Take On Mars - Dram
Hello everyone!


We just released an update featuring the long-awaited Life Support Module. This critical piece of machinery is now required by all bases to keep atmospheric pressure and a safe environment within bases.
Under the hood there has been another massive, massive change, which is the reason for the long delay between builds - atmospheric zone composition. Long story short, it means every single atmospheric zone (in vehicles, bases and so on) now holds information as to which gases are within it, and how many units of each gas.

What does this mean?
Do you all recall the Oxygen you were mining that had no use? Well, now it is crucial to the game! Your base will not be livable without a Life Support Module and without an adequate supply of Oxygen. So, the larger the base, the more air needed to fill it.

Only Oxygen? Isn't 100% Oxygen lethal?
Depends on the partial pressure. At 0.3 atmospheres, 100% Oxygen is not lethal - space suits use this in reality.

Can I set the Life Support Module to use something other than just oxygen?
Yes, the module has several modes with varying pressure levels. One of them is 0.3atm of pure oxygen, while another is 1atm of essentially Earth-like air with Nitrogen forming 79% of it.

But... what about my old MP saves? Will all of my bases be empty now?
No, we especially wrote backwards-compatibility to support old saves. All of your bases and vehicles will be filled with a default of 0.3atm of Oxygen for free.

So you guys have only been working on air for 2 months?
Nope, there is a plethora of fixes, improvements, and new features in this build, but the air composition tracking is by far the largest change due to the heavy changes required at the game's core. All of these are of course documented in the change log.

The first mission of the manned section to the Space Program mode was broken! Is it fixed??
Yes, not only that, but it has been updated and vastly improved. We highly recommend playing it again!

What is the game's status?
With the atmospheric composition tracking done, no new major features will be added. So from here it is completing the few minor features remaining, bug-fixing, and polishing. We are on a good track to be finished soon!

Cool! What about the Creative 3D Printer on the Manned Descent Vehicle in MP? When will we see the Modular 3D Printer?
Now! The Creative 3D Printer has been removed from the MDV's ramp, so is no longer available by default. Instead, a Supply Drop lands within 500m or so of the MDV's landing location. This Supply Drop contains all you need to get started - resource mining equipment, Basic 3D Printer and so on.


Of note, however, is that there is one known issue in this build, and that is a higher-than-normal upload rate from the server to clients. This we are addressing tomorrow and a hot-fix update will be released immediately after that. This does not affect single player.
EDIT: This has now been fixed as well. In a build near you!


We hope you enjoy this update and look forward to your feedback!!

