I have been playing this game for over 1 year, got all the trophies on PS4, that includes main game, Space Race, and Green Planet, played maps with over 1000% difficulty, got to over 1500 colonists and all that. There is pretty much no side of the game that I didn't explored and my conclusion is that there is 2 design flaws that bring this game down from being great.
1. Births and aging colonists
In paper this concept does sound good, having an organic colony that progresses over time, the founders die and leave martian borns to conquer the planet. In game though things are far from good, over time there is no way for you to deal with the ever growing number of babies and elders. If let uncheck your domes will eventually shut down due to the lack of workforce since elders and babies will occupy residential spots, if you forbid births you will have to keep bringing more and more colonists to replenish the workforce as people get older.
The only way you can deal with all this is by building a complete separate dome for kids and elders, and since there will be no one to actually work there you will be constantly bombarded by "colonists are departing" since the needs of the elders won't be satisfied. This is not only a nuisance, but breaks immersion, and forces the player to "play badly" to hopefully make the elders leave the planet.
2. Lack a proper resource chain
As a die hard fan of Sierra back in the day, playing tons of hours of Ceaser 3, Zeus, and Pharaoh, I have to talk about resource chains as a way to develop a city. In Surviving Mars you only have a 1to1 resource system, metal turns into machine parts, rare metals into electronics, fuel into polymers and those are all the "advanced" resources in the game. On top of that there is no need to have different types of food, during hundreds of hours in this game my colonists only ate potatoes and drank water.
As a different type of resource, the people also want entertainment, exercises, social, and other things, but those aren't in a very good shape either. A small dome can survive just fine with 1 restaurant, 1 small bar, and 1 infirmary, its actually good that you don't let them be to happy because you don't want them to pop out babies to fast. Being happy or sad just means that, or they will leave or they will have babies, so the optimal way is to be somewhere in between and only add a building when you think you can support the population spike while tearing it down afterwards.
Both of these things combined makes the game quite dull. At the beggining there is no variety of what to build or where to build, the early domes will be always the same. By the end it becomes a chore to control the population but if you don't your colony will eventually spiral out of control, the lack of workforce becomes the lack of resources and everything explodes from there, not only that but you always have the feeling that you are running out of time, that a disaster is coming, that you cant relax or take your time. In a game where the main focus is to develop a colony in another planet having to manage individual people is not the kind of micromanagement you want.
This is just my opinion, I could go on for a while but I don't want this wall of text to get to big. Coming in a gamessubreddit forum to talk bad about the game is not the greatest idea but I only do this because I love building games and there is not that many good ones today. Surving Mars has the potential to be great and hopefully we will get a second game with many additions and fixed.
Would love to see your thoughts on the game, what can change, what is good as it is, what you want of a second installment.
1. Births and aging colonists
In paper this concept does sound good, having an organic colony that progresses over time, the founders die and leave martian borns to conquer the planet. In game though things are far from good, over time there is no way for you to deal with the ever growing number of babies and elders. If let uncheck your domes will eventually shut down due to the lack of workforce since elders and babies will occupy residential spots, if you forbid births you will have to keep bringing more and more colonists to replenish the workforce as people get older.
The only way you can deal with all this is by building a complete separate dome for kids and elders, and since there will be no one to actually work there you will be constantly bombarded by "colonists are departing" since the needs of the elders won't be satisfied. This is not only a nuisance, but breaks immersion, and forces the player to "play badly" to hopefully make the elders leave the planet.
2. Lack a proper resource chain
As a die hard fan of Sierra back in the day, playing tons of hours of Ceaser 3, Zeus, and Pharaoh, I have to talk about resource chains as a way to develop a city. In Surviving Mars you only have a 1to1 resource system, metal turns into machine parts, rare metals into electronics, fuel into polymers and those are all the "advanced" resources in the game. On top of that there is no need to have different types of food, during hundreds of hours in this game my colonists only ate potatoes and drank water.
As a different type of resource, the people also want entertainment, exercises, social, and other things, but those aren't in a very good shape either. A small dome can survive just fine with 1 restaurant, 1 small bar, and 1 infirmary, its actually good that you don't let them be to happy because you don't want them to pop out babies to fast. Being happy or sad just means that, or they will leave or they will have babies, so the optimal way is to be somewhere in between and only add a building when you think you can support the population spike while tearing it down afterwards.
Both of these things combined makes the game quite dull. At the beggining there is no variety of what to build or where to build, the early domes will be always the same. By the end it becomes a chore to control the population but if you don't your colony will eventually spiral out of control, the lack of workforce becomes the lack of resources and everything explodes from there, not only that but you always have the feeling that you are running out of time, that a disaster is coming, that you cant relax or take your time. In a game where the main focus is to develop a colony in another planet having to manage individual people is not the kind of micromanagement you want.
This is just my opinion, I could go on for a while but I don't want this wall of text to get to big. Coming in a games
Would love to see your thoughts on the game, what can change, what is good as it is, what you want of a second installment.