Deliver Us Mars cover
Deliver Us Mars screenshot
PC PS4 XONE PS5 Series X Epic Steam
Genre: Adventure, Indie

Deliver Us Mars

Deliver Us Home - One day left on Kickstarter!

Dear astronauts,

Our Kickstarter for Deliver Us Home has just about entered the final 24 hours of its campaign! Now is your last chance to gain access to our exclusive Kickstarter demo and get an early taste of what we have planned for the third game in the ‘Deliver Us’ series - and to support us when we need it most.



It’s the 23rd century. Humanity has long ago evacuated the wasteland that is planet Earth. You, a descendant of the evacuees, have been trained relentlessly to become an interplanetary astronaut. Sent out into the endless void of space, your mission statement is as simple as it is impossible: secure a new, permanent home for humanity.

After a long journey, you approach your designated planet. Though you’ve prepared for the unexpected, the worst, and the most extreme conditions, there’s no telling what lies in store for you on the surface. Survive the unknown, explore the desolation, and break ground for humanity’s new home as you uncover the secrets of mysterious settlers that - somehow - arrived here long before you did...




Deliver Us Home brings renewed focus to what has made the series so special. Atmosphere, mystery, solitude, story, desolation, and space. Combined with a greater degree of player agency and wide linearity, we’re excited to show the beginnings of the third game in the series! Also: pickaxe climbing is gone for now.

The demo showcases various new mechanics and structures. Where previous Deliver Us games followed a strictly linear path, with one objective at a time, Deliver Us Home gives more freedom. By exploring and engaging with the environment, multiple different objectives are revealed that lead to various places and challenges. Head out into the world to collect not just story elements, but also ingredients and components to craft parts, devices, and suit upgrades. All this is combined with a large assortment of collectables that gradually reveal more of the narrative!

Gain access to the exclusive Deliver Us Home demo once the campaign ends successfully, by backing for the Early Bird Edition or higher!

We hope to see you there. Thank you for your time and consideration!

Deliver Us Home now LIVE on Kickstarter!



Hoofddorp, NL – June 11, 2024. Today, KeokeN Interactive has launched their crowdfunding campaign for Deliver Us Home, the anticipated third instalment in the Deliver Us series.

Deliver Us Home, a solitary sci-fi experience where a lone astronaut seeks to secure a new home for humanity, immerses players in an atmospheric adventure fraught with mystery. After its teaser premiered last weekend during the Future Games Show, the Kickstarter campaign is now live.

KeokeN founders and directors Koen and Paul Deetman call for aid from their community and network. With a funding target of €100.000, the Kickstarter campaign enables them to regain momentum on Deliver Us Home and rebuild their studio from the ashes.

“Taking matters into our own hands after years of pitching feels very liberating,” explains Koen Deetman, “and it has motivated us to work extremely hard over the past few weeks. Creativity spiked to an all-time high and we’ve been running on all cylinders to orchestrate the campaign, the trailer, and the demo that backers get to play. It truly is a token of our love and dedication to the craft of making video games.”

The campaign comes at a time of great turmoil within the industry, the effects of which have profoundly impacted KeokeN. “It’s an arduous task to create both a crowdfunding campaign and a demo with the skeletest of skeleton crews, whilst simultaneously helping our former friends and colleagues find new places to work,” says Paul Deetman.

Still, Deliver Us Home marks a return to the very roots of the series that the brothers are excited to share with both new and returning fans. “The game emphasizes mystery, majestic desolation, the thrill of the unknown, and awe-inspiring moments,” they elaborate. “Combined with our vision for more player agency and a widely linear approach, players are in for a unique adventure. And at the same time, the campaign forms the foundation for how we can shape KeokeN’s future with a very lean and experienced studio, better suited for a sustainable future as an independent developer.”

KeokeN Interactive’s Kickstarter campaign for Deliver Us Home can be found here. The campaign runs for 30 days to hit its target of €100.000 before its conclusion on Thursday July 11, 2024.


Deliver Us Home now LIVE on Kickstarter!



Hoofddorp, NL – June 11, 2024. Today, KeokeN Interactive has launched their crowdfunding campaign for Deliver Us Home, the anticipated third instalment in the Deliver Us series.

Deliver Us Home, a solitary sci-fi experience where a lone astronaut seeks to secure a new home for humanity, immerses players in an atmospheric adventure fraught with mystery. After its teaser premiered last weekend during the Future Games Show, the Kickstarter campaign is now live.

