Review

Surviving Mars Review: Building The Final Frontier

  • First Released Mar 15, 2018
    released
  • PC

A red sun rises.

It's been said that city simulators are best thought of as a series of stocks and flows. You have essential buildings that supply resources, which are then distributed in a grand pattern etched by your design. Your success, then, depends on how artfully and effectively you've crafted your settlement. If that is the measure by which we are to judge city simulators, nowhere is that more beautifully or essentially or thematically distilled than in Surviving Mars.

Space is hard, and Mars isn't any more forgiving; your goal is to command a mission that can endure the punishing conditions of the Red Planet. You can take the reigns of an international consortium, a major private enterprise, or any number of real-world space-capable nations here on Earth. From there, you choose how to guide your Martian colony. Insofar as many simulators allow a degree of role-playing, your time on Mars is yours to do with how you will. But your progress is constantly evaluated by your sponsor country or organization, offering some very loose targets like "get colonists" and "keep them alive for a while." Beyond that, the direction is yours.

No Caption Provided

Your first forays on the planet are drone-based; RC rovers and semi-autonomous bots are your essential tools. They help you probe the surface of Mars and get your basics going. You have a bevy of options for obtaining vital resources--with each creating a slightly different relationship between your settlement and the planet. That's because everything here degrades. Ground down by the perpetual dust storms, punishing cold, and meteor strikes, nothing lasts and everything comes with a cost. Whether it's by extracting from rock, or sucking what little can be from the scant Martian atmosphere, even something as basic as how you obtain water influences countless other decisions down the line.

Choose the extractor, and then you need to design your outpost around the fact that it'll kick up far more corrosive dust into the air (among a half-dozen other considerations). The extractor's cousin, the vaporator, is a more environmentally friendly option...but at the cost of comparably low output, and requiring broad spacing between structures to be effective. The brilliance of Surviving Mars, then, is in forcing you to think systemically. Each choice is a commitment, a statement of how you think it best to run humanity's excursion to the new frontier.

Surviving Mars gets a lot of narrative mileage from this. As you progress, you're always fighting the exaggerated elements and forces of nature. Your structures are always degrading, and help of any sort is often months away--meaning that you either have strong supply lines for the necessary materials, or you're prepared to work around the long delays in resupply missions from Earth. Because your colony's development is connected to these choices, it also creates a powerful emergent narrative throughout, not unlike ones found in The Sims, for instance.

Those decisions might feel like setting up a trap down the line, but Surviving Mars' other stroke of genius is how permissive it can be. Instead of locking you into a given play style, the emphasis is on consequences and teaching you how to manage them. Your colony, at its most basic level, is governed by a set of rules. If you have X building, every so often you'll need Y resource to maintain it, and that resource comes from Z building, and so on.

The brilliance here is that all of these systems work and are responsive to how you play. Every choice matters, but none rule your destiny. Even if you can't get what you need from a Martian mine just yet, you can order it from Earth. Each of those choices, too, have consequences, though. And that means that at some point, you either fail to meet a condition and the system starts falling apart, or you keep going and surviving.

No Caption Provided

What helps here is that Surviving Mars may be delicate, but it isn't punishing. Sure, the in-game consequences of failure are...a little extreme (like watching your colonists suffocate, should you fail to keep oxygen flowing). But you'll often have plenty of time to fix them, and a series of warnings that encourage you to change course. How you do so, again, comes down to which consequences you want to take on, and how long you can keep paying those costs--at least, at the most basic level. At times, Surviving Mars may underemphasize some key parts--namely just how important supply chain management is--but it's delightful and elegant, tasking you with just enough management and planning to keep your role engaging. As you progress, drones can take on more, leaving you to handle larger-scale plans for the settlement.

That allows you to graduate to managing the lives of the colonists, your relationship with Earth, the fineries of your supply chains, and new expansions and additions to your colony (which follow their own systems and sets of rules). What makes all of this work is precisely that it is so scalably complex, gives generally great feedback on how well your choices are working, and giving you progressively larger goals to chip away at. It's a strong set of basic ideas that keep the game consistently engaging, and allows you to open up new fronts and address new challenges--like getting another adjacent settlement going--as you build the confidence to work through them.

Surviving Mars is SimCity with soul.

A more traditional, optional narrative is available as well. Each time you play, you'll eventually discover some sort of mystery, be it colonists with weird visions, disturbing black cubes, or legit aliens. These will nudge your colony in more specific directions, if you decide that it's something you want to explore. Often, these mysteries require you to do something specific, like construct a special building to start a sequence of narrative vignettes. While the core play of "maintain and survive against all odds on the Martian surface" should be a big enough hook for many players, it's nice to have an optional story that addresses the mythology of the planet throughout our real-world history and pop culture.

