accumulated a massive pile of junk. Mostly parts I printed out by mistake, including a third airlock door. I keep bumping into it as I walk around the site, and it looks messy, so it s time to get rid of it. I refuse to live in in squalor. 

I use the 3D printer to construct a cargo truck. It s big and slow, but has a massive bed for storing and transporting stuff. I spend some time gathering all the bits of junk strewn around the base and load them on the back. Then I drive about half a mile away and unload it. I did consider throwing it in the Victoria crater, but I don t think NASA would appreciate me using an area of scientific interest as a garbage dump. I return to base, and it looks much neater. Satisfied that I ve had a productive day, I eat some steak—again—and retire for the evening. 

When I wake up, a dust storm is raging outside, but it doesn t look too severe. One of the supply crates in the lander has bags of potato seeds, so I strap my suit on, brace myself, and step outside. Jogging over to the lander I pick up the seeds, grabbing a canister of freshly-harvested topsoil on the way back. The storm has covered my solar panels in dust, which I ll have to clean later. Back in the safety of the hab, I plug the soil can into one of my hydroponics stations, along with a can of water, and plant the seeds.

It s not long before five healthy potato plants spring up. Just so you know, Bowie: there is life on Mars. 

I spend the next few days harvesting resources, clearing up junk, and tending to my potato plants. I expand the hab with a small room to put the toilet in, because having it inches from my bed just feels wrong. I m beginning to adjust to life on Mars, despite the solitude. I keep myself sane through routine, occasionally going for a slow drive around the Victoria crater to entertain myself. 

Before long I have my first crop of potatoes. I pick some to eat, and save the rest for replanting. It s taken a while, but I m finally self-sufficient. I have the means to reliably produce water, food, oxygen, and power. It won t be the easiest five years, but I should be able to get through them. 

I ll keep expanding the hab in the coming years, with more hydroponics stations, more resource extractors, and more rooms. But for now I have everything I need to survive. Who knows, maybe NASA will realise I m still alive and mount a rescue mission? Then I might only be here for two years—the length of a journey to Mars—instead of five. Either way, I ve accepted my fate. I m going to be here for a very long time, so I might as well get comfortable. Now, if you ll excuse me, I have some potatoes to harvest.

PC Gamer

When I last played Take On Mars it was a game about exploring the planet with probes and rovers. It was slow, dull, yet strangely relaxing. I ended up playing it for ten hours, trundling around, taking soil samples, listening to the lonely howl of the wind. But since my last Martian adventure, the developers have introduced manned missions and survival elements to the game. Now you can build a colony, grow food, mine resources, and live a second life on the fourth rock from the Sun.

Depending on the scenario—whether it s one that s included in the game or one you ve downloaded from the Steam Workshop—you ll probably find a giant 3D printer in a crate near your landing site. Fire it up and you ll be able to print out the building blocks of what will become your new home away from home. There are corners, walls, windows, floors, doors, beds, and pretty much everything you need to set up a simple habitat. Plug these bits together and you ll soon have somewhere to live on Mars.

It takes ages, though. The first-person building is incredibly twitchy and laborious, and it took me three hours to build a basic lab/living quarters combo with an airlock. But, like the rover exploration parts of the game, it was a curiously tranquil experience. I listened to podcasts and music as I slotted my off-world villa together. And as I finished, the sun was setting, casting a red glow over my creation. It was a satisfying moment, and I felt like a pioneer sticking my flag into the dirt of an alien world.

A recent update added power to the game, and the area around my base is littered with solar panels and cables. You also have to think about your astronaut s health, hydration, hunger, and tiredness. Resources can be mined from the surface of the planet using 3D-printed machines—letting you, for example, combine chemicals and produce fuel to keep your scouting buggy running. You can grow potatoes to keep yourself fed too, which anyone who s seen/read The Martian will appreciate.

Take On Mars is a remarkably flexible game. Thanks to a powerful editor, there are loads of player-made scenarios that involve all different kinds of play styles. Some are about survival, some are about exploration, some are about performing scientific tests, and some are playgrounds designed to let you experiment with the game s vehicles and systems. If you d prefer a more traditional single-player mode, Space Program sees you building rovers, managing a budget, and completing missions.

It s in Early Access and far from finished, but there s already an impressive amount of stuff to do in the game—and more content is constantly being added, both by the developers and the modding community. There are scenarios that are limited by the technology we have today, and others that are more far-fetched, including the ability to explore a terraformed Martian surface with trees and oceans.

