Community Announcements - Dram
Hello everyone!

We just released another post-launch update! This one fixes multiple bugs and issues. We are continuing on improving and polishing further, and have a bit of a surprise planned, more on that later.

Another update is planned and will be released within another few weeks.

Below is the complete changelog for the update, and again we thank you all for your patience and feedback! It has been extremely helpful.

Kind and sincere regards from the Take On Mars team!

13th March 2017 - Fixed minor issue with 3D Printer area display in yards having too many digits, extending the text beyond view 10th March 2017 - Added tinnitus sound effect when really loud sounds are played 9th March 2017 - Fixed exiting ladders on clients in multiplayer, now puts the character in the correct position - Fixed Fuel handler occasionally filling empty barrels with resource non-corresponding with slot attached to - MML: Fixed oxygen leaking if ramp was closed but airlock door were opened 8th March 2017 - Fixed empty barrels falling off vehicles after a load or save - Refinery: Fixed occasional bug stopping current process after saving game 2nd March 2017 - Fixed unpleasant strobing of mission objectives GUI on low FPS - Mission 4: Fixed dialogs priorities (mission restart required) 1st March 2017 - Fixed issue in the Manned Descent Vehicle where after the Manned Ascent Vehicle launched, the fairings closed but not the construct, leading to breakage - Fixed helmet HUD showing global air pressure instead of local - Fixed Medium Bed exit position throwing the player forward a bit (requires respawn) - Fixed Small Bed exit position bumping the player forward a bit (requires respawn)
Community Announcements - Dram
Hello everyone!

It has been a few weeks since release, and today we have released the first, post-release update. It features many fixes and improvements, as well as some minor new additions. Below is the change log detailing what has changed. We are still working on some larger issues that you have all kindly reported to us, and for that we are grateful! Expect another update within the next few weeks, further improving and ironing out the issues.

To that end we, as a team, sincerely thank you for your patience and hope these updates improve the experience.

Kind and sincere regards from the Take On Mars team!

27th February 2017 - Added a low-resolution color camera to the front side of the Small Rover, for easier control when coming in with the front-facing instrument - Fixed issue where light bumps to the head resulted in getting knocked out, now requires much more force - Fixed issue where character could easily trip over in certain situations - Mission 4: Added spare Construction tool to one of the supply drops (mission restart required) 16th February 2017 - Added unconscious overlay, for better indication of 'knocked-out' state - Added dead overlay, for better indication that the player is dead - Increased time before death of characters in a vacuum from 30s to 90s (according to reality) - Changed global sounds to fade away when the player is dead or unconscious - Fixed 'panel-surfing' bug, where you could pick up a panel that you were standing on and use it to fly around - Fixed issue where you could take off your helmet or suit in a vacuum and have enough time to put it back on 15th February 2017 - Fixed issue where disconnecting from a Rover/Lander with night vision on could leave the screen black in Mission Control 14th February 2017 - Fixed minor issue with the helicopter being able to fly even in low air densities - Mission 2: Fixed mission bug occurring if Poptent was deployed before told so - Mission 3: Fixed introductory dialog not completely heard if 'Realistic sound' enabled - Mission 4: Changed MML landing trigger to be more reliable - Mission 6: Disabled autosave after completing objective 'Produce fuel' causing possible invalidation of that objective 13th February 2017 - Fixed issue where switching between locations in the game could leave the old map image in the in-game map - Fixed MML monitors to not update when broken off - Fixed issue with Zero-G probe tutorial loading wrong world, when accessed from main menu 10th February 2017 - Added 'SPAWN FUEL CONTAINERS' button to in-game editor when a vehicle is selected, spawns barrels filled with the required resources on the vehicle
PC Gamer

I’ve been playing Take On Mars on and off since it was released through Steam Early Access in 2013. It first attracted my attention because of how unusual it was. A game about trundling around the surface of Mars with a rover, probing soil, looking at rocks, and listening to the lonely howl of the wind. It appealed to me in the same way games like Euro Truck Simulator do. Slow, ultra-niche, and strangely relaxing. But over the years the game mutated into something else entirely. The understated realism and scientific simulation of those early alpha builds has been quietly pushed aside to make way for manned missions that incorporate survival, base-building, and advanced near-future technology.So now it’s a game largely about colonising Mars and trying not to die on it. Which is less unusual, but admittedly more immediately entertaining than scooping up soil. The popularity of Andy Weir’s novel The Martian, and Ridley Scott’s 2015 film adaptation, has undoubtedly influenced the game’s direction. So much so that the 1.0 release contains a singleplayer campaign in which you play as Mark Willis, an astronaut with a background in botany who ends up stranded on Mars. It’s a series of entertaining, varied scenarios that teach you the basics of survival, building, and other elements of the simulation. And it’s all connected with a fairly lightweight storyline focusing on Mark’s lonesome survival and his desperate attempts to return safely to Earth.Waking up on Mars surrounded by flaming debris as the oxygen warning on your HUD shrieks at you is a powerful opening. You see the scattered bodies of your crewmates and your ship torn to pieces, and your first priority is searching the rubble for supplies to replenish your O2 and fix the scary-looking crack on your helmet. It’s a nicely produced series of missions, but let down by the game’s clumsy controls. Everything you do in Take On Mars feels incredibly laborious. Walking around in a spacesuit in low gravity is probably pretty unwieldy in real life, but it makes the game needlessly frustrating. Not to mention the twitchy physics that send objects flying into the air or getting stuck in things. I was more willing to forgive this jankiness in Early Access.