And that's just it. Mars is more than a planet--it's the next big goal for a healthy portion of people here on Earth. Surviving Mars nods to that with a pursuit of real-world influences and designs, plus as many plausible technologies as it can pack in. While the game definitely takes some liberties, most of the structures, ships, and technologies will be familiar to fans of spaceflight. The basic supply and passenger ships, for instance, are modeled after SpaceX's forthcoming BFR ships.

Surviving Mars, above else, is about hope. So many strategy games hold to their gameplay, eschewing any overarching themes or messages. But, as corny as it sounds, for those who believe in the majesty of spaceflight, for those who are keen to marvel at how pernicious our plucky little species can be, Surviving Mars is SimCity with soul. It shows the challenges that come along with planetary migration, but it also shows that they are solvable. With the right planning, drive, and ingenuity, we can do great things together.

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The Good

  • Excellent design creates an engaging batch of systemic choices
  • Premise creates a strong, natural thematic throughline
  • Excellent aesthetics
  • Mysteries work as another parallel story

The Bad

  • Some concepts could be explained better
  • Minor technical issues

About the Author

Starkey has been fascinated by space since childhood. He started a dozen colonies, abandoning the first eight to the swirling clouds of dust on the Red Planet. He brought the other four up to self-sufficient state, taking them into the late game. An early code was provided by the developer for this review.
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Louis

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If anyone is reading this "now", seems this game will be free off the Epic store the week of Oct 10th - 16th, 2019. Just an FYI.

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aproxinate

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Can you do a review for PS4? Or does it play well on console?

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Gelugon_baat

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Edited By Gelugon_baat

@aproxinate: That will only happen if Haemimont or its publishing partner sends a review copy of the PS4 version over to GameSpot.

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Gelugon_baat

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Edited By Gelugon_baat

Just so anyone knows: many of the "anomalies" that the player can have scanned for "research" purposes are technically nothing more than tech-enablers (i.e. it's like building one of those tech-up buildings in RTS games; the main difference is that you have to send a vehicle out there to find the tech-enabler).

Only some of the anomalies work like the anomalies in Galactic Civilizations and Stellaris.

P.S. The research tree still works like the usual and reliable version of research trees though, i.e. options become unlocked according to a sequence, in addition to whatever options that are enabled by scanning anomalies.

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bongaconga

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Edited By bongaconga

how much is this going to cost?

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Gelugon_baat

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Unfortunately, there are several things that seem to be RNG-dependent, and not entirely clear to the player. (I have already mentioned meteor strikes earlier.)

As an example, there is the matter of cable faults. When a cable fault happens, a point in the power grid shorts out and breaks the grid into two separate sections, i.e. the sections no longer have combined power production and consumption ratings. This is understandable. What is not as acceptable is that the probability of cable faults occurring is not clear; the game's encyclopedia only says that "dense" power grids are more prone to faults. Selecting a power grid does not show this probability.

I make this complaint because I have seen a better implementation of power grids in Klei's Oxygen Not Included; that game addressed this issue by implementing maximum circuit wattage. As long as power consumption is below this rating, there cannot be any circuit overloads (that game's equivalent of this game's cable faults). There is nothing like this in Surviving Mars; I have had cable faults occuring on power cables that had just been laid down less than an in-game hour earlier.

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MXVIII

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@Gelugon_baat: Cable faults are a combination of dust accumulation, normal wear, and loading too many buildings on one line. That being said its a mechanic that is supposed to make the early game more challenging, and is borderline negligible in the mid game. If you use power switches to bypass malfunctioning cables its not even an issue in the early game either.

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Gelugon_baat

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@MXVIII: I don't find a probability-based problem to be a convincing source of challenge, especially when the statistics and factor calculations for it is obtuse.

Again, I repeat: I have seen a better implementation of power management in another game, specifically Oxygen Not Included.

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MXVIII

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@Gelugon_baat: Yeah, I like my space games to be as realistic as possible, so Im fine with the probability factors. It keeps it interesting, and gives me a real sense of at any moment everything can go horribly horribly wrong....you know kinda like actual space missions

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Gelugon_baat

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@MXVIII: In real life, colonization of Mars has not even happened yet. :\

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MXVIII

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Edited By MXVIII

@Gelugon_baat: No, but actual space missions have...and even the most prepared missions had something randomly go wrong that astronauts had to use quick thinking, and creative ingenuity to overcome...or unfortunately in two cases, not overcome.

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Gelugon_baat

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Edited By Gelugon_baat

@MXVIII: In this game, the player is not an astronaut. :|

The game that does what you said is Kerbal Space Program - not this game.

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MXVIII

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@Gelugon_baat: wooooow hahaha.

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Good_Coop89

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Sounds good. How does it compare to Aven Colony?

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Gelugon_baat

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Edited By Gelugon_baat

@good_coop89: Well, for one, the default-level drones in Aven Colony fly. The ones in Surviving Mars don't, and they have batteries with limited charge. In Aven Colony, resources on the surface are already visible to the player; the ones in Surviving Mars are hidden (just not there at all) until the player scans the sector that they are in, even if they are on the surface.

