Our very first DLC is launching today. Totally free!
We designed these new skins to add variety to the buildings on the Martian surface.
In this update, we also designed the framework and architecture for future DLCs and updates, for them to have a better pipeline, and for you to choose which updates you want to use.
We are working on some HUGE updates🌿, which will be delivered as DLC and free of charge.
So, enjoy these new building skins! Also, let us know which kind of DLC would you like to see in the future in the comments below or on our Discord.
Ad Astra!
Build the Mars of your dreams with mods!
Create the Mars of your dreams like never before with community mods! Design new quests, modify the Tech Tree, create new resources or buildings and even modify planet variables. Make Mars truly yours with our new workshop! Take a look at some of our newest mods and terraform Mars like never before.
https://www.youtube.com/watch?v=io2ziPDFVyQ
Have a great idea for a mod? Want to get involved, but aren't sure where to start? ISA's Quantum Artificial Intelligence Laboratory has a brief ready for you. Read our Modding Operational Instructions here!
We'd like to give a special thanks to the community members who tested out our mod tools in both our advanced branch and in our private testing group. We're able to get this update out today thanks to their feedback and involvement; we're so grateful to them for their contributions.
Looking for collaborators? Join our Discord!
If you want others to collaborate with, join our Discord! All of us at Tlön Industries are looking forward to seeing your creations! If you ever need our help, want to share your feedback, or would like to connect to fellow modders join our Discord.
Remastered Soundtrack & Audiobook DLC
We've completely remastered the soundtrack and audiobook DLC to include the highest-quality experience we can offer. Listen to the commanding performance of an all-star cast recreate the climactic story of humanity's attempt to Terraform Mars with our Audiobook or get whisked away to the Red Planet with our original Soundtrack.
We're excited to announce that our newest update to the Advanced Branch introduces mod support! Create the Mars of your dreams like never before with community mods. Design new quests, modify the Tech Tree, create new resources or buildings and even modify planet variables. Make Mars yours!
We have been working behind the scenes to implement this new feature for a long time. We've even been working with community members since the early stages of its development. Introducing workshop support to our testing branch is the next step towards bringing public mods to the game.
Keep in mind that as this is our beta branch, we cannot guarantee that mods you develop, download, or use will remain functional in future updates.
Mod support functionality is currently limited to only the Advanced Branch. Why? We use this testing branch to make sure our main branch remains stable and functional. Game development is tricky - new updates can have all sorts of unintended consequences - so this test branch lets us see the affects of our upcoming changes.
If you're interested in developing some mods for Per Aspera but aren't sure where to get started, take a look at these instructions we've created for you.
Join our Mod Channel in Discord!
The entire team is looking forward to seeing your creations! If you ever need our help, want to share your feedback, or would like to connect to fellow modders join our Discord. We're excited to help and see you over there!
How to access the Advanced branch
Want to try out our mods? Of course you do! You’ll need to switch over to the proper branch. Changing a branch is simple and easy!
Find “Per Aspera” in your Steam Library and access its properties by right clicking and selecting “Properties”.
Navigate to the “Betas” sub-menu.
In the drop-down menu, select the “Advanced” branch.
That’s it! Your game should begin downloading the new patch.
If you’d ever like to return to the Public branch, simply select “None” under the submenu and Steam will handle the rest! Remember that the mods currently do not work unless you're on the advanced branch.
Thank you to everyone for testing out this latest update and we'll see you soon for the next one!
Ad Astra, Tlön Industries
v1.3 Hotfix 2
Fixed an issue when placing a lot of buildings near the poles that would result in the game breaking.
Post Launch Retrospective
It's our six month anniversary! 🎉
Six months ago today we welcomed our first players to their new homes on Mars. This game was our first as a new company and a labor of love that took us many years. It's hard to believe that it's been six months since we released Per Aspera to the rest of the world! It's been amazing to see everyone share screenshots and videos of their colonies and watch as you explore Mars and make it your own.
Our jobs don't stop at launch, though. Since release we've been listening to your feedback, reading your reports, and slowly but surely updating the game. In our six months together we've implemented patches, content updates, and hotfixes to address critical bugs, add new buildings and features you've requested, and improve the game.
