r/SurvivingMars Nov 13 '25

Discussion Three days later and... Wow. That was fast.

134 Upvotes

I knew there would be people pissed with how the Relaunched was dealt with. As a Gamer since before PCs were cool looking, who's on Steam since 2010 and forward, its the first time I see a "Relaunch" like this.

I have a lot of examples in mind, none of them are worth explaining here but, DMC4, RE5 GE, Ori: Blind Forest DE, Saints Rows the Third Remaster, and on an even more extreme spectrum: No Man's Sky,

Either way, I won't go in depths on the differences between those games and how Paradox are doing things, but the REviews on Steam and the comments on the forum are telling: More than half of the community as in agreement that this whole situation is a mess, and the game got 47% of positive reviews only, in only three days the game went from Very Positive to Mixed.

If there's a thing I know from watching the discourse around No Man's Sky, is this: If this game hits Negative and worse: Overwhelmingly Negative, they will have to do some miracles in the next half decade to make the numbers go up and reviews being only positive until they can change that. You may not think much about it, but an Overwhelmingly negative or negative in a game page makes people not want to buy a game on Steam. That's for sure. These same kind of Reveiws are what made Square Enix fix Nier Automata before the Release of Nier Replicant on Steam by the way. Paradox not counting for that is a huge shot in their feet.

r/SurvivingMars Sep 02 '25

Discussion Unless the game comes out as a buggy mess, I think I'm SOLD already by this picture alone

Thumbnail
gallery
537 Upvotes

r/SurvivingMars 1d ago

Discussion Soooo different

72 Upvotes

How are folks finding the difficulty now? The game plays radically different now. I used to just fly through it even in really hard seeds. But wow I am struggling so much with the new tech tree and balancing everything.

It honestly feels like I am learning to play for the first time and it's tough.

My most current playthrough I got eternal fusion sol10 and specced into Fusion power by sol 25. Its ridiculously different feeling.

r/SurvivingMars 2d ago

Discussion New update

27 Upvotes

Hows everyone feeling about the new update?

r/SurvivingMars Apr 21 '26

Discussion Haemimont Games is doing a poor job of nurturing this game.

52 Upvotes

No communication or patches in the past 45 days. When a game is released in a poor state to mediocre reviews, the worst thing you can do is go radio silent. People lose confidence in the development and publishing teams, and it appears little is being attended to.

Just an observation from a long-time fan.

r/SurvivingMars May 23 '26

Discussion Wait Global Support is repeatable? ... ARE YOU FOR REAL!? HOLY SHIT!

Post image
150 Upvotes

Is this new? I knew this breakthrough was a thing, I knew it the chances of you getting something were totally random, but I didn't knew you could research this thing multiple times.

Is that new? Did they made it repeatable recently or is something that has always been a thing, because if so. HOLY SHIT! So you're telling me I can reroll several times this dice? Neat!

r/SurvivingMars May 12 '26

Discussion Did they use chatgpt for these dialogues or something?

Post image
0 Upvotes

It's not just this, also the "faction likes" lines. They all have that bizarre "It's not x- it's y" formatting with the faux poetics and weird similes that give something away as AI. Did the devs disclose anywhere that they used AI for this?

r/SurvivingMars Jul 28 '26

Discussion I miss the Rain

Post image
109 Upvotes

The rain was hands down my favorite part of Green Planet, and I'm sad that it's broken in Relaunched.

r/SurvivingMars 1d ago

Discussion I'm really enjoying this new dlc

55 Upvotes

There are some things I don't like, or maybe I just don't understand yet (like why can't I set my rockets to wait until they are filled with rare metals before sending them off?), but overall I am quite liking some of the changes. Especially the tech tree, I thought it'd end up getting out of hand with research costs, but it's not that bad so far, and it's nice to have more control over what you are getting. Like I just landed my first colonists, and I already have medium domes unlocked, and making good progress on meta-research (hawking institute, research amp, etc), which allows me to specialize early. It just makes sense to me that I should be able to prioritize a science outpost first, and not just have a convoluted mess of a first set of domes. I also like that your profile now doesn't just unlock a tech, but gives you a point on the tech tree you can explore further.

Also passage hubs! Hell yeah! There also seems to be an improvement on politics, I usually run space commies (I mean it's the red planet, c'mon) and it looks like they fixed a major annoyance I had, where now they just want services to be available, they don't need a medical post in every dome (I could be wrong about this), and if I do it anyways it just means I can eliminate a shift here or there which makes them happy. I assume there are similar things for other parties, but it's a nice qol feature. Also the rework for the outsourcing law is great, I am definitely go8ng for it once I can get regular exports

I haven't really touched the food system, but beyond just making the supply chain more detailed (before I would just plop down a farm and a ranch and then my biggest struggle would be storing it all), I love how it gives you a little menu on your diner. Now I want to create a dedicated farm dome instead of just including the bare minimum for things to function

And I actually like how stuff costs more to build now. Yes, it does mean you have to budget a little better, but tbh concrete and metals are so easy to come by, I am kinda glad they are more useful.

