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Dev Diary 5 - It's a Mystery! By Boian Spasov from Haemimont Games


Hi, everyone! In today's short and sweet dev diary I will talk about the mysteries - our way to inject a little bit of story within the sandbox game, to introduce additional challenges for your developed colony and to make each playthrough different!

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Our mysteries are long epic scripted sequences of events that tell an interactive and often fantastic story. Only one of the several available mysteries can be active during each game. You will be prompted to choose which one at the start and you can also opt to play a random one. Even though the mystery is chosen this early, it will not start until much later, usually, after you are done with the early-game problems and have developed your colony for several hours.
Without going too deep into spoilers territory, let's just say that mysteries more often than not are centred on strange phenomena and alien artefacts. Clarke's Rendezvous with Rama was our first inspiration, specifically the theme of encountering and exploring what is not only unknown but also possibly not entirely knowable.

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As you can see in the screenshots, the mysteries are the one feature where we let our imaginations run wild. While we are committed to keeping the core gameplay plausible and realistic, we also wanted a place to tell more fantastic stories, a way for us pay homage to the "fiction" aspect of the sci-fi genre. While we are aware that some players will prefer to keep the things more grounded to reality, with the mysteries being optional, they can always disable them for a more realistic experience that focuses only on Mars colonization.

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Mysteries are so much more than text windows telling a story, though. Each mystery features unique visual and gameplay elements and some of these have a dramatic impact on the playthrough. Again, I will try to avoid specific spoilers, but in very general terms, here are just a few the unique elements that can be introduced by a mystery:

  • Interactive objects in the world that affect your colony
  • Visual changes in the environment
  • Buildings with unique visuals and gameplay effects
  • New disasters
  • New technologies
  • Colonist traits
  • Changes to existing gameplay mechanics - e.g. forbidding contact with Earth or altering drone behaviour
  • Anomalies with unique effects
As a genre, city builders tend to become a bit repetitive mid to late-game, especially after several games when you have familiarized yourself with all the mechanics. The new features of the mysteries aim to break this monotony, introduce unexpected challenges and give a different spin to each playthrough.

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Playing through a mystery takes quite a while even on the fastest game speed. The narrative sometimes branches and mysteries often have more than one possible ending. Based on the length of the average playthrough, we honestly expect that many players will not experience any of the endings and we are perfectly ok with this. Still, if you have persisted and "won" the mystery, you will also receive a reward for your efforts, such as a permanent benefit to the colony or a breakthrough technology that would've otherwise been unavailable. Personally, I hope that you will find your journey through the mystery even more rewarding.
 

Tavior

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Look like I guessed that they were partially disaster correctly yesterday!

I think it would be cool if you could also choose Random but just for a difficulty setting, i.e. Random (easy), Random (medium) or Random (hard). Especially for the first playthrough when I may want to just go for Random (easy).

My +1 isn't enough!!!

I loved setting like this in AI War and few other game. It is a shame that option like this aren't more common.
 

agustinalarcon

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Thoses black box remind me of the Doxtor Who episode "the year of the slow invasion", very good!

Imagine, you make a base called "Bowie One" ;) and have this mystery? Great stuff incoming.

According to the screen shots that would be "The Power of Three."

Yep, spotted that thank you. Was reading the dev diary on my phone so couldn’t read it.
I’m also mildly ashamed that I didn’t get it from the name (x to “the power of three”, or cubed!)

I think the title of the episode is precisely "The power of three" and not "The year of the slow invasion" (see the redirection on Wikipedia) https://en.wikipedia.org/wiki/The_Power_of_Three_(Doctor_Who) so it all makes sense.

I hadn't realised the pun wit the power of three (cubed), I only thought it was because of Doctor + Amy + Rory, the three of them. Nice :)
That's what happens when you're not a native english speaker I guess
 

Penguin Zero

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How hard will it be for modders to add in their own Mysteries? Will it be relatively simple, like creating an event chain in CK2 or Stellaris, or will there be more complexities involved?
 

