| Emotion | Description | Screenshot | Fps | Created At | |
|---|---|---|---|---|---|
| Trigger areas are too small or are NOT being activated. In the mission where you have to activate communications after driving through the cave to the station, the lower trigger/navigation point located at the cave entrance did NOT switch to the upper one, i.e., the station. To activate it and get the upper one at the station working, I HAD to get out of the Mars Truck. During the mission, I drove upwards through the cave and only noticed at the top that the navigation point was still at the cave entrance, so I drove back down through the cave. The trigger still wasn't activated. Only when I entered the cave on foot did the navigation point activate. This finally allowed me to make the radio transmission and continue the mission. A similar issue occurs with the triggers that should activate when an area is discovered. These are marked on the radar with a "?" and a circle around the area. This is extremely annoying: a large area is displayed on the radar for the region, BUT there is only a small trigger point that activates, indicating that a location has been discovered. ``` All these trigger points are currently NOT GOOD. They should be activated automatically. It shouldn't matter whether you enter the area on foot or in a vehicle. The detection area should be significantly expanded, ideally for areas marked on the radar with a circle and a question mark in the middle. This should trigger the activation when you've DISCOVERED the location! It shouldn't only trigger when you've entered a tiny area somewhere within the circle (on the radar). This urgently needs to be improved!!! | 53.30 | 2026-02-17 16:54:26 | |||
| Suggestion: Redesign the battery system and mechanics, implementing lifespan cycles with recharge counters or indicators, showing the maximum number of recharges possible for each type of battery in the game, and adjusting the operation to have a gradual loss of autonomy as recharge cycles progress. Batteries in Occupy Mars have unlimited use, and once produced, there is no need to produce new ones. However, in real life, batteries suffer natural wear and tear from continuous use, gradually losing autonomy as they reach the end of their lifespan. In the game, this loss of autonomy could be gradual, starting at 40% of their lifespan, with a gradual decrease of 20% autonomy until reaching 80% of their lifespan, then reaching zero autonomy when 100% of the battery's lifespan is used, requiring the player to periodically produce replacement batteries. Example - (Number of Recharges / Autonomy) 0/15 = 100% 6/15 = 80% 9/15 = 60% 12/15 = 40% 15/15 = 0% With this, it would also be possible to diversify the types of batteries available, adding and adjusting technologies in the electrical tree to adapt to this new standard. The lifespan of the batteries could be determined by (type of use + estimated frequency of use + ease of meeting demand), while the autonomy would be a proportional balance between (physical size of the battery + need to be met + number of batteries), also considering variations in autonomy when applying several batteries with different durabilities for the case of the heavy suit and astromobile. Example – (Lifespan / Battery Type) 15 recharges = Suits 15 recharges = Off-road vehicles 20 recharges = Heavy vehicles 20 recharges = Spotty 40 recharges = Batteries for bases and structures Batteries, when manufactured, could not come pre-charged and would require adjustments to the durability calculations to allow for possible partial recharges. | 60.07 | 2026-02-17 16:28:51 | |||
| Wrong German Word 'Die Schnur ist durchgebrannt' ??? correkt 'Die Sicherung ist durchgebrannt' | 59.94 | 2026-02-17 15:43:32 | |||
| workshop unable to repair circuit boards on Madman difficulty. I have tried reloading, as well as removing and replacing workbench. | 59.99 | 2026-02-17 14:55:22 | |||
| having problems picking up, or after I've taken the jackhammer to it I used my jackhammer number three when I get to a or place I'm driving the rover with its trailer on it, after I've taken my jackhammer to a climb, back into the rover, get into the seat activate the grapple and try to pick up a few things I get one or two pickups. And after that the grapple no longer gets close enough to the ore to pick up I do have a green indicator saying that I can pick it up, but it will not pick it up the crane or picker will not go close enough to the item while the grapple is open and hence I cannot, pick anything up I have to. hopefully, what I save and reload. I don't have any dancing or flying. Origami rover action but there is a 50% chance that when I reload my game I get launched from my rover and well, hey, dancy rover | 71.90 | 2026-02-17 13:51:09 | |||