Martin Melicharek
Project Lead





Change Log:
24th October 2016 - Added custom sky preset support for new addons - Fixed jittery mixing of gases between atmospheric zones and the atmosphere 20th October 2016 - Added pressurization info to Cargo Transport airlock GUIs 19th October 2016 - Added new Modular Door - Improved model of Modular Airlock Door - Implemented GUI functionality for Modular Door - Implemented GUI functionality for Modular Airlock Door 18th October 2016 - Updated Airlock controls of Cargo truck 13th October 2016 - Implemented a supply drop in multiplayer Cooperation mode containing resource-using 3D Printer and mining machines - Removed Creative 3D Printer from the Manned Descent Vehicle - Reduced mass of Cable Spool (50m) from 85kg to 60kg 12th October 2016 - Implemented adding/subtracting resources to/from stored reserves to the Manned Landing Module - Implemented adding/subtracting resources to/from stored reserves to the Manned Mobile Laboratory 11th October 2016 - Implemented adding/subtracting resources to/from stored reserves to the Poptent - Implemented adding/subtracting resources to/from stored reserves to the Manned Cargo Transport 10th October 2016 - Implemented new atmospheric zone system for Small Landing Module 6th October 2016 - Implemented Life Support Module adding/subtracting resources to/from stored reserves 5th October 2016 - Restore atmospheric zone composition after a group calculates new zones 4th October 2016 - Added Life Support Module model for modular bases 27th September 2016 - Implemented Life Support Module 16th September 2016 - Synchronized dynamic atmospheric zones in vehicles over MP 15th September 2016 - Implemented saving/loading of atmospheric zone composition to saves - Minor optimization to scenario load function 13th September 2016 - Implemented network synchronization of atmospheric zones - Implemented network synchronization of building block leak points 12th September 2016 - Fixed occasional crash with Outpost Airlock Door, where disassembling it deleted its 3D GUI handler 9th September 2016 - Implemented network synchronization of building block groups 7th September 2016 - Fixed power cables occasionally getting stuck in floor and objects - Fixed ragdoll bodies occasionally getting stuck in floor and objects 30th August 2016 - Added next/previous reaction buttons to the Materials Refinery, fixing the bug where the input could be used for multiple reactions but could not be selected - Added option to enable/disable realistic rover speeds (off by default) - Fixed 3D GUI issue in mouse cursor mode (RMB) where clicking on some buttons resulted in double-click 29th August 2016 - Added air composition tracking to atmospheric zones 26th August 2016 - Added definable atmospheric composition into location (.loc) files, used for atmospheric zones - Moved character turning from on physics step to on frame, making it smoother overall - Implemented 'Reload from configs' button into in-game Editor for updating characters and vehicles in older scenarios from current configs - Updated Mars Encyclopedia with current atmospheric composition values - Fixed 'jittery' movement of the MAV inside the MDV shell while landing - Fixed 'jittery' movement of statically bound parts on vehicles at high speeds 25th August 2016 - Added fuel inlet labels for MML and CargoTruck 24th August 2016 - Added Life Support Module model for outpost bases 23rd August 2016 - Added dynamic layered music handler that can be used in missions to play a music track divided into multiple layers 22nd August 2016 - Improved object highlight effect, now just a solid color which is less disturbing - Improved glass on Outpost building blocks, now less yellow - Added snapping of power cables even when holding part before the cable's end
Take On Mars - Dram
Hello everyone!


We just released an update featuring the long-awaited Life Support Module. This critical piece of machinery is now required by all bases to keep atmospheric pressure and a safe environment within bases.
Under the hood there has been another massive, massive change, which is the reason for the long delay between builds - atmospheric zone composition. Long story short, it means every single atmospheric zone (in vehicles, bases and so on) now holds information as to which gases are within it, and how many units of each gas.

What does this mean?
Do you all recall the Oxygen you were mining that had no use? Well, now it is crucial to the game! Your base will not be livable without a Life Support Module and without an adequate supply of Oxygen. So, the larger the base, the more air needed to fill it.

Only Oxygen? Isn't 100% Oxygen lethal?
Depends on the partial pressure. At 0.3 atmospheres, 100% Oxygen is not lethal - space suits use this in reality.

Can I set the Life Support Module to use something other than just oxygen?
Yes, the module has several modes with varying pressure levels. One of them is 0.3atm of pure oxygen, while another is 1atm of essentially Earth-like air with Nitrogen forming 79% of it.

But... what about my old MP saves? Will all of my bases be empty now?
No, we especially wrote backwards-compatibility to support old saves. All of your bases and vehicles will be filled with a default of 0.3atm of Oxygen for free.

So you guys have only been working on air for 2 months?
Nope, there is a plethora of fixes, improvements, and new features in this build, but the air composition tracking is by far the largest change due to the heavy changes required at the game's core. All of these are of course documented in the change log.

The first mission of the manned section to the Space Program mode was broken! Is it fixed??
Yes, not only that, but it has been updated and vastly improved. We highly recommend playing it again!

What is the game's status?
With the atmospheric composition tracking done, no new major features will be added. So from here it is completing the few minor features remaining, bug-fixing, and polishing. We are on a good track to be finished soon!

Cool! What about the Creative 3D Printer on the Manned Descent Vehicle in MP? When will we see the Modular 3D Printer?
Now! The Creative 3D Printer has been removed from the MDV's ramp, so is no longer available by default. Instead, a Supply Drop lands within 500m or so of the MDV's landing location. This Supply Drop contains all you need to get started - resource mining equipment, Basic 3D Printer and so on.


