MΛRS COLONY

The colony
kit field guide.

From the first supply deck to a connected neighbourhood. Explore the modules that turn a cargo manifest into a working Martian outpost.

Development reference · Reviewed 23 October 2026; four civilian-growth concepts added 28 October 2026. Concept artwork and native game-model renders; image types are labelled.

Nutrient Treatment Center concept artwork
K14 / NUTRIENT TREATMENT CENTER
46main-source construction types
15main-source robot and vehicle types
6utility upgrades awaiting integration
25planned building, water and passenger concepts

Design, function and what comes next.

The development catalogue contains 46 construction types, 15 robot/vehicle types and five supplies or startup items. Six utility upgrades await integration from a separate branch. Twenty-five entries remain planned concepts, including the robot charging minibus. Features vary by distributed build; source coverage was reviewed on 29 October 2026.

Operational A resource flow, connection, storage or service check is implemented. Read each entry for its limits.

Readiness only The kit can be built and its capacity or coverage is tracked; its wider simulation remains planned.

Awaiting integration Implemented in another development branch; inclusion in the main game and distributed builds is pending.

Planned concept A design brief or artwork. Cargo figures, capacity, income and behaviour are proposals unless stated otherwise.

Original artwork from the game-art collection is used wherever available, including the large-building cutaways and individual views of the twelve-kit civilian concept sheet. Every other entry uses concept artwork or an individual render of its native game model. Artwork is not evidence that a pictured mechanic exists. Cargo figures describe one packed kit; game-credit prices may change. A sol is one Martian day.

Find your next building block.

Browse all 97 entries: 46 construction types, 15 implemented robot/vehicle types, five supplies/startup items, six utility upgrades awaiting integration and 25 planned concepts. R16 is the planned robot charging minibus; B04–B06 now describe implemented development-source services. Existing kit references and direct links are preserved.

Food processing block concept art
K01 / Production

Food processing block

OperationalRead kit entry ↗
Materials workshop concept art
K02 / Production

Materials workshop

OperationalRead kit entry ↗
Water treatment plant concept art
K03 / Water

Water treatment plant

OperationalRead kit entry ↗
Oxygen and fuel plant concept art
K04 / Production

Oxygen and fuel plant

OperationalRead kit entry ↗
Medical block concept art
K05 / Settlement services

Medical block

Service readinessRead kit entry ↗
Visitor lodge concept art
K06 / Settlement services

Visitor lodge

Readiness onlyRead kit entry ↗
Colony commons concept art
K07 / Settlement services

Colony commons

Operational serviceRead kit entry ↗
Cargo depot concept art
K08 / Cargo and storage

Cargo depot

OperationalRead kit entry ↗
Connecting corridor kit concept art
K09 / Connections and support

Connecting corridor kit

OperationalRead kit entry ↗
Airlock junction kit concept art
K10 / Connections and support

Airlock junction kit

OperationalRead kit entry ↗
Utility cabinet kit concept art
K11 / Connections and support

Utility cabinet kit

OperationalRead kit entry ↗
Cooling unit kit concept art
K12 / Connections and support

Cooling unit kit

Readiness onlyRead kit entry ↗
Loading platform kit concept art
K13 / Connections and support

Loading platform kit

OperationalRead kit entry ↗
Nutrient Treatment Center concept art
K14 / Production

Nutrient Treatment Center

OperationalRead kit entry ↗
Solar array — native game model
K15 / Electric

Solar array

OperationalGame model · Read entry ↗
Battery module — native game model
K16 / Electric

Battery module

OperationalGame model · Read entry ↗
Charging hub — native game model
K17 / Electric

Charging hub

OperationalGame model · Read entry ↗
Power cable kit — native game model
K18 / Electric

Power cable kit

OperationalGame model · Read entry ↗
Communications mast — native game model
K19 / Comms

Communications mast

OperationalGame model · Read entry ↗
Regional comms tower — native game model
K20 / Comms

Regional comms tower

OperationalGame model · Read entry ↗
Satellite ground station — native game model
K21 / Comms

Satellite ground station

Ground readinessGame model · Read entry ↗
Accommodation module — native game model
K22 / Accommodation

Accommodation module

OperationalGame model · Read entry ↗
Regolith-covered printed habitat — native game model
K23 / Accommodation

Regolith-covered printed habitat

OperationalGame model · Read entry ↗
Starship hull conversion — native game model
K24 / Accommodation

Starship hull conversion

OperationalGame model · Read entry ↗
Water tower — native game model
K25 / Water

Water tower

OperationalGame model · Read entry ↗
Water buffer tank — native game model
K26 / Water

Water buffer tank

OperationalGame model · Read entry ↗
Insulated water pipeline — native game model
K27 / Water

Insulated water pipeline

OperationalGame model · Read entry ↗
Frozen ice mining plant — native game model
K28 / Water

Frozen ice mining plant

OperationalGame model · Read entry ↗
Hydroponics module — concept art
K29 / Food

Hydroponics module

OperationalConcept art · Read entry ↗
Composter — concept art
K30 / Food

Composter

OperationalConcept art · Read entry ↗
Salvage & Recycling Centre — concept art
K31 / Production

Salvage & Recycling Centre

OperationalConcept art · Read entry ↗
Mineral collection facility — native game model
K32 / Production

Mineral collection facility

OperationalGame model · Read entry ↗
Geology & Ice Laboratory — concept art
K33 / Science blocks

Geology & Ice Laboratory

OperationalConcept art · Read entry ↗
Atmosphere & Climate Laboratory — concept art
K34 / Science blocks

Atmosphere & Climate Laboratory

OperationalConcept art · Read entry ↗
Biology & Crop Laboratory — concept art
K35 / Science blocks

Biology & Crop Laboratory

OperationalConcept art · Read entry ↗
Robotics & Materials Laboratory — concept art
K36 / Science blocks

Robotics & Materials Laboratory

OperationalConcept art · Read entry ↗
Astronomy & Radiation Observatory — concept art
K37 / Science blocks

Astronomy & Radiation Observatory

OperationalConcept art · Read entry ↗
Maintenance shelter — native game model
K38 / Construction & logistics

Maintenance shelter

OperationalGame model · Read entry ↗
Truck parking area — native game model
K39 / Construction & logistics

Truck parking area

OperationalGame model · Read entry ↗
Rocket fuel depot — native game model
K40 / Construction & logistics

Rocket fuel depot

OperationalGame model · Read entry ↗
Construction 3D printer — native game model
K41 / Construction & logistics

Construction 3D printer

OperationalGame model · Read entry ↗
Utility crossing bridge — native game model
K42 / Construction & logistics

Utility crossing bridge

OperationalGame model · Read entry ↗
Survey rover — native game model
R01 / Robots & vehicles

Survey rover

OperationalGame model · Read entry ↗
Excavator — native game model
R02 / Robots & vehicles

Excavator

OperationalGame model · Read entry ↗
Cargo carrier — native game model
R03 / Robots & vehicles

Cargo carrier

OperationalGame model · Read entry ↗
Humanoid technician — native game model
R04 / Robots & vehicles

Humanoid technician

OperationalGame model · Read entry ↗
Bulldozer — native game model
R05 / Robots & vehicles

Bulldozer

OperationalGame model · Read entry ↗
Humanoid carrier bus — native game model
R06 / Robots & vehicles

Humanoid carrier bus

OperationalGame model · Read entry ↗
Research robot — native game model
R07 / Robots & vehicles

Research robot

OperationalGame model · Read entry ↗
Water tanker — native game model
R08 / Robots & vehicles

Water tanker

OperationalGame model · Read entry ↗
Rock haul truck — native game model
R09 / Robots & vehicles

Rock haul truck

OperationalGame model · Read entry ↗
Rock smasher / blaster truck — native game model
R10 / Robots & vehicles

Rock smasher / blaster truck

OperationalGame model · Read entry ↗
Food-waste collection truck — concept art
R11 / Robots & vehicles

Food-waste collection truck

OperationalConcept art · Read entry ↗
Resource transfer truck · compost pod — concept art
R12 / Robots & vehicles

Resource transfer truck · compost pod

OperationalConcept art · Read entry ↗
Resource transfer truck · clean nutrient tank — concept art
R13 / Robots & vehicles

Resource transfer truck · clean nutrient tank

OperationalConcept art · Read entry ↗
Maintenance Crew Truck — concept art
R14 / Robots & vehicles

Maintenance Crew Truck

OperationalConcept art · Read entry ↗
Salvage Collection Truck — concept art
R15 / Robots & vehicles

Salvage Collection Truck

OperationalConcept art · Read entry ↗
Eight-tank water farm — concept art
P01 / Planned water concepts

Eight-tank water farm

Planned conceptConcept art · Read entry ↗
Eight-spaceship water reserve — concept art
P02 / Planned water concepts

Eight-spaceship water reserve

Planned conceptConcept art · Read entry ↗
Water pumping station — concept art
P03 / Planned water concepts

Water pumping station

Planned conceptConcept art · Read entry ↗
Multi-storey civilian quarter — concept art
B01 / Large buildings

Multi-storey civilian quarter

Planned conceptConcept art · Read entry ↗
Civilian corridor — concept art
C01 / Civilian room kits

Civilian corridor

Planned conceptConcept art · Read entry ↗
Civilian corridor junction — concept art
C02 / Civilian room kits

Civilian corridor junction

Planned conceptConcept art · Read entry ↗
Civilian entrance airlock — concept art
C03 / Civilian room kits

Civilian entrance airlock

Planned conceptConcept art · Read entry ↗
Civilian utility hub and meters — concept art
C04 / Civilian room kits

Civilian utility hub and meters

Planned conceptConcept art · Read entry ↗
Apartment and worker-room kit — concept art
C05 / Civilian room kits

Apartment and worker-room kit

Planned conceptConcept art · Read entry ↗
Shop fit-out kit — concept art
C06 / Civilian room kits

Shop fit-out kit

Planned conceptConcept art · Read entry ↗
Café and kitchen kit — concept art
C07 / Civilian room kits

Café and kitchen kit

Planned conceptConcept art · Read entry ↗
Food hall kit — concept art
C08 / Civilian room kits

Food hall kit

Planned conceptConcept art · Read entry ↗
Office and workplace kit — concept art
C09 / Civilian room kits

Office and workplace kit

Planned conceptConcept art · Read entry ↗
Relaxation and leisure room — concept art
C10 / Civilian room kits

Relaxation and leisure room

Planned conceptConcept art · Read entry ↗
Enclosed indoor park — concept art
C11 / Civilian room kits

Enclosed indoor park

Planned conceptConcept art · Read entry ↗
Stairs, lift and goods core — concept art
C12 / Civilian room kits

Stairs, lift and goods core

Planned conceptConcept art · Read entry ↗
Foundations and multi-storey support frame — concept artwork
B02 / Large buildings

Foundations and multi-storey support frame

Planned conceptConcept art · Read entry ↗
Expandable modular hotel — concept artwork
B03 / Large buildings

Expandable modular hotel

Planned conceptConcept art · Read entry ↗
Modular hospital complex — concept art
B04 / Large buildings

Modular hospital

Operational serviceConcept art · Read entry ↗
Modular school complex — concept art
B05 / Large buildings

Modular school

Operational educationConcept art · Read entry ↗
Modular data centre — concept art
B06 / Large buildings

Modular data centre

Operational contractsConcept art · Read entry ↗
Indoor swimming-pool leisure kit — concept artwork
B07 / Large buildings

Indoor swimming-pool leisure kit

Planned conceptConcept art · Read entry ↗
Illuminated advertising kit — concept artwork
B08 / Large buildings