If you haven't picked up the game in some time, it will probably look a little different and feel much better to play. In this video, we take a moment to share a few of our proudest additions to the game - take a look. There's never been a better time to return back home to Mars!
https://www.youtube.com/watch?v=cuWhoNsz8Hg
If you've played Per Aspera, please leave us a review
The importance of reviews for a game like ours and a studio like ours cannot be overstated. That's why we're asking a small favor: if you've played Per Aspera, please take a moment to leave us a Steam review! While we can't respond to all of the reviews be assured that the team reads each and every one of them. The community's aggregate feedback, including reviews, guides our future and allows us to plan new updates to make this game the best it can be.
Thank you
All of us at Tlön Industries are thankful to have the incredible opportunity to create the game of our dreams for players like you. Thank you for going on this journey to Mars with us. Whether you were here from our first reveal, came to us on launch day, or joined us after a new update... thank you!
We still have more exciting updates in store for everyone, including mod support, but for now let's look at some of our favorite new features from the past three content updates.
Content Update #3: District Planner
Our latest and largest content update yet is the District Planner update! This update includes nearly a hundred bug fixes, QOL improvements, and plenty of new features including:
Districts: The new Districts Lens allows you to visualize the resources of each individual district separately. You can turn on/off the "District Boundary" that each Landing Site emanates. Each district has a different name that you can customize.
Terraforming Screen: The new terraforming screen provides a roadmap of the overall terraforming plan.
Deep & Ultra-deep Veins: We added new types of veins with much higher quantities. Deep and Ultra-deep veins require higher tiers of Mines.
Advanced Landing Site: Players can now research and deploy Advanced Landing Sites, which provide even more resources and power to help expand the base.
Easier Mine Construction: New contextual Build Menu when clicking on Veins.
Read all of the patch notes here: https://steamcommunity.com/games/803050/announcements/detail/3053982465478603349
Content Update #2: Improved Logistics
Group Selection & Upgrading: You can select and upgrade multiple ways at the same time.
Improved StorageGeneral overhaul of storage center functionality.
Updated Workers Widget: it will now notify players if production becomes unsustainable and if you need to start producing more workers!
Sparklines: Added Sparklines to all productions to quickly alert players of resource stockpiles or depletions.
Our Improved Logistics content update introduced many more fixes and QOL improvements! Check out the patch notes here: https://steamcommunity.com/games/803050/announcements/detail/3017949229475577091
Content Update #1: Treat That Water
New Water Treatment Plant: A new building that lets you collect water for your colonists from Martian oceans!
Updated Lenses: An overhaul to the lenses that makes it easier to parse your colony's data!
Coordinates: A new feature that lets you see positional information for key places.
Informational Prompts: We added pop-ups during key moments of the game to teach and inform about new mechanics.
This first patch introduced a lot of fixes for frustrating bugs as well as pivotal quality of life improvements. Read the full patch notes for the Treat That Water update: https://steamcommunity.com/games/803050/announcements/detail/5825939260223890653
Content Update #3: District Planner - Out Now
Our third content update released today! This is our largest update yet racking up nearly a hundred changes including new buildings, a plethora of fixes, and many frequently requested improvements! We've been working on many of the improvements in this update for long time and it feels great to get these published for all of our players today. We hope that you enjoy!
Thank you to our community for trying out these changes ahead of time in the Advanced Branch: we were able to make this update even better thanks in part to your efforts.
https://www.youtube.com/watch?v=sDyvfN5xip0
Version: V1.3.0.0.6.122992021.5.12 This update requires a new game to fully enjoy the newest features!
Districts: Now you can manage districts which are created by Landing Sites. The new Districts Lens allows you to visualize the resources of each individual district separately. You can turn on/off the "District Boundary" that each Landing Site emanates. Each district has a different name that you can customize.
Terraforming Screen: The new terraforming screen provides a roadmap of the overall terraforming plan.
Deep & Ultra-deep Veins: We added new types of veins with much higher quantities. Deep and Ultra-deep veins require higher tiers of Mines.