Of note, however, is that there is one known issue in this build, and that is a higher-than-normal upload rate from the server to clients. This we are addressing tomorrow and a hot-fix update will be released immediately after that. This does not affect single player.
EDIT: This has now been fixed as well. In a build near you!


We hope you enjoy this update and look forward to your feedback!!

Martin Melicharek
Project Lead





Change Log:
24th October 2016 - Added custom sky preset support for new addons - Fixed jittery mixing of gases between atmospheric zones and the atmosphere 20th October 2016 - Added pressurization info to Cargo Transport airlock GUIs 19th October 2016 - Added new Modular Door - Improved model of Modular Airlock Door - Implemented GUI functionality for Modular Door - Implemented GUI functionality for Modular Airlock Door 18th October 2016 - Updated Airlock controls of Cargo truck 13th October 2016 - Implemented a supply drop in multiplayer Cooperation mode containing resource-using 3D Printer and mining machines - Removed Creative 3D Printer from the Manned Descent Vehicle - Reduced mass of Cable Spool (50m) from 85kg to 60kg 12th October 2016 - Implemented adding/subtracting resources to/from stored reserves to the Manned Landing Module - Implemented adding/subtracting resources to/from stored reserves to the Manned Mobile Laboratory 11th October 2016 - Implemented adding/subtracting resources to/from stored reserves to the Poptent - Implemented adding/subtracting resources to/from stored reserves to the Manned Cargo Transport 10th October 2016 - Implemented new atmospheric zone system for Small Landing Module 6th October 2016 - Implemented Life Support Module adding/subtracting resources to/from stored reserves 5th October 2016 - Restore atmospheric zone composition after a group calculates new zones 4th October 2016 - Added Life Support Module model for modular bases 27th September 2016 - Implemented Life Support Module 16th September 2016 - Synchronized dynamic atmospheric zones in vehicles over MP 15th September 2016 - Implemented saving/loading of atmospheric zone composition to saves - Minor optimization to scenario load function 13th September 2016 - Implemented network synchronization of atmospheric zones - Implemented network synchronization of building block leak points 12th September 2016 - Fixed occasional crash with Outpost Airlock Door, where disassembling it deleted its 3D GUI handler 9th September 2016 - Implemented network synchronization of building block groups 7th September 2016 - Fixed power cables occasionally getting stuck in floor and objects - Fixed ragdoll bodies occasionally getting stuck in floor and objects 30th August 2016 - Added next/previous reaction buttons to the Materials Refinery, fixing the bug where the input could be used for multiple reactions but could not be selected - Added option to enable/disable realistic rover speeds (off by default) - Fixed 3D GUI issue in mouse cursor mode (RMB) where clicking on some buttons resulted in double-click 29th August 2016 - Added air composition tracking to atmospheric zones 26th August 2016 - Added definable atmospheric composition into location (.loc) files, used for atmospheric zones - Moved character turning from on physics step to on frame, making it smoother overall - Implemented 'Reload from configs' button into in-game Editor for updating characters and vehicles in older scenarios from current configs - Updated Mars Encyclopedia with current atmospheric composition values - Fixed 'jittery' movement of the MAV inside the MDV shell while landing - Fixed 'jittery' movement of statically bound parts on vehicles at high speeds 25th August 2016 - Added fuel inlet labels for MML and CargoTruck 24th August 2016 - Added Life Support Module model for outpost bases 23rd August 2016 - Added dynamic layered music handler that can be used in missions to play a music track divided into multiple layers 22nd August 2016 - Improved object highlight effect, now just a solid color which is less disturbing - Improved glass on Outpost building blocks, now less yellow - Added snapping of power cables even when holding part before the cable's end
EVE Online

It s hard to picture space without getting a bit romantic and philosophical. Looking up at the stars is arguably humanity s oldest form of entertainment. Space reminds us who we are, who we were, and who we re trying to be. Space gives us distance and perspective from our pale blue dot, and it invites us to our most dangerous challenges.