Created using real NASA data, the game s variety of Martian landscapes are incredibly atmospheric. From deep, cavernous craters to rolling hills of rock and red dust, the feeling of standing on another world is palpable. It looks especially nice at sunset, and the evenings feel suitably cold and desolate. Mars might be mostly empty, but it s become one of my favourite virtual places to explore. And if you ve had your fill of Mars, there are other locations to, er, take on including the Moon and our own planet Earth, which provide an interesting change of scenery—and gravity.

As I potter around building my base, I have to be wary of solar events. Mars is regularly pummeled by solar storms, and getting caught out in one could give me a fatal dose of radiation. I learned this the hard way when I decided to take a buggy out to the nearby Victoria crater. As I stood on the lip, admiring the view, a warning flashed up on my HUD saying a solar event was minutes away. It was a tense drive back on the impossibly slow buggy, and I made it back to the radiation-shielded safety of my lander with seconds to spare.

Like a lot of sandbox games, you have to set your own objectives to really get the most out of Take On Mars. There are some scenarios with objectives, but a proper mission system is still in development. I find it s more fun to create my own. I m currently challenging myself to create a totally self-sufficient base, where my astronaut can live indefinitely. You can read about that in the next issue of PC Gamer. Or maybe you just want to build, which is fun in and of itself. The community has created some really amazing stuff using the alpha s selection of parts.

My base is a glorified cube, but it s my glorified cube. I love how my lander—which I arrived in, and which contained my starting materials—was dropped in the middle of an empty desert, but now the area is growing, slowly, into a colony. And like any good explorer, I ve made an absolute mess. There are mistakenly-printed bits of junk lying all over the place. I may build a buggy with a truck bed and go and gather it all up at some point. I could dump it in the Victoria crater. No one will notice.

I m basically recommending Take On Mars here, but I feel it s my duty to accompany this recommendation with a MASSIVE WARNING. Not just a regular warning, but a MASSIVE one. Because as fun as it is—and I ve gotten 20 enjoyable hours out of it so far—there s no denying that it feels really janky. The character movement is frustratingly sluggish and clumsy, and the physics are always freaking out. I was placing a bit of wall on my base and was suddenly flung miles into the air, falling to my death. It s a messy, unfinished, buggy game that is still very much in development.

But if you don t mind bugs and deadly physics mishaps, Take On Mars is a very cool, very unique simulator. And if, like me, you re interested in astronomy and space exploration, you ll probably love it, despite its faults. I m personally pretty exhausted by half-finished Early Access games these days, but I ve let Take On Mars into the special club, just cause I love what it s doing—and I can t wait to see how it evolves over the coming months. If you loved The Martian and want to experience what it s like being Mark Watney for yourself, this is the closest you ll get.

Rock, Paper, Shotgun - (Rob Zacny)

At first glance, Take On Mars [official site] seems like the closest thing we have to a tie-in game for The Martian. You could almost call it Mark Watney Simulator 2015, especially now that manned missions are in the game and let you do things like build Martian bases, grow crops, and drive rugged rovers over the desolate Martian surface. Hell, there’s even a mission where you literally have nothing to do inside your base except grow potatoes. It’s just a fecal-matter montage away from being the first act of The Martian.

But I am no Mark Watney. And the Red Planet is a much harsher, weirder place in Bohemia Interactive’s vision than in Ridley Scott’s. Mark Watney is nearly killed by flying debris during a Martian sandstorm. In Take On Mars, no storm is as terrifying and unpredictable as the physics engine.

… [visit site to read more]

Rock, Paper, Shotgun - (Joe Donnelly)

In what can only be described as a Mars-a-thon week, we’ve witnessed not only the release of Ridley Scott’s book-to-film interpretation of The Martian, but also the news that science boffins have discovered evidence of water up there on the Red Planet. On the ball as ever, Arma makers Bohemia Interactive have now added to the Mars Madness by releasing a Power Update to their Early Access-residing space exploration and survival sim Take On Mars [official site].

… [visit site to read more]

Community Announcements - Dram
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
Community Announcements - RaptorM60
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.
PC Gamer

Bohemia Interactive's Take On Mars, a simulation of a real-life Martian colonization effort, was originally announced at E3 in 2013. Now it's 2015, E3 has rolled around once again, and Bohemia has released a new trailer (which premiered last night at the PC Gaming Show) and announced a (slightly) delayed start date for the beta.

