
Survive and colonize Mars alone or in online co-op. Build and upgrade your base, craft equipment, mine resources, produce water, oxygen and food, explore an open world, and repair complex machinery in a technical survival sandbox.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 24 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About


Occupy Mars is a technical, open-world sandbox, survival game about Mars colonization inspired by the most promising technologies and companies that are working towards the goal of humanity becoming a multi-planet species.
Explore different regions of Mars while searching for valuable resources, discover mining sites, and find the best place to build a city. Remember that you need to find a relatively leveled area with good access to underground water in a place where temperatures don't drop too much during the night.

Build and upgrade your base, craft equipment, mine resources, produce water, oxygen and food, explore an open world, and repair complex machinery in a technical survival sandbox.

Manage your energy production and build your electricity grid. Make sure that there is enough water, oxygen, power, and food to survive.

Fix broken parts using realistic electronic components and tools. Learn the basics soldering, using hot air, measurement tools, and all the details necessary to fix your equipment.

Upgrade your vehicles and equipment in your garage. Organize your workshop and modify your rover. Change crane hydraulics, operate the robotic arm, dig for valuable resources, build mining rigs, and more...

Build greenhouses, oxygen tanks, fuel generators, connect all the pipes and cables, and remember about proper cable management. Grow your own food.

Experience an open-world sandbox game with a realistic day/night cycle and overcome real challenges that colonists face. Build solar arrays and batteries for energy storage, upgrade them, and find the optimal way to power your colony.

Occupying Mars is not always easy. Sometimes things will explode, break or not go exactly as planned. Learn to cope with "Rapid Unscheduled Disassembly.” Sometimes you have to really act quickly before you run out of air, food, or energy.

