Surviving Mars
Welcome Home! The time has come to stake your claim on the Red Planet and build the first functioning human colonies on Mars! All you need are supplies, oxygen, decades of training, experience with sandstorms, and a can-do attitude to discover the purpose of those weird black cubes that appeared out of nowhere. With a bit of sprucing up, this place is going to be awesome! Surviving Mars is a sci-fi city builder all about colonizing Mars and surviving the process. Choose a space agency for resources and financial support before determining a location for your colony. Build domes and infrastructure, research new possibilities and utilize drones to unlock more elaborate ways to shape and expand your settlement. Cultivate your own food, mine minerals or just relax by the bar after a hard day’s work. Most important of all, though, is keeping your colonists alive. Not an easy task on a strange new planet.
Steam User 71
Would only recommend the base game, green planet, and the mysteries DLC's, the rest are useless and overpriced
Steam User 18
First things first. Not all DLC for this game are created equal. If you want the most complete Surviving Mars experience, my personal recommendation is to grab the base game and the Green Planet terraforming DLC, as they have the most polish and are arguably the best bang for your buck. My review posted on this page will only go over the base game. Also note that while I own all the DLC, I do feel that Surviving Mars can stand just fine on its own without any DLC at all.
Now, Surviving Mars. With about a dozen different mission sponsors ((think of it as your starting civilization)), scenarios ((called "challenges" in the game)), hundreds of potential landing sites, a handful of plotlines to follow, and many more parameters that you as the player can control going into a playthrough, this game is especially well-balanced towards any playstyle and I feel has a great deal of replayability, something I am always looking for in any game.
I feel this game has a draw for both casual and hardcore gamers alike. It is totally possible to turn off disasters and slowly build your colony at your own relaxed pace over the course of a week or so until you complete the game. Conversely, it is also possible to pick one of the harder mission sponsors in a disaster-prone area and try your best to survive the onslaught of cold waves, meteors and the like. The game is tailored to fit your playstyle, whatever it happens to be, and I feel this adds some longevity to the game, as you can play it differently the next time you come back to it.
Some parameters are more interesting than others, such as Chaos Theory which completely randomizes the tech tree, possibly giving you access to late-game tech early, while simultaneously taking away some more basic functions until later in the game. This was a worthwhile challenge to complete and felt really rewarding at the end of it all. Each playthrough will also have its own collection of "Breakthrough" technologies, most of which you will want to aim towards getting as soon as possible. Most of the Breakthrough techs are massive alterations to the way your game plays, sometimes even entirely changing the way the game operates. In the last run I just completed I still managed to discover a Breakthrough I had never seen before and I had an absolute blast with it.
The game offers multiple plotlines called "Mysteries" that add a primary story for your playthrough to follow. You can choose which mystery you want to play with, turn it off, or randomize it. Random events and other happenings, such as from Planetary Anomalies you can send rockets to investigate, also serve to change things up and make each playthrough unique. I happened to discover a new side-plot just recently that really drew me in with the last playthrough. The writing for the game is especially thoughtful and in an age where I have mostly fallen out of story-based games, it still manages to captivate me.
I seem to grow attached to every colony I build, all of them seem to have their own unique character and charm to them. I enjoy completing each playthrough of this game I start, and even if I end up putting this game back down for months at a time, I am always happy to boot it back up again.
The OST is hands-down one of my favorite game soundtracks of all time. Something about it is just intoxicating and relaxing, focus-sharpening and very much fits into the action of the game itself. The composer really knew what they were doing. I find myself listening to the OST even during periods of time where I'm not actively doing a playthrough or sometimes not even playing games at all. I would purchace a physical CD or vinyl were I ever to stumble across it.
TL;DR Surviving Mars and Green Planet DLC are both 10/10. Surviving Mars can stand on its own just fine, though. Good draw for both casual and hardcore gamers alike depending on playstyle. Great music keeps you going through the challenges, and lots of replayability keeps you coming back again and again to discover more.
Steam User 19
Having a background playing Banished, it really helped with the learning curve.
There is lots to do on this little red planet in so little time.