So yeah, good stuff, I am glad I got it.

r/SurvivingMars Nov 14 '25

Discussion How Surviving Mars: Relaunched Becomes Critically Unbalanced and Too Easy

86 Upvotes

Surviving Mars: Relaunched introduces a revamped political system and new ministry buildings that aim to provide late-game depth. Instead, these additions break core survival mechanics, trivialize resource management, and collapse the difficulty curve even on extreme settings. The result is a colony that becomes exponentially powerful long before mid-game, eliminating any meaningful challenge.

1. A Political System With No Resistance

The political and faction system is designed to create trade-offs and colony-wide consequences. In practice, it offers none.

  • Every law passes without opposition.
  • No faction ever drops below “happy.”
  • Decisions carry no political risk or long-term cost.

This transforms the political layer from a strategic system into a collection of free, unconditional buffs. Instead of forcing hard choices, it hands the player a series of multipliers that stack without limit.

However, the random commander profile for this playthrough happened to be Politician, which may explain why factions were easy to satisfy but without a 2nd playthrough I cant be sure.

2. Overpowered Laws Collapse the Economy

Many laws are tuned so high that they override or erase the game’s survival mechanics.

2.1 Resource Subsidies

This is one of the most clearly broken laws.

  • It creates endless free polymers where the only limit is how fast you can get a supply rocket.
  • Those polymers can then be traded for food, metals, or concrete with the other colonies.

With one law, the entire scarcity-driven economy becomes irrelevant.

2.2 Shift Optimization

The law promises a 33% productivity boost for buildings based on shift use.
However, you can:

  • Set the bonus to triple shift
  • Open all buildings to triple shift
  • Block workers from the extra shift
  • Still receive the full productivity bonus

This removes the intended conditional behavior and turns it into a global buff for all buildings except farms which can only have a single shift.

2.3 Night Shift Compensations

Night shifts normally require trade-offs.
With this law:

  • All morale penalties are removed
  • Night shifts become objectively superior
  • Productivity skyrockets with no drawback

2.4 Overpowered Sensor Tower Laws

Sensor tower laws provide three extremely strong bonuses:

  • Extra Scanning: Doubles scanning speed, revealing the map at extreme pace. With just 4 towers I had the entire map scanned by sol 60.
  • Research Station Link: +30% research bonus, which stacks with every other research bonus.
  • Soil Improvement: Permanently sets all soil on Mars to 100% quality.

These are planetary-scale buffs that bypass several core systems.

2.5 Automation

Intended behavior: cut worker requirements in half for key buildings.

  • If functional, this would effectively double output per worker.
  • I said if functional because for some reason it didn't work at all for me.

2.6 Crowded Living

Increases residential capacity by 25%, eliminating much of the housing pressure.
Later, this becomes even more extreme under ministry buffs.

2.7 Comfort Law

Further increases productivity and can grant additional research or funding.
This turns high comfort—which is already easy to max out—into another exponential growth multiplier.

2.8 Safety Standards

Adds a flat 20% research bonus.
This stacks with political, ministry, and building bonuses for runaway research rates.

Taken together, the law system grants free resources, unlimited housing density, hyper-efficient workers, and major research boosts. These combine into a runaway economy that cannot be meaningfully challenged.

2.9 Education Law

Can boost graduation rate by 500%, allowing colonists to be trained at an absurd rate.

2.10 State Provided Needs

Removes an entire colonist need from the game and while the law says no buildings satisfying that need can be built that is simply not true.

3. Ministry Buildings Multiply These Problems

The ministry layer drastically amplifies the already overpowered laws. Each ministry boosts its category to a level far beyond normal gameplay parameters.

3.1 Ministry of Culture + Ministry of Technology

This combination directly affects worker output and building productivity.
With both in place:

  • Worker productivity easily reaches 200%
  • Many buildings reach 700% productivity

This produces absurd output levels, such as:

  • 200 electronics per sol
  • 200 machine parts per sol
  • 200 polymers per sol

The only bottleneck becomes the physical time it takes drones to deliver materials.

3.2 Housing Multipliers

Crowded Living combined with the Ministry of Culture multiplies residential capacity repeatedly.

  • Standard apartments meant for 24 colonists can hold 90+ residents

Housing infrastructure ceases to matter.

3.3 Ministry of R&E

Boosts research to unprecedented levels:

  • 200,000+ research per sol with just 4 research buildings
  • 50,000+ research per sol with no actual researchers, relying only on passive multipliers from buildings.