If manned missions sound too exciting, you can play through the robotics space program instead. This sees you managing a budget and building vehicles to explore the planet. You’ll start out with basic probes with low-res cameras, but as the money rolls in you can create advanced car-sized rovers like the real-world Curiosity. It’s a very different experience, and there’s something strangely tranquil about it. Especially with how atmospheric the game’s realistic recreation of the Red Planet is. They’ve captured the haunting, desolate feeling of what it might be like to be alone on another world brilliantly. The red sand dunes, ancient craters, and ghostly sunsets make for an evocative setting, whether you’re rolling around as a rover, your flimsy solar panels rattling in the wind, or settling in for the night in your newly-constructed base.But if you’d rather create your own missions, or download user-made ones from the Steam Workshop, Take On Mars comes with an Arma-style editor. With this you can place objects, pre-built bases, vehicles, and whatever else is in the game’s deep toy box. And because these are the same tools the developers use, dedicated players have created some pretty impressive stuff. Some missions even take you away from Mars, including to Earth’s moon and a replica of the International Space Station. So even if you’ve exhausted the bundled scenarios and campaign, there should still be plenty of additional missions to dive into, courtesy of the community. The quality will vary, but it’s cool to have the option.Take On Mars is still an unusual game, even if it has drifted into the increasingly populist realm of the base-building survive-’em-up, of which there are far too many on PC. Its atmospheric Martian deserts are beautiful to look at, and struggling to survive on such a hostile, lifeless world is an entertaining, often terrifying challenge. But an overall feeling of clunkiness—which can make something as simple as loading a few oxygen canisters into the back of a buggy feel like a cumbersome chore—really tested my patience at times. But when you’re out there among the dust and craters, alone, growing potatoes or conducting experiments, there’s a feeling of serenity that keeps me coming back to Take On Mars, despite its many faults and frustrations.

Rock, Paper, Shotgun - (Alice O'Connor)

We’re talking awayI don’t know whatI’m to write I’ll write it anywayToday’s another day to distract youGabbing awayBohemia’s space sim looks pretty okay

Taaake Onnn MaaarsTake On Mars [official site]!Ittt’s nooow ooouuutTake On Mars!I’llll beeee gonnneWith this sooong … [visit site to read more]

Product Release - Valve
Take On Mars is Now Available on Steam!

Take On Mars places you right in the middle of mankind’s most exciting undertaking. Start out in the seat of a rover operator, finish as the first human to have ever set foot on the Red Planet.
Community Announcements - Nelios
Take On Mars is OUT NOW
Skip years of astronaut training, political debate, and budget cuts

Hello fellow Martians!

Graduating from Steam Early Access, we're proud to finally announce the official release of Take On Mars. The special milestone is celebrated with a launch trailer, highlighting the many ‘benefits’ of playing Take On Mars over alternative options of space exploration.
Starting out as mod for Carrier Command: Gaea Mission, Take On Mars began life as a passion project by our Project Lead Martin Melichárek, who was already working at Bohemia Interactive at the time. After deciding to make it into a full game, Take On Mars launched on Steam Early Access soon after in 2013. The initial focus of the game was on Mars rovers and landers. However, over the course of development, the scope of the project increased significantly to also include a manned mission part, and thus capturing the exploration of Mars in its entirety.

Take On Mars Project Lead Martin Melichárek:
“For as long as I can remember I’ve been fascinated with space exploration, and particularly Mars. Being able to make this game has been like a dream come true. It took a bit longer than anticipated, and it’s been wild ride that’s tested the patience of both us and our Early Access subscribers, but, it was a ride worth taking. We, as a team, thank all of our loyal fans, those who have never doubted us, in helping us make this dream a reality!”.

See you on Mars!

Take On Mars Development Team
Rock, Paper, Shotgun - (Philippa Warr)

Take On Mars

Bohemia Interactive’s Mars ’em up, Take On Mars [official site], is launching out of Early Access and into full game status on 9 February. It has a new trailer to mark the occasion which you can watch after the jump. The trailer focuses on the story mission which was recently introduced and deals with a The Martian-esque plotline where one person survives a descent into Mars’s atmosphere but they’ve lost connection to Earth. … [visit site to read more]

Community Announcements - Nelios
Hello fellow Martians!