Advanced Landing Site: Players can now research and deploy Advanced Landing Sites, which provide even more resources to help expand the base.
New contextual Build Menu when clicking on Veins.
This patch introduces new Deep and Ultra Deep Veins that can be used to mine more resources than ever before!
Updated Build Buttons to better reflect the Buildings Levels
Special Moments in game now include camera animation
Improved FXs for Special Projects
Updated Special Projects Models
Minor update to Way construction performance
Minor updates to Knowledge Base content to better reflect implemented game values
Improved end game decision option descriptions (Spoiler: End Game Decisions!)
Improved Building Info Panels to better show stats
Balance - Rebalanced Polar Nukes and MicroSuns so multiple launches are required (Spoiler: Stage 1 Terraforming)
Balance - Updated Power Consumption for Glass Factory and Iron Mines productivity to better match similar buildings
Balance - Increased research time amount for colonies; it takes a bit longer to complete the research now.
Once completing a tech, the tech tree no longer forces users to select a new tech.
Implemented power lens optimization and improved performance
The power toruses no longer show on icon view when using the power lens
The power lens now displays power buildings as relevant buildings
Fixed power cluster widget not showing megawatt units
Power clusters with energy deficits now display a red color
Added factory bar to maintenance lens
Updated pulse timing for secondary dialogue
Improved normal lens to display when hubs are empty
Improved naming conventions for building levels
Implemented minor improvements to logistics performance
Implemented minor updates to building models
Improved black polar dust FXs
Changed scroll sensitivity in Lens List
Balance - Removed Uranium Mines Lvls 2 / 3
Balance - Updated landing site resource spawning to avoid exploits:
Will ignore resources that are already in range
Will not spawn in already revealed tiles
Balance - Migration now considers RP-efficiency of the different colonies
Balance - buildings no longer decay during the tutorial phase
Balance - Added a second task to the More Workers Directive
Balance - Tutorial: Inverted carbon and iron spawn distances; implemented small adjustment to all spawn distances
Balance - Significantly reduced direct co2->o2 effectivity of biodomes and aquadomes. Halved production for oxygen release plants. Decoupled Flora co2 generation from biodome stats
Added a disable button to special projects
Balance - Updated requirements priorities so that factory hoarding is on top of minimum storage
Scanner Lens optimization: The veins widgets now fades when located on the borders of the planet
Added space elevator animations
Fixed several line subtitles to match VO recordings
Fixed issue with Storage centers not showing the correct MAX value on load
Fixed several Popup copy to match actual requirements
Fixed issue with landing site icons not being visible from Orbital view
Fixed several issues with dialogue triggering and running when game conditions should have prevented them
Fixed issue that would eliminate resources when a Special Project was canceled
Fixed minor issues with UI
Fixed an issue that was preventing the Mars nomenclature from being displayed
Fixed issue that would not show lines on the Climate Lens
Fixed issue with Building Info Panel not updating values in some cases
Fixed minor issue that occurred when finishing a project
Fixed issue that would trigger dialogues while others were playing and could cause continuity issues
Fixed issue that would prevent the Maintenance Lens from displaying the correct building color when out of reach
Fixed issue that would allow players to select enemy units
Fixed serialization breaking upon opening Terraforming Build Category
Fixed Build Button remaining hovered when reopening category
Fixed Build Button auto-selecting a building’s highest level when clicking outside of level buttons
Fixed issue that caused the World Build Button to become locked and unable to close
Fixed World Build Button not closing the vein info panel
Fixed Build Panel not showing the correct building power requirement for different levels
Fixed Vein Info Panel remaining open when changing Lens
Limited Chars for Savegame file names
Fixed issue that would spam FXs once enemies die because of time limit
Fixed overflow on scrap panel
Adjusted Veins Colors for better readability
Fixed issue that would have some story quests show up after killswitch (End Game Decision Spoiler!)
Fixed sporadic issue that caused the initially revealed area to not include correctly spawned and necessary resources inside the radius.
