| Emotion | Description | Screenshot | Fps | Created At | |
|---|---|---|---|---|---|
| Chemlab: It is possible to start the sabatier reaction even if there are only two slots in the output free. In this case, the reaction produces beside the methan only one water bottle instead of two. | 19.99 | 2026-02-17 20:28:02 | |||
| Was versteht ihr unter Gewäshaus erweiter so ein misst hier. Ich versuche seit 5 Tagen diese quest zu erledigen, aber keiner der Pungte läst sich abhacken. Bitte um meldung unter meiner mail mit erklärung zur Quest. | 60.06 | 2026-02-17 20:17:31 | |||
| there is a problem during the repair of the broken circuits, no longer appear the circle | 75.05 | 2026-02-17 20:08:08 | |||
| Hangar Why is there STILL no connection point in the hangar building itself to refuel the Mars rover with oxygen? It can't be that difficult to install a hose connection in the hangar where a hose can be attached to connect to the oxygen port on the Mars rover. Without this option, charging the batteries in the hangar is pointless; you're not going to connect them twice somewhere else. That's why I'm not even building a hangar; you can just connect both ports directly on the Martian surface. That makes the hangar completely unnecessary. And why can't the hangar doors be opened remotely from the Mars rover? Getting out to open the hangar? NO THANKS. Yes, it's great that the hangar offers the reset and thus teleportation capability, but I'm not building the hangar building just for that. | 49.57 | 2026-02-17 20:06:56 | |||
| Wettereffekte zu lang. Man sitzt rum und tut nix. Stinkt | 120.01 | 2026-02-17 20:03:38 | |||
| I have been playing public versions 1.0.7 and 1.0.12 or public testing version of 1.0.12 playing the survival campaign. This is my third major attempt to advance further in the game by starting a brand new game. This 3rd attempt I am going to be more agressive in completing the campaign steps sooner. Do the campaign objectives purposely trigger the necessary blueprints and tablets faster, or these items would not appear at all? I have found it very frustrating to play one new game for 20-40 hours and not find the important ingredients all over vacant bases. To not find a waste tank as an ingredient for a Chemlab task is one example. A few bases should have waste tanks, not organic waste as shown at abandoned bases. Additionally, the Chemlab blueprint of Waste Recycling (Urea Hydrolysis) has NEVER been offered to me as a tablet choice. I submitted two feedback matters on February 16. Hopefully, they can be found by searching my email address! | 29.98 | 2026-02-17 19:19:19 | |||
| Upon exiting my 'marstruck' it sank into the ground and I'm 6k meters from my base.... have to restart game or relog and see if I get it back... | 60.05 | 2026-02-17 19:07:23 | |||
| Nach dem Teleportieren des Rovers Fährt er nicht mehr. | 59.94 | 2026-02-17 17:42:59 | |||
| When you transfer items from a box for Chemicals, Materials etc to your inventory or another box, the window that appears showcasing the contents of the box appears entirely over the new box blank contents grid. THis makes it very difficult to transfer items. Can the window be moveable so that you can drag it around the screen to better see the new box or inventrory. Still enjoying the game. Thanks | 51.21 | 2026-02-17 17:38:23 | |||
| Hi Guys. Noticed this one a couple of times lately. The grab arm on the Rover will not lower to pick up rocks. | 31.57 | 2026-02-17 17:35:15 | |||
| since the latest patch, i am unable to repair circuit boards, i have even started a new game and it is still the same. | 60.00 | 2026-02-17 17:29:47 | |||
| QoL idea, a paint/color gun for airlock doors would be nice. We could then color airlocks to show if the airlock (blue) goes to a warehouse or to a airlock (green) leading to the greenhouse, red color to show an exit to the outside. Yes I know we can use the map to see where we are. | 85.30 | 2026-02-17 17:19:35 | |||
| Löten von Platinen nicht möglich | 59.98 | 2026-02-17 16:59:39 | |||