KeokeN founders and directors Koen and Paul Deetman call for aid from their community and network. With a funding target of €100.000, the Kickstarter campaign enables them to regain momentum on Deliver Us Home and rebuild their studio from the ashes.

“Taking matters into our own hands after years of pitching feels very liberating,” explains Koen Deetman, “and it has motivated us to work extremely hard over the past few weeks. Creativity spiked to an all-time high and we’ve been running on all cylinders to orchestrate the campaign, the trailer, and the demo that backers get to play. It truly is a token of our love and dedication to the craft of making video games.”

The campaign comes at a time of great turmoil within the industry, the effects of which have profoundly impacted KeokeN. “It’s an arduous task to create both a crowdfunding campaign and a demo with the skeletest of skeleton crews, whilst simultaneously helping our former friends and colleagues find new places to work,” says Paul Deetman.

Still, Deliver Us Home marks a return to the very roots of the series that the brothers are excited to share with both new and returning fans. “The game emphasizes mystery, majestic desolation, the thrill of the unknown, and awe-inspiring moments,” they elaborate. “Combined with our vision for more player agency and a widely linear approach, players are in for a unique adventure. And at the same time, the campaign forms the foundation for how we can shape KeokeN’s future with a very lean and experienced studio, better suited for a sustainable future as an independent developer.”

KeokeN Interactive’s Kickstarter campaign for Deliver Us Home can be found here. The campaign runs for 30 days to hit its target of €100.000 before its conclusion on Thursday July 11, 2024.




Happy Holidays from KeokeN Interactive!

Dear Astronauts!



This has been a wondeful year for adventures both on Earth and in Outer Space. WSA has welcomed many of you on board, and we certainly hope to see more people join next year.

Happy Holidays from Kathy, AYLA and all of us at Ground Control!

Steam Awards 2023 - Nominate Deliver Us Mars for Best Soundtrack

Dear Astronauts,

Thank you for your continuous support of Deliver Us Mars. It has been wonderful to see how well-received the Major Update has been, and of course, the screenshots you have taken with the photo mode provide us with a stunning new perspective on our game.

Yet, it is important to say, that your Martian experience would not be the same without the deeply emotional, atmospheric soundtrack composed by award-winning composer Sander van Zanten. To honor his absolute genius, we kindly ask you to nominate Deliver Us Mars in the "BEST SOUNDTRACK" category at Steam Awards 2023.



To infinity and beyond!

- KeokeN Interactive team

Deliver Us Mars | Update 2.0.1

Incoming transmission...

...Opening Communications...


Dear Astronauts,

A new update is landing on the red planet, to help improve Kathy's journey and your experience further.

You can find the change log here:

Primary fixes to existing features
  • Turned off DLSS FG during ASE control transitions to combat artefacts;
  • Edited Reflex UI text labels;
  • Correctly set Reflex UI and functionality on startup;
  • Automatically turn on Nvidia Reflex when toggling DLSS FG on;
  • Slightly adjust the FSR to DLSS switch delay to prevent crashes.

Notable BUG fixes
  • Fixed a collision issue in Chapter 8;
  • Fixed a number of display issues related to Frame Generation and Reflex.


Deliver Us Mars | Update 2.0

Dear Astronauts,

Today we present to you with great pride our Deliver Us Mars 2.0 update that has improved a wealth of issues and addressed feedback from our players in the PC, PlayStation® 5 and Xbox Series X|S versions of the game. In secret, through the challenging waves of being an independent studio, we’ve been focused on making sure this update is the greatest we’ve done so far. We want to make it clear that we've heard you in the tweaks we’ve made, and we also have some exciting new features as a way to celebrate this huge milestone. We are very thankful for all your comments and the amount of heartwarming messages you send us every day. This update is for you, the players, as you are more important to us than anyone else, and we hope you enjoy what we’ve accomplished here.


Here’s a snippet of the long list of prominent issues and fixes delivered:

  • Cinematic pause functionality;
  • Enhanced lighting passes throughout the entire game (levels and cinematics);
  • The climbing system now shows a deflect reaction when hitting an unclimbable surface, additionally, it will not allow the player to slam into the air;
  • Improved virtual texture loading times on landscapes and other assets;
  • Q and E to roll rebind and WASD individual keys rebind instead of presets;
  • HDR Support;
  • A broad wealth of improvements across textures, animations and general quality of life.

For a full list of the patch notes click here

As a gift, we want to introduce you to some really cool features and we hope you enjoy them as much as we do:


  • Raytracing Translucency is now available throughout the game;
  • A very exciting Photo Mode has been added!