A lot of our favorite games are set in space, and it s no coincidence that many of those games are absurdly gorgeous. We want to look at beautiful space pictures all the time, so we rounded up the best shots on the web and brought them all to one place.

Some of these pictures have run on PC Gamer before, usually captured by screenshot maestro Andy Kelly in pixel-boosted 4K glory. We found others by crawling through subreddits and Steam community groups in search of awe-inspiring starships and nebulas. All of them are worthy of adorning your desktop.

Want 'em all? We've packaged the whole lot of hi-res images as a zip file.

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Take On Mars - Dram
Hello everyone!

Today we released a major new update featuring some improvements, fixes and additions.
To name a few of the shiny new things:
* Radiation shielding (based on material and thickness)
* Radiation sickness (slowed movement, vomiting - visual can be switched off)
* Adaptive physics setting (automatically adjusts based on your FPS)
* Slope slippage (can no longer walk up ridiculous slopes)
* Helmet and suit damage (with escaping air, can be patched using Suit Patch)
* Printable Suits, Suit Patches and Emergency Oxygen bottles
* Injured movement (slowed movement)
* Communications ranges (affects map etc)
* Background communications chatter
* ISS model update (interior now much closer to reality)

And some fixes:
* Manned Mobile Lab screens malfunctioning
* Manned Ascent Vehicle auto-docking speed bug
* Radiation spike bug at sunset in multiplayer
* Respawn and join issues in multiplayer
* Mars Yard rover testing bug where multiple vehicles remained
* Disappearing models and particles in complex scenes
* Some crashes and NULL pointer issues

So, what major features remain?
* Life Support Module (used to pressurize/depressurize bases)
* Gases and their quantities (tracking in atmospheric zones)

Once those major remaining features are done, we will move towards finishing up the minor remaining features (such as pressurizing vehicles) and, most importantly, move on to bug-fixing and polishing.

We hope you all enjoy the new content and a big THANK YOU goes out to all those who have believed in us thus far! We certainly hope to deliver a polished simulator that you will all enjoy.


Martin Melicharek,
Project Lead

Radiation sickness:

Radiation Detector:

Suit and Helmet damage + patching:

ISS interior update:
Take On Mars - Dram
Hello everyone!

Today we released a major new update featuring some improvements, fixes and additions.
To name a few of the shiny new things:
* Radiation shielding (based on material and thickness)
* Radiation sickness (slowed movement, vomiting - visual can be switched off)
* Adaptive physics setting (automatically adjusts based on your FPS)
* Slope slippage (can no longer walk up ridiculous slopes)
* Helmet and suit damage (with escaping air, can be patched using Suit Patch)
* Printable Suits, Suit Patches and Emergency Oxygen bottles
* Injured movement (slowed movement)
* Communications ranges (affects map etc)
* Background communications chatter
* ISS model update (interior now much closer to reality)

And some fixes:
* Manned Mobile Lab screens malfunctioning
* Manned Ascent Vehicle auto-docking speed bug
* Radiation spike bug at sunset in multiplayer
* Respawn and join issues in multiplayer
* Mars Yard rover testing bug where multiple vehicles remained
* Disappearing models and particles in complex scenes
* Some crashes and NULL pointer issues

So, what major features remain?
* Life Support Module (used to pressurize/depressurize bases)
* Gases and their quantities (tracking in atmospheric zones)

Once those major remaining features are done, we will move towards finishing up the minor remaining features (such as pressurizing vehicles) and, most importantly, move on to bug-fixing and polishing.

We hope you all enjoy the new content and a big THANK YOU goes out to all those who have believed in us thus far! We certainly hope to deliver a polished simulator that you will all enjoy.


Martin Melicharek,
Project Lead

Radiation sickness:

Radiation Detector:

Suit and Helmet damage + patching:

ISS interior update:
Take On Mars - Dram
Hello everyone!

Straight off the bat I'd like to sincerely apologize for the lack of announcements and news about Take On Mars on Steam.

