
Experience the ultimate turn-based colony building game in Citizens: On Mars - Prologue! As the leader of a fledgling Martian settlement, your mission is to develop a thriving colony amidst the harsh and unforgiving environment of the Red Planet.
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Languages: English*, Polish*languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
6.5/10 A turn-based puzzle / Mars colony builder TLDR: Essentially a re-skin/variation of the other game of the same developer, Citizens: Far Lands. You place buildings to collect several resources, yet here they don't get depleted. This one has nice graphics but shares the similar problem: precise placement of buildings in 3D is required but the exact "collision shape" of each building is invisible. This leads to tedious trial-and-error fiddling and annoying errors. Good: - nice core idea of spatial optimization: place buildings so that they'd reach as many resource nodes as possible. You have to decide which resources to sacrifice to make room for buildings - music is nice - graphics are nice: UI, 2D, 3D models and textures - free (prologue) So-so: - the introductory levels have a shortened tutorial which I guess would be hard to follow for anyone who hasn't seen the previous game Citizens: Far Lands. However, if you have checked it out, you'd only need to know the minor differences that are easy to discern Bad: - (same as the original game) the game is 3D and physic-based, not tile-based. So e.g. you can rotate a 3D building's blueprint by an arbitrary angle before placing it. Also, you can set the position of a building with extreme precision, as much your mouse allows (of if you zoom in the camera). This results into a strange kind of challenge of finding precise placements of e.g. lumber mills where they wouldn't destroy any forest patches when placed yet still reach 3-4 patches at once. I guess this all uses bounding boxes for collisions? But guess what: those boxes are invisible to the player, so this results into a dumb trial-error process. - in this game the problem is exacerbated but the fact that the outer borders of the playable space aren't clearly marked: they are just slopes of mountains - actually in this game I encountered (several times) the annoying case where a placed building would destroy a nearby resource although while planning it didn't mark the resource in red! My guess is it's because of the tiny shift of the mouse position while the button on the mouse gets clicked. See what kind of problems a precision-based puzzle can have? It's just ridiculous. I found a bug when playing the level where water is introduced: the plants-related building consumed all the water. So there was not enough water for the houses where workers live to function. I placed some water plants - but those didn't get manned by workers as well. As a result, I simultaneously had 6 unemployed workers while the game showed that 4 workers are "needed". I guess it's a circular dependence that came about and could never resolve itself: people need water to work, but water-processing plants need people to work in them for the water to appear. [table][tr][th][i]I'm a Steam curator, you can [url=https://store.steampowered.com/curator/43946907-Friendly-Nerd/]follow me[/url][/i][/th][/tr][/table]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is free so either you like it or you don't. It's not a bad game to play it's just you run out of building room fast.
No thanks. I don't enjoy playing a tutorial where you have to figure things out on your own... that's reserved for the main game.
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1,2시간 안에 다 깨는 데모, 제한된 땅 내에서 필요 자원에 의한 건물 배치를 잘 생각해야 함. 건물 배치가 끝인 데모이지만 여러가지 요소가 추가된다면 향후가 기대 되는 꽤 괜찮은 게임이라고 생각 됨
Not for me, nice idea, well made so far, good on them for putting a prologue out so I am not giving it a negative as each to there own. Why its not for me, I think something like Anno just does it better. Might be because its a demo but its small and cramped, if you place a building wrong it demolishes a precious resource and I am not sure on the turn based idea, again, for my opinion, I just hate being limited and rushed, whilst it adds challenge to the game, its not something I care for. I am sure you will be able to disable that in a sandbox but then it loses its challenge. The older Surviving Mars with pressurised domes and stuff I like, I dont think this ticks the right boxes for me. However, as I said earlier, good on them for putting a prologue out, I hope it ticks peoples boxes and wish the devs every sucess.
I would rate this game a fail. While the game is trivial in concept, the problem is that the interface is not intuitive, none of the commands for building are explained, and none of the rules for building are explained. So yes the game functions; but no it is not playable. The developers need to add a tutorial and explain the game mechanics for it to be a playable game. I would wait for at least the next release before playing this game any further.
It's fun, it's just not my cup of tea.
Nice game just bought it.
Arkana yaslan, sakin bir şarkı aç, oynamaya başla, uyu.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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