Besides broadly improving on Deliver Us Mars, our team has spent countless hours making the coolest shots throughout the game, and we are very interested in seeing what you will make of this! Seeing the player’s perspective through this lens is very exciting to us, and it makes you re-discover the game in a whole new way. Definitely send us all your shots, pictures and messages, we would love to hear everything you have to say as we will finally be more active on our forums and other channels to talk more directly to you.

All that’s left to say is, enjoy your flight to the stars!

Koen Deetman CEO, Game Director
And from everyone in the KeokeN Interactive team

Deliver Us Mars | Update 1.0.2 (Build Version 1.1.0)

Incoming transmission...

...Opening Communications...

Crew Alert!

Delivering the most optimal experience possible during your mission in 'Deliver Us Mars' has been ever vital to us, and we have continued to be so grateful of your feedback.

Thank you again for being so engaged with us and passionate about the game!

With that being said, please find below supporting notes for Deliver Us Mars quality update: 1.0.2.

NEW FEATURES.

  • 3 rotating save files are now saved, use the Load Game screen to load into a previous auto-save.
  • Subtitle character names can now be toggled in the accessibility options.
  • Subtitle colour per character can now be toggled in the accessibility options.
  • Water visual effects have been added for Kathy and AYLA when interacting with water.
  • Hair simulation has been added to Young Claire for both hair cards and grooms.
  • The overall brightness can now be adjusted in the display options.
  • AMD FSR2.1 is now an available upscale option in the graphics options.
  • Ray Tracing Ambient Occlusion toggle has been added to graphics options.
  • Ultrawide support in-game by enabling higher FOV multiplier on ultra-wide aspect ratio’s.


PRIMARY FIXES TO EXISTING FEATURES.

  • Additional graphic options for PC are now available (foliage, shader and effects quality).
  • Keybindings are now available in the options.
  • WASD keys can now be changed in the keybindings options.


NOTABLE BUG FIXES.

  • Added New Game confirmation pop-up window.
  • Character texture quality balance has been improved significantly.
  • Childhood Kathy general face animation improvements.
  • Characters no longer clip through belts during cinematics.
  • Ray Tracing shadow optimizations have been made for foliage.
  • Fixed the EULA scrolling blocker while holding the accept button.
  • Fixed Ayla control range noise bug; UI screen fade and the distance meter now work accurately.
  • MPT beams now create a zapping sound again when you cross them as Kathy.
  • Update the UI Sliders to have a little light outline around the text to improve visibility.
  • Rollercoaster and other instances of NPC camera control now use inverted options setting if selected in gameplay options.
  • Improved the scrolling astrochat bit by pumping the contrast, colours, and overflow effect.
  • Hide the DX12 option entirely if not on windows 10.
  • Groom hick-ups are now minimized during cinematics.
  • Performance optimizations for all cinematics when using Ray Traced shadows or when in Quality mode on 9th Gen consoles.
  • Ryan will now no longer T-pose in the distance when you skip the cutting tutorial in Chapter 1.
  • Sarah's face animation when walking in the hallway in Chapter 1 is fixed.
  • Kathy can no longer clip through the road of the Astrovan parking area in Chapter 1.
  • Fixed first-person camera during astrovan ride, inverted input now works.
  • Launch sequence clouds have been made more realistic in Chapter 1.
  • Fixed interior mesh clipping through exterior of the Zephyr ship in Chapter 2.
  • Isaac and Claire no longer moonwalk towards the climbing wall in Chapter 2.
  • Several death loop fixes in Chapter 4.
  • Muted beam SFX during cinematics in Chapter 5.
  • Many minor collision fixes in Chapter 5.
  • Ray Tracing shadow optimizations in Chapter 7 hologram cinematics.
  • Fixed semi-blocker when climbing where mantling at the top of a climbing section was difficult in Chapter 8.
  • Collision fixes in Chapter 8 to prevent clipping.
  • A fail state has been made more realistic in Chapter 9.
  • Minor framerate optimizations in Chapter 9.
  • Vine close-up popping reduced in Chapter 9.
  • Fixed "Kat-like reflexes" achievement exploit in Chapter 9.

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Travel safely on your onward journey, Crew!

Closing Transmission...

Deliver Us Mars | Accolades and Quality of Life.

It's been an incredible journey so far for all, since the exciting launch of Deliver Us Mars back in February 2023.

