
Take On Mars places you right in the middle of mankind’s most exciting undertaking. Start out in the seat of a rover operator, finish as the first human to have ever set foot on the Red Planet.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 27 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 25 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Eigentlich... ein super durchdachtes Spiel für alle die in der Ego-perspektive nicht immer "rumballern" wollen. Das Game hat mir einige entspannte Stunden bereitet. Vor 4-5 Jahren gab es schon das Problem, dass es gelegentlich abgestürzt ist - Mittlerweile ist der Missionsmodus ÜBERHAUPT NICHT mehr Spielbar. Mehrspielermodus funktioniert soweit ganz gut - auch beim Solo Missionsmodus unspielbar - Game stürzt immer ab. Leider hatte ich vom Support nie etwas mitbekommen, Ich denke solche Spiele dürften überhaupt nicht mehr zum Verkauf bereitstehen, wenn sich niemand um Updates kümmert. Selbst Geschenkt wäre es jetzt noch zu teuer!!!
I love the concept, I love the feel... they almost had it. The problem is, it's got the Bohemia Bugginess. There are a lot of decisions they made that are very questionable, such as the fact that canisters don't snap in place when you load them, they remain fully simulated and the physics sim will ruin you at times when it freaks out. It's just a lot of annoyances that through no fault of your own, things just blow up in your face.
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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**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game had so much potential. Still a broken mess with random crashes.
Очень интересная игра. Странно, что она не популярна.
Old but Gold. Still some crashes. But a good a game and good mechanics.
МОГУ СМЕЛО ИДТИ РАБОТАТЬ В НАСА
Świetna gra, niestetyn bardzo niewykorzystany potencjał.
Had this game sitting for almost a year on my library before I finally decided to play it, immediatly got surprised to know that Bohemia made it The training course was very fun, the voiceacting is great, and the graphs aren't bad at all, the sonoplasty is very good, and I loved the mechanics used to calculate remaining Oxigen, taking into account heartbeat and breathing rates I couldn't really enjoy the robotics chapter so I just skipped to the manned storyline and I loved it The main issues I could find was that there are parts were you can easily get softlocked, open lidded crates behaving weirdly like glitching and getting stuck on the floor if you hit them hard while loaded, I got a few crashes here and there (Some required me to restart my computer) and the impossibility to have the game to run while alt tabbed My final rating is 7.8
[b]Take On Mars[/b] makes a strong first impression. The planetary surfaces, terrain textures, and overall presentation are genuinely impressive for an indie game of its time, and the premise has real appeal if you're into space exploration or robotics. Building a rover, attaching instruments, and deploying it to a specific region of Mars is a cool concept on paper, and the art direction does a good job of feeding that fantasy. For a certain type of space geek, the setting alone is enough to draw you in. Unfortunately, the gameplay loop falls apart quickly. To progress the campaign, you build a rover, strap it to a rocket, and launch it to a mission zone to complete a primary objective. But these missions don't pay enough money to fund the next rover and rocket. To earn that money, you must slowly drive around the surface and hope optional side objectives spawn nearby - and those spawns are random, sometimes requiring you to crawl hundreds of meters at a snail's pace just for the chance at progress. This loop becomes dangerous fast: if a rover flips, breaks, or runs out of power before you've earned enough funding, you can't afford to replace it, effectively soft-locking your campaign unless you reload an old save from hours earlier. Making matters worse, you can only return to a region if you either have a live rover there or an active mission. Lose everything in that zone, and it's permanently inaccessible. The result is a progression system that feels fragile, punishing, and overly reliant on luck. The rover builder and achievements only add to the frustration. While the editor is conceptually interesting, the game lets you construct rovers that physically cannot complete the objectives they were designed for - like mounting a soil drill directly onto the rover body instead of on an extendable arm that can actually reach the ground. The campaign subtly leads you into these traps, wasting rockets, money, and time. The intentionally clunky controls make more sense dozens of hours in, but getting there is rough. And then there are the achievements: requirements like generating a gigawatt of power, exploring for 333 real-time hours, or driving 5km at night without night vision [u]or headlights[/u] (the achievement only mentions night vision). They're all technically AFK-able, but still absurdly grindy. Worse, based on everything I've read, "Life As We Know It" and "Mars Conqueror" appear to be tied to content that was never finished and are therefore unobtainable. There are interesting ideas buried here, but the progression traps, grind, and unfinished elements make it very hard to recommend.
Хороший проект. жаль заброшен.
Players by region
Where this game's players are, estimated from review languages.
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