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MEMORIES OF MARS FAQ - Your questions answered!

Hi Martians,

Just over a week ago, we asked all of you if you have any specific questions in regard to Memories of Mars besides what's already been communicated from our side. ( Link --> http://steamcommunity.com/app/644290/discussions/0/1692659135918260096/ )

So we gathered all your questions and provided answers to most of them. Please keep in mind that we shall be communicating more information as we move closer towards the EA launch.

Without further ado, here are some answers based on your questions:

Will the game have a single player mode?
We currently, only have plans for online multiplayer gameplay.

Will this game support private servers?
Yes

Will I be able to host my private server in order to play with my friends only?
Yes, you will be able to host your own server and use a password to restrict access. This is however planned for after the EA launch.

What will be the server size (player count)?
The early access version will support 64 players per server during the EA release. We will reassess the needs and size opportunities at release (in other words, we are aiming for higher)

Will this game come out on Linux/MacOS?
We currently are only focusing on Windows based PCs.

Will this game come out on PS4/Xbox One/Switch?
Currently we are focused on delivering the best PC version of the game we can. Consoles are not out of the question, but we want to start strong on PC first and evaluate consoles later.

Are vehicles (land & air) planned?
Yes, we plan to have land vehicles upon release and have no current plans for air vehicles.

Are achievements/trading cards planned for the full release of the game?
We will include achievements upon the EA release, yes. For trading cards, we would love to hear from everyone if they think they are important to them for this type of game or not.

Is there going to be a chance to try this game out before the EA launch? Are you doing an alpha/best test?
We plan to have a closed beta, to register sign up on our website at www.memoriesofmars.com

This game looks identical to X game
Memories of Mars does not try to reinvent the wheel where it doesn’t have to. Players of the survival genre should be familiar with certain systems found in Memories of Mars. What we have tried to do is highlight areas will feel are lacking within the genre and make them better. The progression system would be one for example. We’ve also been very careful of maintaining a Sandbox experience, whilst providing the player opportunities to do things ‘prompted’ by the game (player adventures). This is to try and alleviate ‘Bank sitting’ and ‘Sandbox burnout’.

What was the inspiration behind the game? Why did you decide to make Memories of Mars?
Mars is becoming more popular each year as mankind gets closer to making a Mars landing a reality. This has sparked our imagination of what the impact on Mars could be in the decades ahead. In addition to this, we wanted to set a wild sci-fi scene to elicit “player-made” stories thanks to the tools provided by the game. And Mars was the perfect setting in this regard. Triggering the action in 100 years in the future was also the fantasy balance we looked for: far enough to allow creative freedom, close enough to keep down-to-(mars) earth actions.

Is there going to be any DLC?
Currently, we do have plans to update content after the EA release. More on this very soon.

How long is the game going to be (playtime) in its Early Access state?
We plan to make big strides and conduct as many rounds of feedback as possible. We believe we can have a good final version candidate during 2018, once we have collected and digested as much of the feedback as we can. But we'll need to feel the game is at the right stage, and it is confirmed by the community feedback, then we will set a release date. Depending on the feedback we get, we may adjust this window of time to what’s best for the game and the community. Having said the above, we apply the same philosophy to the playtime by definition. On one hand, Memories of Mars is based on several systems which will not increase unfairness because of lack of diligence. In other words, you'll always be able to compete whatever the amount of time you can allocate to Memories of Mars.

Is your character sleeping in-game when you log out, like in Ark or Rust?
There will be no "sleeper"-feature for early access. To avoid instant log-out (for those who will be tempted to avoid the fight this way), a cooldown is planned.

What steps are being taken to make PVP satisfying without rampaging griefing?
The combat mechanics are designed to give both attackers and defenders tools to influence the outcome of an engagement in their favour rather than facilitating one-sided "kill on sight" behaviour. In-game events encouraging PvP actions cater towards players who are well-prepared and actively looking out for fights.

Most survival games fail at offline protection. It promotes player vs. sleeper action and demotes PVP. How is this game handling it?
It has been one of the most debated topics internally. At the end of the day, we have chosen to go for no offline protection planned per se. However, attacking a player base will require a significant resource investment from the attackers.It insists furthermore or even reinforces the importance of making alliance, finding the best natural spot for your base, or increasing your building skills to create the most challenging structure to raid.

Last but not least, when the game launches in EA, the community will play a big part of how this game develops over time. We are listening to each and every one of you out there and take feedback very seriously :)