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) - 89% 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 very playable and enjoyable, there is still ground to cover with new content and updates. As a sole developer it's challenging to properly estimate how long it will take to get to final release. I'm dedicated to releasing regular updates to the game and currently plan to release in 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
  • Alien artifacts
  • Additional Cloning options / genetics
  • Trading
  • Planet Surface construction
  • Additional Story content
  • Various Surface exploration and exploitation
  • Support for player created mods

What is the current state of the Early Access version?

“The game has many hours of content and has been enjoyed by many users. The game contains most 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. Explore and exploit the planet surface. 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
  • Research new technologies
  • Explore the planet surface for discoveries and resources
  • Take advantage of procedural generation, so that each new game is a new experience.
  • Grow clones, build robots and find additional colonists 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 before main game updates.”
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Recent updates View all (55)

November 29

Update 17 Now Live!

Howdy Pioneers,

Update 17 is now available and there are many additions, changes and fixes. A huge thanks for the great feedback from all of you who checked out the Test Build!

So much has changed that it was time for a new Mercury Fallen trailer.


Updated Graphics

Walls, doors and dirt have been updated to add more detail and better match the rest of the game. There have been additional tweaks to color balance and a reduction in the screen bloom effect.

Craft Queue System

The craft queue system has been overhauled and there is a new option to "Craft If below X amount" when adding items to the craft queue. This will ensure colonists are only crafting new materials if below the specified amount.


Colonists, machines and vehicles can now have equipment items installed/equipped to improve them in various ways. The new equipment items can be crafted, but some advanced equipment items can only be found in item chests. New research projects have been added to unlock equipment items that can be crafted at the tech printer. A new guide topic for equipment has been added under the basics section.

New Vehicles

Two new vehicles have been added that allow for travel over water. The Whale Miner and Wasp are improved versions of the D.O.G.E and Beetle Miner with increased base stats.

Discoveries Interface

The discovery interface has been updated and now shows discovery items as a list. Discoveries will no longer show until they are found and new discoveries will be highlighted until clicked. The discovery group headers show the percentage of items found so that you know if you've completed a group.

Wall Objects

A new system for place-able wall objects is being introduced. The first new item is the wall light with more to follow in later updates.

Resource Balancing

There are various changes to resource gathering and usage. Item chests have increased resource loot. Mineral chests have a chance to include Rutile and Unrefined Gold. Surface biome ore generation has been tweaked to increase Rutile chance. Less Green Algae is needed in recipes that require it.


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.


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 additions, changes and fixes in the release notes below.



  • New placeable wall lights
  • New Utility Equipment research project
  • New Vehicle Equipment research project
  • New Colonist Gear research project
  • New Hover Tech research project
  • New UI sound effects
  • Added: Equipment slots to objects, colonists and vehicles
  • Added: Craftable equipment that can be installed/equipped to improve objects, vehicles and colonists.
  • Added: 30+ equipment item recipes
  • Added: Equipment guide topic
  • Added: Day and time now displayed at top left of planet map
  • Added: New input keys for select next colonist and select previous colonist. Defaulted to left and right bracket keys.
  • Added: Camera Move Speed setting to adjust camera pan and edge scroll speed.
  • Added rubber item and recipe. Rubber is made using lumen bulbus.
  • Added Wasp vehicle
  • Added Whale Miner vehicle

UI Changes

  • Colonist Info section renamed to Details
  • Colonist attribute meters now have more detailed tool-tip
  • Crafting notifications will now show the item that has been completed.
  • Removed separate section for colonist outfit colors and added color buttons to details section.
  • Craft queues have been completely overhauled to allow more control and visual feedback.
  • Changed: When loading a save game from before alpha 0.17 any craft queue items set to craft infinite have been set to craft if below 10. This can be changed by clicking the icon for an item in the craft queue.
  • Discovery groups and items now shown as a list on the left side of the Discovery interface.
  • Discoveries will not appear in the list until they’ve been discovered.
  • Discovery group headers show percentage complete for that group.
  • New discoveries highlighted in yellow until clicked in discovery list.
  • Updated look of guide topic buttons
  • Vehicle speed now shows in mph or kph if unit type set to metric in settings
  • Changed: Vehicle drop down in vehicle assembly station now shows vehicle icons
  • Increased font size of HUD inventory list items and headers

