Occupy Mars: The Game

Survive and colonize Mars in a highly technical, open-world sandbox game. Build and upgrade your base, discover new regions, conduct mining operations, retrieve water, generate oxygen, grow crops, and fix broken parts.

Occupy Mars: The Game is a early access, open world survival craft and open world game developed and published by ▲ Pyramid Games.
Released on May 10th 2023 is available only on Windows in 14 languages: English, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Portuguese - Portugal, Danish, Romanian and Ukrainian.

It has received 2,262 reviews of which 1,662 were positive and 600 were negative resulting in a rating of 7.1 out of 10. 😊

The game is currently priced at 24.50€ on Steam.


The Steam community has classified Occupy Mars: The Game into these genres:

Media & Screenshots

Get an in-depth look at Occupy Mars: The Game through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Intel Core i5-6400 / AMD Ryzen 5 1500X
  • Memory: 8 GB RAM
  • Graphics: RX 570 4GB VRAM / GeForce GTX 970 4GB VRAM
  • DirectX: Version 11
  • Storage: 15 GB available space
  • Sound Card: DirectX compatible
  • Additional Notes: System requirements may change during the development of the game.

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
Izbenn did already a great review where he told, how great this game is ... except for one gamebreaking element. So I'm refering to his report before giving additional information to his critics: https://steamcommunity.com/profiles/76561198002569142/recommended/758690/ Sadly, he didn't allow comments. When Izbenn did his review, devs already announced the rebalancing of the meteor showers to solve these mentioned problems. Devs listen to the community especially if you give them some constructive feedback with which they can work with. They already announced changes of the meteor showers for the next update which will make them a lot easier and finally playable whitout using exploits. That's why I recommend this game. Izbenn's only critic will be gone soon. Just keep an eye open and check out the discussions on the forum to stay up to date. https://steamcommunity.com/app/758690/discussions/0/4848777893530006527/?ctp=6#c598512477964122703 Update @ 22.12.2024: I happend to have my own meteor storm to test my defenses with the new mechanics, you can read the details here: https://steamcommunity.com/app/758690/discussions/0/4848777893530006527/?ctp=7#c600765465840648644 Izbenns complain is finally gone ...
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Aug. 2024
This game was pretty good, but I feel like the artificial constraints of not having a database of designs to build everything is a problem. So that is to say the research would not really be needed in the way its implemented if one had a realistic database of stls or other design files. It would be more enjoyable if I could build everything, but most of the progression was locked away in the need to build specific fabrication machines and the research could be into how to use them. At the point I got to in the sandbox game I really just needed to make a board fabrication ... bench or what ever. Instead of being able to make boards I had to make increasing long boring journeys further and further from my base. IF I just had to build a series of new machines to make them, I'd rather do that. Over all despite this it passes the more value then a theatre movie ratio for cost to entertainment. I played for more then 20 hours for about the cost of a 2 hour movie at the theatre. So that's good :)
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April 2024
Well. Sometimes I wish Steam would allow you to rate a game as "Meh". There is something interesting here, and for 40 hours or so (with a lot of fails and deaths), it was a decent enough survival experience. But in the end so many small things have piled up that made just go: okay, enough Occupy Mars. You might ask yourself then why is this review positive? Because I did stick to it for 40 hours to get to the "end game", and overall the journey there was tough but rewarding. But now a brief overview: 1. Graphics: serviceable 2. Sound: serviceable 3. Controls: Janky 4. Survival: Rough, very rough, but fair. But now here is a list of complaints (in no particular order): The pickup to hand mechanic for most items (except cables) is just weird. It needs to go, and I much prefer to just always pick up to inventory and move things to the hotbar. The mining part of the game has a serious progression issue. Hand mining larger rocks, and then grinding them down to small usable junks in the early game is a painfully slow process of getting mats. So much so that I only did it if absolutely necessary. It picks up once you get the truck and the small dump station, and once that comes along its easy to get 1000+ of each ore easily completely trivializing mining and building. There needs to be a step in between those two extremes. It gets even more OP once the rover comes along. Maybe add a tiny grinder were you can place one ore rock at a time in there that you have to hand carry there? Or perhaps the drone can carry one stone at a time to that tiny grinder for you? Or strap one ore rock onto the ATV instead of those pathetically small ATV storage things? So many rooms feel utterly pointless. I built a cafeteria and never used it since you cannot really use it for its purpose as a central "food, drink and social" room. The same with the lobby. Its only real purpose is to allow you put on the heavy suit. Why can't we just put CO2 scrubber, battery rack (to charge batteries) into the lobby and use it as a sort of "prep room" before heading out of an airlock? Same with the cafeteria, you cannot place a water sink in there to fill up your water. Why devs? Why? The HQ is similarly confusing, but at least it allows you place most essentials (water, battery recharge, storage and science