Manage a group of colonists as they attempt to survive underground on an alien world. Automated machine construction was sent ahead to create the Mercury facility, but something has gone wrong and your colonists awake to find the facility in ruin. Build structures, research new technologies and send out expeditions to the surface to ensure the survival of your new found home away from home.

Mercury Fallen is heavily inspired by games such as Banished, Dungeon Keeper II and RimWorld. While there is no plan for combat, there will certainly be challenges your colonists will face.

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As many of you know, my current focus is to build the foundations for planetary exploration. In the last two developer logs, I covered how the planet surface is generated and a bit about vehicles and resource discovery. There has been a lot more progress on vehicle construction which I will cover here.


Surface exploration will require vehicles that need to be researched and constructed. Vehicle templates are created using the vehicle designer.

Mercury Fallen :: Vehicle Designer

There are different vehicle types that determine various base attributes of a vehicle, such as its speed, cargo space, battery capacity, the number of passengers it can accomodate, and more. Additionally, you can apply various equipment and upgrades which will further increase the capabilities of your vehicle.
Different types of vehicles, equipment and upgrades will need to be discovered/researched before they can be used. Different parts will determine the build/upgrade cost of your vehicle.

The engine affects the vehicle speed and power drain.

Sensors affect both analyzing speed as well as visibility range. Visibility range is the number of tiles around the vehicle that will be uncovered when the vehicle is moving.

While I plan for various uses for exterior equipment, the initial release will allow for mining lasers to be attached so that ore resources can be mined on the surface.

Upgrade Modules
Each vehicle type has a fixed amount of upgrade slots. Many different types of upgrades will become available to increase various vehicle attributes.

Once a vehicle template is created, it’s available for construction in the vehicle assembler, which is built in the assembly room. After the vehicle has been constructed it’s visible in the vehicle bay. Vehicle templates can later be updated in the vehicle designer allowing for existing vehicles to be upgraded based on its template.

Vehicle Bay & Embarking

You can access the vehicle bay by clicking your primary facility on the planet map. You can then embark a vehicle from your list of created vehicles. This involves choosing the colonists that will ride in the vehicle as well as any items you want to take with you. Once the vehicle is ready, you can select it and choose where it will go. Vehicles will uncover parts of the map as they move around.

While some details are still in development, and may change, the current plan is that vehicle distance will be limited by food and power. Each vehicle has solar panels, which allow the vehicle to recharge should it run out of battery power. When transporting human colonists, you will need to bring food, which will denote how much time, in days, the vehicle can be out before colonists will start dying of starvation. I do plan to allow for robots as passengers, which will not require food. Robots, however, are not able to do all the things a human colonist can.

Exploring The Surface

Mercury Fallen :: Surface Exploration

The initial release of surface exploration is expected to include uncovering your surroundings, analyzing and harvesting resources. Analyzing resources will take time and better sensors/upgrades added to your vehicle will decrease this time.

While there is still a lot of work left to do, development is coming along very well. I can’t provide a definite timeline, but I will say that there are at least several more weeks’ worth of development work ahead to build up the content for the next update. I greatly appreciate your patience, as this update will take longer than the previous ones that I’ve released. In the meantime, what are your thoughts on vehicles and planetary exploration? I look forward to hearing your feedback.

Developer Log #34 :: Planet Resources

Developer Log #34 :: Planet Resources


New details on planet resources, vehicle construction and more.

Alpha 0.14.4 Now Live

Alpha 0.14.4 Now Live


Alpha 0.14.4 is now live on Steam! This update is another small patch/content update while development continues on the planetary exploration/expansion...

Developer Log #33 :: Planet Map

Developer Log #33 :: Planet Map


Alpha 0.14 was a big update with a lot of new content and now that it’s out the door I’m back to the grind stone working on the next major content...

Mercury Fallen :: Alpha 0.14.1 Patch Now Live

Mercury Fallen :: Alpha 0.14.1 Patch Now Live


Alpha 0.14.1 is a small patch update to fix and tweak a few things such as tutorial tasks, tech tree, food quality and more.


how do the computers work? I tried everything :(

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danto Creator

The computer station needs a colonist set to the scientist profession and an active data recovery project. The computer station will also need power conduits to connect it to power. Hope that helps and thanks for checking out the game.

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Is it ha clone chamber available for use i have the demo I think.

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danto Creator

The clone chamber is available for use in the latest update which was released on yesterday. Thanks for playing!

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Latest tweets from @tpelham42

RT @mercuryfall: Progress on vehicle assembly station. Station is remotely connected to vehicle bay where vehicles are built/stored.…

Jul 13 2018

RT @mercuryfall: Alpha 0.14.5 Test Build Now Available #indiegame #indiedev #gamedev #gameupdate #patch

Jul 12 2018

RT @mercuryfall: Alpha 0.14.5 patch coming to Test Builds soon. Notifications will now show to the left of open entity windows.…

Jul 12 2018

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