Illuminated advertising kit

Planned conceptConcept art · Read entry ↗
Oxygen tank module — native game model
U01 / Air and gases upgrades

Oxygen tank module

Awaiting integrationGame model · Read entry ↗
Nitrogen tank module — native game model
U02 / Air and gases upgrades

Nitrogen tank module

Awaiting integrationGame model · Read entry ↗
Hydrogen tank module — native game model
U03 / Air and gases upgrades

Hydrogen tank module

Awaiting integrationGame model · Read entry ↗
Water electrolysis module — native game model
U04 / Air and gases upgrades

Water electrolysis module

Awaiting integrationGame model · Read entry ↗
Atmospheric nitrogen separator — native game model
U05 / Air and gases upgrades

Atmospheric nitrogen separator

Awaiting integrationGame model · Read entry ↗
Double-height battery kit — native game model
U06 / Electric upgrades

Double-height battery kit

Awaiting integrationGame model · Read entry ↗
Arts and performance centre — concept artwork
B09 / Large buildings

Arts and performance centre

Planned conceptConcept art · Read entry ↗
Preschool centre — concept artwork
B10 / Large buildings

Preschool centre

Planned conceptConcept art · Read entry ↗
People carrier — concept artwork
T01 / Passenger transport concepts

People carrier

Planned conceptConcept art · Read entry ↗
People buggy — concept artwork
T02 / Passenger transport concepts

People buggy

Planned conceptConcept art · Read entry ↗
Robot charging minibus concept art
R16 / Robots & vehicles

Robot charging minibus

Planned conceptRead kit entry ↗
Shielded habitat district native model
K43 / Accommodation

Shielded habitat district

Operational housingRead kit entry ↗
S01 / Supplies & startup

Imported water

Delivered supplyRead kit entry ↗
S02 / Supplies & startup

Service spares

Delivered supplyRead kit entry ↗
S03 / Supplies & startup

Unloading & grid kit

Delivered supplyRead kit entry ↗
S04 / Supplies & startup

Imported rocket fuel

Delivered supplyRead kit entry ↗
S05 / Supplies & startup

Nutrient supplements

Delivered supplyRead kit entry ↗

Everything needs a connection.

Food and nutrient recovery

Hydroponics module → Food processing block → food stock

Surplus food waste → Composter → Nutrient Treatment Center → hydroponics

Waste, compost and clean solution use separate trucks. Nutrient production also needs water and imported supplements.

Connected settlement

Accommodation module ↔ Four-way airlock junction ↔ Connecting corridor kit ↔ Colony commons / Medical block

Power and aligned docking ports are separate requirements. These arrows show functional relationships; physical pipes, deliveries or docking are explained in each entry.

Food processing block

Operational
Concept artwork of Food processing block; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
8 t
Packed volume
32 m³
Kit price
520,000 credits
Operating demand
8 kW

Purpose and design

Two connected modules turn harvested crops into prepared, packaged food. The main processing room handles incoming produce, and a refrigerated annex keeps finished supplies fresh. Crop-transfer equipment, stainless processing tanks, cooling units and inspection windows show how it works.

In the development game

Packages up to 120 kg of harvested food per sol, moving it from raw food into a separate packaged-food store. Each completed processing block adds 1,000 kg of packaged-food capacity.

Connections and supply chain

Harvested crops from hydroponics feed the colony food stock. A connected, enabled processing block uses that stock when powered. Enclosed corridors can dock at its pressure port.

Build and operate

Commission the block on the power network, maintain its condition above 20%, and keep raw food available. Packaging slows or stops when crops run out or the packaged store fills.

Scope and planned detail

The refrigerated annex and processing equipment are the visual design. Temperature, refrigeration and spoilage are not separate mechanics in this production loop.

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Materials workshop

Operational
Concept artwork of Materials workshop; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
9 t
Packed volume
36 m³
Kit price
580,000 credits
Operating demand
10 kW

Purpose and design

A large industrial hall for making construction components and repairing colony equipment. Wide access doors let robots bring in bulky parts. Inside there is lifting equipment, work areas and organised parts racks, with service cabinets and cooling systems outside.

In the development game

Automatically converts up to 1 tonne of road spoil or mineral stock per sol into service spares, using road spoil first. Compatible empty trucks can also be refitted for 100,000 credits, 2 tonnes of minerals and 4 spares over six powered hours.

Connections and supply chain

Receives recovered road spoil or minerals. A powered workshop beside a salvage yard can reuse tracked recovered material for spares. It also supports equipment refits and research requirements.

Build and operate

Connect power and provide feedstock. Refits need an eligible empty truck and the quoted funds and materials; a building alone does not supply a replacement vehicle.

Scope and planned detail

The artwork depicts a broad fabrication and repair hall. This entry describes the implemented spares and refit systems; it does not promise an unrestricted construction-component factory.

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Water treatment plant

Operational
Concept artwork of Water treatment plant; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
5 t
Packed volume
20 m³
Kit price
320,000 credits
Operating demand
5 kW

Purpose and design

Cleans extracted water for use throughout the colony. Processing tanks, filter banks and pumps form a visible treatment system around a central service module. Valve manifolds and maintenance walkways let sections be inspected, isolated and serviced.

In the development game

Enables purification of mined ice into colony water, with a treatment budget of up to 1,000 litres per sol per powered treatment plant in the connected network.

Connections and supply chain

Build a water route from an ice mine through treatment to storage. Insulated pipelines join the network; water towers, buffer tanks and pipeline buffers provide capacity.

Build and operate

The mine and treatment must be commissioned, enabled and powered. Join them with pipes and leave free water capacity. The mine needs usable surveyed reserves when deposit-bound.

Scope and planned detail

This is a resource-throughput system. The depicted filter banks and valves are not an individually controlled treatment-chemistry simulation.

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Oxygen and fuel plant

Operational
Concept artwork of Oxygen and fuel plant; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
12 t
Packed volume
48 m³
Kit price
760,000 credits
Operating demand
16 kW

Purpose and design

Produces oxygen for the settlement and propellant for future spacecraft operations. Separate equipment zones and distinct storage vessels tell the two systems apart. Compressors, process equipment, insulated pipework and radiator panels make up the plant.

In the development game

At full operation, consumes 360 litres of colony water per sol to produce 120 kg of oxygen and 60 kg of propellant. Each completed plant provides 1,000 kg of oxygen capacity.

Connections and supply chain

Uses the shared water supply and requires fuel-depot capacity. Oxygen supports human life support; propellant contributes to the game’s mission-fuel reserves.

Build and operate

Commission power, retain water, and build a fuel depot. Production is limited by available water and remaining space in both oxygen and fuel storage.

Scope and planned detail

These numbers are an abstract game balance, not a chemical process model. The plant does not itself provide a spacecraft launch or a complete fuel-production industry.

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Medical block

Service readiness
Concept artwork of Medical block; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
8 t
Packed volume
32 m³
Kit price
540,000 credits
Operating demand
5 kW

Purpose and design

A circular clinic for diagnostics, treatment and emergency care. A broad entrance takes patients, stretchers and assisting robots. Visible clinical equipment, a separate isolation annex and dedicated life-support fittings set it apart from the residential buildings.

In the development game

A commissioned powered medical block supplies medical readiness. Human expedition checks require this service; building it does not create a crew or automatically book a passenger mission.

Connections and supply chain

Supports expedition and settlement services. Its pressure port accepts an aligned corridor or airlock, allowing it to join an enclosed neighbourhood.

Build and operate

Keep it complete, enabled, connected and powered, with condition above 20%. Meet the separate accommodation, commons, supplies, power and mission requirements before sending people.

Scope and planned detail

The clinic, diagnostics and isolation annex describe the intended facility. Individual patient treatment, disease and clinical procedures are not established by this readiness check.

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Visitor lodge

Readiness only
Concept artwork of Visitor lodge; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
9 t
Packed volume
40 m³
Kit price
580,000 credits
Operating demand
5 kW

Purpose and design

A circular accommodation building for visiting researchers and tourists. Guest rooms sit around the edge, with a shared lounge and a central service core. Curved windows, warm interiors and a projecting pressure airlock complete the design.

In the development game

Provides 24 visitor accommodation places per operational lodge. This capacity is tracked, but the lodge does not spawn visitors or generate tourism income.

Connections and supply chain

Can join corridors and airlock junctions through its pressure port. Its visitor capacity is separate from expedition housing: lodges do not count as the required primary habitat or emergency shelter.

Build and operate

Assemble and power the lodge, keep it enabled and serviced, and connect it to the neighbourhood as needed. Use accommodation modules for the human-mission housing requirement.

Scope and planned detail

Visiting researchers, tourism arrivals and tourism income remain planned systems. The guest rooms and lounge are concept-design features.

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Colony commons

Operational service
Concept artwork of Colony commons; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
10 t
Packed volume
42 m³
Kit price
620,000 credits
Operating demand
6 kW

Purpose and design

The central gathering place for dining, recreation and community activities. The circular layout holds shared tables, seating and leisure space.

In the development game

Provides 48 dining and recreation service places per operational commons. Temporary expedition crews require sufficient commons capacity alongside their other life-support services.

Connections and supply chain

Four radial pressure ports make the commons a hub for corridors and airlock junctions. It serves accommodation and the surrounding settlement.

Build and operate

Connect power and maintain the building above 20% condition. Reserve enough capacity for the people the colony must support; commons capacity does not replace food or housing.

Scope and planned detail

The game checks service capacity. The artwork’s tables, leisure areas and social life do not imply a detailed recreation or individual social-behaviour simulation.

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Cargo depot

Operational
Concept artwork of Cargo depot; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
4 t
Packed volume
18 m³
Kit price
120,000 credits
Operating demand
1 kW

Purpose and design

Stores delivered building kits, supplies and spare parts. Two large loading bays and an attached transfer deck support robot unloading and collection. Covered exterior storage, docking guides and organised crates make its job clear.

In the development game

Provides 200 m³ of protected packed-kit storage when operational. The colony compares delivered building-kit volume with protected staging; excess remains outdoors.

Connections and supply chain

Supports imported kit inventory and works alongside loading platforms. A pressure port can dock to the enclosed network.

Build and operate

Complete and power the depot. Unload arrived supplies through Supplies; stock is still tracked if protected capacity is exceeded.

Scope and planned detail

A depot does not automatically unload a ship or create inventory. Protected staging currently measures packed building kits rather than every consumable shown in the artwork.

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Connecting corridor kit

Operational
Concept artwork of Connecting corridor kit; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
2 t
Packed volume
10 m³
Kit price
90,000 credits
Operating demand
1 kW

Purpose and design

An enclosed passage that links pressure buildings. Repeating sections let the connected layout expand over time. It has reinforced docking collars, inspection windows, integrated service conduits and adjustable support feet.

In the development game

A 12 m enclosed passage with docking seals at both ends. Docked modules can carry utility links, extending the connected settlement layout.

Connections and supply chain

Connects compatible pressure-building ports and airlock junctions. The ends must face each other, with seals aligned within 1.25 m.

Build and operate

Start from a completed enabled module, rotate the corridor to face its port, then align an end seal. A nearby building without aligned ports is not a pressure connection.

Scope and planned detail

The game implements docking and links. The artwork’s windows and service conduits do not imply a detailed pressure, gas-flow or emergency-decompression simulation.