We've enjoyed seeing so very many of you share your adventures with Kathy and crew to the Red Planet, uncovering the hidden mysteries and forging forever strong bonds and memories within the story.



We are excited to share with you our most gratefully received accolades that recognize how 'Deliver Us Mars' truly has made an impact, out across the player galaxy.

For our players, community and everyone involved in this momentous journey, we thank you for your support, appreciation, thoughts and feedback. It has greatly contributed to the passion that all behind the scenes have for 'Deliver Us Mars'.

It Doesn't End Here | Incoming Transmission...Quality of Life.

Please continue to keep a close watch on our social channels (Twitter | Facebook) and news feeds over the forthcoming days as we look to share exciting information on a special update coming soon for 'Deliver Us Mars', which will introduce some quality of life improvements to the game, with thanks once again for your valuable feedback contributions.

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The journey of a thousand miles begins with a single step. Deliver Us Mars is OUT NOW.

https://store.steampowered.com/app/1345890/Deliver_Us_Mars/

Deliver Us Mars | Update 1.0.1

Incoming transmission...

...Opening Communications...


Hello Crew!

We hope you're having a fulfilling week so far on your mission.

As we've mentioned before, your best experience in 'Deliver Us Mars' is vitally important to us and we are grateful for your continued feedback on both your good experiences and also where improvements could be made.



We'll continue to listen and report back on any quality improvements we can provide, moving forward.

With that being said, please find below the supporting notes for our first quality and performance improvement update today, for Deliver Us Mars in the form of 1.0.1.

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Notable Performance Issues Addressed.



  • VSync is now turned off when DLSS Frame Generation is on.
  • Improved performance in cutscenes when using the Hair Groom setting.
  • Improved loading performance when going through airlocks and cave areas.
  • Fixed some performance stuttering caused by triggering a checkpoint while climbing.
  • Performance of hologram cutscenes whilst Ray Tracing is turned on has been greatly improved.

Additional Quality Improvements.



  • In order to prevent players from overwriting save data by accident, the ‘New Game’ button on the Main Menu now needs to be held for 1.7 seconds to start the game.
  • Added a prompt for when you need to backwards jump in the Odum caves that explains the necessary controls.
  • Camera tweaks while in Zero gravity to help prevent motion sickness.
  • Improved targeting of buttons when Kathy is stood closer to them.
  • The game will now display an icon whilst an autosave is being created.
  • Fixed MPT Resistors falling out of the world when AYLA carried them out of range.
  • Many fixes to improve Kathy’s ability to clamber up objects across the game.
  • Added some blocking volumes to prevent players getting stuck in various areas.
  • Fixed a blocker in the Prologue relating to Kathy being crouched when triggering certain elements.
  • Claire’s height changed in the prologue to match her appearance for this chapter.
  • Fixed collision in a few areas of the Prologue so that players can no longer get stuck in a falling animation.
  • Increased the size of the blocking volume above the puzzle building in Chapter 1 to prevent players from getting out of the play area.
  • Fixed a duplicated helmet during the launch sequence of Chapter 1.
  • Fixed Young Kathy missing her hands in a scene in Chapter 2.
  • Added underwater ambience during the appropriate sections of Chapter 2.
  • Prevented being able to trigger one of the detective sequences in Chapter 2 a second time after completing the puzzle and reloading the game.
  • Adjusted the position of a target point for an objective marker in Chapter 3.
  • Placed a blocking volume in a Puzzle during Chapter 3 that only blocks the MPT beam so you can't block yourself.
  • Moved a light in chapter 5 that caused Kathy's head to get a bright glow.
  • Kathy should no longer snap into place during a scene in Chapter 5.
  • Removed extremely unfortunately placed save point Chapter 6, which fixes a death loop.
  • Fixed McArthur’s hologram going missing during a cutscene in Chapter 7.
  • Reduced the camera shake in certain moments during chapter 8.
  • Prevented Isaac from getting himself stuck in certain sections of Chapter 9.
  • Texture improvements for vegetation in Chapter 9.
  • Fixed NPCs disappearing after reloading some checkpoints in Chapter 9.
  • Swapped some climbing panels around so you can get back up more easily when you fall in the climbing puzzle during Chapter 9.
  • Fixed Isaac's position at the door of the control room in Chapter 9.
  • Removed an errant floating seatbelt in Chapter 9.

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We will remain attentive to your ongoing feedback and experiences following this update, so do keep sharing these with us.

Travel safely on your onward journey, Crew!

Closing Transmission...