Build an automated factory on a true-scale Mars streamed from real NASA terrain. Mine, smelt and belt resources, run trains between outposts, master chemistry, and grow from a lone lander into a planet-spanning industry while the real Martian weather does its worst.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Because the factory genre's best games were shaped by years of players
testing on real builds, and MORS needs the same. The core loop is complete
and playable today, land, mine, smelt, automate, run trains, survive and
the game is priced for exactly what it is today. What Early Access gives us
is the feedback that a game like this lives on: how real factories grow, where
logistics break down at scale, which mechanics need depth next. Our goal for
1.0 is the full content-tier ladder through the crewed endgame, a
complete art pass, and co-op, and we are committed to developing MORS through
to that release regardless of how Early Access sells.”

Approximately how long will this game be in Early Access?

“Roughly 3 years, our current target for 1.0 is 2029. That is a long runway
on purpose: the plan is steady, substantial content tiers, not a rushed
"1.0" sticker on an Early Access build. If the timeline shifts, we will say
so plainly in an update post.”

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

“The mechanics are largely in; the remaining two thirds is depth, polish and
scale. Planned for the road to 1.0: a full art pass replacing every remaining
placeholder model with final ones; train signalling and junction tools for
real rail networks (today's lines are simple point-to-point); the completed
crewed endgame arc on top of today's cargo launches; deeper weather and
survival pressure on grown factories; co-op multiplayer; key remapping and
quality-of-life passes; and performance hardening for very large bases
throughout. (Plans can shift with development and community feedback)”

What is the current state of the Early Access version?

“Fully playable, single-player, offline, from landing to launch. It contains:
a 1:1 Mars streamed from real NASA elevation data with a full day/night cycle
and simulated global weather; mining (burner and laser tiers), smelting,
assembly and belt logistics; a two-tier power grid - solar, batteries,
combustion - with poles and substations; fluid networks with water drilling,
electrolysis, methane synthesis, refining and cryogenics; battery-electric
railways with Factorio-style named stations, schedules and charging;
a drivable rover and a flyable cargo plane with placeable runways; a rocket
endgame with pads and reusable cargo craft you fuel and launch; a research tree
with science packs grown in greenhouse labs; placeable blueprints; and
oxygen/water survival with persistent tracks, trails and terrain scars.
Expect rough edges, placeholder models on some machines, and balance changes but the loop is complete and stable, and your saves will be treated with care across updates.”

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

“Today's price reflects today's game with roughly a third of the planned content, priced accordingly. As each major content tier ships, the price rises to match what the game has become.”

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

“every update ships with a post on what changed and what is next, and the discussion boards are where we read and answer the bug reports, balance arguments, megabase performance reports, and the "why can't I do X" threads. That is what shapes development as well as the priority order of planned features, balance numbers tuned against how real player factories run, and quality-of-life work driven by player friction reports”
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About This Game

You land alone, with a pod and a suit. Mars does not care. Turn regolith into iron, iron into machines, machines into an industry that covers the horizon - one belt at a time.

Not a skybox. Not a level. The entire planet at 1:1 scale, streamed live from real NASA MOLA/HRSC elevation data. Walk out of Gale crater, drive the length of Valles Marineris, put a mining outpost on the polar ice cap - it is all there, at true size.

  • A full Martian sol: 24 hours 39 minutes of sun, computed from your real longitude and season

  • Simulated weather: dust storms that swallow your base, morning frost, seasonal change

  • The night sky is real - stars, and the sun with no atmosphere in the way to tame it

Drills feed belts, belts feed smelters, smelters feed assemblers. Wire it all to a solar grid with batteries for the night - and watch the brownouts teach you humility. If you have ever whispered "the factory must grow", you are home.

  • Burner and laser drills, smelters, assemblers, splitters, storage

  • Power that behaves like power: solar output follows the actual sun, batteries carry the night

  • Fluid networks: water drilling, electrolysis, and methane synthesis via the Sabatier reaction

When belts are not enough, lay rail. Stations, schedules, and wait conditions work the way factory players expect - name your stops, set the conditions, and let battery-electric trains haul ore, goods and fluids between outposts while you build the next one. Or take the rover and leave tracks in dust nobody will ever sweep.

Oxygen runs out. Water runs out. Night gets cold and storms cut your solar to nothing. Every trip away from base is a calculation - and every machine you automate is one worry that never comes back.

Craft science packs, grow your lab, and climb a tech tree that takes you from hand-mining to laser drills, railways, rovers, jetpack upgrades and industrial chemistry. Everything persists: your factory keeps its state, your footprints stay where you left them.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

The team uses AI to speed up workflows such as coding and other difficult tasks

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64 bit
    • Processor: Any 6-core CPU
    • Memory: 8 GB RAM
    • Graphics: Any GPU with 4GB of VRAM
    • Storage: 15 GB available space
    • Additional Notes: Streams a 1:1 Mars from real NASA elevation data - SSD strongly recommended.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64 bit
    • Processor: Any 6-core CPU
    • Memory: 16 GB RAM
    • Graphics: Any GPU with 8GB of VRAM
    • Storage: 15 GB available space
    • Additional Notes: Streams a 1:1 Mars from real NASA elevation data - SSD strongly recommended.
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