Surviving Mars

Surviving Mars: Green Planet gives you tools to transform the red, dusty rock into a verdant paradise full of cheerful humans and animals wandering around outside and breathing in the lovely air. I've used this opportunity to provide an important service for humanity: I am taking all the horrible geese from Earth and moving them to Mars.

Geese, of course, are villains. All of them. With their mocking honks and unearned air of authority, they wander around Earth like they own the place. No more, I say. Let them instead walk around Mars like they own the place. Starting with this spacious pen I have created for them. 

Unfortunately, to bring animals (including llamas and penguins) to your paradise-in-progress, you'll need to pick the Project Laika content pack along with Green Planet. It feels a bit like double dipping, especially when it's inextricably linked to Green Planet's features, but at least it's under £5/$6. 

It's a slow process, making Mars green, but terraforming comfortably inserts itself into the flow of the game. If you start with the new terraforming mission sponsor and commander, you'll get a leg up and be able to start seeding Mars straight away, but everyone can researching the appropriate tech from Sol 1. 

Seeds brought from Earth or gathered from farms can eventually be deposited in new buildings that spread them across a large area, starting with lichen, building up to grass and eventually trees. None of this can happen without first prepping the hostile world, however. The lack of water, alien atmosphere and low temperature means death to plants. 

Buildings and special projects, like harvesting ice asteroids, are required to make Mars the kind of place that can support life, but conveniently you don't actually need to wait for a dramatic change before you start planting seeds. They'll spread as Mars improves.

Since oxygen and water are incredibly precious, keeping up with the demands of a burgeoning ecosystem and any animals you might have brought along can be tricky. In the early-game, you'll want to get the basics going but still focus on just getting your colony sustainable. Even just one or two forestation plants and the new heating buildings, you'll see some big changes around your colony.

Further down the new tech path, you'll unlock the ability to create lakes and pump greenhouse gasses into the air. Just watch out for the acid rain. Once the environment has advanced to a suitable level, you'll then be able to set your colonists, geese and human, free. They'll be able to live outside instead of being stuck in domes all day. 

I'm not quite at that point, unfortunately, because I didn't follow my own advice, overextended and lost about half of the colony. The geese were left unattended! I'm back on track now, however, and am looking forward to having something like the colony below. 

Even if you don't pick up Green Planet, you'll get access to some terraforming tools, allowing you to do a spot of landscaping. Mars is a rocky place that forces you to build around it, but with the landscaping tools you can flatten terrain, create ramps and, if you end up missing the rocks, you can build some rock formations. 

The free portion of the update also introduces three special projects, new buildings, more event chains and a reworked research UI. There's also a new kind of dome. Well, an old one with some enhancements. The self-sufficient dome is just a basic dome with with life support buildings already attached. It's very handy when starting out, and picking the International Mars Mission sponsor means you'll get to build one right after you've landed.

Both DLCs are out on Steam now. 

Surviving Mars - Azure


Changelog for the Armstrong Update of Surviving Mars

Thank you to all of our beta testers, you have been amazing.

FREE Update Section
New Features:
  • 5 Landscaping tools/buildings - Flatten terrain, create Ramp, Change Surface texture and construct Small Rock Formation or medium Rock Formation. They're available since start and do not require research. The Flatten and Ramp tools consume a lot of drone time and require or produce excess of Waste Rock. The Rock Formations are constructed with Waste Rock. The Change Surface tool consumes drone time and damages the local soil quality.
  • 3 Special Projects - Capture Meteors, launch High-Speed Comm Satellite and Launch SETI Satellite. They become available when the first batch of Planetary Anomalies gets discovered (Sol 10-15) and do not require previous research. These three act as alternative sources of raw materials (Capture Meteors), sponsor research (HGS Satellite) and funding (SETI Satellite).
  • 2 new buildings - Large Dumping Site and Rocket construction site. The significantly larger dumping site is because we're now producing and consuming far more Waste Rock. The construction of Rockets was added as an alternative to the buying of Rockets, which is not possible when you lack Funding. The Large Dumping Site is not locked via research, the Rocket requires Advanced Rocketry to be researched. (Advanced Rocketry is a vanilla tech that now enables the construction of Rockets, as well.)
  • Self-sufficient dome - you can now place a Basic Dome with minimal life-support buildings. You only need to connect it to a power source. Once constructed, the structures will act as independent buildings. International Mars Mission has a free prefab of the self-sufficient dome.
  • New event chains - 19 for the base game, 1 for modding purposes, 9 for Space Race DLC
  • New research UI with vertical flow replaced the old research UI