Fixed military drone factories producing units when hives are not operative or available
Fixed issue that would trigger Asterion Quest during Second Battle (Combat spoilers)
Fixed new Special Projects not appearing in old saves.
Fixed cinematics depth of field issue.
Fixed cinematics not running in normal lens.
Fixed issue that would not trigger the combat music when being attacked
Fixed issue that caused SFXs to be too loud while zoomed-in.
Fixed colonies killing colonists upon scrapping the building.
Fixed Uranium mines not disabling its particles when hiding the vein
Fixed Uranium mine particles not being affected by speed
Fixed vein world panel distorted on mouse overview
Fixed world build panel starting opened and glitched upon starting a game
Fixed Special Projects animations so they no longer break during load
Fixed issue that would not decrease the volume of the SFXs during calls
Fixed World Build Button not closing the vein info panel when showing
Fixed Vein Info Panel remaining open when changing Lens
Fixed Uranium mines not disabling its particles when hiding the vein
Fixed Uranium mines particles not being affected by speed
Adv. Branch - Patch #6 Notes
New Features:
Districts: Now you can manage districts which are created by Landing Sites. The new Districts Lens allows you to visualize the resources of each individual district separately. You can turn on/off the "District Boundary" that each Landing Site emanates. Each district has a different name that you can customize.
Terraforming Screen: The new terraforming screen provides a roadmap of the overall terraforming plan.
Deep & Ultra-deep Veins: We added new types of veins with much higher quantities. Deep and Ultra-deep veins require higher tiers of Mines.
Advanced Landing Site: Players can now research and deploy Advanced Landing Sites, which provide even more resources to help expand the base.
New contextual Build Menu when clicking on Veins.
Improvements
Updated Build Buttons to better reflect the Buildings Levels
Special Moments in game now include camera animation
Improved FXs for Special Projects
Updated Special Projects Models
Minor update to Way construction performance
Minor updates to Knowledge Base content to better reflect implemented game values
Improved end game decision option descriptions (Spoiler: End Game Decisions!)
Improved Building Info Panels to better show stats
Balance - Rebalanced Polar Nukes and MicroSuns so multiple launches are required (Spoiler: Stage 1 Terraforming)
Balance - Updated Power Consumption for Glass Factory and Iron Mines productivity to better match similar buildings
Balance - Increased research time amount for colonies; it takes a bit longer to complete the research now.
Once completing a tech, the tech tree no longer forces users to select a new tech.
Implemented power lens optimization and improved performance
The power toruses no longer show on icon view when using the power lens
The power lens now displays power buildings as relevant buildings
Fixed power cluster widget not showing megawatt units
Power clusters with energy deficits now display a red color
Added factory bar to maintenance lens
Updated pulse timing for secondary dialogue
Improved normal lens to display when hubs are empty
Improved naming conventions for building levels
Implemented minor improvements to logistics performance
Implemented minor updates to building models
Improved black polar dust FXs
Changed scroll sensitivity in Lens List
Balance - Removed Uranium Mines Lvls 2 / 3
Balance - Updated landing site resource spawning to avoid exploits:
Will ignore resources that are already in range
Will not spawn in already revealed tiles
Balance - Migration now considers RP-efficiency of the different colonies
Balance - buildings no longer decay during the tutorial phase
Balance - Added a second task to the More Workers Directive
Balance - Tutorial: Inverted carbon and iron spawn distances; implemented small adjustment to all spawn distances
Balance - Significantly reduced direct co2->o2 effectivity of biodomes and aquadomes. Halved production for oxygen release plants. Decoupled Flora co2 generation from biodome stats
Added a disable button to special projects
Balance - Updated requirements priorities so that factory hoarding is on top of minimum storage
Scanner Lens optimization: Th veins widgets now fade when located on the borders of the planet
Added space elevator animations
Fixes:
Fixed several line subtitles to match VO recordings
Fixed issue with Storage centers not showing the correct MAX value on load
Fixed several Popup copy to match actual requirements
Fixed issue with landing site icons not being visible from Orbital view
Fixed several issues with dialogue triggering and running when game conditions should have prevented them
Fixed issue that would eliminate resources when a Special Project was canceled
Fixed minor issues with UI
Fixed an issue that was preventing the Mars nomenclature from being displayed
Fixed issue that would not show lines on the Climate Lens
Fixed issue with Building Info Panel not updating values in some cases
Fixed minor issue that occurred when finishing a project
Fixed issue that would trigger dialogues while others were playing and could cause continuity issues
Fixed issue that would prevent the Maintenance Lens from displaying the correct building color when out of reach
Fixed issue that would allow players to select enemy units
Fixed serialization breaking upon opening Terraforming Build Category
Fixed Build Button remaining hovered when reopening category
Fixed Build Button auto-selecting a building’s highest level when clicking outside of level buttons
Fixed issue that caused the World Build Button to become locked and unable to close
Fixed World Build Button not closing the vein info panel
Fixed Build Panel not showing the correct building power requirement for different levels
Fixed Vein Info Panel remaining open when changing Lens
Limited Chars for Savegame file names
Fixed issue that would spam FXs once enemies die because of time limit
Fixed overflow on scrap panel
Adjusted Veins Colors for better readability
Fixed issue that would have some story quests show up after killswitch (End Game Decision Spoiler!)