I've noticed many have started to suspect the game to be dead. This could not be further from the truth. In reality we have been extremely busy this half year, adding in resource usage, the new modular 3D Printer and a plethora of additional features such as vehicle to vehicle docking (in space), the new Manned Landing Vehicle (with Ascent stage), ladder functionality and many, many more features and additions too long to fit in here.


Amongst the most recent additions to the game is the International Space Station (ISS), with full interior, docking, and physics. Yes, you can accidentally (or intentionally) smash it to pieces.


So, I am sure many of you would ask, why? Why all these features? Why can't you just finish the darn game?! Firstly, these features have been planned for a very long time. They are an integral part of the vision that is to be TKOM 1.0, and are important for the Manned section to the Space Program mode.

That leaves us with one final question - Release. Our intention is to polish, bug-fix and release Take On Mars 1.0 within the next few months, certainly before the year's end. To add weight to that statement I would mention that we are almost feature-complete. The last remaining features are almost ticked off and we can then move to a feature-lock state where only bug-fixes and polish remain.


With the launch just around the corner, we will strive to improve our communication with you all on the news pages, posting announcements more often.

Thank you all for your support, understanding and we look forward to your feedback!

Martin Melicharek,
Project Lead
Take On Mars - Dram
Hello everyone!

Straight off the bat I'd like to sincerely apologize for the lack of announcements and news about Take On Mars on Steam.

I've noticed many have started to suspect the game to be dead. This could not be further from the truth. In reality we have been extremely busy this half year, adding in resource usage, the new modular 3D Printer and a plethora of additional features such as vehicle to vehicle docking (in space), the new Manned Landing Vehicle (with Ascent stage), ladder functionality and many, many more features and additions too long to fit in here.


Amongst the most recent additions to the game is the International Space Station (ISS), with full interior, docking, and physics. Yes, you can accidentally (or intentionally) smash it to pieces.


So, I am sure many of you would ask, why? Why all these features? Why can't you just finish the darn game?! Firstly, these features have been planned for a very long time. They are an integral part of the vision that is to be TKOM 1.0, and are important for the Manned section to the Space Program mode.

That leaves us with one final question - Release. Our intention is to polish, bug-fix and release Take On Mars 1.0 within the next few months, certainly before the year's end. To add weight to that statement I would mention that we are almost feature-complete. The last remaining features are almost ticked off and we can then move to a feature-lock state where only bug-fixes and polish remain.


With the launch just around the corner, we will strive to improve our communication with you all on the news pages, posting announcements more often.

Thank you all for your support, understanding and we look forward to your feedback!

Martin Melicharek,
Project Lead
Take On Mars

The Meridiani Planum is a vast, empty desert of volcanic basalt, and my home for the foreseeable future. There was an accident—I remember a storm, an explosion, and not much else—and now I m alone. NASA thinks I m dead, the rest of my team are on their way home, and the next mission to Mars is five years away. I m pretty much fucked. 

The first thing I hear when I wake is beep, beep, beep. A red light is flashing in my helmet, warning me that I have three minutes of oxygen left. I struggle to my feet and scan the horizon. Nothing. I m surrounded by a red, flat plain littered with rocks and craters. Then I spot something in the distance: a curiously geometrical shape silhouetted against the dusky pink of the Martian sky. 

The lander! The craft we touched down in, which is stocked with supplies including sweet, precious, life-giving air. It s far away, but I might just make it. Beep, beep, beep. I have to run in bursts, because the exertion of a prolonged sprint will make me take deep, wasteful breaths. I reach the lander and slam the button that opens the cargo bay. It s achingly, painfully slow. The beeping intensifies. Thirty seconds left. 

The door slides open and I dash inside, taking the elevator to the pressurised safety of the crew quarters. Tearing off my helmet, I collapse in an exhausted heap. I made it! But the elation quickly fades when I remember that I m still alone on a hostile planet with limited food and water, no way to communicate with Earth, and five years to kill. Not the best situation I ve ever been in. 

