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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Developer Log #57

News

Howdy Folks!

Hope everyone is healthy and staying safe. Since the release of the Farming & Harming update I’ve been working hard on the next batch of content. The next update will primarily focus on changes to surface content. The first batch of changes will be coming to the Experimental branch on Steam soon.

Expeditions

The word on the street is that expeditions in Mercury Fallen require too much micro management and become a bit of a chore. To resolve this, points of interest will be chosen during expedition creation. The expedition team will automatically travel to each POI and back to the facility to dock. A notification will appear each time the expedition team has arrived at a POI with an expedition report.

I’m also experimenting with changing the food requirement to use separate expedition supply items that provide travel rations. The amount of travel rations required would depend on the total travel distance and the amount of passengers.

Points Of Interest

Points Of Interest are getting updated to provide more up front information regarding what is required and a risk assessment. This will allow for better choices when settings up an expedition.

POI generation will no longer use the Comm Station and radar towers, but instead become visible as you uncover the surface.

Surface Resources

Harvest-able surface resources will no longer be infinite or mine-able on any tile. Surface resources can be scanned for and, once detected, will appear in explored areas.

Experimental Branch

I’m working to bring the first batch of changes to the Experimental Branch on Steam soon. For those interested, this will be a great way to help test and provide feedback on the many additions and changes.

Thanks for all the great feedback and stay safe!

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Dev Log #56 :: Farming & Harming Update

Dev Log #56 :: Farming & Harming Update

News

Covering some of the content coming in the Farming & Harming update

New Beginnings Update

New Beginnings Update

News

Update 23 brings many new changes and additions, such as an updated power system, new world generation, starting conditions and even brand new colonist...

Dev Log #53 :: Colonist Improvements

Dev Log #53 :: Colonist Improvements

News

A peek at some of the things coming in the next content update.

Dev Log #52 :: Roadmap

Dev Log #52 :: Roadmap

News

Overview of what's in store in coming content updates including changes to world gen, game balance, farming and construction.

Comments
Guest
Guest

how do the computers work? I tried everything :(

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danto Creator
danto

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.

Reply Good karma+2 votes
troyboy367
troyboy367

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

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danto Creator
danto

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

Reply Good karma+2 votes
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