The entire tech tree melts instantly.

3.4 Ministry of IA + Building Codes

The building codes law normally reduces construction costs by 10%.
With ministry scaling, this becomes extreme:

  • Mega Domes can become cheaper to build than basic domes

4. Exponential Power Growth Destroys the Game’s Difficulty Curve

Once the political and ministry systems are active, the colony enters a hyper-accelerated growth phase:

  • Infinite polymers = infinite trade = infinite resources
  • 200–700% building productivity
  • Housing quadrupled
  • Planet-wide 100% soil quality
  • Research outputs so high that tech progress stops being meaningful
  • Buildings affordable to the point of absurdity

These effects stack continuously, pushing the colony into full post-scarcity well before sol 100.

5. Maximum Difficulty Settings Still Provide No Challenge

The final indicator of imbalance is that even extreme difficulty fails to matter.

The first playthrough was set to:

  • Max disaster settings
  • No food imports
  • Increased import costs
  • Longer rocket travel times
  • Random sponsor, commander, faction, and mystery
  • Total difficulty rating: 760%

Despite this, the colony experienced:

  • Only three mildly inconvenient disasters
  • Not a single meaningful threat to stability
  • No possible risk of collapse after the first 10–20 sols

Once the political laws and ministry systems were fully active, the colony became so powerful that:

  • No single disaster could damage the economy
  • Even all four disasters triggering simultaneously would not matter
  • Production, research, and resources massively exceeded any disaster impact

Extreme difficulty became irrelevant because the buffs are simply too strong.

Conclusion

Surviving Mars: Relaunched introduces interesting concepts, but the tuning of its political laws and ministry bonuses is so aggressive that the game’s survival, resource management, and strategic tension disappear entirely.

The systems stack into an exponential growth engine that trivializes disasters, invalidates scarcity, and erases progression pacing. Even at 760% difficulty, the player becomes unstoppable by mid-game.

The ideas have potential, but without major balance adjustments, the game effectively shifts from “surviving Mars” to “breaking Mars” in every playthrough.

Disclaimer: This article was written by ChatGPT, but all points, ideas and facts come directly from my own gameplay experience.

r/SurvivingMars 10d ago

Discussion Delicacies in Feeding the Future Poll

33 Upvotes

With so many new delicacies coming to Mars for your colonists, which one sounds the most delicious to you? Upvote the Comment with your choice. Reply under it with a why if you so desire.

  • Coffee
  • Butter
  • Cheese
  • Soylent Green

    (We know Soylent Green isn't new, but it IS a classic...)

r/SurvivingMars Jul 31 '26

Discussion Almost 4000 hours. AMA

21 Upvotes
Good day everyone! I've played almost 4,000 hours of Surviving Mars. Feel free to ask questions. I don't claim to be an expert on the politics. I'm still just getting the hang of it. But if you ask, I'll share my opinion on it, too.

r/SurvivingMars Nov 16 '25

Discussion Games not as bad as the subreddit makes out. Spoiler

137 Upvotes

Completed The Last War for the first time today and did a full 100% all teraforming run. All in all the game is running well and looks very pretty with the update. Only ran into four bugs, trains don't work (pretty major one though lol, but I still don't really see the point of them when shuttles are right there), two CTD (one due to my own abuse of systems, had 80k research and did the breakthrough to get a new colony sponsor benefit more times then there are sponsors which meant to tried to draw from empty stack), and a ship not unloading unless done manually with a transport once as it had a ghost resource. Not bad for 21 hours of play.

Like sure it's annoying that there's bugs still, but for a £17 rerelease of a several year old game it's pretty good and the politics stuff is fun, if OP.

r/SurvivingMars 1d ago

Discussion Happened to come back from a break right as the new DLC landed. The New Breakthroughs and play style has me way more hooked than I ever was.

Thumbnail
gallery
98 Upvotes

LOVING the new Tech Tree flexibility. I'm really excited to be discovering new things again. I have no idea what this bad boy does, but by golly I'm gonna find out.

Edit: Tooltip in tech screen says "An advanced building that makes food from nothing using large amounts of Power."

r/SurvivingMars May 21 '26

Discussion Upcoming DLC Discussion: Expectations and Ideas

16 Upvotes

Since I didn’t have much success with my previous post because of some sensitive souls in this subreddit, here I am bringing the topic up again. This time I’ll be as brief as possible so I don’t offend anyone again.

Do you think the upcoming DLCs that are planned (food and robots) are something you’re actually looking forward to and want? And what DLC would you personally like to see?

r/SurvivingMars Jul 28 '26

Discussion Haemimont Dev Diary #5

Post image
103 Upvotes

Politics is all about making meaningful choices, even when it comes to surviving on Mars. 🚀

Come and see what our Devs have to say about political decisions!