| Trigger areas are too small or are NOT being activated. In the mission where you have to activate communications after driving through the cave to the station, the lower trigger/navigation point located at the cave entrance did NOT switch to the upper one, i.e., the station. To activate it and get the upper one at the station working, I HAD to get out of the Mars Truck. During the mission, I drove upwards through the cave and only noticed at the top that the navigation point was still at the cave entrance, so I drove back down through the cave. The trigger still wasn't activated. Only when I entered the cave on foot did the navigation point activate. This finally allowed me to make the radio transmission and continue the mission. A similar issue occurs with the triggers that should activate when an area is discovered. These are marked on the radar with a "?" and a circle around the area. This is extremely annoying: a large area is displayed on the radar for the region, BUT there is only a small trigger point that activates, indicating that a location has been discovered. ``` All these trigger points are currently NOT GOOD. They should be activated automatically. It shouldn't matter whether you enter the area on foot or in a vehicle. The detection area should be significantly expanded, ideally for areas marked on the radar with a circle and a question mark in the middle. This should trigger the activation when you've DISCOVERED the location! It shouldn't only trigger when you've entered a tiny area somewhere within the circle (on the radar). This urgently needs to be improved!!! | 53.30 | 2026-02-17 16:54:26 | |||
| Suggestion: Redesign the battery system and mechanics, implementing lifespan cycles with recharge counters or indicators, showing the maximum number of recharges possible for each type of battery in the game, and adjusting the operation to have a gradual loss of autonomy as recharge cycles progress. Batteries in Occupy Mars have unlimited use, and once produced, there is no need to produce new ones. However, in real life, batteries suffer natural wear and tear from continuous use, gradually losing autonomy as they reach the end of their lifespan. In the game, this loss of autonomy could be gradual, starting at 40% of their lifespan, with a gradual decrease of 20% autonomy until reaching 80% of their lifespan, then reaching zero autonomy when 100% of the battery's lifespan is used, requiring the player to periodically produce replacement batteries. Example - (Number of Recharges / Autonomy) 0/15 = 100% 6/15 = 80% 9/15 = 60% 12/15 = 40% 15/15 = 0% With this, it would also be possible to diversify the types of batteries available, adding and adjusting technologies in the electrical tree to adapt to this new standard. The lifespan of the batteries could be determined by (type of use + estimated frequency of use + ease of meeting demand), while the autonomy would be a proportional balance between (physical size of the battery + need to be met + number of batteries), also considering variations in autonomy when applying several batteries with different durabilities for the case of the heavy suit and astromobile. Example – (Lifespan / Battery Type) 15 recharges = Suits 15 recharges = Off-road vehicles 20 recharges = Heavy vehicles 20 recharges = Spotty 40 recharges = Batteries for bases and structures Batteries, when manufactured, could not come pre-charged and would require adjustments to the durability calculations to allow for possible partial recharges. | 60.07 | 2026-02-17 16:28:51 | |||
| Wrong German Word 'Die Schnur ist durchgebrannt' ??? correkt 'Die Sicherung ist durchgebrannt' | 59.94 | 2026-02-17 15:43:32 | |||
| workshop unable to repair circuit boards on Madman difficulty. I have tried reloading, as well as removing and replacing workbench. | 59.99 | 2026-02-17 14:55:22 | |||
| having problems picking up, or after I've taken the jackhammer to it I used my jackhammer number three when I get to a or place I'm driving the rover with its trailer on it, after I've taken my jackhammer to a climb, back into the rover, get into the seat activate the grapple and try to pick up a few things I get one or two pickups. And after that the grapple no longer gets close enough to the ore to pick up I do have a green indicator saying that I can pick it up, but it will not pick it up the crane or picker will not go close enough to the item while the grapple is open and hence I cannot, pick anything up I have to. hopefully, what I save and reload. I don't have any dancing or flying. Origami rover action but there is a 50% chance that when I reload my game I get launched from my rover and well, hey, dancy rover | 71.90 | 2026-02-17 13:51:09 | |||
| The workbench is not working for circuit board repairs. Will not click with heat gun or soldering iron. So will rotate, flip, and zoom but not working with click or e button to do repair | 82.35 | 2026-02-17 13:41:02 | |||
| Gameplay: It would be more realistic that when you're using a tool a "doubleclick" or "capslock" could acitivate something like "rapid fire" so i don't have to hold left mouse button for hours when building or deconstructing, wouldn't it? | 70.06 | 2026-02-17 13:33:33 |