Dig, Build & Explore. Manage a group of colonists as they attempt to survive underground on an alien world. Automated machine construction was sent ahead to create the Mercury facility, but something has gone wrong. Your colonists awake to find the facility in ruin.
All Reviews:
Positive (37) - 86% of the 37 user reviews for this game are positive.
Release Date:
Oct 16, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is 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?

“As the sole developer of Mercury Fallen, early access is a great way to support the project and build a community of players than can assist in its development through feedback, reporting and exposure. The game has already benefited greatly from community feedback and through Early Access I hope to continue to grow the community as the game evolves. Join the adventure and help make Mercury Fallen the best it can be.”

Approximately how long will this game be in Early Access?

“While the game is playable and enjoyable, there is still ground to cover with new content and updates. I tentatively estimate the final version will be released in late 2018 or early 2019”

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

“The focus of Mercury Fallen is building and exploration. Many of the core elements of building and management are in place, but will continue to be expanded upon. As development continues more focus will be put on exploration with the addition of discoveries, surface expeditions, story content and more.

Planned Features

  • Expanded technology tree
  • More crops and natural resources
  • More machines and possible upgrades
  • Explore the planet surface and uncover secrets and expansion opportunities
  • Discoverable items
  • Alien artifacts
  • Additional Cloning options and genetics
  • Deeper robotics system
  • Support for player created mods

What is the current state of the Early Access version?

“The game is in a playable state and has been enjoyed by many users via its initial release on platforms outside of Steam. The game contains many of the core elements that will continue to be added upon. In the current version of the game, the player can mine and grow resources, refine materials at crafting stations and expand the facility with additional rooms, machines and decorations. Manage colonist quirks, ailments and customization options. The focus of the game is to build, expand and explore.

Players can manage power/water distribution, resource management and more. The game has a solidly playable and enjoyable foundation and I will add even more great content.

Current Features

  • Mine and grow raw materials
  • Refine materials at various stations
  • Design and build facility rooms, machines and decorations
  • Manage colonists’ jobs and needs
  • Handle colonists’ injury and ailments
  • Control colonists’ names, jobs and outfit colors
  • Recover corrupted data to learn new blueprints
  • Take advantage of procedural generation, so that each new game is a new experience.
  • Grow clones and find additional colonists and robots hidden in collapsed areas of the map

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

“The game will most likely increase in price after early access.”

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

“Most games are only as good as the community behind it. As a single developer, it's not always easy to address all individual concerns, but I am eager to communicate with my audience via email, community forums and social media. I do my best to listen to player feedback and deliver on what makes sense for the game. I also plan to involve the community in optional test versions of the game between main game updates.”
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Recent updates View all (50)

October 20

Developer Log #39 :: Road Map

Howdy Pioneers!

A huge thanks for all the support and feedback. There are a lot of things on my to-do list, but I wanted to go over some of the targeted content for the next update and beyond.

Discovery Interface
The discoveries interface is undergoing a bit of a face lift. I added quite a few new discovery items in Alpha 0.15, and I plan to add quite a few more. I'm updating the interface to be a bit cleaner and more functional.

Discovery items will be listed on the left, grouped by category. Categories can be opened and closed to more easily find discovery items you're looking for. New discoveries will be highlighted in yellow so they are also easier to find. Category headers will show the category’s completion percentage, as discovery items will no longer show until they've been found. The category percentage will indicate whether more discoveries are available, or if the category is completed.

Improved Craft Queue
Something that has been on my to-do list for a while is improving the craft queue system. The current system doesn't offer much control, and its operation is confusing to some new users. The updated craft queue system will allow you to manage item orders.

Item orders can be setup to craft a certain number of items, or only to craft the item if there are fewer than a certain number of the item available. Instead of setting an item to infinite quantity, as in the previous system, you can set how many you want to keep in stock. If there are more items than the desired number you've set, the colonists won't craft the item again until the inventory drops below the set number. Item orders can also be paused and resumed at any time.

The sequence that items are crafted in still uses the round-robin method. Colonists will craft one of the first item, then one of the second item, and so on, until all item orders are complete.

Equipment Items
While working on the vehicle system for planetary exploration, I had planned to add vehicle upgrades. While that plan has not changed, the scope of it has increased to allow for a wider range of upgrade items. This new system will allow the creation and discovery of equipment items that can be installed into vehicles, colonists and machines to affect them in various ways. Machine equipment, for example, can't be equipped by a colonist.

