Metascore
76

Generally favorable reviews - based on 39 Critic Reviews

Critic score distribution:
  1. Positive: 23 out of 39
  2. Negative: 0 out of 39
  1. Mar 19, 2018
    This is a game that manages to remain optimistic about human can-do while never forgetting that Mars looks like a bit of a dive and it's going to be properly awful trying to live there. Awful, but interesting. We will go to Mars to find out who we actually are. [Recommended]
  2. Jun 23, 2018
    All of Surviving Mars’ interlocking systems make for an arresting time sink that merges logic, forethought, psychology and experimentation. If you’re the sort of person who enjoys losing yourself in high stakes strategy, building and planning, Surviving Mars is worth a look.
  3. Though I sometimes grew weary of the donkey-work of cables and repairs, I definitely relish the new state of sustained fear Surviving Mars brings to city sims. It means that even small accomplishments feel so much bigger.
  4. Mar 16, 2018
    I survived Mars. My reward was a self-sustaining economic engine serving no end greater than its own perpetuation. It was dozens of millions of miles from Earth, and I felt like I’d gone nowhere.
User Score
7.0

Mixed or average reviews- based on 218 Ratings

User score distribution:
  1. Negative: 41 out of 218
  1. Mar 18, 2018
    5
    Surviving Mars doesn't live up to it's promises. It's pretty enjoyable until you build your first dome, that is for first 2 hours. QuicklySurviving Mars doesn't live up to it's promises. It's pretty enjoyable until you build your first dome, that is for first 2 hours. Quickly becomes tedious and monotonous, with lack of any strategic or management depth (I've been digging management and city-building games for years). Overall, it clearly looks unfinished with a plenty of room left for add-later content.

    The game is rather unique for today's standards for not leading the player by the hand in discovering it's mechanics, which can explain some of clamor on Steam reviews. Nevertheless, it feels blatantly incomplete even on higher difficulty settings.
    Full Review »
  2. Mar 16, 2018
    6
    When this game was announced i found several interesting themes on it, a surviving game, the mysteries, random tech tree, etc...

    With only
    When this game was announced i found several interesting themes on it, a surviving game, the mysteries, random tech tree, etc...

    With only 3 or 4 hours played it is soon to make a deep review, but my first thoughts:

    The base building seems a mixed bag, it's pretty and have enought options but the layout it's confusing, adyacent elements sometimes seems to not connect with energy and ask for 1 title power lines, it's dificult to say sometimes if the terrain would allow to plant anything at first sight, the domes are independent and people seems to avoid going from one place to another.

    The game seems to ask for a deep micromanagement but dont have the tools to allow you make it easily, it's very dificult and time consuming to for example review each colonist characteristics and set him in the correct dome/work but the game seems to ask for it, its like to be playing at Cities, have the need to organize the trafic layout but dont have any tool to see the densiity, flow, jams, etc...

    I choose one low dificulty (not the easier, but relatively close) and the game is too easy, the events till the moment are not problematic nor give any challenge and even one "catastrofic event" that was a massive meteor shower have almost zero impact on the buildings.

    The tech tree is ok, but i found the investigation too fast (at least on this dificulty) and dont makes you feel the need to have hard choices of what tech research, you could allways stack 4 investigations and have zero need to prioritize one over another, there is too strong favour to advance the investigations almost in order top-down left to right....

    Another issue is the depleting resources deposits, it's not a bad system by itself, but if in 4 hours i have depleted a concrete deposit and a water one and need to move to the next i have terrible fears that it would become an issue in mid to late game, needing to move whole base parts to another part of the map just to repeat the same that i made the first time but over a new deposit.
    If it would only happend over "strange" resources like rare minerals, it would be a okis feature, but when it happend with all the resources (water, concrete, etc..) i found ii not very desirable (It's the first thing i would seek to mod with the workshop).

    Another thing is the need of materials micromanagement on the mid-late game, as soon as the base grow you need to manually move the materials from one part to another as the drones have a limited radious, for example, repair parts that you are building on a factory need to be moved (manually) to cover all the base if the drones that need then are not in radious of where it's stored, and it happend to a lot of resources, on the short term it's not a problem but 4 hours into the game already started to be, it's the second thing that need to be modded, automatic routes.

    Visually is okish, but not great but is good enougth from a base building game.

    The UI is really terrible, lacks basic features, i still have to found how to monitor and extrapolate power, oxigen and water consumption graphs, visual layouts of wind generator output to place new ones, when crop fails i need to known why it does and why previous ones don't, etc...

    As previously noted the building choices are not bad and have several building types, but from the first hours i have the strange feeling that what it's short its not the building types but the choices whithin them, you one one building type of each, one point, and if you want a larger one, or another harder to withstand meteors, or another with less maintenance, or another more efficient or automated that need less manpower to functions you are out of luck. It's really a shame because the game is asking for it for example automated plants that need less manpower at the cost of a lot more energy and maintenance or a hundreds more options allow the player to build the base that they want, but it's not currently present on the game and it's missed a lot because that way the game is made just ask to define a bunch "perfect" layouts and just use them till the hell freeze.

    Ok, till now i have pointed all the negative, from my review you could ask why the hell with all the points being negative he gave the game a six? The short answer for it it's the potential of the game and that could be modded into a very fun and rewarding game.

    The long answer is that the game have a wonderfull basement that with DLC's and specially with user mods from the steam workshop could make it the definitive base building game (and from facts like that even mysteries could be added with mods lend me to belive that it's possible), it's like have a wonderfull terrain that allow you to bring into realliity the house of your dreams but the house it's currently a rusted caravan, the posibilitites are there but the reallity is a rusted caravan
    Full Review »
  3. Mar 15, 2018
    3
    I’m not digging the fact that domes can’t be connected.
    The game should also have an in-depth tutorial available since it has a bit of a
    I’m not digging the fact that domes can’t be connected.
    The game should also have an in-depth tutorial available since it has a bit of a learning curve. Luckily there are plenty of YouTube videos that help figure things out.
    My biggest concern so far though is the level of challenge, it just doesn’t seem to be very difficult. It would seem as if the game would need to be tough especially right at the beginning instead of the challenge only increasing as you play.
    The game seems to be mostly focused on logistics. It’s annoying to have to spend most of your time moving materials around.
    Hopefully with some updates, this game can be all it’s cracked up to be.
    Full Review »