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I was watching Angry Tom's play through of the cubes mystery on you tube. At some point he questioned if the cubes were possibly bombs or something. I thought to myself that it was not likely that they would do anything really bad, as this was one of the 'easy' mysteries. It has occurred to me that we really don't know what the different ratings on the mysteries represent. Are the 'hard' ones more likely to do something to harm the colony?

@candyalien @Boyan_Haemimont

Can you elaborate on this a little? What exactly do the different ratings (easy/normal/hard) represent? (Obviously without giving away too much).
 

Blizzard_Haemimont

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I was watching Angry Tom's play through of the cubes mystery on you tube. At some point he questioned if the cubes were possibly bombs or something. I thought to myself that it was not likely that they would do anything really bad, as this was one of the 'easy' mysteries. It has occurred to me that we really don't know what the different ratings on the mysteries represent. Are the 'hard' ones more likely to do something to harm the colony?

@candyalien @Boyan_Haemimont

Can you elaborate on this a little? What exactly do the different ratings (easy/normal/hard) represent? (Obviously without giving away too much).

The difficulty ratings represent two factors:

- How difficult it is to reach a positive ending for the particular mystery
- How threatening the mystery can be for the colony

Keep in mind that all this can depend on playstyle and additional factors, so for a particular map and colony a mystery may be harder or easier than its rating suggests. For example, if you play on a map with lots of meteor strikes a hypothetical mystery that threatens the colony with additional meteor strikes may be easier, since you are more likely to be prepared for the threat.
 

Blizzard_Haemimont

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Thoses black box remind me of the Doxtor Who episode "the year of the slow invasion", very good!

Imagine, you make a base called "Bowie One" ;) and have this mystery? Great stuff incoming.

Good catch! Doctor Who episode "The Power of Three" was in fact the inspiration behind this mystery, just as "Inner Light" was inspired by Star Trek.
 
Last edited:

Blizzard_Haemimont

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Are you sure?

Would you compare these to the event chains in Tropico like Penultimo and the asylum or the fish people, and the narrative chains in Stellaris?

As a part of the team that designed both games, I can easily make a comparison with the missions in Tropico. The mysteries in Suriving Mars take quite longer to be finished than any Tropico mission (talking about Tropico 4 and 5 here). They also start after several hours of gameplay. They are not necessarily more text-content intensive and are certainly not as humorous, but they feature more surprises and unique gameplay elements.

That being said, I have no doubt that the hardcore players will experience the various endings of the mysteries, it is just that many gamers play more casually and are not inclined to dedicate many hours to a single playthrough in a city builder game.
 
Last edited:

adil3tr

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As a part of the team that designed both games, I can easily make a comparison with the missions in Tropico. The mysteries in Suriving Mars take quite longer to be finished than any Tropico mission (talking about Tropico 4 and 5 here). They also start after several hours of gameplay. They are not necessarily more text-content intensive and are certainly not as humorous, but they feature more surprises and unique gameplay elements.

That being said, I have no doubt that the hardcore players will experience the various endings of the mysteries, it is just that many gamers play more casually and are not inclined to dedicate many hours to a single playthrough in a city builder game.

That inspires a lot of confidence, I remember feeling like a lot of city builders don't reward long playthroughs as much as they could, although many enjoy the fresh start and quick growth of a new city the most. You make it sound really intriguing and if it pays off as much as you say this game should be a real landmark in the genre. I hope Tropico 6 has this as well, and focuses less on the timelines that made 5 feel somewhat linear and repetitive.
 
Last edited:

Blizzard_Haemimont

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That inspires a lot of confidence, I remember feeling like a lot of city builders don't reward long playthroughs as much as they could, although many enjoy the fresh start and quick growth of a new city the most. You make it sound really intriguing and if it pays off as much as you say this game should be a real landmark in the genre. I hope Tropico 6 has this as well, and focuses less on the timelines that made 5 feel like of linear and repetitive.

