About the Game

- Send your leaders to mysterious locations and uncover rich resource depots, giant crystal caves and stunning natural wonders.
- Found new cities on craters and in lava Tubes. Make them thrive and meet your population's rising demands.
- As the planet is procedurally generated, every new playthrough will be unique.
- Choose the best buildings from a selection of randomly proposed project cards at the start of every turn.
- Plan your city layout efficiently and find strong synergies between buildings.
- Grow your cities into utopian metropolises or industrial settlements automated by robots.

- Restart a volcano, construct giant space mirrors or nuke the poles to geo-engineer the entire planet.
- From spreading adaptive bacteria, to planting full-grown forests with bears. Each life form has specific requirements and provides strategic benefits.

- By making this game, we hope to inspire humankind to take its first steps out of the cradle and become an interplanetary species, starting with Mars! Do you want to join the terraforming movement, get updates about the game development? Then join our Discord server!
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
General changes
Bugs fixes
Removed the loading screen icon that remained on ultra-wide screens.
Fixed a bug in marsyclopedia where undiscovered item could still show the info popup when using a gamepad
Fixed a bug where lifeform events could propose twice the same lifeform
Fixed a bug where the “mine mandate” could not be used on ocean locations
Fixed a bug where you could get negative resources during a trade embargo
Fixed a bug where megastructure costs were not contributing to tech cashback
Fixed a bug where abilities in the last stage of the interstellar spaceship were wrongly highlighted
Fixed a bug giving a warning about remaining exploration ability when the entire planet is explored
Fixed a bug about the GMO effect being able to be applied to a lifeform and bring it below minimum.
Fixed a bug where a new dedication was not picked after using the Tourist Magnet to found a city (and auto picking the humanist policy)
Fixed a bug where a policy could be proposed to replace the same one
Improvements and gameplay changes (Independence DLC)
After founding a new city, you can now choose from 2 new policies for your next city of that faction at the start of the next turn.
You can now revert founding a city again (just like in the base game).
If you haven’t founded a new city with a faction for a long time, you will get an event with a suggestion to change the policy of a specific faction or keep the current one. This event replaces the event in which you can choose to replace a policy of any faction.
Upon receiving a faction mandate, you can now choose to receive a support boost instead.
You can now select any color for your city, even colors that don’t match their faction.
Balance changes - Independence DLC
general balance
Rewards for faction level ups have changed. You now only ever get 1 faction seat per faction level up to prevent heavy government swings in the late game:
level 1: 1 seat & 1 tier-1 mandate reward.
level 2: 1 seat & 1 tier-2 mandate reward.
level 3: 1 seat & 1 tier-3 mandate reward.
further: Level 3 is repeated, the influence requirements increase by 5 per level.
Total seats amount and independence requirement lowered from 8 to 7.
Increased the global comfort of living gained from autonomous from 1 to 2.
Increased the global comfort of living gained from independence from 3 to 4.
Lowered cost of Democratic Parliament from 50 to 44 water.
Lowered cost of Leader Statue from 50 to 44 titanium.
Faction centers:
Faction centers now require 1/2/3/5 seats of their faction in government to be placed instead of 1/3/5/7.
Lowered the amount of faction centers proposed.
Changed the Industrialists Logistics Center to require only 1 seat instead of 3. Lowered the cost from 31 power to 10 power. It now provides 1 resource-specific trade route per unique resource that the city produces. Adjacent mines also provide a trade route (just like the spaceport). It doesn’t generate negative comfort of living for adjacent cities anymore.
Industrialists’ Mining center now requires 2 seats instead of 1. Power costs are increased from 19 to 20. It generates 1 heat per 3 mines instead of per 4 mines and only provides 1 negative comfort of living to adjacent cities instead of 2.
Industrialists expansion cost lowered from 34 to 30 power. It now requires 3 seats instead of 5.
Industrialists’ Robot Command Center’s seat requirements lowered from 7 to 5. Lowered its cost from 70 to 50 power. Lowered the amount that adjacent mines produce from 2 to 1.
Scientists’ Exploration center cost lowered from 16 to 10 science. Lowered the exploration discount from 2 to 1 turn.
Scientists’ Water Extraction center now requires 2 seats instead of 5. Costs are lowered from 38 to 20 science. Adjacent aquifers generate +50% ocean instead of +100%.
Scientists’ Weather control Center costs are lowered from 36 to 30 science. Lifeform spread discount lowered from 25% to 20%.
