Roadmap Update for Mission Control

Thrive on Mars
6 min readJun 13, 2024

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As we approach mid-2024, we want to share an update on our overall roadmap, focusing on the future direction of Mission Control.

Our Vision

We believe that games can inspire reality. It’s how we’ll create the future we want — humans thriving on Mars. We are creating multiple games to reach a wider audience and help the real-world Space industry with simulation insights and Mars training scenarios.

Interconnecting THRIVE Games

We’ve heard from our community that connecting our games through missions and economic elements is important. We agree and are committed to this, and will keep refining our approach. This will involve:

  • $MARTIA will continue to be utilized as the in-game currency in Mission Control, and will be even more vital in future gameplay features such as land, manufacturing, and more (details below).
  • $MARTIA will be utilized in additional games in our ecosystem, primarily through the ability to purchase in-game assets, qualify for exclusive airdrops, or get early access to in-game assets.

New games may also utilize new tokens in order to optimize tokenomic incentives that are specific to their unique gameplay loops and economies.

Mission Control Roadmap Update

Here are the gameplay features listed in the order they will be completed during development.

In-Game Swap

To streamline swaps, the game will now have a single pool where players can exchange any of the 17 tokens (including $MARTIA) for any other. This pool, seeded with resources and $MARTIA, enables flexible trading and dynamically affects resource values.

In-Game Swap UI

When a player initiates a swap, the pool calculates the exchange rate using the current and new ratios, then updates the player’s balance and the pool. This feature was released June 11th.

Resource Storage and Decay

Every resource type will now have an in-game capacity, defined based on specific storage criteria for certain item types in the settlement. Storage capacities will be published soon.

Each 1 Collection Strength of an item type provides X storage capacity for the relevant resources, regardless of whether the Collection Strength is active or inactive. Players will continue to produce resources at the normal rate, even if they exceed their storage capacity.

However, players will experience an hourly decay of 10% on any excess resource balances above their storage capacity. If you have 100 capacity, 180 balance, then your balance will be reduced by 16 (20% of the 80 excess).

The updated resource UI component, featuring storage and decay details.

Introducing Parts: Building blocks for the future of Mars

Parts are a new type of NFT in Mission Control, representing components for manufacturing items for Mars.

Initially, there will be over 25 different Parts. These Parts can be used in crafting recipes to create Ownership Cards or new items on Land, providing players with flexibility. Crafting with Parts will also cost resources and $MARTIA.

Parts can be acquired from 2 areas to start: Expansion Missions or Salvaging Base Cards. Eventually they will also be possible to create via Manufacturing on Land.

Expansion Missions — Ownership Cards will be phased out of upcoming Expansion Mission Payloads. Instead, Parts will be sent on payloads for Surplus, Convoy, and Construction Missions. This allows players to target the parts they need for the ownerships they actually want.

Salvaging Base Cards — You will also be able to salvage Parts from Base Cards. The higher the base card rarity, the higher the chance of success and the more Parts (and higher chance of less common Parts) you will get.

An Overview of Land in Mission Control

After the above features, the next major Mission Control gameplay update will introduce Land, allowing players to explore property surrounding the main settlement, where they can mine resources and artifacts, build structures, manufacture Parts, and engage in various activities.

Buying Land

Land will be sold via the in-game store as Land Packs with different rarities. $MARTIA and store credit will be accepted as payment (at a 20% discount) as well as WAX.

Land will be organized into multiple Tiers that are determined by a weighted score, which looks at location, subsurface resource deposits, and likelihood of rare artifacts (such as Fire Opals).

Higher-tier land is more likely to be found in higher rarity Land Packs.

Building on Land

Once you acquire a land plot, you can build structures, equipment and vehicles using specific crafting recipes that combine Parts, Resources, and $MARTIA. These ingredients are obtained from the main settlement resource chain, Expansion Missions, salvaging Parts from Base Cards, or secondary marketplaces like AtomicHub.

Each structure has a different footprint on Land, so players must build strategically to maximize mining and avoid transportation costs.

Structures may also require maintenance and repair. Additionally, astronauts can be hired for $MARTIA to operate equipment, construct structures, or even conduct independent mining operations.

Mining on Land

Structures and astronauts are essential for mining resources beneath the Land, with specific structures optimized for extracting certain resources.

Subsurface resources on Land are Unrefined and require processing in a Refinery to become useful. Refined Resources serve primarily as manufacturing ingredients but can also temporarily boost resource chain production or be directly exchanged for $MARTIA.

Refineries

Refineries are special structures that can be built on land and cost $MARTIA, resources, and Parts to construction. They are valuable because they can be used as hubs to transform Unrefined resources into usable Resources.

Any player can use the main settlement’s refinery for a fee, but players who build their own Refineries on Land can control fees for anyone that uses them. They must acquire a license from the ISA for the refinery ($MARTIA cost).

Manufacturing Facilities

Manufacturing Facilities, like refineries, are structures that require $MARTIA, resources, Parts, and time to construct on Land. They’re essential for transforming resources into Parts. Players who build their own Manufacturing Facilities can control fees for others using them, after acquiring a license from the ISA for a $MARTIA cost.

Transportation Hubs

Location matters on Mars. Land close to the Main Settlement incurs lower transportation costs for moving stuff. However, Transportation Hubs, special structures built on Land, enable owners far from the Main Settlement to send resources, Parts, and Artifacts more affordably and efficiently. Players who build Transportation Hubs can set their own fees, similar to Refineries and Manufacturing Facilities.

Summary of Land

Land around the main settlement enables players to mine resources, build structures, and manufacture Parts. Refined resources and parts are then transported to the main settlement, with Transportation Hubs ensuring efficient movement of resources and artifacts.

Conclusion

Our vision remains steadfast: We believe that games can inspire reality, shaping the future where humans thrive on Mars. Our games will continue to evolve as an interconnected ecosystem, with compelling updates to Mission Control as a prime example.

These updates include features for resource trading and storage, exciting new crafting opportunities with the introduction of Parts, and a significant expansion into Land, offering massive economic opportunities for players interested in building, mining, manufacturing, and transporting.

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Thrive on Mars

The strategy game to make humanity multiplanetary. Test Mars tech, master the economy, and launch your legacy at thriveonmars.com