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Airlock junction kit

Operational
Concept artwork of Airlock junction kit; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
3 t
Packed volume
14 m³
Kit price
140,000 credits
Operating demand
1 kW

Purpose and design

A compact junction that connects several corridors and gives controlled access to the Martian surface. Sealed connection ports allow adjoining areas to be separated. It has a circular core, reinforced collars and an exterior airlock.

In the development game

A four-way pressure junction with four docking ports spaced 8 m across the module. It joins compatible modules and gives the settlement an airlock connection.

Connections and supply chain

Dock directly to a suitable habitat or an existing corridor, then extend from the remaining ports. Human expedition readiness requires an airlock docked to suitable powered accommodation.

Build and operate

Align facing seals within 1.25 m of a completed enabled module, finish assembly and commission power. Check the separate human-mission requirements.

Scope and planned detail

Controlled surface access is the design intent. A full physical air-cycling and pressure simulation is not established by these docking mechanics.

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Utility cabinet kit

Operational
Concept artwork of Utility cabinet kit; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
0.5 t
Packed volume
3 m³
Kit price
40,000 credits
Operating demand
0.5 kW

Purpose and design

A local connection and control point for building services. Protected enclosures hold electrical connections, monitoring equipment and water-isolation fittings. Accessible valves, connector sockets and status displays keep maintenance equipment visible.

In the development game

A local electrical isolation and monitoring point. Enabled powered cabinets relay electrical reach; pausing one can isolate downstream branches.

Connections and supply chain

Supports the local power network and connected equipment. It complements power cables and their endpoint cabinets.

Build and operate

Build within electrical reach or extend a cable, then commission it. Keep an upstream supply active and check downstream equipment after isolating a branch.

Scope and planned detail

The artwork also shows water-isolation fittings. This kit’s implemented purpose is electrical relay and isolation; water routing uses the separate pipeline network.

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Cooling unit kit

Readiness only
Concept artwork of Cooling unit kit; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
3 t
Packed volume
14 m³
Kit price
160,000 credits
Operating demand
2 kW

Purpose and design

Removes waste heat from building systems through deployable radiator panels. A central pump and control cabinet circulates coolant. Hinged panels, insulated pipes and accessible service fittings give it a distinctive silhouette.

In the development game

Provides heat-rejection readiness for industrial equipment within 18 m of an operational cooling unit.

Connections and supply chain

Place it near the industrial equipment it should cover and connect it to power. Coverage is a proximity check.

Build and operate

Finish assembly, keep it enabled and connected to a live grid, and keep its condition above 20%. Position the target within 18 m.

Scope and planned detail

Detailed thermal simulation remains planned. Radiator coverage does not mean building temperatures, coolant flow or overheating are currently simulated.

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Loading platform kit

Operational
Concept artwork of Loading platform kit; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
3 t
Packed volume
14 m³
Kit price
120,000 credits
Operating demand
1 kW

Purpose and design

A stable area for unloading cargo and transferring supplies. A broad ramp gives robots access to the raised deck. Modular grating, adjustable supports, tie-down points, protective bumpers and task lights support the cargo-handling job.

In the development game

Adds 60 m³ of transfer staging when operational and represents a robot-access cargo ramp and raised deck.

Connections and supply chain

Complements a cargo depot in the colony’s protected-staging total. The broad ramp is the visual access point for robots and cargo handling.

Build and operate

Assemble and power the platform, then unload arrived ships through Supplies. Retain accessible working space around the delivery area.

Scope and planned detail

The platform does not unload a shipment automatically or increase a spacecraft’s mass or volume limit.

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Nutrient Treatment Center

Operational
Concept artwork of Nutrient Treatment Center; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
7 t
Packed volume
30 m³
Kit price
360,000 credits
Operating demand
5 kW

Purpose and design

A robot-built nutrient-recycling kit. Food waste moves from the composter into the treatment center, which separates solids, treats the liquid and balances nutrients into a growing solution. Two mineralisation vessels, cartridge filters, an amber inspection column, dosing canisters and a clean-solution tank sit between green intake and blue output fittings. It is delivered as cargo and assembled by robots.

In the development game

Converts 5 kg of compost-derived feedstock, 100 litres of water and 1 kg of imported nutrient supplements into 100 litres of balanced growing solution over six active hours. Stores up to 50 kg raw feedstock and 1,000 litres of clean solution.

Connections and supply chain

Food waste → composter → nutrient treatment → hydroponics. Green waste trucks collect waste; amber compost-pod trucks move feedstock; dedicated blue clean-tank trucks deliver solution to farms.

Build and operate

Supply power, water, compost-derived feedstock and imported supplements. Keep compatible trucks charged and available. After ten batches, a free technician services filters using one spare.

Scope and planned detail

The recycling chain is implemented, but it is not a fully closed food loop: it still consumes imported supplements and water. Clean output must have storage and delivery capacity.

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More construction kits

Full specifications, connections and operating notes for the rest of the colony catalogue.

Solar array

Operational
Solar array — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
4 t
Packed volume
18 m³
Kit price
160,000 credits
Operating demand
0 kW

Purpose and design

Deployable photovoltaic panels supply the first electrical grid and the later colony. Leave room for panels, cables and robot approach paths.

In the development game

Rated at 48 kW peak per array. Actual generation varies with the game’s sunlight conditions, location, season and time; peak output is not a continuous night-time supply.

Connections and operating requirements

Unload the kit and use a charged technician and cargo carrier. Solar, battery and cable work can support blackout recovery; connect consumers and charging hubs to the resulting grid.

Scope and limits

Pair solar with storage and compare actual generation with demand. A catalogue peak rating is not a promise that one array can power every load.

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Battery module

Operational
Battery module — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
3 t
Packed volume
10 m³
Kit price
140,000 credits
Operating demand
0 kW

Purpose and design

An imported stationary energy-storage module bridges darkness and low solar output, separating stored energy from generation.

In the development game

Each completed module adds 300 kWh to battery capacity. The catalogue lists an 80 kW rating; the colony still needs generation to replenish consumed energy.

Connections and operating requirements

Assemble the delivered module and connect the grid. Watch stored kWh, demand and the protected 60 kWh reserve before starting optional work or human missions.

Scope and limits

An unbuilt packed battery is not commissioned storage. Capacity is not free energy, and adding batteries does not increase sunlight or solar generation.

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Charging hub

Operational
Charging hub — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
3 t
Packed volume
12 m³
Kit price
180,000 credits
Operating demand
2 kW

Purpose and design

A charging hub brings electrical supply to the working robot fleet. It is essential infrastructure for construction and field work.

In the development game

Provides four charging bays per hub. Robots physically use charging positions; demand above available bays queues rather than charging the whole fleet at once.

Connections and operating requirements

Deploy startup equipment, establish generation and storage, and keep clear access to the hub. Add bays when charging queues constrain fleet work.

Scope and limits

The hub is a load and service point, not a generator. A robot unable to reach its bay can remain blocked even when the grid has energy.

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Power cable kit

Operational
Power cable kit — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
0.5 t
Packed volume
2 m³
Kit price
12,000 credits
Operating demand
0 kW

Purpose and design

Surface power cable extends electrical reach between the outpost and more distant construction or production sites.

In the development game

Each delivered roll contains 1 km. Draw start/end runs using available cable; unused metres remain in stock. Completed live routes provide local electrical reach, with cabinets at their ends.

Connections and operating requirements

Select a start and endpoint, reserve cable material and let robots install the run. Route around buildings and unloading areas; use a crossing bridge where an exposed cable conflicts with vehicle access.

Scope and limits

Cable distributes power and does not generate it. Buried water pipes are a different network and do not supply electrical connection.

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Communications mast

Operational
Communications mast — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
1 t
Packed volume
5 m³
Kit price
100,000 credits
Operating demand
1 kW

Purpose and design

A compact surface mast provides telemetry and local radio service around the first robotic outpost.

In the development game

A healthy operational mast provides a 75 m local radio radius; condition scales effective coverage. Research and human services check communications readiness.

Connections and operating requirements

Assemble, connect and power the mast. Keep scientific buildings inside coverage and service damaged equipment when effective reach falls.

Scope and limits

This is local surface radio. It does not deploy a Mars satellite constellation or replace the regional tower’s greater range.

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Regional comms tower

Operational
Regional comms tower — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
4 t
Packed volume
18 m³
Kit price
420,000 credits
Operating demand
3 kW

Purpose and design

A larger communications installation serves widely separated surface facilities and research operations.

In the development game

The catalogue describes a 72 m tower with a 12 km game radio radius at full condition. Powered, enabled towers contribute to surface communications readiness.

Connections and operating requirements

Import the kit, leave construction access and connect power. Use the communications report to confirm covered facilities, rather than relying only on visual proximity.

Scope and limits

Coverage is a simplified game-radius system, not a terrain-aware engineering radio propagation model.

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Satellite ground station

Ground readiness
Satellite ground station — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
2 t
Packed volume
10 m³
Kit price
230,000 credits
Operating demand
2 kW

Purpose and design

A satellite ground gateway prepares a surface communications endpoint for a later orbital relay network.

In the development game

The station can be imported, built and powered. Its current status explicitly waits for the Mars orbital relay service; it is not a local radio mast.

Connections and operating requirements

Commission the ground hardware and maintain its power supply. Keep ordinary masts or regional towers for the local coverage required by active operations.

Scope and limits

Orbital relay deployment is planned. A powered ground station alone does not activate satellite connectivity.

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Accommodation module

Operational
Accommodation module — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
7 t
Packed volume
32 m³
Kit price
380,000 credits
Operating demand
3 kW

Purpose and design

A delivered accommodation module provides an enclosed living building for human missions and settlement.

In the development game

Provides 16 resident places. Human-mission readiness checks powered accommodation plus a separate independent emergency shelter, alongside life support, medical and commons services.

Connections and operating requirements

Build within electrical reach and align a compatible airlock/corridor connection. Plan primary and emergency housing before booking crew; a 24-person party needs appropriately sized alternatives.

Scope and limits

Beds are only one requirement. A habitat does not create people, book travel or substitute for oxygen, water, food and service capacity.

Visible construction

The current development source shows site preparation, foundations, structural assembly or printed wall layers, pressure-shell sealing, systems and shielding, then commissioning. Progress follows real crew work, survives saves and pauses, and provides no accommodation until completion.

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Regolith-covered printed habitat

Operational
Regolith-covered printed habitat — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
3 t
Packed volume
16 m³
Kit price
240,000 credits
Operating demand
4 kW

Purpose and design

A printed shell with regolith shielding expands housing through local construction equipment rather than a complete imported hull.

In the development game

Provides 24 resident places. Construction requires a commissioned powered 3D printer, 600 L water in total, an excavator and a bulldozer in addition to the housing kit.

Connections and operating requirements

Prepare clear powered ground and release suitable charged machinery for the project. Connect the completed habitat to the pressure neighbourhood and retain separate emergency accommodation.

Scope and limits

The kit price and packed cargo figures cover the listed kit. They do not include free machinery, water or a second emergency habitat.

Visible construction

The current development source shows site preparation, foundations, structural assembly or printed wall layers, pressure-shell sealing, systems and shielding, then commissioning. Progress follows real crew work, survives saves and pauses, and provides no accommodation until completion.

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Shielded habitat district

Operational housing
Shielded habitat district — native game-model render
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
72 t
Packed volume
288 m³
Kit price
4,800,000 credits
Operating demand
48 kW

Purpose and design

Twelve connected, shielded homes with enclosed circulation passages, providing a larger permanent housing district.

In the development game

The development catalogue provides 192 beds. Construction now develops home by home through foundations, frames, pressure shells, shielding and commissioning; beds become available only when the project is complete.