Scientists’ Observatory Center seat requirements are lowered from 7 to 5. Lowered the cost from 70 to 50 science. It now makes technologies get suggested twice as fast instead of 4 times as fast.
Humanists’ Quality of Life Center costs are lowered from 11 to 10 food.
Humanists’ Arboretum costs lowered from 22 to 20 food. It now requires 2 seats instead of 3.
Humanists’ Large Scale Agriculture Center lowered from 45 to 30 food. It now requires 3 seats instead of 5. Adjacent outdoor farms now produce +4 food instead of +5.
Humanists’ Leadership Center seat requirements lowered from 7 to 5. Lowered the costs from 70 to 50 food. It now only requires 5 population instead of 10 to provide 1 extra leader proposal.
Mandates:
Increased Generator Surge power gain from 30 to 40.
Rock Demolition now also provides you with 8 tritium.
Rapid Expansion now provides 8 expansions instead of 6.
Heavy Emissions now provides 20 heat and atmosphere instead of 15.
Extreme Strip Mining now provides 40/50/60 resources from normal/large/gigantic deposits instead of 30/40/50.
Advanced Prospecting now provides 12 science per looted resource instead of 8.
Experimentation now sells projects for 10 science each instead of 8.
Spread Life & Research now provides 25 science instead of 15.
Quantum Fabrication now generates 40 resources instead of 30.
Amphibiogen now provides 15 water and 15 nitrates instead of 25 science.
Adopt as Pet now provides 12x the lifeform’s prestige instead of 10x.
Outstanding Leadership now provides 4 leader actions and 60 support instead of 3 leader actions and 50 support.
Advanced Dike Engineering now provides 30 titanium instead of 18.
Mass Oxygen Import now provides 28 atmosphere and oxygen instead of 20.
Scenarios:
Lowered the seats required for victory (as you don’t get multiple seats now anymore for higher faction levels).
Lowered the total requirements for the Interstellar Spaceships a little to balance for the fewer gained seats on higher faction levels.
Difficulty:
Slightly increased the expectation rise frequency, to match the beneficial changes mentioned above.
Patch 1.7.82
Bugs fixes and Improvements
Fixed “Space race” mandate impossible to use with the gamepad
Fixed “Transport boom” mandate sometimes resulting in negative resource stock (end of turn production was taken into consideration while determining if a resource would get exhausted after exports, but “Transport boom” triggers a trade immediately)
Improved reliability of player progression saves on windows by asking Windows to fully flush save files to the disk immediately
Fixed that manually resetting player progression didn’t work if the game failed to load player progression at startup
Fixed that the special moon city policy was not added correctly to the discovery list for Marsyclopedia
Added that some mandates are not proposed anymore if the terraforming parameter they impact are already at max level
Fixed a bug where the notification for the Deimos project would trigger from 0 on each load
Fixed that some megastructures could be built on the moons in some scenarios
Fixed that the correct icon will be displayed for the supply station if built on a city location
Fixed that the number of points for custom scenarios was not correct for some scenario goals
Fixed a pathing bug when expanding a city over the ocean
Fixed a bug where two locations could be connected but the connection did not appear on the planet
Added an automated save repair when loading a save where the ocean rise did not properly destroy some buildings (sadly did not yet find the source of the bug)
Fixed missing text issues in some events
Fixed that the last repeating event for technologies sometimes proposed different amount of technologies.
Fixed a bug where a leader would appear with “noname” on an event and trigger cascading bugs in the game.
Fixed a bug where the “import life” mandate could propose multiple times the same lifeform
Fixed a bug where gmo on lifeform could not be applied properly
Removed the “more content to come” at the end of the game
Increased interstellar scenario winning animation length
Improved some logic related to the trigger of win / loose music
Fixed missing + sign for more than 3 seats reward
Balance changes - Independence DLC
The amount of extra expectation rises when playing with this DLC enabled is lowered a little.
Lowered the amount of seats that are required for winning the Independence scenario.
Slightly increased the amount of policy/mandate change events.
Oligarchy now doesn’t have the -1 project proposed effect anymore.
Dictatorship now has a global comfort of living of -5 instead of -6.
Revolution events are now about 2 seat changes / extra leader actions instead of 3.
Slightly reduced the amount of protest/revolution events.
Democratic Parliament & Leader statue are now proposed a little later.
Increased the support production of Landscape Preservation area from 3 to 4. Added that it cannot be relocated.