For those considering purchasing this game, this word soup is for you:
The first epidemic you'll face is the age of lazy welfare sucking seniors. Non-contributing members of the harsh Martian colonisation effort. In this game, seniors do not work; ergo, they do not contribute to the efforts. They leech your resources, and take up valuable real estate that could otherwise be occupied by fertile, sexy, rizzed up Martians. Let me save you hours of time and a few re-do's: I realised that suffocating the seniors in their own dome was so much easier, more efficient, economically friendly, and ultimately (after like 5 failed attempts) sent me into a rapture of satisfaction; feeding them and supplying them with housing, water, food, and oxygen became an option - Finally! this game started to really open up for me! *wipes evil tear*
I mean....You could go the slightly less extreme route and actually feed them, and keep them alive (yawn). But ultimately, you'll want to isolate the seniors in their own domes and keep them away from your valuable housing vacancies in your working domes so your vigorous, youthful Martians can get to slappin' cheeks! ;)
The second epidemic you'll face will be resource management. You will probably learn how to deal with this issue long before your seniors start terrorising your casino's on bingo nights. But keep in mind that resources like water never stop extracting, so managing how much you pull out of the ground versus what you can store and save versus what you cyclically use should contrast with when to turn your factories and machines on and off to save valuable power and resources. This becomes especially important as you scale the difficulties and select landing sites on Mars that are more resource scarce than other locations. (Helpful tip for beginners: If you want the most resource rich location on Mars to start your first colony, use coordinates 4S112E at the selection screen)
I recommend you max out research in your Physics, Engineering, Biotech, Social, and Robotics trees BEFORE you invest any Science into the Terraforming, or Recon & Expansion trees. UNLESS your plan is to mine asteroids, or delve into the underground early, then maybe dump some brainpower into Recon & Expansion. Terraforming is late game grunt work, I wouldn't worry about this until your colony has stabilised a little bit and you've got a comfortable groove set in.
On the topic of Science. OUTSOURCE!!!! this is the best use of your capital. The better tech you get the easier the game becomes. Use your money to outsource whenever you have the funds. The early techs are as inexpensive as 1000 Science each, but the late game techs are tens of thousands of Science per selection; be wise with how you spend this currency, it costs time, not just science. Establishing a solid foundation for research is fundamental to developing a successful colony. Research labs, and Hawking Institutes will form the bulk of your Science department for most of the game, however if you're struggling early on getting science, it might be worth it to dip your toes into the Recon & Expansion tree to get the Recon Centres - They can seek out discoveries in the cosmos (as well as discover resource rich asteroids) to give you a couple thousand extra science from time to time.
Be very picky of your first 12 founding colonists. Don't accept mediocre. You want the Sexy, and Workaholic traits if you can get them, and get an even number of males to females (obviously). Your Earthling Martians need to be Hard working and DTF!!!! The idea is to get off the proverbial nipple, and build a regenerative colony. And NOTHING regenerates like sexy, hardworking Space Cowboys! Yeehaw!
Use the time selection to your advantage. Being able to pause and speed up the game is extremely useful when trying to manage the clock. Your spacebar is your friend!
Build domes that work for your colony and you. I know it sounds like a great idea, but don't build the "Las Vegas Dome" where all your colonists can just go kick it and have a fun weekend. Outfitting it with a few casino's, a wonderful place where your colonists can go watch the rocket launches, and get f'd up at the Space Bar during the all day cocktail hours - This is a waste of valuable resources and real estate (go ahead, ask me how I know this). Your colonists are not community college frat boys looking for a good time. They're FORMER community college frat boys looking for a good time, who just so happen to be on a sponsored suicide mission to the Big Dead Red - We need them SHARP and PRODUCTIVE! Bare in mind when assembling the guts of your domes; your essential kit is Housing, Infirmary, Grocery, Diner, and a fountain/pond, you might need an Electronics Store to satisfy some gaming needs that might be a requirement of some colonists, but for the most part this is the bare minimum to maintain sanity to a level that encourages reproduction. I recommend building a separate dome exclusively for the freshly born Martian crotch-goblins and have this outfitted with nursery's, schools, and playgrounds. This will keep the children out of your "fertile" domes
The martian rail lines are very useful for accessing remote areas from your main populous. I use this for getting resources trapped in deplorable areas of the map. I have had issues with salvaging/deleting rail lines and stations in a few games, and in others, they delete just fine. So they're moody - great...