Connections and operating requirements

Requires 48 permanent residents and habitat-controls research before placement, a level plot, power and charged technician, carrier, excavator and bulldozer crews. Construction uses 7,200 L water while protecting the ordinary drinking reserve.

Scope and limits

Reserve separate emergency accommodation: a district cannot serve as its own independent backup. Commons, healthcare, life support and safe indoor access are separate requirements. Existing distributed alpha builds may differ.

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Starship hull conversion

Operational
Starship hull conversion — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
4 t
Packed volume
20 m³
Kit price
280,000 credits
Operating demand
6 kW

Purpose and design

Converts an existing landed Starship hull into a horizontal accommodation structure with added access and life-support fittings.

In the development game

Provides 48 resident places per converted hull. The game reserves an unused landed hull; excavator and bulldozer machinery are required for conversion work.

Connections and operating requirements

Have an eligible unreserved landed ship, the conversion kit, power and charged machinery. Leave a large clear site for the hull and its approach paths.

Scope and limits

The listed mass is conversion-kit cargo, not the mass of a free spaceship. One hull cannot simultaneously be reused for multiple conversions or missions.

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Water tower

Operational
Water tower — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
5 t
Packed volume
20 m³
Kit price
240,000 credits
Operating demand
1 kW

Purpose and design

A bulk water-storage installation gives the outpost room for treatment output and imported water.

In the development game

Adds 10,000 L of bulk water capacity when its requirements are met. It is a storage facility in the connected water network, not an extraction or treatment plant.

Connections and operating requirements

Connect a mine, treatment and storage route using water pipes. Maintain power and free storage room so production is not blocked by a full network.

Scope and limits

Construction does not fill the tower with free water. The planned eight-tank farm is a separate design with proposed capacities.

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Water buffer tank

Operational
Water buffer tank — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
2 t
Packed volume
10 m³
Kit price
120,000 credits
Operating demand
1 kW

Purpose and design

A smaller buffer tank provides a pipeline connection and intermediate storage around distributed consumers.

In the development game

The catalogue specifies 5,000 L of water storage. It can participate in a water component connected by insulated pipelines.

Connections and operating requirements

Build and commission the tank, connect the intended pipeline endpoints and supply water through treatment or deliveries.

Scope and limits

A tank stores water rather than producing it. Its 5,000 L catalogue capacity is distinct from the proposed large tank-farm concept.

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Insulated water pipeline

Operational
Insulated water pipeline — render of the native game model
NATIVE GAME MODEL / PIPELINE BUFFER COMPONENTS · View full image ↗
Packed mass
1 t
Packed volume
4 m³
Kit price
28,000 credits
Operating demand
0 kW

Purpose and design

An insulated underground water route connects extraction, treatment, storage and compatible users.

In the development game

Delivered as 1 km rolls. Unused length remains available; the route includes buried buffers every 40 m, with 1,000 L of buffer capacity per segment in the game.

Connections and operating requirements

Use the start/end tool to connect valid completed facilities or extend a route. Maintain source supply, treatment and receiving capacity where required.

Scope and limits

Pipes can pass beneath buildings and roads. They are not power cables, and construction does not create water or add the proposed standalone pumping-station system.

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Frozen ice mining plant

Operational
Frozen ice mining plant — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
8 t
Packed volume
26 m³
Kit price
460,000 credits
Operating demand
12 kW

Purpose and design

A powered mining facility extracts surveyed subsurface ice as the first stage of local water supply.

In the development game

The catalogue rates the water chain at up to 1,000 L per sol per mine, bounded by extraction stock, the treatment budget and remaining network capacity.

Connections and operating requirements

Establish usable surveyed ice, commission the mine and connect mine → treatment → storage using pipes. Provide power throughout the working chain.

Scope and limits

Deposit-bound extraction uses finite surveyed reserves. A mine alone does not deliver potable water without the required treatment and storage network.

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Hydroponics module

Operational
Hydroponics module concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
6 t
Packed volume
28 m³
Kit price
340,000 credits
Operating demand
6 kW

Purpose and design

An enclosed crop module combines growing racks, lights and service equipment for controlled food production.

In the development game

The catalogue rates a supplied module at 24 kg food per sol. Production needs power, water and growing solution; clean nutrient trucks replenish farm solution storage.

Connections and operating requirements

Build the farm, maintain its power and water supply, and deliver balanced solution from the nutrient centre. Route harvested food onward to the food-processing stock.

Scope and limits

This is bulk food production. Biology-lab crop experiments are separate, and the nutrient chain still consumes water and imported supplements.

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Composter

Operational
Composter concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
4 t
Packed volume
18 m³
Kit price
180,000 credits
Operating demand
2 kW

Purpose and design

An enclosed recycling skid converts separated food waste into feedstock for the nutrient-treatment chain.

In the development game

Processes up to 20 kg waste into 10 kg feedstock per sol. Raw feedstock capacity is 50 kg. Green collection trucks bring waste; amber transfer trucks collect the processed solids.

Connections and operating requirements

Commission power, divert actual surplus food into waste when appropriate, and keep trucks and receiving nutrient-centre capacity available.

Scope and limits

Composting does not directly make the final hydroponic solution. Waste, feedstock and edible food are separate inventories; treatment still needs water and supplements.

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Salvage & Recycling Centre

Operational
Salvage & Recycling Centre concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
12 t
Packed volume
48 m³
Kit price
640,000 credits
Operating demand
8 kW

Purpose and design

An organised dismantling and recovery yard handles retired equipment, separated reusable components and classified material.

In the development game

Tracks a 16 t intake and 40 t recovered-storage capacity. Needs 8 kW and available technician work; salvage is dismantled, physically collected and then inspected/sorted.

Connections and operating requirements

Retire eligible isolated empty equipment, dispatch the salvage truck and retain yard space. A powered materials workshop within 35 m supports recipes for reclaimed cable, pipe and utility-cabinet kits.

Scope and limits

Recovery uses tracked material with components and residue accounted for. It is not unlimited free construction material or a promise of 100% recovery.

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Mineral collection facility

Operational
Mineral collection facility — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
9 t
Packed volume
34 m³
Kit price
480,000 credits
Operating demand
10 kW

Purpose and design

A robot-built mineral collection facility buffers extracted ore beside a confirmed resource deposit.

In the development game

Extracts up to 5 t per sol while powered and holds 20 t of output. Surveyed reserves are finite; a rock truck with excavator collects the buffered material.

Connections and operating requirements

Place within 40 m of confirmed ore, provide power and dispatch a suitable collection team. Keep the transfer route and destination available.

Scope and limits

The facility does not create an infinite deposit, teleport its output or replace the collection vehicles needed for transport.

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Geology & Ice Laboratory

Operational
Geology & Ice Laboratory concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
8 t
Packed volume
32 m³
Kit price
480,000 credits
Operating demand
4 kW

Purpose and design

A circular laboratory for rock cores, minerals, regolith and ice composition.

In the development game

Runs the experiment “Rock core, regolith and ice composition”. Each delivered report takes one sol of active research and earns 5,000 game credits. Per report it reserves 2 L water and 0 service spares. The kit includes one dedicated researcher robot.

Connections and operating requirements

Assemble and power the building, provide local communications coverage, assign the research humanoid and reserve experiment supplies in Operations. Keep the researcher charged, serviced and able to reach the block; queued work waits when requirements fail.

Scope and limits

The artwork is a design reference. Research is an abstract experiment/report system rather than an individually simulated instrument suite. Human life-support needs can take priority over experiments.

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Atmosphere & Climate Laboratory

Operational
Atmosphere & Climate Laboratory concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
7 t
Packed volume
28 m³
Kit price
420,000 credits
Operating demand
3 kW

Purpose and design

A rectangular instrument laboratory with exterior weather and atmospheric monitoring equipment.

In the development game

Runs the experiment “Dust, atmosphere and weather monitoring”. Each delivered report takes one sol of active research and earns 4,000 game credits. Per report it reserves 2 L water and 0 service spares. The kit includes one dedicated researcher robot.

Connections and operating requirements

Assemble and power the building, provide local communications coverage, assign the research humanoid and reserve experiment supplies in Operations. Keep the researcher charged, serviced and able to reach the block; queued work waits when requirements fail.

Scope and limits

The artwork is a design reference. Research is an abstract experiment/report system rather than an individually simulated instrument suite. Human life-support needs can take priority over experiments.

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Biology & Crop Laboratory

Operational
Biology & Crop Laboratory concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
9 t
Packed volume
36 m³
Kit price
640,000 credits
Operating demand
6 kW

Purpose and design

A circular controlled-environment laboratory for crop trials, nutrients and biological samples.

In the development game

Runs the experiment “Controlled crop and nutrient trials”. Each delivered report takes one sol of active research and earns 8,000 game credits. Per report it reserves 12 L water and 0 service spares. The kit includes one dedicated researcher robot.

Connections and operating requirements

Assemble and power the building, provide local communications coverage, assign the research humanoid and reserve experiment supplies in Operations. Keep the researcher charged, serviced and able to reach the block; queued work waits when requirements fail.

Scope and limits

The artwork is a design reference. Research is an abstract experiment/report system rather than an individually simulated instrument suite. Human life-support needs can take priority over experiments.

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Robotics & Materials Laboratory

Operational
Robotics & Materials Laboratory concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
8 t
Packed volume
32 m³
Kit price
560,000 credits
Operating demand
5 kW

Purpose and design

A rectangular workshop laboratory for mechanisms, tool wear and material testing.

In the development game

Runs the experiment “Tool wear and material durability tests”. Each delivered report takes one sol of active research and earns 6,500 game credits. Per report it reserves 2 L water and 1 service spares. The kit includes one dedicated researcher robot.

Connections and operating requirements

Assemble and power the building, provide local communications coverage, assign the research humanoid and reserve experiment supplies in Operations. Keep the researcher charged, serviced and able to reach the block; queued work waits when requirements fail.

Scope and limits

The artwork is a design reference. Research is an abstract experiment/report system rather than an individually simulated instrument suite. Human life-support needs can take priority over experiments.

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Astronomy & Radiation Observatory

Operational
Astronomy & Radiation Observatory concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
10 t
Packed volume
40 m³
Kit price
720,000 credits
Operating demand
6 kW

Purpose and design

A circular laboratory with telescope dome and radiation-monitoring instruments.

In the development game

Runs the experiment “Telescope observations and radiation measurements”. Each delivered report takes one sol of active research and earns 7,000 game credits. Per report it reserves 2 L water and 0 service spares. The kit includes one dedicated researcher robot.

Connections and operating requirements

Assemble and power the building, provide local communications coverage, assign the research humanoid and reserve experiment supplies in Operations. Keep the researcher charged, serviced and able to reach the block; queued work waits when requirements fail.

Scope and limits

The artwork is a design reference. Research is an abstract experiment/report system rather than an individually simulated instrument suite. Human life-support needs can take priority over experiments.

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Maintenance shelter

Operational
Maintenance shelter — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
5 t
Packed volume
22 m³
Kit price
260,000 credits
Operating demand
2 kW

Purpose and design

A service shelter provides the outpost with a base for repair, upkeep and robot sheltering.

In the development game

Its catalogue role is repair and shelter. A powered operational shelter also forms part of human-expedition service readiness.

Connections and operating requirements

Assemble it, connect power, retain service spares and clear access. Keep fleet charging and technician availability in mind when maintenance competes with construction.

Scope and limits

A shelter is a building, separate from the mobile maintenance crew truck. It does not provide an unlimited stock of spares or duplicate technicians.

