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Mars Terraforming

8-bit · Commodore C64 · Simulation · 2026

€2.50

Or go to the video and download the files from the links on the pinned comment for free!

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About

About Real-time simulation — the colony ticks 4/8/16 times per second (pausable). The sol counter advances every 24 ticks (~6 seconds at 1×), so days visibly pass while the underlying rates follow the spec's 144-tick day. 32×24 tile map, procedurally generated: canyons, lowlands, flatlands, craters, highlands, mountains, polar ice and buried deposits (ice, iron, silicon, regolith), rendered as an interlocking hexagon grid and viewed through a scrolling 6×6 viewport that follows the cursor. Hidden deposits & surveying — a third of the iron, silicon and regolith veins start invisible. While a Geologist is on the payroll and working, the crew surveys outward from the landing site, revealing the nearest hidden vein about once a sol (a chirp and a fresh badge announce each find). Surface ice is always visible. 21 building types across habitat, power, life support, food, industry, research, planetary engineering and biosphere categories — each with its own pixel-art sprite. Phase 2: The Living Planet — terraforming the planet no longer ends the game. Victory latches Phase 2 (watch the PH: field in the HUD) and society itself becomes the opponent: migration ships land settlers past your housing (overcrowding drags all production to 85%), overshooting the temperature or pressure target triggers a runaway greenhouse (health decays, vegetation withers, oceans vaporise), factions strike — collapse the industrialists' or ecologists' approval and every Industry or Biosphere building walks out until a Town Hall mediates — industrial pollution past its threshold eats planetary oxygen and withers your forests unless Atmospheric Scrubbers clean it, and once the oceans pass 25% coverage the Martian Plague ramps up a production drag that only a staffed Isolation Ward can cure. Five phase-2 buildings (Cryo Capturer, Town Hall, Atm Scrubber, Isolation Ward, Arcology) and four tier-5 technologies answer the five crises. 25-node tech tree, from Reclaim and Silicon Extraction up to Orbital Mirrors, Comet Redirection and Domeless Cities — plus Mountain Drilling, Water Purification, the four tier-5 civic technologies of the living planet, and the six tier-6 industries of Phase 2B, the Infrastructure Boom: Quantum Plants that sell silicon at 350 instead of 35, the population-gated Stock Exchange shipping materials to Earth, AI Drone Hives running four crewless buildings each, Deep Core Drills pulling endless ore while seismic stress builds toward a marsquake that cracks everything beside them, Sea Walls shielding against the hurricanes a thick wet atmosphere brews, Genetic Vaults calming the invasive species your own forests breed, and Hyperloop Terminals linking far-flung industry that otherwise runs at half speed. Every disaster respects a 10-sol grace period after Phase 2 begins, so the counter-technologies are always researchable before the first crisis can strike. And Phase 2 has a final prize: keep 160+ green tiles, 230+ ocean tiles and both factions above 90 approval for 50 consecutive sols and the UTOPIA — MARS IS HOME banner crowns the run (one broken term resets the golden-age clock). Press I for ten info pages: a colony report (live planet readings against their targets, green/ocean coverage in hexes and percent, the research tally, and every standing problem paired with its remedy), a crew report counting each specialty on hand versus assigned, and a building report — one row per building type showing how many you own, the specialty crewing them, their efficiency, and the specialty each type works best with, so a mismatched worker jumps out at a glance. Integer economy — energy, water, oxygen, food, materials, silicon, credits and research, all simulated in exact 16.16 fixed-point math. Random events — dust storms cripple solar output; solar flares drain crew health unless shielded. Win by pushing all four planet metrics to target: Metric Start Target Temperature −60 °C 0 °C Pressure 0.6 kPa 10 kPa Atmospheric O₂ 0.1 % 15 % Water coverage 0 % 30 % Lose if your last colonist dies — life support failure is unforgiving.

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