39 Days to Mars is a co-operative steampunk puzzle-adventure game.

Step into the shoes of Sir Albert Wickes and The Right Honourable Clarence Baxter, two 19th century explorers who have chosen to pilot the HMS Fearful on its maiden voyage to Mars.

When the steam engine runs out of coal, the ship's cat shreds the navigation chart, and the tea gets cold, it becomes clear that interstellar transportation isn't a walk in the park. It will take the talents of two players working together on the problems that arise to get to Mars in one piece.


39 Days to Mars is a two player co-operative game.

The HMS Fearful is a masterpiece of unreliable engineering, therefore Albert and Baxter will need all the help they can get. Nothing can be done without the effort of both players, who have important roles to play in the adventure.


If you don't want to play with your friends, the ship's computer-controlled cat will keep you company.


The mix of action and thoughtful puzzles make it perfect for playing in short sessions. The entire adventure fits comfortably into an evening.


Be drawn into the world of Albert and Baxter by the unique illustrated artwork. 39 Days to Mars has a rich sound-scape and a beautiful piano score that is punctuated only by the occasional disaster.

The HMS Fearful embarks for Mars soon!

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Steam Page & Menus

News 2 comments

This month I worked on assets and descriptions for the Steam Coming Soon page, which is now live! This means you can now add 39 Days to Mars to your Steam Wishlist. I also crossed off a number of smaller tasks, and merged the main menu and pause menu into the same system.

Steam Store Page

With the in-game artwork finished, I took some new high-resolution screenshots to replace the outdated ones from the prototype.


I also spent time designing the store-front assets, and I'm excited to finally have the Steam Store Page up. You can click here to visit it (and add 39 Days to Mars to your Wishlist).



Finding, recording, and integrating sound into the game has been an ongoing task over the last two months, and I've finally finished the bulk of it. Except for the new menus, everything in the game now has sound and it really adds to the feeling and atmosphere when you're playing it.

sound count

One of the best resources I found for sourcing raw sounds is FreeSound.org. There are thousands of CC-0 and CC-BY sounds ranging from the useful ("60 seconds of a wooden table clock ticking") to the bizarre ("blindfolded octopus unwraps a cellophane-covered bathtub"). Editing and balancing the sounds before I integrated them into the game took much longer than I expected, but I'm happy with the result.

sound bathtub huh

Main Menu

Recently, as I started implementing the save system, I realised that the start "menu" in the game wasn't going to be sufficient. I bit the bullet and took some time to implement what I should have done months ago - design a proper menu for the start and the pause screens. It's evolved quite a lot over the different iterations, so here's a brief look at why and how things changed:

Protoype : The very first prototype simply had two buttons that could be clicked by the mouse. Start, and Quit.


Inputs : When I decided to support both keyboard and controller input, there needed to be a way to choose how each character was controlled. The second iteration of the menu let you choose the input for each character separately.


Artwork : With a first pass over the artwork in the game, the menu stayed roughly the same, but took on the form of a sitting room with the characters waiting to begin their voyage. Prompts popped up to instruct you how to start the voyage.


Co-operative : With the addition of a single-player option, I expanded the scene to give options for co-operative and single-player, with the table scene staying intact, and the ship's cat curled up next to the fire. A save and load option was also added, but switching between these wasn't obvious.


Pages : Further playtesting made it obvious that a more reactive and intuitive menu was needed. I also needed options for the pause menu, and making different versions of this scene appear for different configurations of the game was starting to look like a lot of work. Re-designing this into an expandable and re-useable system resulted in the new and shiny main menu:

258 mainmenu


So here's the monthly snapshot of progress. The lines crossed out are tasks I completed this month, and everything is roughly in the order I'll be approaching it.

- Singleplayer Controls
- Main Menu
- Pause Menu
- Load Saved Game screen
Artwork for the Ship
Sound & Music
- Game Sounds
- Menu Sounds
Voice Acting
- Record Albert's Lines
- Integrate voice acting into game
Steam Platform Integration
- Steam Store Page
- Achievements
Singleplayer Support
- Mouse Input in Puzzles
- Ship's Cat / AI Character
- Control Instructions
Save & Load System
Gameplay & Balancing
- Level transitions
General Polish

Until Next Time

I'll be working on getting singleplayer working, and ironing out the last of the bugs for mouse control.

Don't forget you can follow @philipbuchanan on Twitter for more regular updates and development pictures!

Finished Ship Artwork

Finished Ship Artwork


This is the first development blog for the year, and it's been a busy Christmas break for 39 Days to Mars! The last months saw integration with the Steam...

Ship Artwork

Ship Artwork


After working on gameplay for such a long time it was refreshing to get back to some artwork and design. Over the last month I tackled the massive task...

From A to Z

From A to Z

News 2 comments

39 Days to Mars is playable from start to finish! All of the puzzles and mini-games are complete (and with artwork). There are still numerous bugs to...

Creating an Ending

Creating an Ending


I spent most of the month designing, implementing, and testing part of the game's ending. Up until this point I've been concentrating on puzzles and gameplay...


Are you looking for a composer by any chance? I really like the theme of the game and I would happily produce classical/piano style music for free...

If you are interested, you can reach me at cubecapitan@gmail.com

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Art sylie looks rad bro! Keep up the good work!!
Much Love.

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PhilipBuchanan Creator


Reply Good karma+1 vote

As I see, obstacles of game looks like Don't Starve (Somehow). Well, it's definitely interesting. However, what exactly must keep me playing?

For example, in Don't Starve I must keep lighted areas lighted, meanwhile my health, mind or hunger level can fall down and I should plan each day to survive without any loses. Otherwise, night will catch life of player.

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PhilipBuchanan Creator

I've yet to play Don't Starve, but the sense of pressure you mention is something I'm also hoping to capture in 39 Days to Mars. If you don't keep pushing forward with the puzzles & minigames, then problems compound and soon the ship is falling apart around you.

Reply Good karma+1 vote

Aaahhhh! Amazing visuals! Excited! The art style is going to be a huge selling point for this one. :) Keep it up!

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This is gonna be an awesome game !!!!!!

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Looks great! Glad to hear that it's coming to Wii U!

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Latest tweets from @philipbuchanan

Albert got up on the wrong side of the bed. #screenshotsaturday #whyaretheresomanybugstofix T.co

Jul 1 2017

RT @GamePlaySpace: June Playtesting is on Thursday! Join us to live a brief Victorian adventure in 39 Days to Mars by @philipbuchanan T.co

Jun 27 2017

The best #screenshotsaturday is an animated one with cats! ... so here's one from 39 Days to Mars. #gamedevT.co

Jun 17 2017

I fixed the least important but most frustrating bug in my list. Look at how well the cogs mesh now!… T.co

Jun 10 2017

It's been far too long since my last tweet! So here's a cat: #screenshotsaturday #gamedev T.co

Jun 1 2017

Here's a quick #screenshotsaturday with some new art! I've been replacing parts of a puzzle that playtesters found… T.co

Apr 22 2017

I'm working on the save system, and just realised that doing this at the start would have made testing so much easier. #gamedev #indiedev

Apr 9 2017

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