Other Fixes and Improvements:
  • Added order-queuing for Rovers
  • Added multi-selection of units for mouse and keyboard and hybrid control schemes. You can use lasso or double-click over a unit type to mass-select nearby units of the same type
  • More informative reasons for unavailable diplomacy options
  • Fix for proper show/hide behaviour of hex ranges of domes for outside workplaces
  • Build Menu: Rovers are moved to separate sub-categories
  • Added conditions where colonists can change dome regardless of home availability in other domes
  • Double click or Controller Button (X) on items in the build menu, which require known but non-researched techs now open the Research UI
  • Trade rockets to rivals are not automated by default
  • New Photo Mode effect added - Motion Blur
  • Added "-nomods" launch option, allowing to start the game without mods. To set this option, you need to open the game PROPERTIES from the menu in Steam (left-click on the game in Steam Library). In the first tab GENERAL open SET LAUNCH OPTIONS. A small popup window will open where you can enter text. You need to enter: -nomods

Special thanks to our closed-beta testers who helped us with this change! And also with the Modding-related fixes below

Modding-Related Fixes and Improvements:
  • Documented the Lua loading procedure, mod versions and dependencies, creating mods for DLCs and other minor documentation updates
  • Added a filter for mods compatible with the game version
  • Build menu subcategories are now presets, which can be easily added with mods
  • Added a set of mod items that add easily modifiable options to your mods
  • Fixed 'copy from' field in building template mod items and mission logo mod items
  • Unused tech field icon property removed
  • Mod dependencies show if the mod they depend on is missing or incompatible (outdated)
  • Added a sample story chain
  • Improved mod upload - it provides status update, better UI flow, feedback about report upload problems
  • [PDX modding] Fix to enable auto-update of mods from PDX modding backend
  • [PDX modding] Fix for re-uploading mods to PDX modding backend to keep their dependencies entered in the web interface

Green Planet DLC
  • New resource and global parameters which track terraforming progress
  • New terraforming buildings in a separate build menu section
  • New special projects with global effects
  • New tech field – Terraforming – which unlocks buildings, resources, special projects
  • New breakthrough techs focused on terraforming
  • New disasters – Toxic rain and Marsquake
  • Vegetation on Mars – plant it, watch it thrive or wither and die
  • New main menu background video and updated Surviving Mars logo
  • New Green Planet wallpapers
  • New terraforming milestones
  • 10 new achievements / trophies

Project Laika DLC
  • Pets are coming to Mars: 25 different pets of 10 animal types will start living alongside colonists after Founders stage is over, there are enough colonists and comfort is high enough. Pets include cats, dogs, penguins, platypuses and more.
  • 2 New buildings for in-dome and outside-of dome animal husbandry produce Food for the colonists
  • Domesticated animals are coming to Mars too: 4 types of animals for each of the new buildings will provide different options
Surviving Mars - Azure
Green Planet is Available Now!
https://www.youtube.com/watch?v=wwMMEWmKgGk
Green Planet is available now worldwide! Take on the greatest challenge of Mars with global terraforming by implementing new technology, buildings, and resources. Mars will soon be a second home for humankind

You've made it to Mars, you've landed your colonists and began a new home, but now it's time to take up the greatest challenge yet: making Mars feel like home. In Green Planet you will take on terraforming at a planetary scale with all new buildings, resources, technology, and special projects!