| The workbench is not working for circuit board repairs. Will not click with heat gun or soldering iron. So will rotate, flip, and zoom but not working with click or e button to do repair | 82.35 | 2026-02-17 13:41:02 | |||
| Gameplay: It would be more realistic that when you're using a tool a "doubleclick" or "capslock" could acitivate something like "rapid fire" so i don't have to hold left mouse button for hours when building or deconstructing, wouldn't it? | 70.06 | 2026-02-17 13:33:33 | |||
| Schwerer Anzug: Ich habe in den Bewertungen eine Antwort der Moderatoren gelesen das der Blueprint. „Schwerer Anzug“ erst Freigeschaltet wird durch eine Missionen. Wenn dem so ist finde ich das echt Blöde nicht das es so ist das er durch eine Mission Freigespielt werden muss. Das ist kein Problem ABER man sollte es auch dazu schreiben in der liste der Freischaltbahren Blueprint das dinge durch eine Künftige Mission erst Freigeschaltet WERDEN KÖNNEN. Ich Spiele seid über 650 Stunden dieses Spiel schon. Also habe ich eine Lange Zeit im EA verbracht also bin ich es schon von daher gewohnt das dinge IMMER über die Laptops Freigeschaltet wurden. Seid V1.0 hat man es wohl hier und da geändert KEIN PROBLEM. WICHTIG IST ABER man sollte es dazu schreiben und nicht erwarten das alle einfach Spielen und Spielen um Mission Freizuschalten. Denn das Spiel neigt sehr dazu eben weil man Überleben an erster Stelle gewährleisten muss. Das man im Laufe des Spielens und Freischalten durch das Lesen der „verlassenen Laptops“ erwartet das man alles über die Laptops Freischalten MUSS die man so Findet. Was macht man sammeln suchen und verzweifeln. Wäre schön wenn man dinge die durch Missionen die anstehen und abgeschlossen werden müssen bevor man sie Freischalten darf. Man es auch dazu schreibt oder irgend wie erwähnt. Ausblenden oder oder. Ich Spiele eben schon so lange und war gewohnt dinge Freischalten Laptops sammeln nach dem ich nun nur noch „Schwerer Anzug“ und „Kilo Power“ Blueprint benötige gehe ich nach dem ich diese Antwort gelesen habe einfach mal davon aus beide muss man erst mal über Missionen so weit Frei Spielen also in den Missionen voran schreiten das man sie auch Freischalten KANN. Also wenn dem so ist wäre es schön wenn man es einfach dazu schreibt das man nicht nur einen Verlassenen Laptop Lesen muss sondern man auch in den Missionen voranschreiten MUSS! Wenn wir schon bei Erwähnung der Missionen sind die man braucht ich würde eine besonders bevorzugen das man eben durch Raketen Antrieb Forschung und der Großen Antennen in der Lage sein kann Satelliten in den Orbit des Mars zu befördern und diese in Verbindung von am Boden erbauten Großen Antennen dazu beitragen das diese „Nebel des Krieges“ also der sichtbare Bereich der derzeit immer in einem Gewissen Abstand vom Spieler in der Entfernung die Oberfläche unsichtbar erscheinen Lässt auch wenn man dort schon ein mal war hat man sich zu weit entfernt ist dieser Bereich eben geschwärzt. Da fände ich wirklich eine Neben Mission gut durch die man eben einen Satelliten und Große Antennen Bauen kann wodurch der Bereich dauerhaft Sichtbar bleib egal wie weit der Spieler weg ist der Einzug Bereich der Großen Antennen bleibt sichtbar in Verbindung mit eben einem Satelliten den der Spieler bauen und in den Orbit schießen kann dank der Erforschung von Raketen Antrieb eben und der Großen Antennen die er auf der Oberfläche verbaut hat. Danke fürs lesen Heavy Suit: I read in the reviews a moderator's response stating that the Blueprint. "Heavy Suit" is only unlocked through a mission. If that's the case, I think it's really stupid that it has to be unlocked through a mission. That's not a problem, BUT it should also be stated in the list of unlockable Blueprints that things CAN only be unlocked through a future mission. I've been playing this game for over 650 hours. So I've spent a long time in Early Access, and I'm used to things always being unlocked via laptops. Since version 1.0, they've apparently changed it here and there, NO