Watch the cascade
Most losses start with power. Dust lowers generation, the battery drops, loads shed, thermal control weakens, water freezes, and oxygen production can stop.
Mission guide
Guide edition current · gameplay details verified against this build
Keep the crew member alive by managing power, air, water, crops, equipment wear, EVA risk, and the finite things Mars cannot replace.
The mission programme is the spine of a run. Mission Control baselines eight phases and uplinks them on a schedule — commissioning, storm hardening, local survey, the seismic network, regional geology, self-sufficiency, ascent-vehicle salvage, and handover preparation. Each directive carries a rationale, a due sol and a weight.
Watch the FLIGHT PLAN panel on the tablet for the soonest-due directive; open the base computer's PROGRAM page (or type program in the shell) for the whole plan, the phase briefs, the running evaluation and the mission ledger.
| Input | Action |
|---|---|
| WASD / mouse | Move and look. Alt is a careful pace; Shift sprints; double-tap and hold Shift flash-runs. |
| Space | Jump or mantle a reachable obstacle. At the rover controls it brakes. |
| E / F / R / G | Primary and secondary contextual actions; suit self-service; crew drag/check-in in multiplayer. Follow the bottom prompt. |
| Hold Tab | Raise the live status tablet. You can keep moving while it is open. |
| I / M / T / H | Personal kit, full map, Earth inbox and in-game help. |
| L / hold Z / B | Flashlight, spyglass, and plant or recover a field beacon. |
| 1–6 / P | Time scale and pause. Multiplayer speed-ups require the whole living crew; 1× is always allowed. |
| Enter / hold V | Multiplayer text chat and push-to-talk voice over the simulated radio network. |
| Escape | Close the current modal or base computer. |
On touch devices, the left stick moves, dragging the view looks, the large contextual buttons replace E/F/R, and the right rail opens the tablet, kit, light, comms and help. Push the movement stick to its rim to run.
Most losses start with power. Dust lowers generation, the battery drops, loads shed, thermal control weakens, water freezes, and oxygen production can stop.
Tasks come from live system state. Critical work should usually beat comfort, science, and long projects unless the EVA risk is worse.
Time compression holds you in place, but your body and the base keep aging. The sim returns to 1x when alarms or failures need attention.
Outside light follows Mars conditions: butterscotch daylight, blue sunset scatter near the sun, and near-black dusty haze at night. A flashlight or rover lights matter after dark.
The greenhouse is its own pressurised module. When the hatch is sealed, it keeps separate pressure, CO2, humidity, and temperature. Crops need warmth, pressure, light, water, nutrients, and enough CO2.
| Crop | Maturity | Role |
|---|---|---|
| Lettuce | 28 sols | Fast fresh food and morale support. |
| Dwarf wheat | 68 sols | Longer staple crop. |
| Potatoes | 70 sols | Calorie crop with steady water demand. |
| Soybeans | 82 sols | Slow protein crop. |
Glazing dust cuts crop light and passive solar warmth. Sunlight is measured as photosynthetic photon flux; efficient LEDs fill the deficit only during the 16-hour crop photoperiod, drawing up to several kilowatts. Harvests retain their crop-specific calories, protein, fat and micronutrients — lettuce is the vitamin crop, the grain staples barely register. The irrigation pump tops soil moisture up while powered and healthy; most root water returns to the cabin loop through transpiration. Compost crop biomass to recover part of the nutrient stream.
The pantry holds six kinds of meal pack — fortified breakfast, meat entrée, vegetable entrée, snack, dessert and the contingency bar — and roughly three packs make a sol of food. Each menu has its own calories, protein, fat, carbohydrates, fibre and micronutrient density, plus the potable water a freeze-dried pack takes to rehydrate. Press R at the galley (or run ration <type> in the terminal) to set the standing menu; E eats it. Auto serves fresh produce first, because produce spoils and packs don't.
Check rations in the terminal for the pantry board and food runway, and diet for your nutrition meters, recent menu and the flight surgeon's advice. The BIOMED page charts protein and micronutrient status over the last 30 sols.
Storage is the base manifest. Your personal kit is what you can carry. It has a 12 kg cap and is intended for EVA parts, emergency supplies, and hand tools rather than a grid of loot slots. A heavy kit slightly slows movement and work.