Fixed sporadic issue that caused the initially revealed area to not include correctly spawned and necessary resources inside the radius.
Fixed military drone factories producing units when hives are not operative or available
Fixed issue that would trigger Asterion Quest during Second Battle (Combat spoilers)
Fixed new Special Projects not appearing in old saves.
Fixed cinematics depth of field issue.
Fixed cinematics not running in normal lens.
Fixed issue that would not trigger the combat music when being attacked
Fixed issue that caused SFXs to be too loud while zoomed-in.
Fixed colonies killing colonists upon scrapping the building.
Fixed Uranium mines not disabling its particles when hiding the vein
Fixed Uranium mine particles not being affected by speed
Fixed vein world panel distorted on over
Fixed world build panel starting opened and glitched upon starting a game
Fixed Special Projects animations so they no longer break during load
Fixed issue that would not decrease the volume of the SFXs during calls
Fixed World Build Button not closing the vein info panel when showing
Fixed Vein Info Panel remaining open when changing Lens
Fixed Uranium mines not disabling its particles when hiding the vein
Fixed Uranium mines particles not being affected by speed
What is the Advanced Branch?
Our Advanced branch is where we push out patches for further testing before launching it to the entire player base. As we approach and solve more complicated issues and tweak integral features for balancing, we need time and testing to ensure our public build remains stable. Using the Advanced branch gives you the flexibility to try out these new changes while also giving us time to assess the impact of our new updates! Once we’re assured that the patch is working as intended, we’ll publish it to the public branch of the game, where it will be accessible for all of our players.
How to access the Advanced branch If you’re interested in trying out all of these new changes, then you’ll need to switch over to the proper branch. Changing a branch is simple and easy!
Find “Per Aspera” in your Steam Library and access its properties by right clicking and selecting “Properties”.
Navigate to the “Betas” sub-menu.
In the drop-down menu, select the “Advanced” branch.
That’s it! Your game should begin downloading the new patch.
If you’d ever like to return to the Public branch, simply select “None” under the submenu and Steam will handle the rest!
Thank you to everyone for testing out this latest update and we'll see you soon for the next one!
Ad Astra, Tlön Industries
Welcome home to Mars: play our free demo until May 9th!
Get a taste of life on Mars
Welcome to your new home: Mars. Per Aspera is a planet-sized city-builder where you take control of the world's most sophisticated AI and build humanity's new home. Succeed where all others have failed and transform the barren Red Planet into a verdant paradise.
To celebrate our inclusion in the BIG Festival, we'll be offering a free demo until May 9th!
Get a small taste of life on the Red Planet with our free demo. Begin the journey to terraform Mars, meet your maker Dr. Foster, and bring your first colonists to their new home. The demo gives you a taste of the resource management, compelling narrative, and planet building experience: explore your new home in the free demo until May 9th.