I could live here in the lander, I suppose. It has beds, food, water. But when the supplies run out—there s about a month s worth in the hold—I ll either starve or die of thirst. I need space to grow my own food and somewhere more comfortable to live. 

I venture outside again. Located just south of the equator, the Meridiani Planum is scattered with a crystalline mineral called hematite: evidence that hot springs may have bubbled here millions of years ago. Now it s a wasteland, pockmarked with craters. In the distance, jutting incongruously out of the emptiness, is a strange ridge formation. Curiosity gets the better of me. 

The lander is equipped with a scouting buggy—a glorified go-kart, really—which I drive towards the ridge. It s incredibly slow, only marginally faster than walking. When I reach the rock formation, I realise it s the lip of an immense crater: the Victoria crater to be precise. Half a mile wide and seventy metres deep, it s a colossal thing, but not much use to me. I m gazing across it, listening to the eerie, lonely howl of the wind, when a message flashes up on my HUD: Solar event incoming. 

I make it back with seconds to spare and wait for the storm to pass. I decide that s enough exploring for me. 

Mars is routinely pounded by solar storms. If I get caught in one, even with a suit on, I ll receive a lethal dose of radiation. And according to the data on my HUD, one is on its way. I jump back in the buggy and start trundling back to the lander, which suddenly looks impossibly far away. It s another close call, but I make it back with seconds to spare and wait for the storm to pass. I decide that s enough exploring for me. I ve got plenty of problems to deal with as it is. 

I eat a freeze-dried steak for dinner and sleep on a small cot bed in the lander to escape the chill of the Martian night. Near the equator, during the day, temperatures on Mars can reach a balmy 20 degrees; but at night they drop as low as -70. When the sun rises, I decide to initiate phase one of Operation Don t Die: building myself somewhere to live. I unpack the enormous 3D printer stored in the cargo bay and assemble it outside. 

What follows is a gruelling three hours of printing out corners, walls, floors and other parts, then painstakingly slotting them together, piece by piece, to create my new home. It s a slow, laborious process that would have been a lot easier if my team hadn t flown back to Earth and left me here to die. I begin by driving metal platforms—the foundations of the building—into the Martian soil. Then I clip on floors, walls, windows, power points, and, finally, the roof. To speed things up I print out two additional 3D printers and make sure they re constantly churning out parts as I build. 

Before I snap on the last few bits of wall, I print out everything I need for the interior: a bed, a couch, storage crates, a toilet, a table to work on, two hydroponic stations, and a water dispenser. Then I toss them through the gap in the wall and seal it up. The last step is the airlock, which I ll need to keep the room pressurised. I build a small corridor, equip it with two suit holders, and install a pair of heavy airlock doors. Done. I step inside, close the airlock, and hold my breath. Did it work? EXT. SAFE blinks on the HUD in reassuring green text, indicating that I can safely remove my suit. I did it! 

It s not much, but it s a vast improvement over the lander. If I had help I could have built a base with multiple rooms, but for now this will have to serve as both my living quarters and my science lab. I can easily expand later. I arrange the furniture and equipment and end up with a pretty swish-looking pad. I move some of the freeze-dried meals, emergency oxygen tanks, and backup suits from the lander to the hab and watch a gorgeous Martian sunset as I eat dinner. As another solar storm rages outside, I settle in for the night. Tomorrow I can start to sort out the water situation. 

Mars may look dead, but the air and soil are rich with resources I can harvest to keep myself alive. First, water. I print out a topsoil extractor, hook it up to a solar panel, and plug in two resource canisters. Then I build a refinery while I wait for the canisters to fill. The yield is low, but by processing the collected soil in the refinery I can extract fresh, drinkable water. I fill a few canisters and store them safely in the hab, plugging one into the water dispenser. I ll make sure the topsoil extractor is running constantly to keep the water flowing. That s one problem solved. 