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Truck parking area

Operational
Truck parking area — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
1 t
Packed volume
6 m³
Kit price
60,000 credits
Operating demand
0 kW

Purpose and design

A compact parking installation organises idle trucks and rovers beside the active outpost.

In the development game

Provides four compact truck/rover bays in the catalogue. Parking complements traffic and service access rather than acting as an extra cargo vehicle.

Connections and operating requirements

Reserve clear ground and vehicle approaches. Keep roads, doors, charging positions and unloading routes accessible as the surrounding colony expands.

Scope and limits

A parking bay is not a charging bay, water tank or a vehicle purchase. Large specialised vehicle approach constraints still apply.

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Rocket fuel depot

Operational
Rocket fuel depot — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
8 t
Packed volume
30 m³
Kit price
480,000 credits
Operating demand
2 kW

Purpose and design

An insulated fuel depot stores rocket propellant separately from the colony’s water network.

In the development game

The catalogue specifies 20 t of fuel storage. Oxygen/fuel production needs remaining fuel capacity, and human missions require reserved return propellant.

Connections and operating requirements

Assemble the depot, maintain power and supply it with imported fuel or the oxygen/fuel production balance. Check free capacity if plant output stops.

Scope and limits

Storage does not produce fuel or launch a ship. These are fictional mission and production balances rather than validated spacecraft engineering.

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Construction 3D printer

Operational
Construction 3D printer — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
6 t
Packed volume
24 m³
Kit price
420,000 credits
Operating demand
8 kW

Purpose and design

A powered construction gantry supports the locally printed housing route.

In the development game

A commissioned 3D printer is required for regolith-covered printed habitats. It is a separate construction kit with its own cargo, cost and 8 kW catalogue demand.

Connections and operating requirements

Place and power the printer before printed-habitat work can progress. Provide the habitat kit, 600 L construction water, an excavator and a bulldozer for that project.

Scope and limits

The printer does not independently deliver a completed occupied home or create the required water and earthmoving machines.

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Utility crossing bridge

Operational
Utility crossing bridge — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
3 t
Packed volume
14 m³
Kit price
90,000 credits
Operating demand
0 kW

Purpose and design

A short vehicle deck makes exposed cable crossings usable without treating buried pipes as surface obstacles.

In the development game

The catalogue describes a 12 m vehicle deck. Placement checks require an exposed power-cable route and a suitably perpendicular deck orientation.

Connections and operating requirements

Centre it on the cable and rotate the deck across the route, then let robots assemble it. Preserve road clearance and working approach space.

Scope and limits

This is a utility crossing, not a long-span terrain bridge. Underground water pipes do not require this surface crossing structure.

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Robots and specialist vehicles

Fleet equipment is purchased separately from commissioned buildings. Existing artwork is used where available; other entries use individual native game-model renders.

Survey rover

Operational
Survey rover — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
2 t
Packed volume
8 m³
Kit price
180,000 credits
Operation
Battery powered vehicle

Purpose and design

A wheeled explorer surveys the landing region and confirms resource findings.

In the development game

Confirms mineral or subsurface-ice targets for later extraction and collection. Surveying is separate from carrying the resulting resource.

Connections and operating requirements

Dispatch exploration or prospecting, keep routes available and allow charging and maintenance. Use confirmed findings when choosing extraction sites.

Scope and limits

Do not treat every visible rock as a confirmed usable deposit.

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Excavator

Operational
Excavator — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
8 t
Packed volume
22 m³
Kit price
420,000 credits
Operation
Battery powered vehicle

Purpose and design

An earthmoving robot supports excavation, collection and specialist construction.

In the development game

Works with collection trucks and is required with a bulldozer for printed housing and hull conversion.

Connections and operating requirements

Keep it charged, healthy and available for the requested task; release route holds or finish competing field jobs.

Scope and limits

Ordering the machine does not automatically extract and deliver resources without a target and transport.

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Cargo carrier

Operational
Cargo carrier — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
4 t
Packed volume
16 m³
Kit price
240,000 credits
Operation
Battery powered vehicle

Purpose and design

The cargo carrier moves construction materials and packed kit loads around the working outpost.

In the development game

Cooperates with compatible assembly technicians to build imported kits; it is distinct from the mineral, water and recycling trucks.

Connections and operating requirements

Retain a charged available carrier and clear access from delivered cargo to the construction site.

Scope and limits

A carrier does not replace an excavator, sealed water tank or dedicated clean nutrient transport.

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Humanoid technician

Operational
Humanoid technician — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
3 t
Packed volume
12 m³
Kit price
220,000 credits
Operation
Battery powered vehicle

Purpose and design

A humanoid technician assembles modules and handles compatible service work.

In the development game

Provides assembly labour and specialist maintenance, including nutrient-filter service when assigned and available.

Connections and operating requirements

Pair it with a compatible carrier for construction, retain charging capacity and avoid reserving the same technician to competing jobs.

Scope and limits

A new building or crew truck does not duplicate an existing technician.

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Bulldozer

Operational
Bulldozer — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
9 t
Packed volume
26 m³
Kit price
460,000 credits
Operation
Battery powered vehicle

Purpose and design

A tracked machine grades roads and supports regolith and hull-site preparation.

In the development game

Supports road earthworks and is required alongside an excavator for printed habitats and ship-hull accommodation.

Connections and operating requirements

Dispatch to a valid planned project with clear access, enough charge and no competing assignment.

Scope and limits

Road grading and housing need their own work and materials; the machine does not create a finished neighbourhood on delivery.

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Humanoid carrier bus

Operational
Humanoid carrier bus — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
6 t
Packed volume
24 m³
Kit price
320,000 credits
Operation
Battery powered vehicle

Purpose and design

The standard robot carrier bus transports existing humanoid technicians between service areas. Its eight seats are transport positions.

In the development game

The catalogue provides eight humanoid seats. It transports robot workers rather than acting as an Earth-to-Mars passenger spacecraft.

Connections and operating requirements

Use existing available humanoids, reachable pickup/drop-off areas and adequate charge. Keep physical access clear.

Scope and limits

This standard bus does not charge robots during travel or in the field. That function belongs to the separately planned robot charging minibus. Seats do not provide free robots or human-colonist capacity.

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Robot charging minibus

Planned concept
Robot charging minibus — concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Charging modes
During travel and out in the field
Capacity and charge rate
To be balanced
Kit price / cargo
Not yet assigned
Availability
Planned vehicle

Purpose and design

A dedicated mobile charging vehicle for robots, with onboard charging positions, an energy store and external field-charging connections.

In the development game

The requested design charges robots while they are travelling aboard the minibus and charges compatible robots out in the field when stopped beside them.

Connections and operating requirements

Charging must draw from finite stored energy. The design calls for a protected driving/return reserve, safe charging connections, compatible robot batteries and recharging the minibus from a powered base.

Scope and limits

Planned concept: this vehicle is not present in the current playable catalogue. Robot capacity, battery energy, charging rates, losses, compatibility, mass, volume and price remain to be implemented and balanced. The illustration does not fix the final bay count.

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Research robot

Operational
Research robot — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
2 t
Packed volume
8 m³
Kit price
180,000 credits
Operation
Battery powered vehicle

Purpose and design

A dedicated research humanoid runs the commissioned science buildings.

In the development game

Each science kit includes a researcher; this catalogue entry procures a replacement dedicated research robot. Assignment and report supplies are required to start experiments.

Connections and operating requirements

Choose the researcher in Operations, reserve the experiment supplies and keep communications, power, charge and laboratory access available.

Scope and limits

Buying a replacement robot is not an instant report or a new laboratory.

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Water tanker

Operational
Water tanker — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
8 t
Packed volume
30 m³
Kit price
360,000 credits
Operation
Battery powered vehicle

Purpose and design

A sealed tanker physically transports collected water.

In the development game

The catalogue gives a 4,000 L collection load. Water carried by a vehicle is distinct from stationary storage capacity.

Connections and operating requirements

Use a valid collection job, available source water and receiving room; retain safe outbound, return and unloading access.

Scope and limits

The tanker stores and moves actual water rather than producing or purifying it.

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Rock haul truck

Operational
Rock haul truck — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
10 t
Packed volume
34 m³
Kit price
400,000 credits
Operation
Battery powered vehicle

Purpose and design

A heavy haul vehicle carries mineral ore from surveyed extraction and collection work.

In the development game

The catalogue gives a 10 t mineral collection load. Work pairs collection transport with a compatible excavator.

Connections and operating requirements

Dispatch a collection team to usable mineral stock and retain destination room, charge and clear vehicle routes.

Scope and limits

The truck does not multiply ore, survey deposits or turn its load into fabricated parts by itself.

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Rock smasher / blaster truck

Operational
Rock smasher / blaster truck — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
11 t
Packed volume
36 m³
Kit price
420,000 credits
Operation
Battery powered vehicle

Purpose and design

A hydraulic rock-breaking truck clears obstacles from road and construction work areas.

In the development game

The catalogue describes clearing within an 18 m radius for roads and buildings. It is a dedicated clearance machine.

Connections and operating requirements

Choose a valid clearance target, reserve accessible work space and keep the vehicle charged and available.

Scope and limits

Clearing obstacles is different from collecting marketable mineral ore; it does not replace a mineral haul job.

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Food-waste collection truck

Operational
Food-waste collection truck concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
6 t
Packed volume
24 m³
Kit price
280,000 credits
Operation
Battery powered vehicle

Purpose and design

The green-band sealed collection truck keeps waste handling separate from clean resource transport.

In the development game

Carries up to 200 kg food waste to the composter. Jobs reserve source material and destination capacity before physical collection and delivery.

Connections and operating requirements

Provide compatible waste, an operational composter, available receiving space and reachable collection/unloading points.

Scope and limits

Waste comes from the separate waste inventory; the truck does not automatically discard all edible colony food.

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Resource transfer truck · compost pod

Operational
Resource transfer truck · compost pod concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
6 t
Packed volume
24 m³
Kit price
300,000 credits
Operation
Battery powered vehicle

Purpose and design

The amber-band resource truck carries a sealed pod of compost-derived solids.

In the development game

Carries up to 100 kg feedstock from the composter to the nutrient treatment centre. The receiving store and reservations can limit an individual pickup.

Connections and operating requirements

Keep processed feedstock available, the centre commissioned and receiving space free. The truck must physically travel and transfer the load.

Scope and limits

Solids use a purpose-built pod and are separate from the dedicated clean solution tank. Pod changes are controlled service operations, not instant mid-route swaps.

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Resource transfer truck · clean nutrient tank

Operational
Resource transfer truck · clean nutrient tank concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
6 t
Packed volume
24 m³
Kit price
300,000 credits
Operation
Battery powered vehicle

Purpose and design

The blue-band clean-tank vehicle delivers treated growing solution to farms.

In the development game

Carries up to 500 L clean solution. The farm’s available solution capacity and reserved incoming deliveries limit how much it can actually receive.

Connections and operating requirements

Keep the nutrient centre supplied and operational, commission a farm and provide charge and clear loading/unloading routes.

Scope and limits

The clean tank does not receive waste or untreated compost. Truck load is not additional stationary farm-storage capacity.

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Maintenance Crew Truck

Operational
Maintenance Crew Truck concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
7 t
Packed volume
28 m³
Kit price
360,000 credits
Operation
Battery powered vehicle

Purpose and design

A mobile workshop transports two actual humanoid technicians, spares and field-service equipment.

In the development game

Uses two existing technicians rather than creating new crew. The truck carries the service team to supported repair work; the humanoids perform the service.