More Changes

  • Wall model
  • Mouse collision detection on walls to accommodate placeable wall objects
  • Updated look of room walls and doors
  • Updated look of floor dirt and wall textures
  • Reduced screen bloom effect
  • Minor change to tone mapping to adjust brightness/contrast
  • Changed how attributes work for colonists to allow a more generic attribute system that works for all objects. This was done to support installed equipment on objects and vehicles.
  • Starting supply chest now contains a random selection of equipment items
  • Increased inventory capacity of beetle miner
  • Decreased size of beetle miner graphic
  • Updated look of Beetle Miner mining effect
  • Vehicle mining/scanning actions now consume power
  • Vehicle actions will consume power at a steady rate even while charging.
  • Vehicle action power consumption has been decreased to compensate for new recharging mechanics. This ensures power recharge rate is above action consumption rate during the day.
  • Colonists will now pick up and eat multiple food items in order to reduce hunger below the action threshold. This removes instances of colonists getting stuck in an infinite loop of eating raw potatoes.
  • Increased loot quantities from item chests.
  • Titanium ore now has a chance to spawn in mineral chests.
  • Unrefined gold now has a chance to spawn in mineral chests.
  • Sand now has a chance to spawn in organics chests.
  • Increased chance of rutile in Scorched biome
  • Increased chance of rutile in Tendril Forest biome
  • Rutile now available in Desert Scrubland biome
  • Random equipment items can now be found in tech chests. This is the only way to get some rare equipment items.
  • Colonists now properly reserve target items when picking them up. This resolves issues with colonists attempting to pick up the same items from the same inventory and there isn’t enough for both colonists.


  • Fixed: Deep Driller bot can level past 10
  • Fixed: Incorrect description text for Crimson Bloom discovery
  • Fixed: Crimson Bloom research missing Xenobotany as a requirement
  • Fixed: Incorrect description text for construct vehicle action
  • Fixed: Crop fields allocating additional memory every time it calculates it’s output items
  • Fixed: Incorrect selection hit box for Vehicle Assembly Station
  • Fixed: Incorrect selection hit box for Robot Assembler
  • Fixed: Colonist going to crafting station without enough ingredients to craft item in some instances
  • Fixed: Colonist inventory capacity not correctly calculated based on attributes in some instances.
  • Fixed: Vehicle action button not enabled after clicking to stop active action.
  • Fixed: Vehicle action bar not showing if loading a save game more than once after opening the game.
  • Fixed: UI tooltips still showing after related UI element has been destroyed
  • Fixed: Colonist miner not always mining the next closest tile in line.
  • Fixed: Selecting multiple objects for deconstruction not selecting/removing objects in some instances.
  • Fixed: Items the colonist is carrying not being saved/loaded
  • Fixed: Vehicle move action not working if player stopped action while movement action was waiting for power recharge.
  • Fixed: Vehicle name doesn’t update in vehicle list after changing vehicle name.
  • Fixed: Aquarium lights are on before aquarium is built
  • Fixed: Game not returning to correct game speed when closing in game menu.
  • Fixed: Wasteland surface biome shows copper ingot instead of copper ore as a mineable material.
  • Fixed: Gold ore not mineable in polar wasteland biome
  • Fixed: Various performance improvements
6 comments Read more

November 21

Update 17 Test Build Now Available!

Howdy Pioneers!

Update 17 is now available on the Test Build branch! This is a big update with a lot of new features, changes and fixes.

About Test Builds
The optional Test Build branch is for testing the latest features before they go live to everyone. As it is a testing version there are generally more bugs/issues than in the normal version. If using the Test Build branch, please report any issues you encounter or any feedback on new game play mechanics. Your feedback and/or reports will help to ensure the final version is the best it can be.

For information about how to access the Test Build branch click the link below:

Some of the new content in Update 17 include new vehicles, equipment items, discovery interface, craft queue system, wall/room graphics, wall lights and more!

Update 17 release notes and tester information:

0 comments Read more
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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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