We're happy to announce that Take On Mars officially launches (and thus graduates from Steam Early Access) on February 9th!

On top of this announcement, today we've also deployed a brand new teaser trailer, offering a sneak peek at the recently introduced Manned Mission story campaign. Here, you take on the role of astronaut Mark Willis, one of the crew members in the first manned mission to Mars. Launched from Earth in 2028, the mission reaches Mars orbit a year later. However, during the descent into Mars' atmosphere, things go wrong, and connection to Earth is lost. When contact cannot be re-established, the crew is declared MIA. Yet there is one survivor: you.
Marooned on Mars, Mark’s first priority is to survive. This means managing resources such as oxygen, water, and food, and creating shelter from Mars’ unforgiving sandstorms and solar events. By relying on a background as a botanist and engineer, you will have to extract raw materials from the Martian soil, refine them into real compounds, and make use of a 3D printer to construct the equipment and machines needed for a chance to return home.

To already turn mankind into the first multi-planetary species, aspiring astronauts can still pick up the Early Access version of Take On Mars at a slightly lower price than it will at release. For more information about the game, be sure to check out our Steam store page and visit the official website at

Let the countdown begin!

Take On Mars Development Team
Community Announcements - Dram
Happy New Year everyone!

We just released another update, titled RC Update 2.

This is a second Release Candidate, addressing several major bugs and issues. We are continuing on fixing bugs and issues that crop up during internal testing as well as those issues you have all kindly reported.

At present, our primary focus is on stabilizing multiplayer, as we see most complaints have been with regards to its instability. We have been successful thus far in clamping down the problems and polishing it some. We also added a Floodlight, which can be used to illuminate worksites at night and have also added a Small Communications Array, which has a slightly lower range but allows for creating a communications network with a smaller 3D Printer.

This is not the final update and we expect a few more before the game is truly polished. To that end, this update should clear out the recent crashes but there may still be one or two lurking about, those are the ones we are nailing down right now.

Thank you all for your support thus far and for understanding that game development is no easy task. We love developing games for you, the players and we love when our hard work is enjoyed!

Kind and sincere regards from the TKOM team!
Martin Melicharek
Project Lead

12th January 2017 - Added Floodlight for illuminating worksites and night-time areas, uses 200W - Added Small Communications Array with lesser range but much smaller profile - Reduced resource cost of Resource Tank 11th January 2017 - Fixed potential crashes or issues in multiplayer associated with deletion of building block groups, now ensured deletion happens at a viable time 10th January 2017 - Fixed 'ERROR: RemoveBBlockGroup()' crash in multiplayer when disconnecting some panels - Fixed issue where a multiplayer save game could not be joined by clients if they did not have the scenario 9th January 2017 - Added Emergency oxygen release valves to MML and Cargo truck 3rd January 2017 - Fixed potential 'GetLadderMat4' function crash - Added selected object size to Modular 3D Printer GUI - Added printable area size to Modular 3D Printer GUI 22nd December 2016 - Added Poptent sounds
Community Announcements - Nelios
Hello fellow Martians!

The finish line in Take On Mars’ development is in sight! When this journey started, we could not have imagined to be where we are now. We went from being a mod for Carrier Command: Gaea Mission, to an Early Access game about Rovers and Landers, to eventually becoming a game that captures the exploration of Mars in its entirety.

It’s been a rocky ride - one which requested a lot of patience from our players as well as ourselves. The decision to significantly increase the scope of the project by including the ‘manned’ segment lead to a much longer development cycle than we originally anticipated. Along the way, our relatively small team was unable to publish frequent updates. However, even though it’s perhaps not always been visible, we’ve been working tirelessly to make it all worth the wait. That’s why it’s extra satisfying to finally see everything come together in a complete (and hopefully more polished) package.

Today we’re releasing the Take On Mars “RC Update”. In development lingo, “RC” stands for Release Candidate – and it represents the final stage before reaching “gold”. Effectively, this means that we consider the game feature-complete, and that many significant game issues should be resolved. It also means that we’re now truly getting ready to release.

After taking a deserved holiday break, our team will continue to work on fixing bugs, but the majority of our focus in January will be to support Take On Mars’ official launch promotions. This includes making a Launch Trailer and updating various promotional assets and communications channels. We have some fun ideas for how to celebrate this special milestone, which we hope will make sure this release does not go by unnoticed!

All in all, with the festive season around the corner, we’re happy to see the Release Candidate of Take On Mars in our players’ hands. Consider this a little holiday gift. Thanks to your loyalty and dedication, we were able to follow our dream and make THE game about an interest we all share: the discovery of the Red Planet. Hopefully, with that kind of passion and persistence, we’ll one day be able to get real people to Mars. But before that happens, we wish you a lot of fun playing Take On Mars.

Happy holidays and a wonderful 2017!

Take On Mars Development Team

P.S. The changelog for today's "RC Update" can be found at

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