$29.99Per Aspera Terraform Mars, uncover its past
Grow a living colony from red dirt and machines, while a buried mystery slowly comes to light.
Is Per Aspera worth it?
Per Aspera is worth it if…
- you want a colony game where the map is an entire planet
- you enjoy slow, methodical planning more than constant crisis management
- you like stories about artificial intelligence and difficult moral choices
- you want a sandbox to shape with friends at your own pace
- you have the patience to watch a world change over dozens of hours
Screenshots
Terraform an entire planet
Most colony games give you a valley. Per Aspera gives you Mars, the whole thing, built on real geographical data from NASA. You start on bare rock and work toward a breathable sky: raising the temperature, thickening the atmosphere, melting ice, seeding life. The science behind it comes from actual proposals by real space agencies, so the plan you follow is one humanity could plausibly attempt. There is a slow, strange pleasure in watching a red sphere slowly turn blue on the map, one milestone at a time. Fair warning: it takes its time. Much of the game is waiting for a planet to change, which is either the point or the problem depending on your patience.
A story told from inside the machine
You play AMI, an artificial consciousness waking up on Mars with a prime directive: make the planet habitable for humans. The story unfolds as you terraform, with voiced characters (Troy Baker among them) talking to you across the radio, and choices with planet-wide consequences. AMI is written as an infant mind learning what it is, and the narrative asks what an AI owes the people depending on it. There is also a mystery underneath: humanity has tried to colonize Mars before and failed, and something on the planet wants you to fail too. Digging into those old ruins while keeping your colonies running gives the campaign an edge the building alone does not have.
A city builder the size of a world
If you like laying out districts and watching a settlement grow, this scales that up to a civilization. You place mines, power plants, factories and habitats, and the game connects them into one planetary network of resources and roads. The balancing act is the core: power against demand, raw materials against production, food and oxygen against a colonist population that keeps growing. Research branches let you tailor the plan, choosing which technologies to pursue and which terraforming route to take. It is less about micromanaging individual citizens and more about designing a machine that spans a hemisphere and does not choke on its own growth.
Keep the colonists alive
Your settlers arrive trusting you completely, and they cannot survive without you. Every habitat needs oxygen, water, food and power, and a shortage anywhere ripples through the whole network. Sandstorms roll in, asteroids fall, and when life support slips, colonists pack up and leave. The colony sim tension here comes from scale: one bad decision in a mine on the other side of the planet can starve a city you built hours ago. There is combat too, as the threatening presence on Mars attacks your structures, though it stays a light touch rather than a war game. The real opponent is the planet itself.
Terraform together
Up to four players can share a Mars in online co-op, sandbox mode only. There is something quietly great about it: one friend obsessing over power grids while another plans where the first ocean should go, arguing about CO2 levels like it matters, because it does. The sandbox strips out the story and leaves the pure planet-shaping toy, which is exactly what you want for a relaxed evening with others. Everyone works on the same world at once, so a session becomes a long, slow group project. If you and your friends like games you can leave running in the background while you talk, this fits.


