...but most importantly HAVE FUN on Mars!
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
awesome
Das Spiel ist okay aber bei mir stürzt es ständig ab wenn ich mich mit dem Motorrad oder Rover fortbewege. Leider kaum spielbar.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Portuguese - Portugal, Danish +2 more
Hours played at review time, across 847 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
игра интересная, но для релиза очень сырая, возможно через годик, если будет поддержка, я бы порекомендовал эту игру. играл в нее на раннем доступе год назад, что могу сказать в сравнении: баги на первых же заданиях в обучении очень расстроили добавили хим лабораторию которая умышленно затягивает игру ибо ее не прокачать крафтом ресурсов и другими способами кроме флешек, с флешек падает дикий рандом, зачем мне последний рецепт, если у меня еще первых нет?для примера - уперся в очищенный кремний на раннем этапе, вытащил этот рецепт только в 5й флешки которые с неба падают не так часто.
Hiba hiba hátán.
Embrace the K L U N K and it's a fun game. The music could do with some better mixing but overall it's a solid survival game.
Полная фигня
ok
pretty good game all in all
Constructive Criticism for Occupy Mars I like the game — but if I’m honest, I don’t really know why. The disparity between the trailer and the actual game is absolute: the habitat is built as a single module, not by placing walls as shown in the trailer. This is not a minor detail, since it indicates that —just like the character’s body— it is treated as a single entity. Therefore, there is no localized damage to a wall or limb. This was common in very old games, but it is not what one expects from a title that aims to be a simulator. The Bathroom The bathroom is a perfect synthesis of everything wrong with Occupy Mars. It highlights the inability to interact with the suit (we can only put on or take off the helmet) and the extremely rudimentary vital system. Inside the bathroom we find four elements: a sink, a shower, a toilet, and a washing machine. - The sink is used as a water supply. Yes, don’t ask: apparently on Mars, to fill water flasks —the most precious resource on the planet— we do it in the most rustic way, by placing the flask under the sink. - The shower is questionable, since I doubt it would be used on a planet where water is so scarce, especially if we cannot remove the suit to stand under it. Showering provides no benefit to the character. - The toilet looks like one from a public restroom. We use it, but again without removing the suit, and there is no indication of urgency. From it we obtain fertilizer for plants, but directly from the toilet, without any treatment or intermediate machine —almost as if we were defecating directly onto the plant we later eat. - The washing machine is the ultimate absurdity: a completely inert entity (which makes sense, since we cannot remove the suit). It should instead be a machine to wash and polish the helmet, the only piece of equipment we could realistically place inside. Simulation I don’t know if the developers are familiar with the game Metro, but in it —despite not being a simulator— the experience of wearing a mask or helmet is conveyed intensely: we see dirt accumulating on the glass, feel the difficulty of breathing, the claustrophobia it generates, and even the desire to remove it. That interaction constantly reminds us we are in a hostile environment. In Occupy Mars, by contrast, interaction with the suit is minimal. Our only action is putting on or removing the helmet, and the worst part is that the button seems designed more to cause a fatal mistake than to add immersion: if pressed outside the base, the character simply removes it and dies instantly. Suit upgrades don’t help either. They don’t feel like physical or mechanical improvements —we don’t add parts or equip a better helmet—, we simply press a button and suddenly the helmet gains new functions. One of them even allows breathing external air, eliminating the need to remove the helmet. The result is that we stop interacting with the suit and gradually forget we are on Mars. Vital System Another game the developers should look at is SCUM and its vital system. In a Mars simulator, the vital system should be the most detailed and complete possible. In SCUM, for example, the player must attend to basic needs such as urination and defecation —yes, those functions exist— and doing so requires lowering pants, not sitting on a toilet while wearing a spacesuit. The game also requires dietary variation: it’s not enough to eat anything, you must balance proteins and nutrients. Digestion is simulated too: after eating, you must wait for the process to complete before gaining benefits. This level of detail adds realism and depth. I recommend the developers of Occupy Mars play SCUM to understand what a well-implemented vital system looks like. I would even add more layers to SCUM’s system: sleep and depression. Imagine that if you are on the Martian surface and accidentally press the helmet removal button, the character refuses to do it —as would be logical. But if you accumulate heavy fatigue or stress, then he might remove it without thinking, adding risk and tension. These factors could also influence other mechanics: frequent blinking, falling asleep, making mistakes like crashing the bike, etc. Finally, I believe the third-person view should be eliminated from Occupy Mars, as it reduces immersion and breaks the feeling of truly being inside the suit in a hostile environment. Terrain In many modern games, terrain can be terraformed —excavated and reshaped with soil or sand. In a Mars simulator, this should be fundamental. Mars is a dead planet, without rivers, fauna, or natural elements to add appeal. Therefore, the ability to dig and create mounds becomes essential to generate interest in the landscape. The absence of this in Occupy Mars is perhaps its greatest flaw. The terrain only varies in texture and undulation, without the possibility of modification or discovery. Being able to build mounds to deflect wind and protect installations and vehicles, or dig trenches to bury ducts and cables, would add much richer and more realistic interaction with the environment. Introducing vehicles and tools dedicated to these tasks would open new gameplay dynamics, reinforcing immersion and giving the player the sensation of truly adapting to a hostile planet. All of Mars invites you to play with sand. Since there are no rains, rivers, or lakes, why not replace them with zones of loose sand? Sandstorms already exist in the game, but they should have realistic effects: burying structures and vehicles, as happens in reality. There could also be rivers and lakes of loose sand, where vehicles get stuck or trapped when trying to cross. Currently, vehicles in Occupy Mars climb dunes and drive over rocky or sandy terrain with no difference. The need to dig dunes or place sheets over soft areas to create paths would provide authentic challenges and enhance the adventure of simulating the Martian environment. It could even be possible to bury entire habitats to protect them from solar radiation and storms, adding a strategic survival layer. These mechanics would make the terrain a living, dynamic element, rather than just a static texture. Dust Beyond the threat of Mars’ atmosphere, dust is a crucial factor that should be considered and could become an engaging survival mechanic. Martian dust is toxic, and if inhaled it would make us sick; therefore, keeping it out of the habitat should be a constant task. Cleaning it could resemble Viscera Cleanup Detail, but without water. Dust can clog filters, corrode circuits, and contaminate food. To defend against it, we would need special doors, cleaning tools, and maintenance systems. Even the circuit repair table —already an interesting mechanic— could also be used to clean accumulated dust. It’s fine that solar panels get covered in dust after sandstorms, but this should go much further: blocked filters, damaged chips, overturned vehicles, or buried structures. Dust should infiltrate where it doesn’t belong, creating constant problems for the player to solve. Doors on Mars cannot be like those on Earth. Even if aesthetically different, opening and closing them is far too easy, when in reality they should be critical points: each entry or exit implies gas loss and dust intrusion. At first this could be inevitable, but with technological progress better doors should appear, such as those with air-blowing systems to remove dust from suits before entering. Later, suits could be designed to dock directly to the habitat wall, allowing entry and exit through the backpack. This way, the suit always remains outside, preventing dust from entering and enhancing the realism of surviving in a hostile environment.
I only want to expand my power but i need clean silicon to do so, i have the recepie but i need two other things first??? I only want to have enough power to grow food, but thats no fun anymore. Who ever had the idea of that chemistry tree seems do dont know what makes fun in a game. Never got chloride from mining so far, but with out beeing able to level chemistry its POINTLESS. I don´t want to save and reload all the time to MAYBE get the blueprint i need, but even getting a chemistry blueprint gave my ZERO EXP.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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