That should already imply that the latter is much more ... stressful.

Aven Colony has better visuals though, but then, its setting is an alien planet, not a ball of rust.

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Good_Coop89

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@Gelugon_baat: Okay, thanks for the info.

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Gelugon_baat

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Edited By Gelugon_baat

Meteors. Fucking meteors.

Can anyone tell me whether there is something positive to be had about meteors? I had one strike a rather critical part of the colony, and one that is being worked on by several drones - it took them all out, and the meteor doesn't even leave anything valuable like space minerals behind.

If there is nothing beneficial from meteors, they are just going to be save-scum-triggers to me. Save-scumming stresses me out.

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OneManDroid

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@Gelugon_baat: meteors do drop metal, etc. and once you've researched comet defences, you're all set... absolutely stunning game... you do have to endure at least one meteor show, and the panic that ensues is just priceless... just make sure you put your fuel depots well away from other resources... ;) (some of those wonders that you create - they're SO worth it... especially the large hole... infinite metal and rare metal? yes please...) plays so well on XB1X (looks gorgeous and really easy with controller) not to mention the stunning soundtrack... essential for any budding city-builders!

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Gelugon_baat

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Edited By Gelugon_baat

@onemandroid: They do? I had two drop on me thus far and I got nothing - I sure as hell looked, but they did not leave a lump of anything behind. Do I have to research something to make this available? Or is this a bug?

Also, I sure would research defenses against meteors - if I could find the anomaly to scan to make this available for research. In the sessions that I have created, I haven't even come across this anomaly, and there were many other research options that I want to pursue before this one.

That said, I fell off this game. What I read about the gameplay after the early-game does not interest me.

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MXVIII

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@Gelugon_baat: Its random chance, but Meteors drop Polymers and Metals, also they drop anomalies that boost research. Like previously stated once you get the laser they are pretty much nothing more than a neat fire works show. The laser will be found in the physics tree, and anomaly can reveal it sooner, but if you keep on that tree it will unlock

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Gelugon_baat

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Edited By Gelugon_baat

@MXVIII: I don't know if I have the patience to deal with bouts of bad luck. Good luck doesn't make me satisfied either; there's always the nagging feeling that I got through because of that instead of my good decision-making.

Now, I would say that my first attempt at the game was with the hardest starting condition (Russia as the sponsor). Resources are a lot tighter, and timing the development of projects together with the departure and arrival of rockets is critical. All these are convincing sources of challenge in the early-game.

But meteors dropping randomly and apparently having random chances of having something useful, including even in the crucial early-game phase? This is just so much bad/good luck - I have no patience for this.

(Man, I could have benefited greatly from meteors with oodles of Polymer.)

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NSA_Protocol44

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@Gelugon_baat: Off topic but i really like your name, where is it from?

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Gelugon_baat

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@nsa_protocol44: Dungeons & Dragons.

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Gelugon_baat

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Edited By Gelugon_baat

The presentation and complexity of this game is so, so far removed from the Tropico series, and it is certainly NOT Victor Vran at all.

Kudos to Haemimont for doing something different and refreshing. I was worried that Victor Vran signalled that Haemimont was going in an awful direction for the development of new IPs, and that Tropico 5 suggested that it has run out of ideas.

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csward

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A Paradox game that has systems that need better explanation?!?! I can hardly believe it! /s

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Gelugon_baat

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Edited By Gelugon_baat

@csward: Haemimont made this - but yeah, Paradox-published titles with complex gameplay have a tendency to be hella obtuse, or just have tedious UIs.

For one, the tutorials in this game don't always work.

In another example, the Rocket/Supply interface doesn't show certain important details about stuff that can be chucked into a Rocket, such as whether a building needs colonists, even though the user interface for that has space to show this text. Instead, the player has to exit the Rocket/Supply interface and check the in-game Encyclopedia, and then go back again.

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Gelugon_baat

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Edited By Gelugon_baat

I am looking at the gameplay implementation of the sponsors and they turn out to be the game's equivalent of difficulty settings.

They do not seem to affect the conditions on Mars, but they affect the gameplay conditions for the colonists and the off-world support for them.

P.S. Oh... Oh...! Haemimont made this, huh?

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Gelugon_baat

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Whoo....

I had been playing Oxygen Not Included recently, and after I have gotten the gameplay pat down and developed a sustainable colony for the idiotic (but hella nimble) Dupes in Klei's game, I am hungering for more systems-heavy settlement-developing games.

I am so going to play this. Kudos to Paradox Interactive for publishing this game.

P.S. I am wary of the degradation thing though.

P.P.S. Paradox made some bad choices in its publication though - like A Game of Dwarves. That game is so disappointing.

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johno357

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Edited By johno357

Come on Cohaagen, you got what you want! Give these people air!

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mattcake

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@johno357: TWO WEEKS. TWO WEEKS.

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CRUSHER88

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I wanna buy it but I'm still pretty invested in Cities right now. One day though. One day....

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