Any job of roughly 25 minutes or more is a stepped procedure, not one long bar: isolate the unit, open it, pull the failed part, seat the spare (it leaves stores only when you fit it), close up and test. Press E to start each next step — a checklist under the prompt shows where you are. Rough steps can cut you, and gloves make everything clumsier. Fast-forward compresses the labour within a step; you're present at every transition.
The start screen lists active games on the server — join one (some are password-locked) or found a new base. Up to four crew share a single live simulation.
Run the prebreathe protocol before cycling from the 101 kPa mixed-gas cabin into the 29.6 kPa oxygen suit. Check suit O2, LiOH cartridge saturation, battery, coolant, patch kits, and the item needed for the work site. Science and ice sites are kilometres away; grade, slip, cargo and thermal support make rover energy a real return-to-base constraint.
The airlock has controls on every side. Repeater panels beside the inner (cabin) and outer (surface) doors command the same cycle as the chamber console, and the interlock drives any open door closed first. A crewmate left the lock at vacuum with the outer door standing open? Walk to the panel beside the locked inner door, press E, and it closes the outer door and repressurises for you. Coming home to a pressurised lock works the same from the surface-side panel: one press closes the inner door and pumps the lock down so you can enter.
The terrain is not flat. At the wheel, grade steals traction and amp-hours, soft pale drifted sand bogs the wheels (ease off to rock free), and taking a steep side-slope fast while turning will roll the rover — spilling ice, scattering bed gear on the ground, and stranding it until you winch it upright (F). Read the MAP contours and pick your line.
Long journeys run on mission time. From the driver's seat press F to open NAVIGATION, compare route distance, predicted energy, grade and dune exposure, then engage automatic cruise. Time warp compresses the drive; in multiplayer it uses the normal whole-crew vote. Arrival or trouble returns the mission to 1×. Press M anywhere for the full map.
Explore the wider basin. The 24 km Jezero-inspired world contains a western delta scarp, active dune corridor, abandoned weather station and a severely damaged Mars ascent vehicle. Orbital coordinates get you near them; walk up and press E to begin a 12–30 mission-minute field survey. Stay at the site until the record is complete: time, suit consumables and surface exposure all count, and moving away cancels that pass. The terrain renderer keeps only a fixed ring of detail tiles around you, so hours of driving do not accumulate memory.
The cargo bed hauls gear, not just ice. Standing at the rover on EVA, open your kit (I) to load portable items — seismometers, beacons, spare parts, the hull-patch kit — into the 90 kg bed, then take them back out one or two at a time as your 12 kg back allows. Two 5.5 kg seismometers plus the tool roll never fit your kit, so the bed is how a whole science deployment rides out in one trip. Ice and gear share the one bed.
The rover wears out. Its drivetrain (wheels, motors, suspension) and traction battery take wear for every kilometre — faster when the wheels slip, the bed bogs or you claw up a grade, and a rollover jolts the running gear. Worn far enough they fail out on the plain: fit a drivetrain module or swap in a charged traction cell at the rover (F), each needing the spare (carry it in the bed) and the tool roll in your kit. Swapping a cell also recovers a rover that ran its pack flat — carry one out and it drives home instead of leaving you a long walk. Watch the drivetrain and battery condition on the rover and driving prompts before a long run.
The rover recharges your suit in the field. Stand at the rover on EVA and press R to top up your suit O₂, cooling feedwater and heater battery from supplies the rover carries (and refills at base when parked). The O₂ fills through the suit's fill port with the breathing loop sealed — which is why it's safe out here. It's a real range extender: recharge at the worksite instead of turning back on your bottle. The CO₂ (LiOH) cartridge is the exception — swapping it means opening the sealed scrubber loop, which you can't do in vacuum, so cartridge swaps stay a locker job in a pressurised module. Carry spare cartridges out if you like, but plan the one in your pack to last the EVA.
You don't magically know where you are. On EVA the wrist nav dead-reckons and drifts without a survey-grade radio fix (the base station or a deployed beacon); out of range in a whiteout you can get lost. Carry field beacons (pack at storage, plant with B): each one relays the crew net around terrain and pins your navigation.
The status tablet (hold Tab) carries a read-only tracking map that follows you in the field — contours, surveyed locations, beacons, the rover and the crew. It's relayed from base over the radio net, so it only works while you hold a readable uplink (direct or through the rover/beacons); out of range it goes dark until you move back or plant a relay. It centres on your RF-localised position, so a good beacon field gives a tight fix and a weak one widens it. It's your wrist display; the base computer keeps the full interactive planning map.