How can I get Green Planet?
https://store.steampowered.com/app/952890/Surviving_Mars_Green_Planet/
Cost: $19.99 / €19.99


What is this Project Laika?
Project Laika is an animal pack that the community named for us, and it's releasing alongside Green Planet

https://store.steampowered.com/app/1042360/Surviving_Mars_Project_Laika/

  • 25 different pets that will appear alongside your colonists
  • Livestock and ranches to grow food for your colony
  • Cost: $5.99 / €5.99


Is this included in the Season Pass?
YES!

https://store.steampowered.com/app/802700/Surviving_Mars_Season_Pass/


Are there any Discounts?
If you purchase one of our bundles or Season Pass, you get a discount on the price!


Where are Patch Notes?
Here on our forums!
Here on Steam!


Want to learn more about the game?

Feature Breakdowns
https://www.youtube.com/watch?v=6ieYJrZuISk
https://www.youtube.com/watch?v=0bkzCLJb8yQ

Dev Diary #1 - Terraforming
https://www.youtube.com/watch?v=XtijP5PltXQ

Dev Diary #2 - New Buildings & Tech
https://www.youtube.com/watch?v=IU1yP0VbsLc

Dev Diary #3 - Vegetation
https://www.youtube.com/watch?v=keCzhazAeCE

Dev Diary #4 - Disasters & Special Projects
https://www.youtube.com/watch?v=YRVJ_kT8A_4

Dev Diary #5 - Armstrong: FREE Update
https://www.youtube.com/watch?v=GCxoupxnZjw
Surviving Mars - contact@rockpapershotgun.com (Nate Crowley)

I m trapped on Mars, and it s getting cold. Despite the reflective sheeting I ve hung up to insulate my workspace, night has long since fallen, and the heat is leaching from the glass walls. I m eating boiled potatoes yet again, and I miss my family like crazy. But there s no way I can see them again, until I ve solved a lot> of problems

So I put another layer on, rub my hands to warm them, and press on with the mission. Leaning forward to inspect my screen again, my face is lit with the dull red glow of the monitor – the same sombre ochre as the Martian surface. My face looks haggard in that light, as I review the colony s dwindling water stocks. I ll have to set a new vaporator, and that ll mean making new parts, which I ll need metals and yeah, it s going to be a long night yet.

(more…)

Surviving Mars - Azure
Hello fellow survivors!

We’re back with another dev diary for Green Planet. Today we will be discussing the awesome free update, which is going to be released together with Green Planet and Project Laika DLCs. We’ve added a bunch of new content and Quality of Life improvements in this update, the most notable new feature being landscaping. All owners of Surviving Mars will get new Special Projects, events, research UI, multiselect, rover orders queue, and new buildings as well.

The Armstrong update is going to add a new section in your Build Menu: Landscaping. This new section contains the following new tools Flatten terrain, create Ramp, Change Surface texture and an option to construct Small Rock Formation or bigger Rock Formation.



The Flatten terrain tool allows you to select a flat surface on Mars and protrude it, leveling the terrain where it passes. It allows you to fill craters, extend plateaus or clear rough terrain for construction. Once you select an area to flatten, the tool will create a new landscaping project which is visualized with a construction hologram on your display. Each landscaping project evaluates the underlying terrain and calculates how much soil is needed and if excess soil is present. Then your drones will deliver or remove the Waste Rock as needed to complete the project.



The Ramp tool works similar to the Flatten tool but it allows you to connect two flat surfaces with different elevations, creating walkable ground between them.



The Change Surface tool marks an area, which will be gradually reworked by your Drones. They will break the rocks to make sand, or replace sand with rocks.



Additionally, you can use your excess Waste Rock to construct various Rock Formations. These are purely decorative combinations of rocks, which can be placed on flat surface. They were created for those moments when you have made Mars too Earth-like and want to bring back some natural Martian landscape.



The Armstrong update comes with 3 free Special Projects: Capture Meteors, launch High-Speed Comm Satellite and Launch SETI Satellite. They’re marked on the Planetary View with blue icons and become available as soon as the first batch of Planetary Anomalies gets discovered. Usually, this happens at Sol 10-15.



The Capture Meteors mission tasks one Rocket to go and divert meteors towards Mars. The Meteors then fall as Meteor Storm, leaving Metals and Polymers deposits. Just bear in mind that the storm may hit your colony.

