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 Mars.Takeonthegame.com.

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.

Localization

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.
Community Announcements - Dram
Hello everyone!


I would like to start off by thanking you all for your support thus far, it has been tremendously rewarding, and Take On Mars would not be what it is today without you!

Thanks to this and our desire to make this game as great as possible, we have decided to revise the release plans.

This means our previously released 'Roadmap to Release' is no longer applicable.


The planned Beta release has been pushed to the 16th June, 2015, and the final release date will be determined after that point, because we want to avoid promising a release date and not delivering on time, preferring to properly finish what we have planned rather than unnecessarily cut features that bring a lot to the game.

I am also happy to announce that our team has slightly expanded in order to help bring the project to completion while keeping to a high level of quality.

I believe this is very positive news and the team is elated, so it is our sincere hope that you, our dedicated fans, are as well!


In short, this means:
* Beta release on the 16th of June, 2015
* Final release date TBD after Beta
* Planned features will be completed, nothing will be cut from the plans
* The team is focused on polishing and improving existing features


We really hope everyone is as happy about this news as us, and we look forward to receiving further feedback from you all!

Kind regards,
Martin Melicharek
(Project Lead)
Community Announcements - Johny
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
PC Gamer

 Take On Mars (Take On Mars)   Take Mars On (Take On Mars)   I'll be done   In about five months or so. 

Bohemia has posted a development roadmap for their Martian rover sim, Take On Mars. From January to June, it maps out a timetable for remaining development features—including a beta release in April, and an official launch in June.

Along the way, a variety of new features are planned. Competitive multiplayer is due out next month, and a Manned Space Program mode is planned for March. "This will be story driven, focusing on survival in a catastrophic failure scenario," writes project lead Martin Melicharek. "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."

Take On Mars recently made Andy's list of the PC's most relaxing games. Survival sounds like a slightly more stressful addition, but basic red planet exploration will no doubt remain as soothing as always.

Community Announcements - Dram


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
Community Announcements - Dram
Hello everyone!


Today we released another update to the Main branch. This fixes many bugs, freezes, and general un-pleasantries.
Aside from fixes it also features the newly implemented Materials Refinery, which you can use to break apart MarsRock, Water, Carbon Dioxide, and so on. It also allows recombining of materials.
In addition to the Refinery, 3D GUIs have been implemented with multiplayer support, so the Huge Monitor that can be placed on walls is now properly synchronized.
Not to mention oxygen zones within the Manned Mobile Laboratory, so now inside you can take your suit off. The MML also features several new monitors, which allow viewing of CCTV cameras around the vehicle, and also allow use of the newly added crane system, which utilizes an electromagnet to grab objects.


So here are the highlights in a nutshell:
- 3D GUI system for controlling monitors and such, fully synchronized over multiplayer
- New crane system on the Manned Mobile Laboratory used for lifting heavy objects
- Oxygen zones within the Manned Mobile Laboratory, which depressurize when doors are opened
- Many fixes to various crashes and freezes
- Many more minor improvements



I'd also like to use this opportunity to thank you all for your support, it has been a great year for Take On Mars, and we look forward to seeing you all again next year. To that end I would also like to let you know that the development team will be away on holidays from tomorrow until the 5th of January, 2015.


From the dev team, Merry Christmas and a very Happy New Year!!


Martin Melicharek (Dram)
Project Lead




Change Log:
19th December 2014:
- Added level of details without GUI to each monitor for better performance
- Updated all scenarios with the new Manned Mobile Lab (with crane)
- Finished Materials Refinery GUI
- Implemented a chemical reaction system in the Materials Refinery


17th December 2014:
- Added 3D GUI screen to the Materials Refinery
- Fixed issue with NULL pointers to widget when client was connecting


16th December 2014:
- Added 3D GUI controls to the Mobile Lab crane


15th December 2014:
- Fixed stack overflow crash when assembling/disassembling huge buildings
- Fixed crash that occured when starting a multiplayer game, returning to menu, and starting one again
- Fixed incorrect info display of scenarios in the multiplayer Create Game menu


12th December 2014:
- Added particle effects such as kicked up dust/rocks to footsteps
- Added 30sec delay before playing 'active' idle animations on the player


11th December 2014:
- Added atmospheric zones to the Manned Mobile Lab
- Added dynamic atmospheric zones
- Disabled experimental 'zoom-in' to 3D GUIs


10th December 2014:
- Added experimental 'zoom-in' to 3D GUIs if holding focus/rotate object
- Added 4 CCTV cameras viewable from the driver's seat of the Manned Mobile Lab
- Added proper animations to seats in Manned Mobile Lab
- Added Picture-in-Picture views for rear, undercarriage, interior, and airlock in the Manned Mobile Lab


5th December 2014:
- Added 3D GUI monitors to the Manned Mobile Laboratory, which control the airlock and rear door
- Fixed broken packet issue in vehicles, possibly causing crashes in MP


3rd December 2014:
- Fixed issue where exiting Gravon from fullscreen had hidden menus
- Fixed animations not playing on Atmospheric Processor and Drilling Rig
- Added MP synchronization of the Huge Monitor
- Added saving/loading of values of the Huge Monitor


1st December 2014:
- Fixed crash/freeze caused by a texture handling issue


30th November 2014:
- Added synchronization of the cursor for 3D GUIs over the net
Community Announcements - Nelios
As one of the most exciting years for our studio comes to a close, we’ve deployed a special dev blog in which various members of the Arma 3, Take On Mars, and DayZ development teams recap the past year, take a brief look at the near future, and thank everyone for their incredible support!
http://youtu.be/err9KLEFeTE
Community Announcements - Dram
Hello everyone!

We have been very busy since Tuesday's Multiplayer/Survival update, specifically addressing issues and bugs people encountered while playing. In light of this, and after careful evaluation and consideration, we have decided to release another update to all branches (except for Legacy).

A major change is compatibility between builds, that is, someone on the Dev build can play with someone on the Main build, as long as their data match, for example.

However the fixes do not extend only to the Manned section, and the Robotic section has received some love as well.

For those interested in what has changed, here is a list:

28th November 2014:
- Fixed crash caused when removing a Huge Monitor building block from the wall
- Fixed crash caused by pressing Standby on Huge Monitor building block when it was viewing a player
- Fixed crash caused by pressing Standby on monitor in the Science Buggy when viewing rear view cam
- Fixed minor camera clipping issue on Huge Monitor when viewing players
- Fixed issue where 3D printer could be placed in the air incorrectly
- Improved printed placing heights of Forklift, Scout Buggy, and Science Buggy

27th November 2014:
- Optimized atmospheric zone creation, now occurs only for changed groups
- Reduced micro-freezes occurring from adding/removing panels and 3D printing with huge structures
- Fixed stack overflow occurring for huge structures
- Changed default rotate object key to 'R' and 'Mouse 4'
- Changed default rotate object (alt axis) key to 'Left Alt' and 'Right Alt'
- Changed default slow time key to 'Numpad Enter'
- Added titles next to each tab in the options menu
- Fixed issue in multiplayer where the Drilling Rig and Atmospheric Processor did not animate
- Fixed Moon location having Mars rock and atmospheric resources
- Fixed E3 Gale Crater scenario where the Large Rover smashed into the ground
- Fixed landing rovers/landers not using descent cams properly
- Fixed cameras not switching to ground cameras on landing in rovers and landers
- Raised re-entry height/velocity in all Mars locations
- Improved Large Rover wheel sounds
...

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