Race To Mars
Race To Mars
Race To Mars is a turn-based, realistic space company tycoon game.
Race To Mars is a turn-based, realistic space company tycoon game. Read more
Race To Mars is a turn-based, space company simulation game. Become the head of a newly created “New Space” company whose goal is to establish a colony on Mars. You begin as a start-up and develop cutting edge aerospace technologies to reach orbit. Flying beyond the vicinity of Earth, blaze the trail into space and leave the competition far behind on your way to victory.
Our game aims at achieving two goals: promoting the outer space industry and satisfying all fans of economy games. Race To Mars combines the realism of a space-port management sim and approachable gameplay. We assure you that both subject enthusiasts and casual gamers will find this mixture highly entertaining. Our priority is to make an approachable game without compromising its key economic and strategic features.
On the main game screen, there will be the firm’s HQ and additional buildings related to the company’s activities. Most of the buildings will be created during the game, in the development phase of various projects, both major and minor ones. For example, a medium-size launch pad will be developed during R&D activities related to the medium-size rocket.
As an important game element, the player will have to interact with National Space and Air Office, the military, scan new market offers and monitor the activity of competitors. The authors of the game propose a simplified system called “the market”.
Since we aim at delivering the best quality, the game is being developed in close cooperation with scientists from a Polish space industry company Kosmonauta.net. Also, we are using Unity - the leading multiplatform game engine. Thanks to this, we are able to deliver top quality content.
Shape your own path to Mars: Satellites or a Space Station?
Discover more than two hundred pioneering technologies
Fight for a larger budget for your Space Program with the help of your fans and media
Expand your program: profit from commercial, scientific and military contracts
Windows, MacOS, Linux, iOS, Android editions! (check our stretch goals!)
£30,000 is a lot of money, so it seems to be natural to ask "why do you need so damn much cash?" The answer is: we want to go beyond the stereotype of a good economic game which looks like a spreadsheet.
Therefore, we are going to spend the collected money on:
- detailed buildings' concepts and models;
- expanded technology tree;
- expanded and balanced game features;
It is extremely important for us to keep the game as realistic as possible, so most of the money is going to be spent on accurate technology description and achieving balanced gameplay.
What if we exceed the requested amount of £30,000? We will tell you more if we do, but you can expect that the game will be created for different platforms and, thanks to your money, it will happen much faster. There will be even more space programs and technologies. We will also be able to translate the game into more languages.
Not convinced to support us or no money to do it? You could still help by spreading the news among your friends! Perhaps some of them will get interested. We are a small, independent studio. Our main strength lies in our fans and in the rumours they spread. Therefore, we ask you to help this strength raise and benefit the cause. We also wish our RTM forum to expand and be a place for everyone - especially for those who dream about space exploration and making it happen! Please, take a look at it and share your opinion.
We're Kickin' It Forward!
We are participating in Kick it Forward and will be pledging at least 5% of our campaign profits to future Kickstarter projects.
Szymon Janus - CEO of INTERMARUM, designer and producer.
Agnieszka Besz - Programmer, author of Happiness - Honorable Mentioned in Unity DirectX 11 Competition.
Michał Mocarski - Programmer, exTechland (Dead Island, Call Of Juarez)
Maciej Górnicki - 3D Artist, Level Designer, author of Happiness - Honorable Mentioned in Unity DirectX 11 Competition.
Piotr Jaroszek - Designer, Level Designer, Scripter
Paweł Kuryło - Magic Music Maker
Piotr Swigut - Concept Artist, Matte Painter (swigut.com)
Alicja Użarowska - Concept Artist
Bartek Różycki - Concept Artist
Marek Rutkowski - GUI & 2D Designer
Anna Piekarczyk - Marketing & Community Manager
Marcin Czubak - Financial Advisor
Risks and challenges
The biggest challenge for us is creating the gameplay which will be realistic and at the same time give lots of fun to those not familiar with today's progress in private space exploration.Learn about accountability on Kickstarter
- (30 days)