You can construct orbitals by sending a rocket loaded with resources to deploy either a High-Speed Comm Satellite or SETI Satellite. HSC Satellites grant you daily sponsor research, while SETI Satellites grant additional funding.

The Armstrong update comes with 20 new events, scripted specifically for the early days of your colony and will grant you various benefits that will boost your expansion early on.

We’ve added 2 new buildings in the Build Menu as well: Large Dumping Site and Rocket Construction Site. The Large Dumping Site allows you to store more Waste Rock in a tight area and you can now construct Rockets the same way you construct Rovers. But you’ll need to research Advanced Rocketry to construct Rockets.



As part of our on-going efforts to redesign Surviving Mars’ UI, the Armstrong update comes with a flashy new Research UI, better suited for our everlasting modding community.



Last but not least, the Armstrong update is going to introduce 2 long-since wanted features: multi-selection and rover orders queue.

You can now drag select colonists, drones or rovers and then assign them the same task. Relocating all colonists of a Dome to another one has never been quicker!

To queue orders, select a Rover and then hold Shift while clicking on various points of interest. You can now task your Explorer to scan all anomalies on the map in a given order and then return back to the safety of the colony.



The Armstrong update is coming with a long list of QoL improvements, optimizations, balance changes and bug fixes. Stay tuned for our next dev diary, which is dedicated to the ultimate goal of the terraforming initiative, making Mars hospitable for life outside of the dome.

Ivan Grozev,
Lead Designer,
Green Planet
Surviving Mars - Azure
https://store.steampowered.com/app/952890/Surviving_Mars_Green_Planet/
Hi Everyone!

We’re back with another dev diary for Green Planet. Today's topic is disasters, how to avoid them and how to cause them. We'll be discussing the new Special Projects in more detail, as well.

In Green Planet the climate gradually changes as you improve the atmosphere, temperature, and water levels of Mars. The raising global temperatures make the cold waves shorter and less likely to occur, the denser atmosphere burns more meteors before they hit the ground. Eventually, the once severe disasters become a thing of the past, but other ones arise.



In Green Planet your actions have global consequences, remember this the next time when you schedule a rocket to nuke the North Pole! As you pump greenhouse gases in the atmosphere and increase its temperature, you're creating the perfect conditions for ice to liquefy, evaporate, and then fall back to the ground as toxic rain.



Initially, toxic rains will pour for multiple sols, erode the soils, and potentially cause lichen and other wild plants to wither and die. Wide toxic pools form on the ground which will kill all vegetation and render the local soils unstable for construction of new buildings. Once the rains have ended you can send drones to clean the area. Making Mars' atmosphere, temperature, and water levels more Earth-like will result in less toxic rains and more normal rains. The clean water will improve the soils and it helps for the spreading of wild vegetation throughout the colony.

Occasional marsquakes will tremble the ground and destroy buildings near their epicenters. Marsquakes are direct consequence of the colony's efforts to create stronger magnetic field and they strike near Magnetic Field Generators. Endure the marsquake and then send your drones to fix the damaged buildings. Keep your Magnetic Field Generators away from vital infrastructure and remember that more MFGs equals more marsquakes.



Recurring toxic rains and marsquakes will happen as direct consequence of the on-going terraforming of Mars, but there're other ways to trigger them, like the Import Greenhouse Gases special project.



The Special Projects are new points of interest on various locations throughout the planet. They are visualized with special green or blue symbols on the Planetary View. The green ones are special terraforming projects and directly affect the overall progress of the terraforming initiative. There are 7 Terraforming Special Projects, listed below:

The Capture Ice Asteroids project dedicates one rocket to find and pull ice asteroids towards Mars. The melting ice increases the water levels of the planet.

As long as Mars can support liquid water and normal rains, the Cloud Seeding project triggers massive rainfalls, which improve the local soil quality and help plants to grow.



During the Import Greenhouse Gases mission, one rocket gets refurbished and sent back to Earth to collect greenhouse gases from its atmosphere. The compressed GHGs are then released on Mars, which can cause severe toxic rains.