Vehicle equipment will offer improvements such as faster movement speed, faster mining, the ability to cross water/mountains and more. Equipment for objects will affect power consumption, decor rating, double output for craft stations and more. Colonist equipment will improve various attributes.

I'm still hammering out the details of how this system will integrate into the game. I've made some good progress and this will add many more items to craft and find.
Surface Map Points Of Interest
A big item on the to-do list is to add more exploration opportunities to the surface map. Points of interest, or POIs, will be locations on the map that can be further investigated. POIs will need to be scanned by a DOGE and, in various cases, will need to be further investigated by an expedition party of colonists. POI investigations will function as mini stories/events that will offer the player a choice about how to handle them. The results will be positive or negative, depending on the player’s expedition party and choices.

This is a system I'm very excited about, as it will add more story content, as well as more ways to get rare loot and discoveries.

Game Events
Game events will add more flavor with positive and negative colonist and world events that are randomly triggered. This is something I've been wanting to add to the game for a long time, but I wanted to avoid completely random events that they player may find frustrating. Events can affect the world, such as crop disease, or affect a specific colonist, such as a stress reduction for a given time.


I'm very excited about the new content in development. Some of the features mentioned above won't make it into Alpha 0.17, but there is some great content coming. Be sure to let me know what you think of the new content in development.


Follow Mercury Fallen development on:

Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx

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October 11

Alpha 0.16 Now Live!

Howdy Pioneers!

Alpha 0.16 is now live, bringing new content, changes and fixes. A huge thanks for the great feedback from all of you who checked out the Test Build!

Main Features
  • New Geothermal generator
  • New Thermal vents
  • New research progress meter in lower HUD interface
  • New 'drop off items' vehicle action
  • Update various tool-tips to provide more information and clarity.
  • Colonists more efficiently haul items to multiple construction sites and to storage
  • Reduced resource requirements for several crafting recipes
Updated Power Generation

The new Geothermal generator can be placed atop thermal vents and provides 2,000W of power. Thermal vents can be found while digging out the underground facility. While thermal vents are part of world generation, they will also appear in existing saved games.

The coal generator will no longer consume fuel if there are no machines drawing power from it.

UI Improvements

I've made various improvements to tool-tip information, including a research progress meter to the lower game HUD. This new research meter also functions as a button for quick access to the tech tree.


Colonist job roles now show the work speed bonus in its tool-tip. The work speed for a colonist action is based on it's associated job level and that colonists base work speed.

Haulers & Builders
Builders now bring build materials to multiple objects, if resources are available, before starting construction. This greatly improves construction efficiency and decreases the number of times a colonist runs back and forth for materials.

Haulers better determine what to pickup and haul to storage and will no longer carry more than their carry capacity.

Updated Craft Recipes
In Alpha 0.15, I increased the resource requirements for many recipes across the board. This change made sense for recipes that process raw materials into refined materials, but not for recipes that use the refined materials. After reviewing recipe requirements, I've reduced the resource requirements for various recipes that use refined material to improve content progression and enjoyment.


Let me know what you think of the new content in the General Discussion Forum.

Found a bug or reporting an issue? Please post in the Bug Reports Forum.


Be sure to follow Mercury Fallen development on:

Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx


Check out the all the changes/fixes in the release notes below.