Lowered cost of Humanists’ Quality of Life center from 12 to 11 food.
Increased science cost of Scientists’ exploration center from 15 to 16.
Increased power cost of Industrialists’ logistics center from 27 to 31.
Lowered science costs of Scientists’ Water Extraction center from 40 to 38.
Changed that native martian bacterias are not accounted for by the landscape preservation area check.
Bug fixes
fixed a city migration bug where the turn cooldown and policy of the migrated city were incorrect
fixed "Extract Aquifer" mandate not being usable on ocean locations
show flood warning popup as appropriate when using the "Extract Aquifer" mandate
fixed "Food Bank" dedication not counting food produced outside of the city
gamepad: fixed an inaccessible city slot in one possible layout of the plain location
gamepad: fixed undo shortcut text shown in red after exploration, which was distracting when using the next turn shortcut
V1.7.77 - 18.04.2026
Bugs fixes
Fix for a performance problem that affected some players on Windows
Fix the megastructure button being partially under the government widget when in compact UI mode
Fix an issue where events would sometime stop triggering (e.g new technologies, leader elections)
Fix inconsistent font for the trade panel exports count number
Updated the game manual linked from the main menu to include the last DLC
V1.7.76 - 16.04.2026
Balance changes (regular game)
Slightly increased expectation rise frequency past turn 40 (to accommodate some projects getting a little better, see below).
Dejah Robinson’s independist rally skill has changed: doing it now provides +6 support per turn but also results in a trade embargo of 2 turns. You cannot do this skill if you have an active trade embargo.
Craig Blake’s specialization now gives +1 food production per 5 new food production increased instead of per 6.
Increased the cost of the Regolith Burner from 12 to 15 titanium. Increased its atmosphere production per adjacent rock from 1 to 2.
Lowered the cost of the Beach Club from 15 to 14 silicates.
Lowered the cost of the Warehouse from 11 to 9 titanium.
Lowered the cost of the tech Animal Tracking from 30 to 25 science.
Lowered the cost of the tech Advanced Food Processing from 35 to 15 science. Lowered its effect from 2 to 1 support per food, water or nitrates income you increase.
Increased the cost of the tech Open Science Database from 15 to 20 science.
Increased the cost of the tech Consumer Goods Protection from 20 to 25 science.
Cammile’s (Lost Explorer) specialization: Increased the amount of extra buildings a city with 1 population can have from 3 to 4.
Increased cost of carpenter from 7 power and water to 10 power and water. Increased the discount it gives to constructing other buildings from 2 to 5 resources.
Lowered the cost of the Warehouse from 9 to 8 titanium.
Increased the cost of the Miner’s Cottage from 6 power and 25 food to 12 power and 25 food. Increased the support it produces per mine the city owns from 1 to 2.
Changed the cost of the Seafood Restaurant from 15 water and 5 food to 25 water. Increased its support per coastal location the city owns from 2 to 5. Removed its flat support production (was 5).
Increased the cost of the Local Culture Center from 11 power and water to 20 power and water. Increased the support it produces per distance to the nearest other city from 3 per distance to 6 per distance.
Increased the cost of the Martian Workers Association from 16 food and water to 30 food and water. Increased the support it produces per unique resource/terraforming output from 2 to 5.
Changed the cost of the Rural Community Retreat from 20 power, 10 food and 10 water to 20 power and 20 food. Lowered the support production from 22 to 20. Lowered the negative support production per robot/population from -2 to -1.
Lowered the cost of the Beach Resort from 20 food, 15 nitrates and 15 silicates to 10 food, 10 nitrates and 10 silicates. Removed the 15 flat support production. Increased the support production per local temperature level from 5 to 10.
Lowered the cost of the Theme Park from 40 power and 20 titanium to 15 power and 15 titanium. Removed its 20 flat support production. Increased its support production per local oxygen level from 5 to 10.
Removed the temperature requirement of Nature Park.
Worm Farm now gives a 50% plant spread speed discount instead of 25%.
Lowered the cost of the Research Station (Large Meteorite upgrade) from 7 to 6 silicates.
Lowered the cost of Harvest Black Sand (Black Sand Dunes upgrade) from 2 to 1 power.
Increased the support per location upgrade that provides support/comfort for the tech Natural Reserve Initiative from 3 to 4.
The Marsolympics now has a -5 support penalty per turn for rejecting it. The first edition will be held in 12 turns now instead of 16.