Take On Mars was actually expected to come out of Early Access this month, but Bohemia said today that a number of factors led it to push things back a bit. A closer look at what's been changed can be found in the latest Steam update, in which the studio said it has grown into "a significantly larger game" than what was announced two years ago, with added features including a manned section, multiplayer support, and new locations like the Moon and Low Earth Orbit. Bohemia also wants to ensure that the beta is as stable as possible when it goes live so it can avoid having to push too many updates, "because this could make the odds of randomly messing things up quite high."

The beta is now scheduled to begin on July 3, and Bohemia said it will do its best to come across with the goods on time. "We really want to, because if all goes well, we should be able to treat you with a very exciting addition to the game sometime after beta," it wrote. "But let's just keep it a surprise feature for now on."

Details about Take On Mars are at

Community Announcements - RaptorM60
Take On Mars was originally announced two years ago at E3 2013. What was then a Mars rover simulator has grown into a significantly larger game - especially with the addition of a manned section, multiplayer and new locations such as the Moon or the Low Earth Orbit. Since Bohemia Interactive is sponsoring the first PC Gaming Show at E3 this year, we thought we could use the opportunity to present Take On Mars there - and we did. With a brand new trailer and a 33% OFF sale!

Prepping for E3 combined with a bunch of other major things on our to-do lists ultimately resulted in moving the BETA release a little bit further. As we also want the BETA release to be as stable as possoble, we want to avoid pushing updates too often, because this could make the odds of randomly messing things up quite high.

With that said, we've had a period where we seemingly kept things quiet, but the reality behind the scenes was quite the opposite of that. Let's take a look at some of the things our team's been working on lately.

Major building redesign

Changing the design of buildings and building blocks is something that not everyone would consider necessary, but it's going to be an important part of the BETA release. The word "redesign" in this context means not only changing the models and textures, but basically reworking the entire system of what players can build with available parts.

Bases built with the new building blocks will feel less like "bubbles" and more like real buildings. Making the blocks larger and available in many different shapes and variants should also sweeten the building process and lead to more unique, believable structures. Also, interior and exterior blocks are now separate. This allows for the construction of greenhouses (only exterior panels with windows), or full buildings with several floors and rooms.

Since proper interiors would feel empty without more equipment, we are now also working on additional furniture pieces, such as sofas, beds or new chairs that have their intended functionality.

Ragdoll and character animations

Don't jump around a lot in Take On Mars, or you'll experience some nasty falls! If you are subscribed to the Test Branch on Steam, you've probably already noticed the new contextual climbing animation. Another addition to the character movement in the BETA will be ragdolls. If you, for some reason, miss your jump, fall unconscious, die, or have no oxygen, your friends will be able to drag you into an airlock, or you'll be able to recover your things from your body later - all that with new animations.

Killing bugs and crashes

We've been recently fighting some nasty crashes related to texture size, which we will need to reduce a bit, because it was filling the available video memory in a sub-optimal way. Also, atmospheric zones are incorrectly generated on occasion (sometimes a zone is not generated where it should be), so this is one fix we need to take care of, as well as bunch of other things: for example, we've spent quite some time working on the Steam Workshop implementation, which we are quite proud of. It is fully functional now and makes the process of joining multiplayer sessions with mods much easier.


Before the BETA release, we also need to address another important part of Take On Mars development: localization. We are now coordinating the translation of Take On Mars into 10 different languages. Combined, the original English texts contain more than 38 000 words, while the biggest portion of the text is dedicated to the Take On Mars Wiki (which is basically a big educational handbook with everything you need to know about Mars or space exploration).

One thing we would really, really like to emphasize is that majority of translations is taken care of by either enthusiastic professional translators or with the help of Take On Mars community members. We would like to thank everyone participating in the translation process for their hard work (hint: they will be soon able to read their names in Credits!). After we finish the largest chunk of translations during BETA, we are confident that players from around the world will appreciate the effort put into it. Please bear in mind though that translations in BETA will be a work in progress, constantly developing and improving until full release, as will be the case for the whole game of course.

BETA release date and one sneaky surprise

We have the the BETA release scheduled on July 3rd, 2015, and we will do our best to deliver in time. After all, we really want to, because if all goes well, we should be able to treat you with a very exciting addition to the game sometime after BETA. But let's just keep it a surprise feature for now on.

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