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Mars Inc.

5 devlogs
17h 5m 9s

Space: Mars Inc. is a strategy and management game where you build and expand your own colony on Mars. Inspired by idle miner tycoon and built with mobile in mind, this is my vision of building a future in space

This project uses AI

Copilot Linecompletion, troubleshouting

Demo Repository

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jonas.gaden

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Mars Inc. is a single-player strategy game centered on managing a company that aims to colonize Mars and establish interplanetary commerce. The game combines resource management, infrastructure development, and strategic planning as the player expands their operations across multiple locations in the solar system. The project is built using TypeScript and runs in the browser, utilizing IndexedDB for persistent game state storage.

jonas.gaden

I focused this update around rockets and finishing my basic idea of the app.
The game now tracks estimated travel time in minutes, which decrements as real time passes. Rockets can be configured to run automated sell routes, where they repeatedly travel between two locations, transporting goods for sale.
Exploration missions use rockets to establish colonies on new worlds. Once a rocket arrives at an unexplored location, a colony is automatically founded, opening that location for future operations.
Expansion to the Moon, Mars, and space stations unlocks access to location-specific production bonuses (and goods that can only be manufactured in those environments !!planned!!).

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jonas.gaden

I added another flavour (theme) to my Mars Inc. game, in addition to technical additions and improvments.

Notable changes include, but are not limited to:

  • When the stock is zero, the “Sell all”-button is now disabled
  • The build cost of modules now scales with the amount of the modules: U(n) = 50 * 10^(n/2)
  • Additional goods were added (Solar Panels, O2, …)
  • The ability to build rockets was added and is requiring a rocket lab module
  • A warehouse / storeroom module was added which increases the storage of the colony
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jonas.gaden

I focused this update on quality-of-life improvements, cleaning things up before moving on to the bigger systems. The Sol counter and progress bar are now fully integrated and update automatically as time advances, giving clearer feedback on progression. I also reworked the world market’s visual design to make it feel more distinct, with a layout that better communicates its role in the game.

On the usability side, I rearranged the action buttons and introduced category-specific icons, making it easier to scan and differentiate between goods at a glance. Behind the scenes, I refactored module placement to support infrastructure modules. That change doesn’t do much on the surface yet, but it lays the groundwork for more dynamic colony personalisation and deeper customization options in future updates.

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jonas.gaden

I built the project around small, focused classes that each handle one job. Entities manage colonies and modules, data classes keep track of stats and upgrades, and controller classes (like LevelManager and TickManager) orchestrate everything that happens. I kept the GUI completely separate, giving it its own module with clean, typed builders and formatters so the visual layer stays independent from the game’s brain.
For progression, I made the level system deterministic and data-driven. Each level holds its baseline stats, experience targets, and upgrade rules all in one place. The level manager handles transitions smoothly, applies upgrades to the numbers that matter, and gives the UI read-only snapshots to display. Numbers scale using custom letter notation for those massive late-game values (just like Idle Miner Tycoon [K, M, B, T, aa, ab, ac …]), and upgrade costs flow directly from the level parameters.
The tick system is the heartbeat of everything. It runs a controlled update loop that advances time, processes queued actions, and syncs state changes at a consistent rate. Each tick fires events that managers and the GUI listen to, batching their updates together.

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jonas.gaden

I started by sketching a new layout - one that would make resource management and navigation more intuitive, while also giving the game a sleeker, more “Martian” feel.

I introduced a notification system, so players can see important events at a glance. The new hotbar and modal windows help keep the interface clean, letting players focus on what matters most. I also added crisp Material icons for actions like launching rockets, upgrading, and managing water or solar power, which really brought the UI to life.

Changelog

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