I am quite eager to see what Tropico 6 will do as well. Since it is being made by a new developer company I can enjoy it purely as a fan for a first time since Tropico 1 and 2.
 
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TheDarkMaster

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Here are my guesses on the sci-fi tropes that each mystery covers:

1) Power of three: Exotic materials.
2) Inner Light: Psionics and post-humans.
3) Beyond Earth: First contact / alien traders.
4) Artificial Intelligence: Self explanatory, your AI develops self awareness and eventually sapience.
5) Spheres: Living matter, I think? It's hard to say much about the floating balls of water we've seen so far. All we really know is that it's Nicky's favorite mystery.
6) The Dredgers: Underground aliens.
7) Marsgate: Wormholes.
8) The Last War: Colonial Independence War. Actually a historical trope, not a sci-fi one. However, it is one that does come up in sci-fi stories many times.
9) Wildfire: No idea, actually.

EDIT:

I realized that The Last War could also be the apocalypse on Earth, leaving the player on their own from that point forwards and possibly also letting them re-colonize Earth afterwards.

Smikewolf pointed out that Wildfire could be an alien weapon activating and destroying parts of the colony or a disease that spreads like wildfire among the colony.
 
Last edited:

Pagan Pants

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I'm really excited for this game! I have always fostered a fascination with Mars, and as of late, games on colonization have been minimal in short supply. This game looks very thorough with its detail and level of involvement, and I can't wait.
 

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Here are my guesses on the sci-fi tropes that each mystery covers:

1) Power of three: Exotic materials.
2) Inner Light: Psionics and post-humans.
3) Beyond Earth: First contact / alien traders.
4) Artificial Intelligence: Self explanatory, your AI develops self awareness and eventually sapience.
5) Spheres: Living matter, I think? It's hard to say much about the floating balls of water we've seen so far. All we really know is that it's Nicky's favorite mystery.
6) The Dredgers: Underground aliens.
7) Marsgate: Wormholes.
8) The Last War: Colonial Independence War. Actually a historical trope, not a sci-fi one. However, it is one that does come up in sci-fi stories many times.
9) Wildfire: No idea, actually.


I agree with most of these,
7) Marsgate - Made me think of DOOM, so like wormholes. But then I realised that someone did mention about interrupting/disrupting communications with Earth, so I thought this might be a reference to "Watergate". I disregarded this later theory as watching the lets-plays there's been an anomaly near the top of the map in the unexplored area since about #3.

9) Wildfire - sounds a little "Scorched Earth" to me, so maybe some alien tech that causes a cascade of catastrophic failures across the colony? OR, this could be an alien disease that spreads through the colony like wildfire and threatens to decimate your population...

Who knows, can't wait to play and find out.
 

TheDarkMaster

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8) The Last War: Colonial Independence War. Actually a historical trope, not a sci-fi one. However, it is one that does come up in sci-fi stories many times.
I realized this one could also be the apocalypse on Earth as well, in the form of a global nuclear exchange. The effect of cutting the player off from Earth would be the same as an independence war, but would fit the name 'Last' better and would save the trouble of having to create a system for building a military to fight off expeditionary forces.

That said, I think both would be really cool mysteries to play eventually. One where Mars has to secure their independence against an Earth that is levying increasingly untenable taxes on them. The other where Mars has to survive for several years on their own, then start sending settlers back home to rebuild (which would interestingly, be a heck of a lot easier than colonizing Mars was in the first place).
 

SpaceMan1

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Good catch! Doctor Who episode "The Power of Three" was in fact the inspiration behind this mystery, just as "Inner Light" was inspired by Star Trek.


So pre much it’s a Easter egg in its self to Doctor Who I do hope there’s more who Easter eggs idk a cool statue that moves and disappears randomly when ur not on that area of the map i can see people getting spooked out with that one haha