Lowered the spread duration of Metallidurans, Artificial bacteria, Radiodurans and Dark Barcteria by 1 turn.
Increased the amount of atmosphere Deinococcus generates from 2 to 3 per turn. Increased its spread duration from 8 to 10 turns.
Increased the prestige of Seagrass from 6 to 9.
Lowered the cost of Gas Factory from 7 to 6 power.
Lowered the cost of CO2 Factory from 12 power and 9 titanium to 12 power and 8 titanium.
Lowered the cost of the Oxygen Factory from 17 to 16 water.
Lowered the cost of the Nuclear Oxygen Factory (event building) from 20 to 18 tritium.
Lowered the cost of the Oceanic Electrolysis Facility from 8 to 7 power.
The Marsolympic Stadium now provides 60 support when the Marsolympics are held instead of 30.
Planetary Defense Missiles (Apocalyptic asteroid event) now provide 5 support per turn instead of 3.
Lowered the cost of Windmills from 7 to 6 titanium.
Changed the cost of Hot Air Balloon Tourism from 7 food and 7 tritium to 10 food and 10 tritium. Changed the support gain per neighbouring adjacent landmark that provides support/comfort from 3 to 10. Removed the flat support of 5.
Lowered the atmosphere requirement of Airports from 3 to 2. Increased its tritium cost from 12 to 18.
Increased the atmosphere requirement of the Blimp Station from 2 to 3. Increased the comfort of living it provides from 3 to 4.
Made outdoor food farms get proposed earlier.
Increased the Outdoor Duck Farm food output from 2 to 4. Increased its water costs from 14 to 30.
Increased the Outdoor Potato Farm food output from 3 to 5. Increased its nitrates cost from 20 to 34.
Increased the Outdoor Sheep Farm food output from 2 to 4. Increased its water costs from 23 to 36. Lowered its support production from 5 to 4.
Increased the Outdoor Wheat farm food output from 5 to 6.
Increased the support output from Vineyards from 15 to 20 and increased the food output from 1 to 2. Increased the nitrates cost from 15 to 20.
Increased the support output from Bee Colony from 12 to 15 and increased the food output from 1 to 3. Increased the water costs from 20 to 30.
Increased the atmosphere and temperature production of Outdoor Cattle Ranch from 1 to 2. Increased the water costs from 35 to 40.
The Danlé Lab (event) now produces 2 food instead of 1 science. And its science costs are increased from 28 to 40.
Lowered the cost of the Seaweed Farm from 22 to 20 nitrates.
Increased the food output of the Fish Farm from 4 to 6. Increased its nitrates cost from 28 to 40.
Other changes (regular game)
Lowered the victory points requirement for getting unique starting situations next game from 50 to 25 points.
Slightly increased the total amount of events that will occur during play.
Slightly increased the chance of occurring of some rare events (Lost Explorer, Mysterious Meteorite).
Other changes (New Frontiers DLC)
Lowered celestial shortages of food, science and power from 60 to 50.
Lowered celestial shortages of titanium, tritium, water, nitrates and silicates from 40 to 30.
Lowered the amount that Harry Leclerc’s specialization lowers current and future shortages from 15 to 10.
Lowered the Space Colony Habitat Modules titanium cost from 5 to 2. Increased the tritium cost from 5 to 7.
Lowered the Extra-Martian Exploration Mission power cost from 10 to 9.
Lowered the Modular City Deployment food cost from 10 to 9.
Lowered the Habitat Heating Unit Power & Silicates cost from 10 to 9.
Lowered the Habitat Cooling Unit Science & Power cost from 10 to 9.
Europa Bacteria now produce 3 science instead of 2, but only provide 9 prestige instead of 12.
Increased the cost of the Interplanetary Tourism Office from 18 to 20 water. Increased the support it produces per celestial settlement from 2 to 3.
Balance changes (Megastructures DLC)
Increased the cost of all Weather Control Facility levels from 15 to 20 science.
Bugs fixes and Improvements
Many fixes to translations
Harmonised tooltips to show correctly a + before value when gaining resources and higlight the number in green
Added missing building placement resource forecast
Game file size and memory usage improvements
Fixed some issues with the marsyclopedia when some DLC were not active
Fixed a “game over warning tooltip” not appearing on end-turn hover
A challenge game modifier was providing an extra card proposed instead of an extra card pick
Leaders will always be displayed at the top now when hiring a new leader (instead of the left side)
Fix detection of dual sense controllers (PS5) to show the correct glyphs
Too many bugfixes to track, and hopefully not too many new bugs!
