Build your cosmodrome, construct a rocket and send it to Mars, trying to withstand difficult economic conditions, bureaucracy and corruption in Russia.
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July, 2019, wishlist us

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Early Access Game

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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?

“First of all, I had a good experience with my previous game "Spreadstorm" in Early Access. It helped me to make the game much better.
Secondly, the cutting-edge technologies are used in this game (no, not RTX), which are a bit unstable at this moment. So, it needs to be checked, whether they will work on different user configurations before the full release.
And last, but not least, I plan to release several major content updates, finalizing and polishing some game mechanics. It would be great if the community of the game will help me to do this.”

Approximately how long will this game be in Early Access?

“From three to six months, like last time.”

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

“I will publish detailed roadmap closer to release in EA. Now I can only say that in the full version of the game a complete storyline is planned, more replayability and more content, as well as implementing some missing visual systems, like cloudiness or vegetation on the planets.”

What is the current state of the Early Access version?

“The main gameplay is available in the form of building a cosmodrome, constructing rockets and launching them into the planet’s orbit. The game has non-critical bugs and not as much content as I would like.”

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

“The price of the game will gradually increase with the release of new content in Early Access.”

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

“I’d like to hear any feedback, opinions and ideas on the project, especially recrorded videos with your playthrough, so feel free to express yourself by any means available. You can leave it on the Steam Forums or Discord channel and get the latest news on Twitter, Youtube and Steam Group.”
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Planned Release Date: July, 2019, wishlist us

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Recent updates View all (5)

May 20

Indie Battle

Hello everyone!

Just wanna share with you, that our game passed the first stage of "Indie Battle" contest from the Russian magazine Igromania and LG Electronics. And this is amazing! Despite I used the old screenshots in the pitch for the contest (the new ones are not ready yet), it got attention from the journalists. And now the industry experts and players will decide who wins.

I want to thank all of you for your interest in the game. Because of that I decided to apply and now gained +10 to productivity and chance to win. And it's time to get back to work.

P.S. Unfortunately, there is no English version of the contest web page, but here is the link if you are interested anyway.

2 comments Read more

April 30

April Developer Update

Hi there!

Another month have passed and it’s time to give you an idea about current work progress and state of the game in general. So, let’s get started. Note, that all screenshots listed in this post are presenting work in progress.

I can split this month of work into three main categories. The first one would be an assembling different game systems into the working game. I talked about these systems in the previous dev updates, they are: spaceport building, orbital mechanics, planet generation and everybody's favorite rockets and flight systems. Before, they existed separated from each other and you had basically four different mini-games without gameplay.

Now the spaceport is located in the right spot on the Earth and have a correct day-night cycle, Sun azimuth and altitude and also proper night skies with stars. This spot is taken from the longitude and latitude configured via file. Moreso it correctly calculates the altitude of this position on the planet and places the spaceport right on top of the planet’s surface. While this spot will be pre configured on the release (with the longitude and latitude of Vostochny Cosmodrome), it opens up opportunities for future features, like selecting the place of the spaceport on the start of the game or for user mods (It was interesting to place the spaceport on the Mount Everest even for me).

From the spaceport building named Control Center you can open the map of Solar System and look at all launched spacecrafts at this moment. You can select any spacecraft and load it in the flight mode. You can also launch the new rocket from here by selecting rocket draft and flight plan. And finally, you can design your own rocket in the Assembly Shop from the parts that you have.

There is nothing new here compared to other games, but the basic game loop was established and I can start to finally evolve other systems, like spaceport building and flight planning from there.

Speaking of which, I finished the work on the flight planning interface and it will fall into second category. So, what I would say about it? It was the hardest part of the game to develop at this moment. I spent almost half of month on this task (significantly more, than I planned). There were so many nuances and edge cases that I could not imagine. But it was completed (with some bugs of course).

This works as follows: you pause the time, select the rocket part, and its interface opens. You make changes and flight command is added to the timeline. Then you can resume the time and see how the command affects the state of the rocket. You can move forward and backward in time, add new commands and move or remove the existing ones how you would like. And flight planning system will recalculate the whole word state for you!

As I expected, this system turned out to be great for complex flight planning, where high accuracy is required, like docking with the space station. And it is also great for flights automatisation. But as I thought, it feels over complicated for simple things, for example, if you want just launch the rocket and fly around for fun. So I will rethink this part of the game and with the high chance will return the direct control over the rocket back to the player. Of course, you will not be able to turn the time back or even pause it outside of flight planning interface. Also all commands will be immediately applied to the rocket. So you will basically get the ability to control the rocket like in other games. I feel like more different ways to perform a flight are definitely better for the game. On the other hand, it will increase the required development time, but more on that later.

And the last but not least is the UI design. I feel like a lot of indie developers hate to work on UI for games, often postpone this task as long as possible and just slap some default grey panels and white buttons into the game and then push the release button. I am also not very enthusiastic about working on the UI (it contains a lot of repetitive tasks, that you did millions of times in the past), but more than that I hate such “made to fuck off” UI. So I spent the remaining part of the month to lay the groundwork for the best interface I could make. Nothing fantastic here, but it looks acceptable for me.

For those of you who read this dev update so far I prepared and published the Development Roadmap and you can find it here. You can get the basic idea about planned features and current work progress from it. As always, everything is subject to change, but as a time goes, it will happen less often.

The last thing I want to talk about is the release date. Initially it was scheduled for May 31. But I thought a lot about it and came to the conclusion that I don't want to release some smashed together and barely working systems and hope that it goes away. Even in the Early Access I want to give you some complete game experience and minimum three hours of gameplay. And one month left is not enough to reach this goal. So I decided to postpone the release date to July. The exact date will be announced later. But I hope I will manage to prepare the game trailer and update screenshots for the store page by the end of the May.

Thank you for your attention, don't forget to join to our community on Discord or follow me on Twitter or subscribe to my Youtube channel. See you next time.

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About This Game

"How do you like it, Elon Musk?" - Russian, unclassified space program, whose goal is to win the space race to reach Mars. You will receive under your leadership the ruins of the old cosmodrome and a little funding. Your goals are simple and clear: develop a cosmodrome, construct an extra-heavy rocket capable of reaching the red planet, and be the first to build a colony on its surface. You will be confronted by a difficult economic situation, bureaucracy, corruption, crime, as well as the successes of Elon Musk. Good luck!

Game Features

  • Real simulation of bureaucracy, corruption and other problems of company executives in Russia.
  • Build a colony on Mars in parallel with the cosmodrome on Earth! Well, when and if you can fly to Mars.
  • Make difficult decisions. To pay bribes or to pay fines? Give a white salary or hide from taxes? You have the last word.
  • Design a rocket from dozens of available components with different physical parameters. Unless, of course, you can research and produce them.
  • Control the rocket, collect resources, complete missions and reach new heights.
  • Physically accurate visualization of the atmospheres of the Earth and Mars with a seamless transition into outer space will make your stay in the game unforgettable.

Hurry up! If you come second in this race or cannot reach Mars by 2022, Russian special services will take care of you.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7/Windows 8 (latest Service Pack) / Windows 10
    • Processor: Intel Core i5, 4 cores or better
    • Memory: 4 GB RAM
    • Graphics: Video Card Shader Model 4.5+, 2GB RAM
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: Mouse and Keyboard
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core i7, 6 cores or better
    • Memory: 6 GB RAM
    • Graphics: Video Card Shader Model 5+ 3GB RAM
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Additional Notes: Mouse and Keyboard
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