I still have a decent supply of freeze-dried meals, so I can wait a while before I have to think about growing food in this desolate place. In the meantime, I tackle a problem that s been bugging me ever since I finished the hab. In the process of building it I accumulated a massive pile of junk. Mostly parts I printed out by mistake, including a third airlock door. I keep bumping into it as I walk around the site, and it looks messy, so it s time to get rid of it. I refuse to live in in squalor. 

I use the 3D printer to construct a cargo truck. It s big and slow, but has a massive bed for storing and transporting stuff. I spend some time gathering all the bits of junk strewn around the base and load them on the back. Then I drive about half a mile away and unload it. I did consider throwing it in the Victoria crater, but I don t think NASA would appreciate me using an area of scientific interest as a garbage dump. I return to base, and it looks much neater. Satisfied that I ve had a productive day, I eat some steak—again—and retire for the evening. 

When I wake up, a dust storm is raging outside, but it doesn t look too severe. One of the supply crates in the lander has bags of potato seeds, so I strap my suit on, brace myself, and step outside. Jogging over to the lander I pick up the seeds, grabbing a canister of freshly-harvested topsoil on the way back. The storm has covered my solar panels in dust, which I ll have to clean later. Back in the safety of the hab, I plug the soil can into one of my hydroponics stations, along with a can of water, and plant the seeds.

It s not long before five healthy potato plants spring up. Just so you know, Bowie: there is life on Mars. 

I spend the next few days harvesting resources, clearing up junk, and tending to my potato plants. I expand the hab with a small room to put the toilet in, because having it inches from my bed just feels wrong. I m beginning to adjust to life on Mars, despite the solitude. I keep myself sane through routine, occasionally going for a slow drive around the Victoria crater to entertain myself. 

Before long I have my first crop of potatoes. I pick some to eat, and save the rest for replanting. It s taken a while, but I m finally self-sufficient. I have the means to reliably produce water, food, oxygen, and power. It won t be the easiest five years, but I should be able to get through them. 

I ll keep expanding the hab in the coming years, with more hydroponics stations, more resource extractors, and more rooms. But for now I have everything I need to survive. Who knows, maybe NASA will realise I m still alive and mount a rescue mission? Then I might only be here for two years—the length of a journey to Mars—instead of five. Either way, I ve accepted my fate. I m going to be here for a very long time, so I might as well get comfortable. Now, if you ll excuse me, I have some potatoes to harvest.

Take On Mars

When I last played Take On Mars it was a game about exploring the planet with probes and rovers. It was slow, dull, yet strangely relaxing. I ended up playing it for ten hours, trundling around, taking soil samples, listening to the lonely howl of the wind. But since my last Martian adventure, the developers have introduced manned missions and survival elements to the game. Now you can build a colony, grow food, mine resources, and live a second life on the fourth rock from the Sun.

Depending on the scenario—whether it s one that s included in the game or one you ve downloaded from the Steam Workshop—you ll probably find a giant 3D printer in a crate near your landing site. Fire it up and you ll be able to print out the building blocks of what will become your new home away from home. There are corners, walls, windows, floors, doors, beds, and pretty much everything you need to set up a simple habitat. Plug these bits together and you ll soon have somewhere to live on Mars.

It takes ages, though. The first-person building is incredibly twitchy and laborious, and it took me three hours to build a basic lab/living quarters combo with an airlock. But, like the rover exploration parts of the game, it was a curiously tranquil experience. I listened to podcasts and music as I slotted my off-world villa together. And as I finished, the sun was setting, casting a red glow over my creation. It was a satisfying moment, and I felt like a pioneer sticking my flag into the dirt of an alien world.

A recent update added power to the game, and the area around my base is littered with solar panels and cables. You also have to think about your astronaut s health, hydration, hunger, and tiredness. Resources can be mined from the surface of the planet using 3D-printed machines—letting you, for example, combine chemicals and produce fuel to keep your scouting buggy running. You can grow potatoes to keep yourself fed too, which anyone who s seen/read The Martian will appreciate.