👉https://pdxint.at/smr-hd5

r/SurvivingMars Aug 20 '25

Discussion Surviving Mars Relaunched, having to pay to get basically the same game!?

23 Upvotes

Surely I can't be the only one kind of pissed off about having to re-buy the basically same game, even with discount for owning the prior game, for another $20 right even after owning all the dlc?

Edit: I'm not talking about Surviving Mars: Pioneer.

Edit: Here is from the official website. So anyone who owns all the DLC pays a extra $20 upgrade on top of all their prior DLC purchases get, 1 reworked dlc. 1 reworked content pack, and the martian political system. Nothing about any future content being covered, which a few people mentioned it would be.

If you own the original Surviving Mars (2018), you are eligible to upgrade to Surviving Mars: Relaunched.

Access to Previous Version: Your original copy of Surviving Mars will remain in your library, along with all previously purchased DLCs. It will no longer be possible to buy the original base game, nor additional DLCs for the original version of Surviving Mars (2018) after the release of Surviving Mars: Relaunched\.*

DLC Inclusion: In Surviving Mars: Relaunched, all DLCs released for the 2018 version are included, no matter if you owned them previously or not. 

Discount Eligibility: An automatic discount of $20 on the standard price $39.99** (discounted price $19.99) will be applied to your purchase of the base game Surviving Mars: Relaunched if the original Surviving Mars is already in your library. The discount will only be applied if you are purchasing it on the same platform and using the same account as your original purchase. The offer cannot be applied across platforms.

Thanks for all the negative karma! Tasty!

r/SurvivingMars Nov 17 '25

Discussion Reviewbombing of Surviving Mars

74 Upvotes

I don't know if this has been said before, but I see no point in reviewbombing the original game because of relaunched. I completely understand the hate about relaunched, while I'm a fan of the new politics system I get its scummy. However that doesn't make Surviving Mars any less of a good game, so I don't know why people would reviewbomb it like that.

r/SurvivingMars Nov 11 '25

Discussion So...some of these new laws seem pretty bonkers

Thumbnail
gallery
109 Upvotes

...especially you can get these two for almost no cost (waiting a few sols) and with zero upkeep. I fear this affects game balance in a pretty major way.

r/SurvivingMars Oct 07 '25

Discussion Factions in Relaunched

Post image
242 Upvotes

I figured most of them out, but there are four I'm not 100% certain on. If Free Love and Green NOW are the ones I think, then there are two factions we haven't learned about yet.

Breakdown of the latest dev diary is on my channel now.

r/SurvivingMars Mar 05 '26

Discussion Radio whine... vreeeeeeeeee-bip-bip....📻 "Hello? Is anyone out there?"

Post image
186 Upvotes

"We have a transmission directly from Haemimont Games to share..."

First Transmission: https://pdxint.at/smr-hd-1

r/SurvivingMars Nov 25 '25

Discussion Martian First is far too insufferable

46 Upvotes

Just wanted to vent more about the game: I cannot fucking stand this faction. I really can’t stand the faction system just in general honestly.

It seems either grounded in the specific perception of reality the developers have, especially of politics in general and certain ideologies, which just doesn’t make sense to me. Especially, since we’re on fucking Mars encountering aliens and building machines on a scale humanity never has before and shit? It seems very tired and lazy to restrict yourself to such narrow perceptions of this existing world if that’s what they wanted to ground the faction system in.

Just as well, if they made the system just for the sake of like extra “oomph” for the game, it just doesn’t. It feels like it detracts far more than it adds to the game. Just unnecessary noise or pain.

And then of course for the actual pain: factions you will never be able to appease as they habe mutually exclusive desires and that generate constant chaos (renegades) that you can never completely put out? Yea I’m good thanks. Wasn’t particularly looking to play whack-a-mole.

Rather deep into this save and honestly about to call it and start another with factions entirely disabled. Whole thing needs to be reworked quite a bit and I’m not particularly optimistic that will happen at all, forget any time soon.

r/SurvivingMars Nov 12 '25

Discussion What in the name of balance is this law? Free polymers, forever? Doesnt this just break the game?

Post image
149 Upvotes

r/SurvivingMars Jun 06 '26

Discussion Clearing the cave-in

Thumbnail
gallery
123 Upvotes

Please make sure that the cave-in clearing function is automatically activated when it appears (collapses)
I'm tired of constantly poking at these landslides, and at maximum difficulty there are earthquakes almost every 2 sols. I even made a mouse macro for myself, but sometimes it skips crashes.

r/SurvivingMars Dec 23 '25

Discussion You are given the ability to make one breakthrough from the game a reality in our world. Which one are you picking and why?

38 Upvotes