Per Aspera is 20% off until May 1st as part of LudoNarraCon, a digital celebration of narrative indie games like ours.
We're in the BIG Festival!
The BIG Festival begins May 3rd and lasts until May 9th - a week long celebration of indie games! The Festival is online and free for everyone to attend: play indies, chat with game developers, and attend online talks. Learn more about Brazil's Independent Games Festival here.
Per Aspera is up for three nominations at the BIG Festival! 🎉
Build a new civilization that spans the planet
Experience a building simulator at a massive scale like never before. Explore a new frontier: the entire planet of Mars is yours to cultivate! Grow your humble landing site into a planet-wide urban sprawl with a legion of workers and drones to command. With the planet as your canvas, the possibilities are endless.
The perfect blend of hard sci-fi and simulation
Bask in the wonders of the red planet. Ascend the peak of the staggering Olympus Mons, dive into the depths of the Capri Chasma, or meet old rover friends like Viking1 or Pathfinder. Mars has been faithfully recreated for you by using geographical maps straight from NASA. Create a new home for humanity by using terraforming techniques steeped in real-world science.
Per Aspera is 20% off during the Raw Fury Spring Sale! 🌞
Raw Fury's Publisher Sale
Our publisher, Raw Fury, is having a huge sale right now and Per Aspera is a part of that! It's a great time to pick up Per Aspera for a whopping 20% off or even pick up some other of Raw Fury's titles. The sale runs for a week until April 22nd. This sale page has more information about the entire sale!
https://www.youtube.com/watch?v=GPID3LDaIyc
Livestream
To celebrate the special event, we'll be hosting a playthrough of Per Aspera on our Steam page! We'll be kicking off the terraforming journey, so you'll be able to see how the game plays.
As we revealed in our Development Roadmap earlier this month, we have been working on several content updates since launching Per Aspera. As of today, our second content update has been released! This content update is another substantial patch full of bug fixes, QOL improvements, and community-requested features. There's much more where than came from, too, but for now let's dive into this update's patch notes.
Selecting a group of buildings and turning them all off at once!
Version: V1.2.0.0.6.11478.2021.2.11 Unless otherwise noted, these changes are save game compatible!
You can select and upgrade multiple ways at the same time.
General overhaul of storage center functionality.
Updated Workers Widget: it will now notify players if production becomes unsustainable
Added Sparklines to all productions
Upgrading multiple Ways in a group selection with a single click.
<*> Improved Building Table Tooltips <*> Changed Behaviors selection in combat lens. Swarms can be split using alt. <*> Updated Building Status Icons <*> Updated Knowledge Base with each colony type. <*> Updated Structures Screen presentation <*> Updated Tooltip presentation: now with colors! 🎨 <*> Updated the Traffic Lens to show sectors loads. <*> Updated Space Elevator animations <*> Updated Factory logistics to better push resources to other buildings <*> Updated drone hive power consumption to 20/35/50 MW of power. (Previously it was 10 MW for all levels.)
Fixed issue with combat lens that would keep a selection of units active if you reloaded the game
Fixed boxed selection on lower resolutions
Fixed issue with Research Lab model
Fixed issue that would have swarms oscillating in some edge cases
Fixed issue that caused some target markers to appear behind the planet
Fixed several issues with dialogues
Fixed in-progress hyperloops displaying way upgrading icon
Fixed an issue with connecting hyperloops.
Fixed single way upgrading not working
Fixed way upgrading button displaying behind the planet
Fixed power tooltip showing wrong units
Fixed issue when placing a hyperloop with too many connections
Fixed issue that would have a disadvantage on the rival faction if user had enhancements
Fixed faction stats graph panels not expanding on BIP close
We're so excited to finally announce the good news! Per Aspera has been selected for inclusion to the BIG Festival, Brazil's Independent Games Festival! This is the largest festival for indie games in Latin America. We're honored for Per Aspera to be recognized as a finalist. Our game was nominated for three amazing categories:
Best International Game
Best Gameplay
Best Latin American Game
The BIG Festival will be May 3 - 9th and it's free for everyone to register! Check out all the details & finalists here.