The Launch Space Mirror project requires one rocket to be dismantled in orbit and turned into a highly reflective surface. The mirror focuses sunlight on the face of Mars and increases its temperature.

The Launch Magnetic Shield mission installs an artificial shield between the Sun and Mars, which counteracts the solar winds and decreases the loss of Atmosphere over time.

When Melting the Polar Caps, remember that this may cause prolonged Dust Storms. You can nuke the polar caps as many time as you wish, adding water vapors and greenhouse gases to the atmosphere. But each successive nuking of the shrinking polar caps will grant less terraforming progress. The release of heat during this special project will temporarily stop the cold waves.

Finally, when feeling ready to make Mars green, send Rockets full of Seeds to Seed Vegetation. They will carefully spread their cargo in the atmosphere and increase the vegetation coverage of the planet.



To enable the 7 Special Terraforming Projects on the Planetary View, research the related techs in the Terraforming field of the Research UI.



There are another 3 Special Projects, visualized with blue icons on the Planetary View, which do not require research and will be available when the first planetary anomalies are discovered on Mars. They are part of the free update and we will be talking about them in the next dev diary, which is dedicated to all the cool stuff we're giving away for free.

Ivan Grozev
Lead Designer of Green Planet
Haemimont Games
Surviving Mars - Azure
https://store.steampowered.com/app/952890/Surviving_Mars_Green_Planet/

Hi Everyone!

We’re back with another dev diary for Green Planet, this time focusing on the greener aspects of the expansion – plant life. So far we talked about global vegetation and the need to import, produce and spread huge amounts of seeds to cover the planet in flora. We briefly mentioned the Forestation Plant as the main way to engage with local forestation and the Open Farm as a way to produce food and seeds by planting various crops on a larger scale. It’s time to dig deeper into vegetation!

If I was to summarize what we did to make Mars green, I would have to use the phrase “we went crazy!”

The original vision for the surface of Mars was a silent, barren place, where the only objects that dotted the landscape were old, eroded rocks with otherworldly appearance. We imagined that the rocket you land and the vehicles that scurry around it would be the only thing that moves – aside from the occasional dust devil. Later you would construct domes that vastly contrast with the reddish sands with their lush green and bright lights during the night, which would appear as if someone placed a piece of Earth on the planet.



Then the ideas behind Green Mars came forth. We envisioned a completely different planet at the end of the process, a place where the previously contrasting borders between the lush-green domes and the outside world are blurred or non-existing. Dense forests dominate the horizon and lush-green grass spreads everywhere, with only the largest of rocks still remaining as an effigy of an age past.



And we wanted you to do all of this without melting your GPU… Praises to great programmers and their magic!

We started with a bunch of statements like “each hex of the colony could be populated with wild plant life”, or “plants should grow and wither according to terraforming progress” and “soils are important”, and then we worked on them until, finally, we had a working forestation system.

In the beginning there were the soils… We were inspired by “The Martian” and the possibility to sustain Earth vegetation on the seemingly barren sand. We did our research and designed the system. The soil quality of the original Martian soil is set to 0%, and the most fertile soil you can create is denoted as 100%, a rich Earth-like soil. This calculation is made for each hex of the colony every hour and is displayed on the screen as a Soil Quality overlay - the greener the hex the better the soil.



Now that we had the concept of soil, we needed to add factors that change its quality. So, the idea of rains and toxic rains was born. Of course, we all want rains to spread nutrients and meliorate the soil, but unless the planet has stable atmosphere, the falling rains would be toxic. They reduce the soils quality and create toxic pools that harm the growth of nearby plants.



As you add more water to the atmosphere, the toxic rains gradually end and clear water rains begin. They increase the local soil quality via erosion, create subterranean waters and water the plants. Additionally, artificially constructed Lakes leak water into their surrounding ground, improving significantly the local soils.



So, what can you plant on Mars?

Initially the soil quality is so low that you can only grow lichen. Lichen are famous for being very resistant and able to survive almost anywhere on Earth. You’ll be able to plant lichen pretty much from the start of the game. They do not require terraforming progress or soil quality and they improve the local soil quality over time. However, they will easily die during toxic rains.



