Surviving Mars

In his 80-scored Surviving Mars review, Fraser concluded that "managing a burgeoning colony never stops being compelling" despite at times being "a lot of hard work". With so much going on, city-builders can overwhelm—which, following player feedback, is why Haemimont Games rolled out a five-part tutorial system in last week's Curiosity update

"Before launch, we thought to ourselves: nobody wants to play a tutorial," the developer's CEO Gabriel Dobrev tells me when asked why Surviving Mars shipped without a tutorial. "People would rather jump straight into the game, right? We decided then to build this elaborate game system that gives you a guide at any moment, which tells players what the next best step is. 

"This works well, it gives people a clue, but what I think is missing there—and this is why people wanted a tutorial—is to help players understand the bigger picture. What is the goal here? Sure, the next step might be that I need more power, but where is this going?"

Surviving Mars' Curiosity update adds several new domes, a Colony Control Centre UI tool that helps players later in the game, and a new Infobar that provides an overview of resources and research progress. Each branch of the new five-part tutorial system focuses on specific areas, and while they're designed to be played in order, each is self-contained allowing players to cherry pick as they see fit.   

Dobrev explains that at its core, Surviving Mars is about balancing the way it scales from an empty map to managing thousands of citizens and drones. "It's a big, huge mess, by that point," he says. "It's impossible to control every single person—but initially you start with a few, where it is possible. We needed to balance those opposites and that's where the tutorial came in. 

"On the tutorial question: we made a mistake. A straight, honest to god mistake. To us, the game did not seem that complex because we know it. We decided that, okay, we will do this elaborate system and people will gradually learn it as they go. In the end, it wasn't exactly like that. 

"But that's something we've learned from, and that's something that's very good about Paradox and reflects our thinking as well—that we'll keep listening to players and keep improving the game. The launch is just the beginning."

Check out Fraser's Surviving Mars review in full here, and check out patch notes for the city-builder's Curiosity update in this direction.   

May 31, 2018
Surviving Mars - candyalien


New Features:

Five-part Tutorial - Comprehensive tutorial separated into five thematic sections, introducing the core gameplay concepts in the different stages of Surviving Mars.

New Domes - Curiosity introduces five new Dome types. These are entirely new models with new shapes, functionality and costs. With one exception, they do not require new techs to be researched. The smallest domes do not allow Spire construction

Infobar – Provides general overview of all the resources of the colony, including research progress

Command Center - The Command Center is a handy new UI toolset that provides historical data for the colony and the ability to inspect and manage multiple buildings, colonists or vehicles without selecting them individually. It has been developed as part of our effort to reduce the micromanagement and to provide a more informative overview interface for certain gameplay aspects. The Command Center currently offers five different tools: Graphs, Buildings, Domes, Colonists, and Transportation.

Important changes and fixes:

- New Game Rule: "Endless Supply" - the first Universal Depot you place will automatically fill with resources each Sol.
- Removed "Request maintenance" button and related functionality
- Vehicle pin icons now indicate battery level
- Added "Home dome" to colonists infopanel
- Updated Mouse pointer/cursor texts for Rovers, drones, and colonists
- Added rollover about colonists to Resource Overview
- Added stored food in service buildings to Resource Overview
- Added ticks to completed mysteries in pre-game menu
- Clicking on the HUD pause button toggles between pause and last used game speed
- More detailed cursor messages when trying (and failing) to place passages and ramps
- Fix for "Reassign all" button to no longer reassign uncontrollable drones (dead, disabled, embarked, rogue)
- Added new photo mode filter, "Orton" - dreamy and saturated
- Added frame rate cap in options
- Fix for reborn colonists (Project Phoenix) to keep their traits, including their specialization
- Fix for biorobots specialization to allow college education
- Ctrl-click on drone prefab buttons converts five drones at a time
- Fix for colonists to properly select new home when current residence is turned off
- Fix for Psychologist commander profile to properly provide 5 Sanity boost
- Added Simplified Chinese language

Other changes and fixes:

UI:
- GDPR-related changes to Privacy Policy and Terms of Service, and in case you have been living on another planet the past two weeks, it is related to the mandatory EU regulation of the same name.
- Fix for Research UI to shield scrolling instead of pressing Outsource or Close buttons
- Controller: Workslot rollover now properly updates after firing a colonist
- Controller: Fix to go back in the Encyclopedia hints section with the "back" button
- Controller: In-game menu now handles safe area margins better
- Photo mode: Hide UI fix
- Fix for Rover infopanel to hide battery when "Rover Command AI" tech is researched

Mysteries:

- Added check to avoid spawning an anomaly inside dome
- Black Cubes: Fix for some remaining single Black Cubes, now properly collected
- Spheres: Fix for wrong positioning of sound sources when Spheres make cold areas

Passages and related issues:

- Fix for Passages and Ramps to return resources when demolished
- Tweaks to job selection logic in the presence of Passages
- Updated dome warning/error messages to work better in the presence of passages
- Fix for Passages to light up only if at least one of the connected domes has power
- Fix for a bug where colonists became suspended in the air and walk in place

Mods:

- Added Building Entrance Path to entities
- Documentation fixes and additional details
- Removed obsolete texture channels from Blender exporter
General fixes:
- Fix for proper calculation of Sponsor effects in launch UI
- Shielded case where it was possible to accept legal agreements while in Steam offline mode
- Fixed certain cases of stuck drones, coming from reporting unreachable destinations
- Colonists can no longer eat from Rockets
- Colonists now wear space suits when exiting Rockets in all cases
- Pathfinding: fixed a bug where passage entrance/exit may be inaccessible
- Fix for missing palette when changing skins during dome placement
- Fix to prevent rovers from going into another rover that is uncontrollable (e.g. broken)
- Fix for Automated mode rockets to wait their inbound cargo to be fully unloaded before taking off
- Fix for Rockets takeoff, happening without refuel
- Fix for proper demolishing of Automated Depots
- Self-maintenance buildings are excluded from maintenance resource overview calculation (caused negative values)
- Drone controller load notification now displayed only for working Drone controllers
- Fix for in-dome sounds to be more prominent when in-dome or when a dome is selected
- Fix for resources not displayed on the construction depot when placing a building on a pile of resources
- Fix for Triboelectric Scrubber to stop resetting its cleaning cycle every time it is selected
- Fix for a pathfinder bug leading to drones stuck near dome entrances
- Fix for better handling of unreachable buildings by drones
- Drone reassignment and packing/unpacking streamlined; added to RC Rovers and their infopanels
- Malfunctioned and dead rovers block other units' movement
- Fix for anomalies and surface deposits which blocked constructions around them in a too wide radius
- Fix for assigning of workplace/residence with right-click
- Fix for colonists to stop going outside domes when food depots are empty
- Fix for drones getting stuck in Rockets in some rare circumstances (yet again)
- Fix for flickering elements of construction hex grid
- Fix for meteor cycle button notification
- Fix for the negative resource amounts in depots
- Fix for a water production bug happening when upgrading a Water Extractor with Fueled Extractors
- Fix for proper effect of Storage Compression tech for water tanks
- Numerous fixes for to RC Transport right-click actions
- Fix for negative water consumption of farms in certain cases
- Fix for Dome working state leading to "x" icon on Dome pin
- Fix for yellow grid appearing under domes
- Fix for Rocket alignment when landing
- Fixed a Rocket launch condition which led to take off in automated mode during dust storms
- Fix for misaligned cranes when rotating mechanized storage depots
- Fix for a non-refreshing infopanel re. electricity
- Clicking the Hints button now opens the Encyclopedia on the last dismissed hint
- Fix for colonists to look for workplace considering specialist filtering
- Gamepad: "Invert look" option now properly applies to zooming in and out
- Fixed scaling of Space Elevator rope
- Fixed missing launcher icon on some Linux installations
- Fix for mod radio stations to work properly on some Linux installations
- Fixed double click on Linux
- General performance improvements
- Sound fixes and improvements
Surviving Mars - contact@rockpapershotgun.com (Alec Meer)

surviving-mars-domes

Red planet colonisation sim Surviving Mars did a mostly stand-up job of transplanting Sim City tropes to a hostile new world, but a slightly iffy interface and an inflexible aesthetic perhaps meant that its high-stakes potato-farming wasn’t always as epic as hoped. As is increasingly tradition for Paradox-published games – hey-o, Stellaris and Cities: Skylines – it seems long-term refinement is very much plan. We’ve had two major updates since its March launch, adding features and tweaking annoyances, and this week sees the third, ‘Curiosity.’