Connections and operating requirements

Assign the full available crew, retain parts and charge, and leave safe parking, disembarking and walking access at the target.

Scope and limits

The concept has transport and at-work views. It does not imply remote repairs from any distance or free technicians in the purchase.

Concept art of the same two maintenance technicians working outside their truck
SECOND VIEW / MAINTENANCE TEAM AT WORK · CONCEPT ART
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Salvage Collection Truck

Operational
Salvage Collection Truck concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
8 t
Packed volume
30 m³
Kit price
380,000 credits
Operation
Battery powered vehicle

Purpose and design

A rust-orange crane truck collects dismantled equipment and separated salvage loads.

In the development game

Provides 4 t salvage capacity. It physically collects prepared material and unloads it into a compatible recovery yard with free intake/output space.

Connections and operating requirements

Retire eligible empty isolated assets, allow onsite dismantling, and provide a powered receiving yard and reachable crane/unloading points.

Scope and limits

The truck does not lift whole oversized buildings or fabricate new kits itself. Loaded material remains accounted for when a destination is full.

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Planned water infrastructure

Approved concept designs from the art collection. Proposed capacities are shown as proposals; these three facilities are absent from the current game catalogue.

Eight-tank water farm

Planned concept
Eight-tank water farm concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
400,000 L proposed storage
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

Eight modular insulated tanks in two rows of four, linked by headers, valves, pump equipment and a maintenance aisle.

Proposed game role

Proposed storage: 50,000 L per commissioned tank, 400,000 L for all eight. These are proposed game values from the art brief; this facility has no current catalogue entry.

Intended connections and requirements

Intended to receive water from treatment, pipes or physical tanker deliveries. Robots would assemble and commission actual tanks before their capacity becomes available.

Planned status

Planned concept. Construction must not create free water. Price, shipped mass/volume, final power demand, construction rules and commissioning behaviour are not implemented by this artwork.

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Eight-spaceship water reserve

Planned concept
Eight-spaceship water reserve concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
8,000,000 L proposed storage
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A major reserve made by adapting eight eligible landed spaceship hulls, with shared pipework, level monitoring and service access.

Proposed game role

Proposed storage: 1,000,000 L per converted hull, 8,000,000 L across eight ships. These are design-balance proposals, not capacities in the current construction catalogue.

Intended connections and requirements

The conversion concept requires eight actual distinct eligible hulls, fittings, robots, power and a connected supply. Hulls must be reserved once and removed from other roles.

Planned status

Planned concept, not validated spacecraft engineering. The conversion kit does not deliver eight free spaceships, and a hull must not count for accommodation, flight and water storage at the same time.

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Water pumping station

Planned concept
Water pumping station concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
10,000 L/hour proposed flow
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A white-and-blue distribution station with two duty pumps, one standby pump, inlet/outlet headers, valves, instrumentation and tanker connections.

Proposed game role

Proposed flow: 5,000 L/hour per duty pump, 10,000 L/hour combined, plus a separately accounted 2,000 L working buffer. These proposed ratings are not active catalogue mechanics.

Intended connections and requirements

Intended to transfer existing water from farms, treatment and storage through pipelines to habitats, medical blocks, lodges, commons and other users, limited by source supply and receiving space.

Planned status

Planned concept. The station moves water; it does not mine, purify or create it. Final power demand, price, packed cargo, hydraulic behaviour and live flow displays require implementation.

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Air, gases and stacked power.

These six utility kits have implementations in a separate development branch, awaiting integration into the main game. Their figures describe that implementation; they are not six additional types in the current 42-kit main catalogue.

Water-to-oxygen route

Surveyed ice → mining → treatment → water storage → electrolysis → oxygen + hydrogen storage.

Atmospheric nitrogen route

Martian air → nitrogen separator → nitrogen storage. Pure water ice supplies no nitrogen.

See the utilities in a development build
REAL DEVELOPMENT CAPTURE / Five gas modules in the separate utility branch; integration pending.
REAL DEVELOPMENT CAPTURE / Five gas modules in the separate utility branch; integration pending.
REAL DEVELOPMENT CAPTURE / Standard and double-height batteries in the separate utility branch; integration pending.
REAL DEVELOPMENT CAPTURE / Standard and double-height batteries in the separate utility branch; integration pending.

Oxygen tank module

Awaiting integration
Oxygen tank module — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
3 t
Packed volume
14 m³
Kit price
180,000 credits
Operating demand
0 kW

Purpose and design

A packed robot-assembled utility module expands the colony’s air and gas handling.

In the development game

Adds 2,000 kg oxygen capacity. Delivered empty; receives oxygen from electrolysis or the oxygen/fuel system.

Connections and operating requirements

Completed enabled serviceable tanks add passive storage without an electrical draw. Stored gas is preserved if capacity is isolated or damaged.

Scope and limits

Implemented on the utility-development branch and awaiting integration into the main game. Shared gas inventory is used; no physical gas-pipe or pressure simulation is claimed.

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Nitrogen tank module

Awaiting integration
Nitrogen tank module — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
3 t
Packed volume
14 m³
Kit price
180,000 credits
Operating demand
0 kW

Purpose and design

A packed robot-assembled utility module expands the colony’s air and gas handling.

In the development game

Adds 2,000 kg nitrogen capacity for a future habitat buffer-gas reserve. Delivered empty.

Connections and operating requirements

Fill from the atmospheric separator. Passive storage requires completed enabled serviceable equipment.

Scope and limits

Implemented on the utility-development branch and awaiting integration into the main game. Habitat gas mixing and nitrogen consumption remain future work. Pure water ice is not the nitrogen source.

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Hydrogen tank module

Awaiting integration
Hydrogen tank module — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
3 t
Packed volume
16 m³
Kit price
220,000 credits
Operating demand
0 kW

Purpose and design

A packed robot-assembled utility module expands the colony’s air and gas handling.

In the development game

Adds 250 kg hydrogen capacity for the electrolysis coproduct. Delivered empty.

Connections and operating requirements

Provide room for incoming hydrogen so the electrolyser can continue producing both gases.

Scope and limits

Implemented on the utility-development branch and awaiting integration into the main game. Hydrogen remains separate from oxygen and packaged propellant; a hydrogen consumer is a later extension.

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Water electrolysis module

Awaiting integration
Water electrolysis module — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
7 t
Packed volume
28 m³
Kit price
480,000 credits
Operating demand
12 kW

Purpose and design

A packed robot-assembled utility module expands the colony’s air and gas handling.

In the development game

Consumes up to 90 L water per sol to produce 80 kg oxygen and 10 kg hydrogen, at 12 kW.

Connections and operating requirements

Connect surveyed ice mining, treatment and water storage, or use imported water. Both gas output stores must have free capacity.

Scope and limits

Implemented on the utility-development branch and awaiting integration into the main game. The simplified water/oxygen/hydrogen balance is separate from the current abstract oxygen-and-fuel plant. It does not directly produce packaged rocket fuel.

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Atmospheric nitrogen separator

Awaiting integration
Atmospheric nitrogen separator — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
8 t
Packed volume
30 m³
Kit price
560,000 credits
Operating demand
18 kW

Purpose and design

A packed robot-assembled utility module expands the colony’s air and gas handling.

In the development game

Produces up to 40 kg nitrogen per sol from Martian air using 18 kW. It consumes no water.

Connections and operating requirements

Commission power, keep the plant connected and serviceable, and provide nitrogen tank capacity.

Scope and limits

Implemented on the utility-development branch and awaiting integration into the main game. This is a simplified atmospheric-separation balance. It does not extract nitrogen from pure water ice or implement habitat air mixing.

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Double-height battery kit

Awaiting integration
Double-height battery kit — render of the native game model
NATIVE GAME MODEL / DEVELOPMENT RENDER · View full image ↗
Packed mass
6 t
Packed volume
20 m³
Kit price
280,000 credits
Operating demand
0 kW

Purpose and design

Two standard battery units stack vertically in one supporting frame, retaining the standard ground footprint.

In the development game

Development-branch rating: 600 kWh storage and 160 kW discharge. One kit costs 280,000 credits, ships as 6 t / 20 m³ and uses the standard 8 m placement radius.

Connections and operating requirements

Uses the same grid, robot charging and construction systems as the standard battery. Can serve as the startup battery. The branch credits its delivered 600 kWh once on commissioning; generation is needed for replenishment.

Scope and limits

Implemented on the utility-development branch, awaiting main-game integration. An unfinished kit adds no usable capacity/output; isolation removes its discharge contribution.

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A neighbourhood, built room by room.

The civilian catalogue combines implemented hospital, school and data-centre services with planned buildings and room kits. Each entry states its availability and requirements. Concept illustrations show design intent, including interiors that would be enclosed and pressurised.

Multi-storey civilian quarter

Planned concept
Multi-storey civilian quarter concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A neighbourhood assembled one room or shop at a time along enclosed pressure corridors. The concept combines housing, commerce, shared rooms and planted indoor space across several storeys.

Proposed game role

Design proposal: start from a corridor spine and connect separate room kits. A proposed starting grid is 6 m structural bays, roughly 4 m floor heights and 4 m-wide corridors; these are concept dimensions, not current placement rules.

Intended connections and requirements

Suggested first block: one civilian airlock, one utility hub, four corridor sections, four accommodation kits, a grocery, café and lounge. Support frames, stairs/lifts, upper corridors and a second escape route would enable later floors.

Planned status

The illustration is a cutaway: occupied spaces would be enclosed and pressurised. Multi-storey civilian construction, room fit-outs, demand and commercial economics remain proposals, separate from existing standalone habitats.

Original concept sheet showing twelve civilian room kits
THE ORIGINAL TWELVE-KIT CONCEPT SHEET · View full sheet ↗
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Civilian corridor

Planned concept
Civilian corridor concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

An enclosed pedestrian spine with lighting, utility channels and sealed side connections.

Proposed game role

Carries the planned block’s power, water, air and wastewater services while connecting occupied rooms.

Intended connections and requirements

Extend the corridor, connect compatible rooms and retain a continuous clear circulation and escape route.

Planned status

This civilian grid proposal is distinct from the current 12 m K09 connecting corridor.

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Civilian corridor junction

Planned concept
Civilian corridor junction concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A corner, T-junction or crossroad module branches the internal street.

Proposed game role

Lets a planned civilian block grow into new wings rather than a single unbranched row.

Intended connections and requirements

Connect it to the corridor spine and preserve space for room frontages, service routes and accessible exits.

Planned status

Branch geometry, pressure sections and circulation rules require implementation; it is not the current four-way airlock kit.

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Civilian entrance airlock

Planned concept
Civilian entrance airlock concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A two-door surface entrance with a dust vestibule, suit storage and a clear arrival space.

Proposed game role

Separates the proposed civilian neighbourhood from exterior Mars conditions.

Intended connections and requirements

Connect the entrance to a commissioned corridor and utility hub, with circulation clear of queues, stores and furniture.

Planned status

This is a civilian-room-system concept, not an extra implemented airlock catalogue type.

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Civilian utility hub and meters

Planned concept
Civilian utility hub and meters concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

An integrated plant room holds air recycling, water distribution, electrical panels, meters and waste-service connections.

Proposed game role

Would supply a limited number of occupied bays and show service capacity, actual consumption, maintenance and optional billable use.

Intended connections and requirements

Connect homes and businesses through corridor service channels. More occupied space would need adequate hub, air, water, wastewater and power capacity.

Planned status

Planned utility billing must preserve free breathable air and basic water/electricity allowances. Metering and commercial tariffs are not current kit mechanics.

