Full notes
Full Mars Tactics update
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Repeated intro
Hey guys, I hope you're having a relaxing end to the year. It's been a very productive 3 months for Mars Tactics so let me give you an update.
What changed
- Balance
- Maps
- Gameplay
- Events
- UI and audio
The TLDR is the strategy layer is going great. As I wrote in June, switching it to real-time-with-pause (RTWP) was the magic trick that solved my big design problems. In August there was a successful playtest confirming this approach. Since then things have been falling in to place.
Literal and Physical
Before RTWP, I created a lot of mechanics to try and make the strategy layer more fun. Over the years this built up too much complexity, which I then tried to streamline. But since switching to RTWP, all this gunk has just melted away. The path of least resistance has become to make things literal. Which is great because that's what I always wanted for a sandbox.
So now the strategy layer works probably as you imagine. You capture mines. Dig up redox. Move it to spaceports for export. Invest the rest in your power grid. Spend energy to grow food and logistics. Resources and workers all physically exists somewhere. Vehicles are literal and carry stuff around the map. In RTWP all this stuff just works and doesn't need special rules.
Everything is literal. When workers run away from enemy strongholds, you will see them physically on the map scurrying toward you like this. If you release POWs, you will see them limping away back to enemy territory.
Martian Statecraft
Diplomacy is the big new thing that ties everything together and unlocks paths to winning the game.
Earth is the end consumer for all the resources you're fighting over on Mars. And diplomacy is the mechanic through which you trade those resources for power, money, tech, weapons, vehicles, soldiers and anything else you can't make on Mars. As you develop connections, you will be given unique missions. To max out a relationship, you will have to get your hands dirty on the battlefield. Eventually this leads to unique endings.
And to be clear, you can ignore diplomacy and just pursue your own little cottage communist utopia on Mars. But governments of Earth might not be too happy. If you don't bend the knee, be prepared to fight.
Steam post image Missions and rewards offered by each nation depend on their economic ideology and country characteristics. The U.S. has deep-pocketed investors. Russia is an expert in information warfare. France might gift you an Airbus dropship. There are also non-sovereign entities like journalists, investors, hackers, activists, etc.
Non-Linear Research
I decided to go with a non-linear research tree. I think that's best for a sandbox. So you will need to acquire a working equipment prototype or capture a location or get assistance from an Earth nation before you can begin researching some topics. My goal is for each playthrough to be different.
Steam post image Navigating a non-linear tech tree can be overwhelming, so I added tags. Please give me other tips to improve the UI.
Gunsmith research gets it's own mini-mechanic. Making a redox coilgun involves many parts: the frame, battery, stock, scope, attachments, etc. Previously each one these things had a separate research topic, but it felt overwhelming cuz each one comes with multiple choices. So I designed this new format.
Steam post image You're busy running the rebellion, so your research team will present only their best proposals. Pick one or tell them "it's not good enough!" and they'll come back tomorrow with other ideas. Their ideas are picked from a pool. What's in the pool is determined by your Gunsmith Level.
There's a lot more to share, but this is getting long enough. Capital's unique mechanics, autonomous support units, new Gunsmith attachments, relic building, new progression system and traits, unit customization, armor overhaul, cutscenes, new music, end game units and locations, etc. I will share more soon. (On that note, lmk in comments if beefier updates like this are better or smaller ones with like 1-2 screenshots once a week?)
You asked for more unit customization and provided great ideas. Russ (ahintoflime) is cooking up amazing new models.
Well, time to say goodbye to 2025. Less than half a year left until release. I guess it should be a stressful time for me. But tbh in the 4.5 years making this game, I feel comfortable because the strategy layer is finally in a good place.
Thanks again for sticking with me this year. Wishing you a very happy 2026.
-Yuji (MH)
Source
Changelog.gg summarizes and formats this update. How we read updates.