This performs some pretty signficant user interface-reworking, but clearly the first thing we’ll all be cooing at is the different dome designs it’s adding to the hitherto ‘any shape you want, so long as it’s an upside-down pudding bowl’ options. In other words, Surviving Mars is now even better suited to taking screenshots that look like prog-rock LP covers. (more…)

Surviving Mars

Surviving Mars' domes, in which your colonists live, are one of my favourite things about the game. They're full of colour and light and really stand out from the dusty backdrop of the Red Planet. In an update on Monday, developer Haemimont Games will add five more dome types of various shapes and sizes, and they look very pretty indeed.

I especially like the design of the barrel dome, which you can see below. It's quite small, but it won't require many resources to build, so it should be handy early in the game. You can say the same for the micro dome, another cheap dome that's triangular in shape.

You'll have two larger triangular domes to play with: the Trigon dome and the Mega Trigon dome. They'll provide more space, but their shape makes them harder to place on the map. 

The only dome that actually requires new tech (the others will unlock alongside the old domes as you play) is the Diamond dome, below. That requires a 'breakthrough', which you find by researching anomalies on Mars. It stands out because it can host two Spires—central structures that make your domes more useful. Most other domes can only house one.

Alongside the new domes, the Curiosity update will add a "huge five-part monster of a tutorial", which a lot of new players have been asking for. And rightly so, because the game can get a little complex at times. "Creating a tutorial after release may seem like a waste of effort, but we really want to make our game more welcoming to newcomers and we see this tutorial as very important for the future health of Surviving Mars," the team said in a blog post.

The update also introduces the Command Center, which is basically a massive data tool set that can help you get more information about your buildings, colonists and transportation system, complete with graphs. Lastly, it adds an info bar to the main screen that shows you how your current research project is progressing.

If you're a fan of city builders and haven't yet checked out Surviving Mars, it's worth considering. Read Fraser's review to find out why.

Surviving Mars - candyalien


Opportunity changelog

New Features and Buildings:

Passages
You are now able to connect your domes together by constructing Passages. These transportation tunnels allows colonists
to move freely into adjacent domes and utilizing the workplaces and services available there.
- If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem is
resolved. This will cause workers being fired from their workplaces as if the passage has been destroyed.
- These passages are fragile, and your Colonists may die if hit by a meteor while in the Passage
New Buildings & Related Changes
- New high-end automated storage building which can take over 4,000 units of separate resource is available for your
Colony.
- Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the late
game.
- A new Landing pad makes sure the Rocket lands at the designated spot and eliminates the dusting effect of the
surrounding structures
- A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony
- Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society
- Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water Tank

Game Rules
You can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact the
difficulty, making the mission easier or harder.

Available Game Rules:
- Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.
- No Disasters: Disables all disasters (excluding those coming from mysteries).
- Hunger: Can't import food from Earth.
- Inflation: Import prices increase over time.
- Long Ride: Rocket travel time to and from Mars is three times longer.
- The Last Ark: Can call a Passenger Rocket only once.
- Amateurs: No specialist applicants.
- Rebel Yell: Colonists periodically become renegades. Crime is more severe.
- Chaos Theory: Tech fields are fully randomized.
- Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power
consumption even more.
- Armageddon: Meteor rating set to a new Max level for all locations on Mars.
- Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.
- Twister: Dust Devil rating set to a new Max level for all locations on Mars.
Other fixes and improvements:

Balance:
- Added upgrades to the Mohole Mine and the Excavator to increase production

UI:
- 3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs
- Better alignment for traits in school
- Added on-screen notification for split Power/Life support networks (by player actions or meteorites)
- Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists
- Fixed overlapping of deposits (from random map generation and anomalies)
- Storages and Depots are divided in subcategories of the Build Menu
- " Milestone failed" message alignment fix