V1.6.36
Bug fixes
Fixed that leader skills that grants a free project were still displaying a cost in the hiring panel in some cases.
Fixed a bug where you couldn't research a project, despite the research popup saying you could. It could happen after using a leader skill that increases pick count.
Fix an incorrect maximum number of buildings displayed in the city UI in some cases.
Improved robustness of the code that retrieves and save player progress.
Added a missing chinese translation
Fixed the “A rock” tooltip not beeing translated.
Fixed an issue where some buttons were not translated anymore
Bug fixes
Fixed dikes not appearing in the marsyclopedia.
Fixed a bug where free leader skills would show a cost in the select leader screen.
Fixed a bug where the production of a special ability could appear under the wrong line.
V1.6.21 (29.05.2025)
- Fix granting an animal spreader if the game hadn’t already offered one when completing the new special event.
- Fix “Tuber farm” project popup being shown when hovering the leader skill to build the “Robotic Headquarters”.
V1.6.20 (26.05.2025)
- Fixed that some leader skills that grant free projects would still not be free, despite a previous fix.
V1.6.19 (23.05.2025) (linux only)
- Fixed blocking bug on startup for new players (similar bug than in patch 1.6.18, with a different cause).
Bug fixes
- Fixed an error on startup for players who had never launched the game before.
- Fixed some scenario levels being selectable when they shouldn't be (some scenarios start from a given mastery level).
- Fixed some of the leader skills that grant free projects, which sometimes wouldn't be free anymore.
- Fixed resources already sent to space projects not being kept when loading a save from previous versions of the game (before v1.6.x). Now resources are kept. If you were affected and made progress in your game, the space project resources won't come back as the info was lost. If you have saves that were saved before 1.6.x but not overwritten, they should load properly, with resources sent to space project kept. Our apologies to people affected!
Update v1.5.48
Bug fixes and improvements
- Fixed a bug with Camille Williams where her last skill was automatically selected when focusing the right sidebar with the gamepad.
- Fixed a bug when going to a space city while a megastructures is ready to build in another city, in some circumstances.
- Fixed a bug where cycling through cities using the shortcut could skip space cities if the megastructure UI was enabled
- Fixed a bug where the megastructure button was selectable with the gamepad on moon cities despite being invisible.
- Fix bug where selecting the space project next to the found city button for moon cities with the gamepad would show an unrelated city.
- Removed wrongly displayed city type and city color icons when visiting unsettled locations
- Fixed a bug where the mouse was blocked by invisible elements in some parts of the planet view
Update v1.5.36
Megastructure DLC
Bug fixes and improvements
- Fixed a bug where some UI would remain invisible after viewing the megastructure construction UI
- Fixed a bug where the new megastructure scenario does not benefit from the +5 turns for trophies
- Fixed a bug where a wrong text would appear on the scenario progress tooltip
- Removed some spam in the logs which could slow down the game
- Fixed having to go "back" after destroying a megastructure for the focus to come back
- Fixed wooshing past the megastructure element when transitioning from "freestyle" city slot selection
- Fixed a bug when destroying a megastructure
- Fixed a tooltip overlap when upgrading the megastructure
- Fixed some layout issue in the event popup for small screens
- Some other small UI improvements on menu sprites
V1.5.32 patch
Megastructure DLC
Bug fixes and improvements
- Fixed issue with some lines in Korean/Japanese
- Fixed the title of the welcome popup being wrong
- Updated the Manual to include information about the DLC
- Hide trade arrow for space projects when viewing the megastructure
- Fixed a bug where upgrading a megastructure would repair it (this might have slight consequences where the cost of repair of some megastructure might change the resource type for some saves)
- Fixed a bug where megastructure would not trigger tech effects properly
Base game
Bug fixes and improvements
- Fixed a bug where gamepad shortcuts to swap between cities were not working
Balance changes:
- The Marsolympics event now provides -2 global comfort of living if lost and +2 global comfort of living if won.
- Increased the adjacency support from the Athlete Training Complex from +1 to +2. Increased its costs from 8 to 18 water.
- Lowered the cost of the Large Scale Resource Conservation tech from 15 to 10 science.
- Lowered the cost of the Research campus from 30 to 25 food.
Current Release
Build 24233750
Uploaded Jul 28, 2026
System Requirements
How to Install
Terraformers.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.8 GB
24233750
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