Daily Challenges
One map, one seed, one goal per day, scored in ticks - plus placement points and Cores for the fastest colonies.
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Solo dev notes from the messy middle: real screenshots, design changes, build progress, and the parts of the game that are starting to work.
One map, one seed, one goal per day, scored in ticks - plus placement points and Cores for the fastest colonies.
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Six new language packs, a reworked Chain bonus that rewards fully wired recipes, and the Level 31 Sprint closes out.
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The first community event is almost over, there is a clear winner, and the next one is a Level 1 to Level 31 speedrun starting August 13.
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Smart demand-tier selling sliders, per-building supply and demand analytics, tick-range chart toggles, and Level 10 T2 Warehouse unlocks.
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Generate procedurally seeded Martian colonies, share seed codes with the community, and master the new Shattered Highlands map.
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Connect factories into supply chains, relay resources through storage, and plan around the latest production and economy changes.
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Build smarter late-game colonies with new Boost Towers, Market Exchanges, storage, boosters, and map options.
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Terraform Mars through ten new levels, chase rare Legendary Contracts, and enjoy a smoother colony-management experience.
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Prestige runs, two new colony maps, daily leaderboard rewards, and a few welcome balance improvements.
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Locate buildings instantly, view rival commander profiles on the leaderboard, and check out paced economy balancing changes.
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Sponsored Supply Drops, yesterday's Daily Leaderboard stats, and Carbon Rock balance adjustments.
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Consumable Booster cards, contract system overhaul, dynamic market saturation pricing, and earlier dust storms.
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Immersive Android support, copper extractors, PWA-optimized MP3 audio, offline away upgrades, and rough ground clearing.
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Live production graphs, depleting deposits with manual tapping, strict storm building rules, and a major economy overhaul.
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Increased base storage capacities, cheaper outpost expansions, simplified requirements for levels 10-11, and a brand-new Stock UI grid layout.
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The Mars map now has dried-up river craters, tuned resource distribution, ancient artifact rewards, and a few more tutorial screens.
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Friend testing led to the new Nova tutorial, tutorial tips, background music, bug fixes, and another UI pass.
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Cloud sync is coming together with Google sign-in, server hardening, mobile UI tuning, and a clearer next-step roadmap.
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The browser PWA is live, with a small pass on performance, leveling, and the next mobile UI cleanup.
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Dust storms turned empty Mars into a temporary opportunity: build outside outposts, gather quickly, and race the next wipe.
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Week two was about defining the MVP, creating the first real loop, and finding the first real balance problems.
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The first serious week: why this is a Mars game, why I chose PixiJS, and why the map editor had to come first.
Read moreBuild notes go out on Discord and Reddit first, usually with the balance reasoning attached. New to the game? Start a colony and read these in order.