
Build physically simulated rovers to transport awkwardly shaped cargo across the rugged terrain of Mars. Earn funds, unlock new parts, and use your ingenuity to help the Martians establish a new home. Playable solo or in online co-op!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 27 → 1.71/day in the week after.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 138 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The core gameplay and concept is fun, but it's ruined by the fact that you get handed complete solutions to most missions for free. You receive blueprints for vehicles designed to solve specific problems, which with little to no modification carry you through the majority of the game. Even if you choose not to use them, the unlock image still spoils how new parts are meant to be used. I expected more of a puzzle and problem solving game where you build creative vehicles to complete missions. In practice it's just a driving simulator.
If you are the kind of person who: 1. Have at a Lego Technics set 2. Not building the model on the cover but instead 3. Build a weird looking skeleton vehicle which 4. You remote control it to go across the table and 5. steal your brother's French fries with a clamp then 6. comes back and feed it into your mouth. THIS IS the game for you. 10/10 recommend.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Dutch, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Italian, Spanish - Spain, Korean, Spanish - Latin America
Hours played at review time, across 140 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You can tell this is an extraordinarily well-made game as the very first moments of the introduction play out. A lot of care and effort has been put into making this the ultimate mechanical engineering sim. Almost everything about it is satisfying, starting from the moment you designing your latest wobbly "engineered" monstrosity and ending with you dropping the latest awkward and absurd cargo into the destination. Between those two points you'll admire the colourful Martian scenescapes, groove to the snippets of delivery-funk, and panic as you teeter along some insane cliff-face holding your awfully unbalanced cargo. Something I didn't expect from this game was how much the map-reading, route-planning and general-geographical-goings-over is important to the success of your missions. Like a lot of these sim games (e.g. Kerbal) there's a lot of jitter and jank in the connections and it often makes it feel like you're playing with LEGO Technic or something, where all of the assemblies bend and contort under the minor mechanical stresses. The game definitely feels like a mechanical equivalent to Kerbal's orbital physics. I spent a significant amount of time learning about various suspensions and trying to implement them in the game with the give parts, as it helps traverse the bumpy Martian terrain, It's highly educational!
Enjoyable game. Frustrating due to my lack of creativity. Always more than one way build things. Plays great on Deck.
This game wasn't for me, maybe it will be for you, but I didn't get a good understanding of what the game was from the page, so I'll do my best to summarize briefly. It's a sandbox builder where you have to deliver things between two places usually tediously with a vehicle made from pieces I wasn't very familiar with. The tutorial wasn't in depth enough, and by the third delivery I realized most of my time was spent trial and error to see if the vehicle can even move. The mechanics work, the shel shaded graphics look cool, but the core gameplay I found tedious at best.
This game is the exact halfway point between Banjo Kazooie: Nuts & Bolts and Death Stranding. Very satisfying to build machines. Some of the music is excellent but some of it is ass. The cel-shaded block colors make the machinery very easy to read, but also makes the terrain much more difficult to read. An option for topography lines would be so, so appreciated. Overall, this game kicks ass. Fires those same neurons as when you're digging through a bin of LEGO. Shape Shop ships ship-shape games!
I really love this game, Haven't progressed beyond constructing monorail yet, only because I like to drive around, put some towers at obscure heights nd do anything but the main mission progression. Transport creator is cool, controls feel great and responcive, the music is awesome - all of that lets me overlook and eventually forget every minor annoyances I have encountered. (Mostly due to my own stubborness to finish a delivery in a hard way, heh.) Saw a comment that granting new blueprints robs a player from exploring solutions to deliveries - I disagree, they are here to showcase intersting uses for new parts. Don't be discouraged, there are more than enough tricky deliveries that will push you to explore and iterate over your own designs - or put it all for later. There are no real time limit on missions (except this one time I had to deliver an ice cube, that was cool, many sich tiny gimmicks out there), the one that exists is for ones you haven't picked up yet, like a list of possibilitoies that shift and change ater a wile. When you pick one up eventually, it will stay on your list of active missions until you deliver or cancel manually. Go on, drive around, make a difference, and enjoy the feeling of accomplishment!
Lot of good in the game but also lot frustrating and plain bad. Construction menu is missing so many features like mirror build, not deleting the whole part of an arborescence of block if not connected anymore to core, visual tools to have more precision, camera is utter shi t, both in construction menu AND during the few last missions where the camera decide it's a good time to fuc k around and center the mission target. Speaking of the last missions, they are horrible. Not fun, not challenging, not interesting. Just plain tedious and frustrating for nothing...
They tinkered the physics really well, driving is smooth and when I mess up it never feels unfair. Kinda feels like a merging of KSP and Death Stranding somehow?! Also there is a little bit more content than I expected. Only small issue is I wish there was more handcrafted terrain. It mostly feels procedurally generated.
Compliments to the devs for making the game run smooth, even with just some onboard graphics on linux! Had fun, some jobs were probably not finished as intended, but a win is a win. Did watch some other people play as well, might have helped me on my own playthrough. Building is easy enough, ran into the max build size a couple of times though.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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