Back at base, the computer's MAP is an interactive tracking display — scroll to zoom, drag to pan, and toggle layers (topography, radio coverage, locations, crew). There is no GPS at Mars: crew are located by RF ranging against surveyed stations (base mast, rover, beacons) and drawn with an uncertainty circle — tight with several beacons in range, rough with only the base, and not shown at all when the network can't range them. Every beacon you plant is another ranging station that sharpens the whole crew's positions.
Seismic science. Carry a seismometer out to a flagged station and deploy it. The station sits in a radio shadow, and its data only counts once the telemetry reaches base over the radio net — so relay it with a beacon chain over the rim, or its buffer fills and overwrites (science lost). Watch each station's data-return percent and telemetry state on the MAP and the instrument's status lamp; you can also download the buffer on-site (E) or recover the station (F).
The damaged Mars ascent vehicle is a long-range engineering campaign, not a second drivable vehicle or an instant escape sequence. Orbital reconnaissance marks its approximate position in the eastern basin. The first survey records the explicit FLIGHT NO-GO finding, then unlocks careful salvage and a demanding surface-recovery plan. Restoring useful systems does not certify the vehicle to launch.
From the rover seat press F for NAVIGATION. The MAV is roughly a 9 km outbound traverse from base on the default route. The planner now prices the outbound leg, the route home and a 1.0 kWh contingency reserve. RETURN RISK is a warning you may override; LOW POWER means the next leg itself cannot be completed.
Top the rover up in the yard, keep unnecessary ice and cargo out of the bed, inspect drivetrain and pack health, and carry the tool roll, a drivetrain module and a charged traction cell. Grade, dunes, payload, wear and weather can make actual draw worse than the estimate.
Prebreathe and leave with a healthy suit, cartridge, patch kit and field beacons. The rover can replenish suit O₂, coolant feedwater and heater battery, but it cannot swap the LiOH cartridge in vacuum. A beacon chain preserves comms and navigation through terrain shadows.
At the wreck, leave the rover, approach the orange survey hotspot and press E. Hold position for 30 mission minutes; walking away, moving the rover or stopping the action discards that pass. In multiplayer the server independently verifies your position, suit state and elapsed mission time before accepting the record. Completion is shared and persists in the mission logbook.
After the survey, carry the tool roll back to the site and recover the auxiliary service battery, pump pack and one usable PV section. The four-hour job can be split across EVA periods and leaves the tanks, engines and guidance harness untouched. The recovered assemblies appear as physical item piles beside the MAV: carry them, load them into the rover, use them at the base, or reserve them for the recovery campaign.
Recovery takes 92 base labour-hours before role and condition modifiers, spread across five persistent stages: shore the failed landing frame; reseal the pressure shell; rebuild power distribution; restore thermal/cabin support; and commission the refuge/relay systems. Each stage consumes real spares and supplies. Heavy manifests can be left in the rover cargo bed while it is parked within 55 m of the MAV; you only need the tool roll on your person. Progress survives interrupted work, return trips, saves and multiplayer reconnects.
What it does not provide: flight clearance. Tank proof testing, engine acceptance, propellant production/loading, guidance validation, ascent windows and orbital rendezvous are still unresolved. The recovered pressure shell is treated as a surface field refuge and service alcove; it is not yet a pressurised, walkable second habitat.
The solar field is the mission's only active generator. It feeds a finite battery through an exterior cable; Mars' eccentric orbit, night, dust, frost, storms, and cable damage all change or eliminate generation. The habitat also has a pumped coolant loop and two external radiators: useful waste heat warms the cabin first, and genuine excess is rejected outside. The load bus sheds lower-priority loads as state of charge falls.
Thermal balance. Equipment waste heat is most of your heating; the electric heaters top up the deficit and run off the battery through a storm night, so watch the THERMAL BALANCE readout (LIFE SUPPORT) and its projected battery endurance — the "heat vs. lights" call. The radiators also foul with dust like the arrays: a caked radiator can't reject heat, so a hot post-storm afternoon can overheat the cabin until you brush them down (EVA).
Use the comms console for weather, power, life support, system health, maps, biomedical state, navigation, records, mail and the terminal. The small AOS build number in its title bar identifies the fictional base software; the real game version is shown on the main page and at the top of this guide.
program lists open directives and deadlines; plan gives an operational summary; rations and diet cover food; games offers recreation. The shell Tab-completes commands and arguments — try ration then Tab.