PROBLEM. THIS IS IMPORTANT, though, that it should be stated and not expected that everyone just plays and plays to unlock missions. Because the game is very prone to that, precisely because survival is the top priority. As you progress through the game and unlock content by reading about "abandoned laptops," you're led to believe you HAVE to unlock everything you find. What do you end up doing? Collecting, searching, and getting frustrated. It would be great if you could mention, or at least clarify, that items need to be unlocked through missions that need to be completed before they can be unlocked. Perhaps you could hide or otherwise clarify this. I've been playing for a long time and was used to unlocking things by collecting laptops. Now that I only need the "Heavy Suit" and "Kilo Power" blueprints, after reading this answer, I'm assuming that both require progressing through missions to unlock them. So, if that's the case, it would be helpful if you could simply state that you not only have to read about an abandoned laptop but also progress through the missions! ... Speaking of missions, I'd particularly like to see one where, through rocket propulsion research and large antennas, players can launch satellites into Martian orbit. These satellites, combined with ground-based large antennas, would then help to obscure the "fog of war"—the visible area that currently appears invisible at a certain distance from the player. Even if the player has already been there, if they've moved too far away, that area would still be blacked out. I think a side mission would be really good, one that allows players to build satellites and large antennas, making the area permanently visible regardless of the player's distance. The area covered by the large antennas would remain visible, thanks to rocket propulsion research and the large antennas they've built on the surface. Thanks for reading. | 60.00 | 2026-02-17 13:02:14 | |||
| Hello) I found bug. The fogotten tablet was lost under the textures because the building for such a module isn't designed for that location | 0 | 2026-02-17 12:19:27 | |||
| Hello) I found bug. The fogotten tablet was lost under the textures because the building for such a module isn't designed for that location | 0 | 2026-02-17 12:18:43 | |||
| Multiconnector do not have light after been damaged, even if repaired | 61.89 | 2026-02-17 12:16:08 | |||
| Hi I have a small problem. I can't find the plans for the kilopower project because the new tablets I'm finding don't show any new plans at all. Is this an oversight on my part, or is this your idea? | 60.07 | 2026-02-17 12:13:53 | |||
| Some Supply Drops hang in the air 300-400m high. I made some screenshots and if you need it, I can send. They have 3 parachtes as far as I can see, deployed, but the cargo is not moving down to surface. | 158.92 | 2026-02-17 12:04:16 | |||
| Oh the pain. Drove 2km to get here, the Supply Drop at first still had its parachutes attached, however, once they were cut loose, the supply pod continued to defy gravity.... Anyone got a ladder? | 6.00 | 2026-02-17 11:57:08 | |||
| Can not using rover crane for rock lifting to the tripper | 49.98 | 2026-02-17 11:44:08 | |||
| Good Morning. Another liitle issue for you guys to investigate. Uranium rods seem to disappear out of the uranium centrifuge if you exit the game and reload. Keep up the good work. | 27.44 | 2026-02-17 10:48:25 | |||
| The soldering and hot-air tools don't work. When I pass the tool over the red point it doesn't turn green and doesn't respond to LMB nor E press. | 30.00 | 2026-02-17 08:55:33 | |||
| Added construction item box to trailer. Had steel plates in my inventory. Double clicked steel plates in my inventory to move them to trailer. They entered a construction box. double click construction box to view items... Box doesn't open. | 140.50 | 2026-02-17 07:21:37 | |||
| Can't obtain Sebatier Process from the tablets. Was offered near the beginning and hasn't showed back up since we took other stuff. Also in coop we cannot see each others markers which worked before. | 60.05 | 2026-02-17 07:15:22 | |||
| Hi Team, The circuit board repair at the workbench doesn't appear to be working at the moment since the previous update. I have been doing all the same things I was doing prior and I am unable to get either the hotair or solder tools to work. Thanks | 29.98 | 2026-02-17 04:51:38 |