Take On Mars is a remarkably flexible game. Thanks to a powerful editor, there are loads of player-made scenarios that involve all different kinds of play styles. Some are about survival, some are about exploration, some are about performing scientific tests, and some are playgrounds designed to let you experiment with the game s vehicles and systems. If you d prefer a more traditional single-player mode, Space Program sees you building rovers, managing a budget, and completing missions.

It s in Early Access and far from finished, but there s already an impressive amount of stuff to do in the game—and more content is constantly being added, both by the developers and the modding community. There are scenarios that are limited by the technology we have today, and others that are more far-fetched, including the ability to explore a terraformed Martian surface with trees and oceans.

Created using real NASA data, the game s variety of Martian landscapes are incredibly atmospheric. From deep, cavernous craters to rolling hills of rock and red dust, the feeling of standing on another world is palpable. It looks especially nice at sunset, and the evenings feel suitably cold and desolate. Mars might be mostly empty, but it s become one of my favourite virtual places to explore. And if you ve had your fill of Mars, there are other locations to, er, take on including the Moon and our own planet Earth, which provide an interesting change of scenery—and gravity.

As I potter around building my base, I have to be wary of solar events. Mars is regularly pummeled by solar storms, and getting caught out in one could give me a fatal dose of radiation. I learned this the hard way when I decided to take a buggy out to the nearby Victoria crater. As I stood on the lip, admiring the view, a warning flashed up on my HUD saying a solar event was minutes away. It was a tense drive back on the impossibly slow buggy, and I made it back to the radiation-shielded safety of my lander with seconds to spare.

Like a lot of sandbox games, you have to set your own objectives to really get the most out of Take On Mars. There are some scenarios with objectives, but a proper mission system is still in development. I find it s more fun to create my own. I m currently challenging myself to create a totally self-sufficient base, where my astronaut can live indefinitely. You can read about that in the next issue of PC Gamer. Or maybe you just want to build, which is fun in and of itself. The community has created some really amazing stuff using the alpha s selection of parts.

My base is a glorified cube, but it s my glorified cube. I love how my lander—which I arrived in, and which contained my starting materials—was dropped in the middle of an empty desert, but now the area is growing, slowly, into a colony. And like any good explorer, I ve made an absolute mess. There are mistakenly-printed bits of junk lying all over the place. I may build a buggy with a truck bed and go and gather it all up at some point. I could dump it in the Victoria crater. No one will notice.

I m basically recommending Take On Mars here, but I feel it s my duty to accompany this recommendation with a MASSIVE WARNING. Not just a regular warning, but a MASSIVE one. Because as fun as it is—and I ve gotten 20 enjoyable hours out of it so far—there s no denying that it feels really janky. The character movement is frustratingly sluggish and clumsy, and the physics are always freaking out. I was placing a bit of wall on my base and was suddenly flung miles into the air, falling to my death. It s a messy, unfinished, buggy game that is still very much in development.

But if you don t mind bugs and deadly physics mishaps, Take On Mars is a very cool, very unique simulator. And if, like me, you re interested in astronomy and space exploration, you ll probably love it, despite its faults. I m personally pretty exhausted by half-finished Early Access games these days, but I ve let Take On Mars into the special club, just cause I love what it s doing—and I can t wait to see how it evolves over the coming months. If you loved The Martian and want to experience what it s like being Mark Watney for yourself, this is the closest you ll get.

Take On Mars - contact@rockpapershotgun.com (Rob Zacny)

At first glance, Take On Mars [official site] seems like the closest thing we have to a tie-in game for The Martian. You could almost call it Mark Watney Simulator 2015, especially now that manned missions are in the game and let you do things like build Martian bases, grow crops, and drive rugged rovers over the desolate Martian surface. Hell, there’s even a mission where you literally have nothing to do inside your base except grow potatoes. It’s just a fecal-matter montage away from being the first act of The Martian.

But I am no Mark Watney. And the Red Planet is a much harsher, weirder place in Bohemia Interactive’s vision than in Ridley Scott’s. Mark Watney is nearly killed by flying debris during a Martian sandstorm. In Take On Mars, no storm is as terrifying and unpredictable as the physics engine.

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