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Apartment and worker-room kit

Planned concept
Apartment and worker-room kit concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

An interchangeable living bay can fit a studio, family apartment or shared worker accommodation, with bathroom, kitchenette and storage.

Proposed game role

Would add civilian housing room by room rather than ordering a complete residential block. Rent is a proposed income route.

Intended connections and requirements

Provide a sealed supported shell, corridor access, commissioned utilities and fit-out; retain circulation and emergency capacity as occupancy grows.

Planned status

Resident places, rent, staffing and exact layouts are not assigned. This proposal is separate from the existing 16/24/48-place habitat types.

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Shop fit-out kit

Planned concept
Shop fit-out kit concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

Shelves, counter, storage and an interchangeable frontage turn a room bay into a small shop.

Proposed game role

Proposed variants include groceries, clothing, pharmacy and equipment retail, supplied by actual stock.

Intended connections and requirements

Attach the shop to the public corridor, provide staff/caretaker support, utility capacity and storage access.

Planned status

Commercial demand, stock turnover, rents and sales income remain design proposals.

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Café and kitchen kit

Planned concept
Café and kitchen kit concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

Preparation counters, cooking equipment, cold storage and a serving frontage support a small café.

Proposed game role

Would turn supplied ingredients into meals as a commercial service within the civilian block.

Intended connections and requirements

Needs food deliveries, staff, cleaning, power, water, drainage and ventilation before opening.

Planned status

Do not confuse the proposed food-service economy with the current food-processing block’s packaging throughput.

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Food hall kit

Planned concept
Food hall kit concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A larger shared dining room combines tables and circulation with connections for separately fitted food stalls.

Proposed game role

Several small food businesses would share one seating space, expanding a shopping street into a community hub.

Intended connections and requirements

Provide kitchens/stalls, public access, cleaning, waste removal and utility capacity; larger halls can occupy multiple structural bays.

Planned status

Visitor counts, seating, rent and meal-sales balances are not specified. The existing colony commons is a separate implemented service.

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Office and workplace kit

Planned concept
Office and workplace kit concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

Interchangeable desks, benches or business equipment fit a civilian work bay.

Proposed game role

Would support offices, service businesses and light workshop employment in a mixed-use block.

Intended connections and requirements

Provide the required staff, utility services, working access and any specialist equipment for the selected business.

Planned status

Job slots, productivity, wages and business-income systems remain proposed; this is not the current materials workshop.

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Relaxation and leisure room

Planned concept
Relaxation and leisure room concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A shared lounge, reading area, games room or gym provides indoor recreation.

Proposed game role

Would improve the residential and visitor experience with different fit-outs rather than identical leisure rooms.

Intended connections and requirements

Provide safe public circulation, utilities, caretakers and the appropriate furnished room kit.

Planned status

Wellbeing effects, customer demand and optional leisure charges are proposed, not confirmed current bonuses.

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Enclosed indoor park

Planned concept
Enclosed indoor park concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A multi-bay planted space contains paths, small trees, beds and artificial daylight under a supported enclosure.

Proposed game role

Would provide a communal green interior within the civilian block, potentially occupying a double-height volume.

Intended connections and requirements

Provide water, lighting power, climate services, gardener care and structural room for the chosen height. Plants remain indoors in a sealed environment.

Planned status

Park effects and water/power balances need implementation. The cutaway does not mean trees can grow unprotected on the Martian surface.

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Stairs, lift and goods core

Planned concept
Stairs, lift and goods core concept artwork, not a game screenshot
CONCEPT SHEET DETAIL / View all 12 original room designs ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

An extendable vertical circulation module joins supported floors and carries people or goods.

Proposed game role

Would connect upper corridors and separate heavy service movement from busy residential passages.

Intended connections and requirements

Build suitable supporting frames, landings and utilities; larger blocks would need a second escape route before upper floors open.

Planned status

Lift operation, floor limits, maintenance and evacuation rules remain design proposals.

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Foundations and multi-storey support frame

Planned concept
Foundations and multi-storey support frame — concept artwork
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

Load-bearing foundations, frames and upper-floor supports provide the physical skeleton of the proposed civilian block.

Proposed game role

The design assigns permitted expansion to the supporting structure rather than letting unlimited floors float above room kits. Exterior insulation and shielding form additional construction stages.

Intended connections and requirements

Prepare foundations, erect the frame, enclose each shell, connect utilities, install interiors and commission the occupied area. Add stair/lift cores and independent escape routes for upper levels.

Planned status

This is a construction concept. Floor limits, structural loads, packed kit values and engineering certification have not been implemented or validated.

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Expandable modular hotel

Planned concept
Expandable modular hotel — concept artwork
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

A hotel grows around corridors from reception, guest rooms and shared hospitality/service modules.

Proposed game role

The proposed starter hotel has reception, six rooms, a housekeeping station and breakfast space. Later kits include twin/crew rooms, suites, laundry, lounge, stores and upper-floor expansion.

Intended connections and requirements

Provide bookings and arrivals, staff/caretakers, actual linens and supplies, water/drainage, power, air, maintenance and clean serviced rooms. Stairs, lifts and supported floors enable vertical growth.

Planned status

Nightly rates, reputation, housekeeping availability and tourism are proposed systems. The current visitor lodge only provides readiness capacity; this is a separate hotel family.

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Modular hospital

Operational service
Modular hospital complex concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
28 t
Packed volume
112 m³
Kit price
2,800,000 credits
Operating demand
24 kW

Purpose and design

A modular healthcare building for a permanent settlement.

In the development game

Provides 192 healthcare service places when staffed by four permanent residents. Active care reserves one sol of paid supplies and wages.

Connections and operating requirements

Commission and power the hospital, protect life-support provisions, and assign four available residents. The current active-sol budget is 20 L water, 0.1 service spare and 6,000 credits in wages.

Scope and limits

Paid service time and unused supplies are retained during outages or pauses. The model and capacity do not imply a full individual diagnosis, surgery or disease simulator.

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Modular school

Operational education
Modular school complex concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
24 t
Packed volume
96 m³
Kit price
1,600,000 credits
Operating demand
18 kW

Purpose and design

A modular school with classrooms and shared education facilities.

In the development game

Staffed education provides 96 places with three permanent-resident workers and records learning person-hours.

Connections and operating requirements

Commission and power the school, keep residents healthy and ordinary provisions protected, then fund and assign the teaching service. The current active-sol budget is 8 L water, 0.05 service spare and 3,000 credits in wages.

Scope and limits

Paid teaching time, supplies and accumulated learning are retained during pauses and outages. This does not implement the separately planned preschool or a complete child-demographics simulation.

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Modular data centre

Operational contracts
Modular data centre concept artwork, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Packed mass
32 t
Packed volume
120 m³
Kit price
2,400,000 credits
Operating demand
48 kW

Purpose and design

A modular data centre for staffed remote-computing work.

In the development game

Permanent residents can perform computing contracts using reserved process supplies and paid wages. Income follows completed work rather than simply owning the building.

Connections and operating requirements

Needs commissioned power, communications, resident services, protected life support, field-servicing research and a commissioned powered radiator within 18 m of the building footprint. Each current batch reserves 40 L water, 0.25 spare and 12,000 credits in wages.

Scope and limits

A completed batch pays 50,000 credits gross; that is not net profit or a per-sol rate. Paid progress remains during loss of cooling, radio or power. Contract timing depends on assigned workers.

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Indoor swimming-pool leisure kit

Planned concept
Indoor swimming-pool leisure kit — concept artwork
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

An optional enclosed leisure facility adds a pool, changing/service areas and water-conditioning equipment to a larger civilian development.

Proposed game role

The discussion proposes entry fees or memberships while the operator pays for extra water, heating and treatment.

Intended connections and requirements

Would need a supported enclosed shell, actual water, heating, circulation/treatment, drainage, staff/caretakers and spare utility capacity.

Planned status

Planned service concept; operating specifications remain to be balanced. Free basic water does not mean unlimited free pool operation.

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Illuminated advertising kit

Planned concept
Illuminated advertising kit — concept artwork
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed cargo
Not yet assigned
Power demand
Not yet assigned

Purpose and design

An illuminated commercial display gives a shopfront or civilian concourse a paid advertising position.

Proposed game role

Advertisers would pay for space, and the operator would pay for the extra lighting electricity above essential allowances.

Intended connections and requirements

Would need a supported mounting location, safe circulation, a powered metered connection, maintenance and actual advertising demand.

Planned status

Advertising revenue, display prices and tariffs are proposals. This is not a current income-generating catalogue item.

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A growing permanent community.

Four proposed additions for later settlement growth: an arts venue, preschool and two passenger-rated vehicles. These concepts do not change the implemented construction or fleet counts.

Arts and performance centre

Planned concept
Arts and performance centre — concept artwork; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed mass and volume
Not yet assigned
Collection stripe
Cream/gold — civilian services

Purpose and design

A substantial cultural venue for a mature permanent settlement, with a theatre auditorium, performance stage, rehearsal and dance studios, and an exhibition gallery.

Proposed game role

Build when a large permanent population can support audiences, performers, technicians and operating costs. Expand the venue as demand grows; event scheduling, attendance and cultural benefits require game implementation.

Intended connections and requirements

Pressurised public circulation and accessible airlocks; dependable power, air recycling, water, sanitation, fire-safe exits, staffed performances, maintenance and cleaning. The cutaway roof is for illustration; the real venue must be sealed.

Planned status

Population unlock, audience capacity, staffing, ticket income and cultural effects are not yet balanced or implemented by this concept publication.

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Preschool centre

Planned concept
Preschool centre — concept artwork; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed mass and volume
Not yet assigned
Collection stripe
Cream/gold — civilian services

Purpose and design

A family-settlement early-years centre with learning and supervised play rooms, a quiet nap room, child-sized washing facilities, a staff station and a secure enclosed indoor play garden.

Proposed game role

Provide early learning and childcare when families with young children settle on Mars. Trained human carers lead the centre, with robots supporting cleaning, supplies and maintenance.

Intended connections and requirements

Qualified human carers, age-appropriate capacity and supervision, secure check-in, accessible sealed entrances, protected indoor play, food and hygiene supplies, power, breathable air, water and wastewater services.

Planned status

Child demographics, enrolment, supervision ratios, funding and family-settlement benefits remain planned. Robots do not replace responsible human carers.

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People carrier

Planned concept
People carrier — concept artwork; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed mass and volume
Not yet assigned
Collection stripe
Yellow — cargo and logistics

Purpose and design

An enclosed, pressurised passenger shuttle for regular journeys between homes, workplaces and public buildings, with passenger seating, accessible boarding and luggage space.

Proposed game role

Move groups of colonists along settlement routes. This is a dedicated passenger vehicle, separate from both the standard robot carrier bus and the robot charging minibus.

Intended connections and requirements

Passenger-rated pressure cabin, safe docking and boarding, breathable-air and emergency reserves, charged traction battery, usable routes, maintenance and suitable pickup/drop-off locations.

Planned status

Seating, route scheduling, vehicle mass, packed volume, purchase price and life-support endurance require implementation and balancing. It is intended to carry more people and cost and weigh more than the people buggy; no numeric rating is assigned.

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People buggy

Planned concept
People buggy — concept artwork; intended appearance, not a game screenshot
CONCEPT ART / DESIGN REFERENCE · View full image ↗
Design rating
To be balanced
Kit price
Not yet assigned
Packed mass and volume
Not yet assigned
Collection stripe
Yellow — cargo and logistics

Purpose and design

A compact, enclosed and pressurised passenger rover for short trips around a growing settlement, with a small seating cabin and luggage compartment.