As the terraforming initiative progresses, you will unlock other types of vegetation: grass, bushes, pine trees and mixed trees. Grass grows quick and also improves the soil quality, but it’s not as efficient as lichen and trees. However, it’ll spread on its-own over time, so it does some of your work on its own. Bushes grow slower but can be harvested for seeds, while Trees grow the slowest, provide the most seeds, and stabilize the local soils a lot.

Grass, trees, and bushes will spread on their own over time. The speed with which they spread is directly affected by the amount of vegetation around the colony and the global Vegetation coverage. The spread is initially slow but speeds up over time.



Vegetation booms will occur at certain terraforming thresholds. During vegetation booms, a lot of seeds are carried away by the winds and wild plants get seeded around the colony.

You’ll also be able to plant various crops in the Open Farm. These require good terraforming conditions, a lot of water, and high soil quality, but yield huge amounts of Food. Most crops significantly decrease the local soil quality, while others increase it. These crops do not spread on their own and are harvested by Drones to free space for new plants.

As mentioned, planting of crops or wild plants require some seeds to be spread around. The Seeds are a new resource in the game, which is initially imported from Earth and later produced in farms on Mars. They’re measured in tons and used as base material for the creation of substantial plant life on Mars.

This pretty much summarizes the basic principles of the vegetation system in Green Planet. See you next week, when we’ll be discussing the new Special Projects and disasters in more details.

From Haemimont Games,
Ivan Grozev,
Lead Designer of Green Planet
Surviving Mars

Surviving Mars' terraforming expansion, Green Planet, will launch next month alongside Project Laika, a content pack that will let you introduce critters onto your increasingly verdant world. Pups, penguins, you'll even be able to bring a platypus to Mars. Some will be pets, but you'll also be able to raise livestock, too. Check out the feature breakdown of both DLCs above. 

You'll be able to make Mars barely recognisable, seeding it with grass, lichen and trees, and you'll eventually have to melt the icecaps and capture ice asteroids to get all the water you'll need. It looks like it's pretty hands-on at first, but nature will start to take over, spreading organically across the planet. Once Mars has a breathable atmosphere, colonists and animals will finally be able to leave the domes without lugging around oxygen tanks. 

Terraforming introduces new threats, however, including greenhouse gases and acid rain. Also, all these asteroids you'll be capturing? They can slam into the planet and cause a marsquake. Presumably it'll squash any buildings it lands on, too. 

You can see how to start terraforming in the tutorial video below. 

With Green Planet, you'll get seven new terraforming buildings, while Project Laika will add animal farms that will let you breed eight different kinds of livestock, including cows, chickens and pigs. You'll get 25 different pets, too, from the mundane to the exotic. 

I'm looking forward to finding out how penguins fare on an alien world. I've got a feeling they'll be running the place within a year. 

Green Planet and Project Laika are due out on May 16. They're available separately for $19.99 and $5.99, but you can also pick them up together in Green Planet Plus bundle for $23.90.

Surviving Mars - Azure


We're also presenting Part 2 of our Feature Breakdown video, where you'll be able to hear from Haemimont and Paradox employees about the upcoming expansion: Green Planet!

https://www.youtube.com/watch?v=0bkzCLJb8yQ

Mark your calendars for the release of Green Planet on...
May 16th!

Terraforming, new buildings, vegetation, and more are coming to Mars. Transform the planet into a new home for humankind, a Green Planet

https://store.steampowered.com/app/952890/Surviving_Mars_Green_Planet/
Surviving Mars - demasiri_pdx


PDXCON2019 is coming and we couldn’t be more excited to meet our community at the event - which takes place on October 18th - 20th, 2019. Tickets go on sale on May 7th, but we’ve got a secret to tell you…

If you head over to the PDXCON 2019 website at https://pdxcon.paradoxplaza.com/ you can sign up to the mailing list. Anyone that signs up will be given 8 HOURS early access before the public availability of the tickets to buy before everyone else! Sign up now and keep your eyes on the news we’ll be sending out because tickets will sell out.
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