All in all, I like this better than Banished. I wish there was more content in the workshop, but honestly, I don't think the game needs it.
Good luck and Godspeed everyone!
Steam User 13
I just decided I was tired of the Finals and Dota2 and picked up this game. Somehow in 5 days I've played 32 hours of this game. Idk see for yourself, but the other comments are valid about the publisher + the whole DLC package being worth almost $100. At this point I feel like they will get more sales if they just bundle the whole thing around $10-20. I would love to try out the DLC since this game is so addictive and relaxing but I ain't paying all that. A great game that you can pass the time on for under $5 now, it's already approaching the 5 year-old mark so fairly old.
Steam User 10
This is a two-audience game - it's a light resource-chain survival game and a Martian city-builder. For a city building game it is harsh and carries the risk of death spirals and loss of your colony, especially if you have not developed your skills in harsher resource-chain games (I'm thinking of Banished, Oxygen Not Included, Rimworld, and others). The game is absolutely beautiful but is not a freeform city builder in standard mode - sandbox might be an easier introduction, or the scenarios might teach you a thing or two about colony survival games.
And yet for a survival resource-chain game about a settlement, the complaint is that it is fairly light on challenge even at high difficulty settings. There is no global difficulty setting, but a bunch of challenges you can take on to make the game harder and increase your score, a kind of a la carte difficulty setting. As someone with something like 20 restarts each of ONI and Rimworld, and who eventually kind of tapped out on both due to game-life balance, Surviving Mars is a really satisfying balance of challenge and aesthetics in a gorgeous sci-fi setting.
I get it if it's a little disappointing to people for whom Dwarf Fortress is easy that such a gorgeous game would provide relatively uncomplicated challenges. There are only three advanced resources, so the logistical complexity is comparable to, say. Transport Fever 1 or 2 - which might seem like a piece of cake to Rimworld/ONI/Banished/DF folks.
For the rest of us, yes, a 400-500% difficulty game is a relatively serious challenge, and one which is rewarding and compelling amidst the vast red vistas, realistic low gravity portrayals, etc. This game has a medium amount of crunch and challenge for those who like resource-chain economic/strategy games, and is set in a compelling visual, auditory, and conceptual atmosphere. A city building/logistics fan might find it too unforgiving, and a survival colony games fan might find it too easy. To me, it's an extremely happy medium and an excellent game, where collapse is a real threat amidst the desolation of the Martian landscape, and to build a thriving and beautiful community is highly satisfying.
Steam User 16
This is a pretty amazing game as long as you get the "Green Planet" DLC with it. You start with a rocket, some drones, and a few options for loadout and try to maintain a lasting colony on Mars though weather, climate, natural disasters and and unique sci-fi story challenges. If you have Green Planet as well, you can also fully terraform Mars to have plants, water, and breathable air.
The game can stay fresh for multiple playthroughs as your starting loadout can affect your entire game with certain perks or difficulties. In addition, you're able to pick to start anywhere on the planet which will affect not only your natural benefits and difficulties, but also which "breakthroughs" you're able to get. Breakthroughs represent unique technology which can change the game entirely. All and all, this was money well spent and is my go to game whenever I want a peaceful challenge or a break from other games.
Steam User 8
It is a good game, based on an interesting concept, although the implementation could've been done better. I'd say buy it on sale, especially if you can find the "Season Pass" package somewhere else. At that price, you certainly won't regret the purchase. It is a rather solid base-builder/survival/city-management game.
Long Story:
One of its main caveats, as with any other paradox titles, is that the base game is quite lackluster. For a fullfilling experience, the bare minimum is to get the Green Planet expansion as well. Then, I would also recommend the Space Race DLC, the In-Dome Buildings Pack and the Colony Design Set. With this, you'll get a mostly complete game with sufficient replay value and enough activities to keep you properly immersed.
On the other hand, the Below and Beyond expansion is not worth bying. It was made by a different, highly inept dev team, and it shows. Bugs, balancing issues, tedious micromanagement, it'll quickly make you hate the game as a whole. Some people say that they still like it, despite the shortcomings, but I don't consider the few positive points being good enough to warrant dealing with all the bad ones.
The other DLCs, like Project Laika and Martian Express aren't necessary bad, they are simply pointless. Not a problem if you get them as part of a package, but not worth it to buy individually.