General Fixes:
- Fixed air producers (wrong) production in some cases
- Fixed calculation of challenge bonus in milestones
- Fixed Triboelectric Scrubber not rotating after first clean
- Fixed TOS to no longer reappear when changing language
- Fixed a bug where more than the maximum number of colonists in a Dome can have homes and/or work
- Fixed an issue with unemployed statistics in Dome not updated when moving a Colonist
- Fixed a bug where turned off/malfunctioned supply storages (incl. Batteries) would reconnect to grid after modifying any of their storage props
- Fixed upside-down positioning of shuttles
- Fixed an issue where colonists became starving from eating uncooked meals
- Androids now have no initial specialization
- Marsgate Mystery: Fixed Rover Command AI tech to not affects hostile rovers
- Marsgate Mystery: Fixes for hostile rovers to prevent them from salvage after battery drain
- Fix for Autonomous sensors to not show "outside drone control" icon after Autonomous Sensors tech is researched if sensors are build prior research completion
- Beyond Earth Mystery: Fix for saves swarmed by trade rockets, causing infinite loop from pinned rockets
- Fixes on Polymer Factory production (now depends on its workers)
- Fix for some edge cases of automated routes for Transport Rover
- Fix for chance for crime prevention (capped at 50% when Security Officers outnumber renegades 3 to 1)
- Fix for Waste Rock production to now properly depend on the grade of Concrete, Metals and Rare Metals deposit used
- Fix for colonists and drones to stop going through Spires
- Improved estimation of the load of the drone controllers (Hub, Rover, Rocket)
- Buildings are now considered to be in dome range if one of their hexes is inside dome range
- Updated University description
- Clarified immigration policy texts
- Various performance optimizations
- Various stability improvements
- Various sound FX tweaks

Mods:
- Documentation for Effects - building blocks for Mission Sponsor, Commander Profile and Game Rule mod items
- Added "GlobalEffects" mod item
- Default mod preview image format is set to PNG
- Kept backward compatibility with mods that use the old tags system
Surviving Mars

Solid city builder Surviving Mars didn't ship with console commands, but thanks to one modder you can add any cheats you want in just a few clicks. Want to quickly erect three residential domes in a cluster and then rain asteroids down on them? That's an option. Want to remove all negative traits from your colonists to create a perfect oasis filled with hard-working, charming spacefarers? Yup, you can do that to.

Grab the mod, called Expanded Cheat Menu, here. All you have to do is download a folder and place it in your game files, then enable the mod with the in-game mod manager. You can then use a number of different keyboard shortcut—detailed in the previous link—to open the cheat menu, the console, or an editor mode.

Digging into the photos on the mod's Nexus page suggests that your options are broad. You can play around with the gravity settings, automate buildings, eliminate the need for maintenance, cure all illnesses and make your drones' batteries last forever, among other things.

I wouldn't suggest it for new players but if, like me, you enjoyed the game and then drifted away from it then it could be worth popping back in for five minutes and playing around with the settings. I found the early game a bit of a struggle, so the prospect of cheating my way to the late game is pretty enticing. 

And if you haven't yet checked out Surviving Mars, Fraser's review is a good place to start. If you're a beginner, then here's a list of tips and tricks.

Surviving Mars - candyalien


Change:
- Fixed an issue where rockets sometimes would not take off on older save games
Surviving Mars - candyalien


Change:
- Fixed an issue where rockets sometimes would not take off on older save games
Surviving Mars - TheLetterZ

Hey everybody! You've probably noticed a quick download if you play on Steam! We got a new hotfix done and it is live NOW on Steam! Not a lot but here are the changes:
  • Fixed an issue where sometimes after Dust Storms, rockets won't be able to launch from Mars
  • Fixed an issue with some buildings not getting any workers
Surviving Mars - TheLetterZ

Hey everybody! You've probably noticed a quick download if you play on Steam! We got a new hotfix done and it is live NOW on Steam! Not a lot but here are the changes:
  • Fixed an issue where sometimes after Dust Storms, rockets won't be able to launch from Mars
  • Fixed an issue with some buildings not getting any workers
...