Take On Mars - 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This means our previously released 'Roadmap to Release' is no longer applicable.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)
Take On Mars - 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This means our previously released 'Roadmap to Release' is no longer applicable.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)
Take On Mars - 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
Take On Mars - 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
Take On Mars

 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.

Take On Mars - 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
Take On Mars - 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
Take On Mars - 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
Take On Mars - 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
Take On Mars - 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
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