Proposed game role

Offer small-group transport where a larger shuttle is unnecessary. The concept depicts a compact four-seat layout; final game seating is to be balanced. It should be lighter and cheaper than the people carrier.

Intended connections and requirements

Sealed passenger doors and cabin, life support with emergency reserves, charged battery, safe roads and boarding locations, maintenance and recovery arrangements.

Planned status

Range, final passenger capacity, mass, packed volume and purchase price are unassigned. This is a passenger rover, not an open buggy or a robot charging minibus.

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Keep occupied blocks working.

These supporting roles are proposals from the civilian-building discussion. They are not additions to the current 15-type robot catalogue.

Proposed building-service roles
RoleWork
Structural assemblerFrames, floors, corridors and upper-storey supports.
ElectricianWiring, junctions, meters, lighting and distribution panels.
PlumberWater, wastewater, tanks, kitchens and bathrooms.
Life-support technicianAir recycling, ventilation, seals and airlocks.
Fit-out and lift specialistsPartitions, furnishings, shop equipment, passenger and goods lifts.
Cleaners and residential caretakersClean rooms and corridors, refresh apartments, report faults and prepare hotel rooms. Clinical cleaning needs a dedicated configuration.
Gardening robotIndoor planting, irrigation and care of planted communal spaces.

Essential services and optional charges

The proposed economy keeps breathable air free and supplies basic water/electricity allowances. Meters would distinguish allowance, consumption and billable extras. Pools, illuminated advertisements and other optional uses pay for extra services; life support stays protected.

Homes and hotels could earn rent or nightly fees; shops and food businesses sales income; data centres computing contracts. Hospitals and schools could receive colony-funded service contracts. Income, operating cost and profit per sol are proposed displays, not current guarantees.

Proposed commissioning sequence: supporting structure → sealed enclosure → power, water, air and wastewater → specialist fit-out → staff and robot readiness → inspection and opening. Extra rooms add usable capacity only when the required services and staffing are present.

Compare the additional construction kits.

These 32 entries complete the 46 construction types alongside K01–K14. Each name opens its detailed entry. Robots, supplies, utility upgrades awaiting integration and planned concepts are counted separately.

Electric

Electric kits in development source
KitRole and requirementsCargoCredits
Solar array48 kW peakAssembly and placement requirements apply.4 t / 18 m³160,000
Battery module300 kWh / 80 kWAssembly and placement requirements apply.3 t / 10 m³140,000
Charging hub4 charging baysPower, assembly and service requirements apply.3 t / 12 m³180,000
Power cable kit1 km roll / power cabinets at both endsDelivered 1 km rolls; unused metres remain in stock. Surface crossings need clearance or a bridge.0.5 t / 2 m³12,000

Comms

Comms kits in development source
KitRole and requirementsCargoCredits
Communications mastMission telemetryPower, assembly and service requirements apply.1 t / 5 m³100,000
Regional comms tower72 m / 12 km regional coveragePower, assembly and service requirements apply.4 t / 18 m³420,000
Satellite ground stationGateway / orbital service laterBuildable ground gateway; orbital relay service is planned.2 t / 10 m³230,000

Accommodation

Accommodation kits in development source
KitRole and requirementsCargoCredits
Accommodation module16 resident placesPower, assembly and service requirements apply.7 t / 32 m³380,000
Regolith-covered printed habitat24 places; printer, water, excavator + bulldozerRequires a powered printer, 600 L water, an excavator and bulldozer.3 t / 16 m³240,000
Starship hull conversion9 m diameter steel hull; 48 places; one landed shipUses one unused landed ship hull plus excavator and bulldozer; conversion-kit mass excludes the hull.4 t / 20 m³280,000

Water

Water kits in development source
KitRole and requirementsCargoCredits
Water tower10,000 L bulk water storagePower, assembly and service requirements apply.5 t / 20 m³240,000
Water buffer tank5,000 L storage / pipeline connectionPower, assembly and service requirements apply.2 t / 10 m³120,000
Insulated water pipeline1 km roll / buried buffers every 40 mDelivered 1 km rolls; unused metres remain in stock. Buried buffers every 40 m.1 t / 4 m³28,000
Frozen ice mining plant1,000 L / sol through treatment and pipesPower, assembly and service requirements apply.8 t / 26 m³460,000

Food and recycling

Food and recycling kits in development source
KitRole and requirementsCargoCredits
Hydroponics module24 kg food / sol; water + nutrients requiredNeeds power, water and delivered growing solution.6 t / 28 m³340,000
ComposterFood waste to compost-derived feedstockProcesses up to 20 kg food waste into 10 kg feedstock per sol; part of the nutrient chain.4 t / 18 m³180,000
Salvage & Recycling CentreDismantling / reusable parts / classified recoveryNeeds power, technicians and physical collection; recovers classified materials from eligible retired equipment.12 t / 48 m³640,000
Mineral collection facility5 t / sol extracted ore · 20 t bufferPlace within 40 m of confirmed ore; powered extraction, finite surveyed reserves and truck collection.9 t / 34 m³480,000

Science blocks

Science blocks kits in development source
KitRole and requirementsCargoCredits
Geology & Ice LaboratoryRock cores, minerals and ice compositionIncludes a dedicated researcher; reports require assignment, supplies, power and communications.8 t / 32 m³480,000
Atmosphere & Climate LaboratoryAtmosphere, dust and weather experimentsIncludes a dedicated researcher; reports require assignment, supplies, power and communications.7 t / 28 m³420,000
Biology & Crop LaboratoryControlled crop and nutrient experimentsIncludes a dedicated researcher; reports require assignment, supplies, power and communications.9 t / 36 m³640,000
Robotics & Materials LaboratoryTool wear, mechanisms and material testingIncludes a dedicated researcher; reports require assignment, supplies, power and communications.8 t / 32 m³560,000
Astronomy & Radiation ObservatoryTelescope observations and radiation monitoringIncludes a dedicated researcher; reports require assignment, supplies, power and communications.10 t / 40 m³720,000

Construction and logistics

Construction and logistics kits in development source
KitRole and requirementsCargoCredits
Maintenance shelterRepair / shelterPower, assembly and service requirements apply.5 t / 22 m³260,000
Truck parking area4 compact truck / rover baysAssembly and placement requirements apply.1 t / 6 m³60,000
Rocket fuel depot20 t insulated fuel storagePower, assembly and service requirements apply.8 t / 30 m³480,000
Construction 3D printerPowered regolith printing gantryPower, assembly and service requirements apply.6 t / 24 m³420,000
Utility crossing bridge12 m vehicle deck over exposed power cablesPlace across an exposed power cable; rotate the vehicle deck across the route.3 t / 14 m³90,000
Supporting robots, vehicles and supplies

Survey rover · Excavator · Cargo carrier · Humanoid technician · Bulldozer · Humanoid carrier bus · Research robot · Water tanker · Rock haul truck · Rock smasher / blaster truck · Food-waste collection truck · Resource transfer truck · compost pod · Resource transfer truck · clean nutrient tank · Maintenance Crew Truck · Salvage Collection Truck.

Consumables and startup equipment also include imported water, service spares, rocket fuel, nutrient supplements and the unloading & grid kit. These are not additional commissioned buildings in the construction count.

Permanent settlement

Permanent settlement kits in development source
KitRole and requirementsCargoCredits
Shielded habitat district12 connected homes / 192 bedsSee the detailed entry for operating requirements.72 t / 288 m³4,800,000
Modular hospital192 service places / 4 staffSee the detailed entry for operating requirements.28 t / 112 m³2,800,000
Modular school96 education places / 3 staffSee the detailed entry for operating requirements.24 t / 96 m³1,600,000
Modular data centreStaffed computing contracts / cooling requiredSee the detailed entry for operating requirements.32 t / 120 m³2,400,000

Supplies keep the colony working.

These five catalogue items are delivered stock or startup equipment. They are separate from the commissioned-building count.

Imported water

Delivered supply
Packed mass
2 t
Packed volume
3 m³
Kit price
20,000 credits
Use
Delivered supply / startup equipment

Purpose and design

A shipment of 2,000 L of water.

In the development game

Adds delivered water to the colony supply after the shipment arrives and is unloaded. Supports drinking, crops, construction and water-consuming processes.

Connections and operating requirements

Pack and pay for the shipment, land it and unload it. Provide appropriate powered storage as the settlement expands.

Scope and limits

A delivered supply, not a water-producing building. Local ice mining and treatment require their own equipment.

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Service spares

Delivered supply
Packed mass
1 t
Packed volume
2 m³
Kit price
50,000 credits
Use
Delivered supply / startup equipment

Purpose and design

A shipment of 20 service-spare units.

In the development game

Provides finite service stock for repairs and activities that consume spares.

Connections and operating requirements

Order and unload the shipment before using it. Check individual maintenance or production requirements.

Scope and limits

Spare units are consumable stock. Ordering a kit does not make maintenance or future supplies unlimited.

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Unloading & grid kit

Delivered supply
Packed mass
3 t
Packed volume
8 m³
Kit price
112,000 credits
Use
Delivered supply / startup equipment

Purpose and design

Packed unloading crane and startup grid equipment.

In the development game

Supports deployment of the startup equipment after landing. The current catalogue instructs the manifest to pack four cable rolls alongside this kit.

Connections and operating requirements

Pack the required startup battery, charging hub and cable stock; use the deployment controls after landing.

Scope and limits

Startup support equipment, not an additional commissioned building. The cable rolls remain separate finite cargo.

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Imported rocket fuel

Delivered supply
Packed mass
2 t
Packed volume
4 m³
Kit price
80,000 credits
Use
Delivered supply / startup equipment

Purpose and design

A shipment of 2 t of packaged rocket fuel.

In the development game

Provides delivered fuel for the colony’s fuel stock and mission requirements.

Connections and operating requirements

Land and unload the paid shipment. Use fuel depots and the relevant mission-readiness checks.

Scope and limits

A consumable shipment, not a fuel-production plant or an automatic return-flight guarantee.

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Nutrient supplements

Delivered supply
Packed mass
0.02 t
Packed volume
1 m³
Kit price
12,000 credits
Use
Delivered supply / startup equipment

Purpose and design

A shipment of 20 kg of crop nutrient supplements.

In the development game

Supplies the finite supplement stock used by the colony’s nutrient-production and growing chain.

Connections and operating requirements

Unload the shipment and commission the relevant powered treatment/growing facilities with water and other required inputs.

Scope and limits

Supplements are not the same stock as prepared growing solution. Recycling still needs its own equipment and material flows.

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From manifest to commissioned module.

  1. Pack or order the kit. Check the ship’s mass, volume and cost. A kit in the catalogue is not automatically in stock.
  2. Land and unload. Deploy startup equipment, then unload arrived deliveries through Supplies.
  3. Prepare the site. Leave clear robot access and extend power. Pipes and pressure ports need their own correct connections.
  4. Let the robots assemble. Keep a compatible technician and cargo carrier charged and available. Housing and specialist work can require extra machinery.
  5. Commission and feed the process. Keep power, condition, inputs and output space available. Check the inspector when production waits.

K01–K14 use the supplied Mars Colony: Game Kits document. Additional images and briefs come from Create isolated game art assets and Add accommodation and utilities, including the utility-development branch. Individual native game-model renders illustrate the remaining implemented kits. Main-game implementation, utility integration work and planned civilian concepts are distinguished throughout.

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