benches), even though where you can place what is not always clear. This needs a complete overhaul. IMHO there should be no reason to restrict where we can place what. I hate the tablet system. Basically you have to find tablets while exploring that randomly gives you the opportunity to unlock a tech once you have enough points in said tech tree. Tablets don't unlock tech, they *allow you* to unlock tech with points you have to earn through other means first. Sorry but that RNG factor is just horrid. Easy solution: much like the pen drives which are coded to a certain tech tree, just give us coded tablets that gives us one 1 unlock option the tech tree. We can then choose were to spend that point, depending on what makes sense for us. Or remove tablets entirely and re-purpose the pen drives for that. Or even better, just steal Subnautica's mechanic of allowing us to scan those things in the wild at those random POIs to get the blueprint. Progression in the tech tree seems horribly imbalanced as well. Once I had the medium solar panels I gained electricity points rapidly, so much so, that I was lagging behind with the tablets. Lots of points no place to put them. Botany advanced really quickly with every grown plant, while mechanics and materials were very very hard to level. The power usage of rooms seems horribly unbalanced. Why does a long corridor need like 4kw of energy? Why does the workshop the most useful of the buildings need so much power? Why can't I manage the batteries outside remotely from inside with a terminal? There also needs to be some touch ups in terms of QoL features. For example the hangar has power slots to charge vehicles, but you cannot fill the rover's oxygen tanks in there. Why not? Why aren't there just generic sockets everywhere in my base where I can charge my CO2, O2 and power? Why do I have to fiddle with batteries and tanks right up to the end game? Just give us a charging station, and perhaps a better suit between the light one and the heavy one, that just makes all of that charging easier and more convenient? Wind power seems really useless to me. Solar panels are the way to go and the new nuclear devices (kilo power) will never ever leave you wanting for power. Maybe give us steam engines that use water? Or allow us to ferment some plants to create bio fuel for burning? Grinding down things for mats is way better to get mats but also arbitrarily locked behind tablet tech. I'd argue that needs a balance pass as well. Perhaps allow us to grind everything from the start, but how much we get is locked by tier? Maybe add some things that can only be gained by grinding POIs, while other things have to be crafted? Or even better, give us the option to grind with the rover, dump scrap, trash and wrecked buildings into the rover to deliver to a recycling station? Storage cabinets need power. Why? Devs, why? But why? Its not a freezer, its not some magical preservation storage box, its just a cabinet with a display on it. Perhaps overthink the entire storage concept a bit. The small storage boxes are neat, but it they'd be a hundred times better if we could just place them on the walls. So many spaces above placed work benches are just free for a little shelf with a storage box on there.
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Feb. 2024
The groundwork is all there and it is a solid game and there is a lot of potential with this game. My only issue is the world feels rather dead and there isn't much worth to actually upgrading your base and then focusing on the food/water aspect because there is no one that needs it nor any other real uses than yourself just eating/drinking and upgrading one or two things that lead you to the same feeling of "why?" did I just make all this? Once those certain voids get filled I'd love to come back and play this again.
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Feb. 2024
The game is oddly enough, as Advertised, not bad for an Early Access. Has its moments where it can be boring but it strongly depends on the weather settings and difficulty. The game can also be a bit of a reference machine with the easter-eggs too if you're familiar with pop-culture. I walked into cave and saw a suspicious looking rock, realizing what it was I was like "Nope" and GTFO of there(those that have found it or know of it know what I'm talking about) Sandbox starts that give you the Rover are really helpful, especially if you're trying to do this on hard(namely because the vehicle is heavy, enclosed with it's own atmo, doesn't ragdoll, and can tank a meteor strike IF you are lucky and it just hits the trailer end of it.) The base construction system is simple yet has its own challenges, because of how the tech is researched, how the materials are gathered, and of course module placement, environmental consideration, and resource management. The Game is a bit of a grind and time sink, and it has the tendency to get boring when you've done everything in it's current Dev-State, but those are about the only downsides to it that I've been able to find. I've always enjoyed survival games where the Environment is ACTIVELY trying to kill you in the most natural way possible, or by your own carelessness, hubris, shortsightedness, mismanagement, or lethal missteps. I've been blown up by the damaged ATV as I tried to break it down for parts, blew me back and actually put me THOUGH one of my solar panels... so yea be thankful the game has no gore or blood, because some of the ways you can die are pretty gnarly.
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Last Updates

Steam data 15 December 2024 00:36
SteamSpy data 19 January 2025 11:31
Steam price 22 January 2025 20:41
Steam reviews 22 January 2025 11:56
Occupy Mars: The Game
7.1
1,662
600
Online players
165
Developer
▲ Pyramid Games
Publisher
▲ Pyramid Games
Release 10 May 2023
Platforms
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