  • Added: Geothermal Generator. Must be placed over thermal vents.
  • Added: Geothermal Power research project
  • Added: Naturally occurring thermal vents which can be harnessed for power. Existing save games will also generate thermal vents on tiles with a dirt floor or dirt wall.
  • Added: Drop Off vehicle action to beetle miner. This allows items to be deposited at the adjacent facility without having to dock the vehicle.
  • Added: Research progress meter to lower game bar
  • Changed: Builders will now collect and deliver build materials to multiple objects, within proximity to each other, before construction. This improves construction efficiency so that builders are not running back and forth for each object to be constructed.
  • Changed: Colonists now pre-calculate items to bring to storage. This ensures multiple colonists aren’t trying to collect the same items.
  • Changed: Colonists better determine what items to collect and bring to storage.
  • Changed: Colonists will no longer pick up more than their carry capacity when hauling to storage.
  • Changed: Research window now opened by clicking research progress display on lower game bar.
  • Changed: Deep mine selection button tool-tip now states a deep driller bot is required for deep mining.
  • Changed: Vehicles, when out of power, will now pause for power recharge and continue their active action once power is refilled.
  • Changed: Icon of ‘move to’ vehicle action
  • Changed: Reduced material requirements for various recipes
  • Changed: Power generator no longer consumes fuel if not connected to or delivering power to any machines
  • Changed: Job role work speed bonus per level tweaked to be more noticeable.
  • Changed: Job work speed bonus now shown in job tool-tip
  • Changed: Minor increase to colonists base run speed.
  • Changed: Updated various tool-tips to show more information or provide more clarity.
  • Fixed: Camera doesn’t track vehicle when clicking vehicle icon if vehicle is already selected.
  • Fixed: Vehicle continues to move even when out of power
  • Fixed: Vehicle action bar doesn’t disappear when docking vehicle.
  • Fixed: Vehicle consuming power after clicking move to action, but before destination is clicked.
  • Fixed: Power generator contributing to total power output even if not outputting power
  • Fixed: Multiple vehicle actions can be performed at once in some instances
  • Fixed: Crimson Bloom able to be used in plant pot before research for it is completed
  • Fixed: Wheat Thorn discovery can’t be found. Related biome will need to be re-scanned to make discovery if previously scanned.
  • Fixed: Robot charge station visually shows as constructed when first placed.
  • Fixed: All colonists have the same carry capacity. This is now correctly based on muscles attribute.
  • Fixed: Various improvements to colonist AI logic to increase performance
  • Fixed: Objects marked for deconstruction don’t save/load.
  • Fixed: Object build queue order not saved/loaded.
  • Fixed: Builder pauses movement when in object placement mode.
  • Fixed: Able to build Beetle Miner at vehicle assembly station before researching it.
  • Fixed: Default job priorities, when jobs have the same priority, not being prioritized in the correct order.
  • Fixed: Job action priorities not calculated correctly in some cases.
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About This Game

The game is in the early access alpha stage and is not yet feature complete. Please read the Early Access info at the top for more details.

Manage a group of intrepid colonists as they attempt to survive on an alien world. Automated machine construction was sent ahead to create the underground Mercury Facility, but something has gone wrong. Your colonists awake to find the facility in ruin. Expand the colony, grow crops, build structures, recover technologies and discover lost secrets to ensure the survival of your new home away from home.

Mercury Fallen is a simulation game which focuses on building, crafting and exploration. The choices you make will decide the fate of your colony.

Dig & Explore

Dig out and explore the surrounding area for raw resources and discover lost colonists, collapsed facility rooms, discoveries and more.

Grow & Manage Resources

Grow terrestrial and assorted alien crops for materials and meal production. Manage production chains to turn raw ingredients into meals, building materials and robots.

Manage Colonists

Colonists are indirectly controlled by placing buildable objects, managing craft queues/rosters at production stations, assigning job roles and configuring job priorities. Each colonist has their own set of quirks which affects a colonist in various ways.

Surface Exploration

Explore the planet surface in search of new resources and discoveries.

Discoveries & Technology

Discover blueprints and data logs hidden away in lost item chests to uncover new technology and story content. Manage research projects to unlock numerous machines, structures, recipes and more.

  • Grow clones and assemble robots to expand your facility population
  • Manage colonists’ injuries, ailments, jobs, quirks and needs
  • Grow various terrestrial and alien crops for material and meal production.
  • Uncover additional colonists, robots and discoveries hidden in collapsed sections of the Mercury Facility
  • Build and manage power and water resources.
  • Customize your colonists name and outfit colors
  • Research technology to unlock new structures, recipes, crops and more.
  • In game guide
  • Take advantage of procedural generation, so that each new game is a new experience.
  • * Take on missions and uncover various history and information through choice driven story narratives.

* = Planned features still in development

System Requirements

Mac OS X
    • OS: Windows 7 / 8 / 10
    • Processor: 2.4 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible card (shader model 3)
    • DirectX: Version 11
    • Storage: 300 MB available space
    • Memory: 8 GB RAM
    • Additional Notes: 64-bit CPU and OS
    • OS: OS X 10.9+
    • Processor: 2.4 Ghz Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
    • Storage: 300 MB available space
    • Additional Notes: 64-bit CPU and OS
    • Memory: 8 GB RAM
    • Additional Notes: 64-bit CPU and OS

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