It’s aspace colonycity builderwith apuzzle gamementality - and set on Mars to make things even more enticing.

A graph charting my enjoyment over time would look like a childs drawing of a mountain.

Lets start with the good stuff.

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The story and the telling of it are easily the two best aspects of Farlanders.

In between the storytelling, of course, is the actual developing a colony on Mars bit.

Its not often you see this in city builders and its great.

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It makes proceedings feel like youre playing Martian space chess.

The first thing you do on any map is plop a base down somewhere.

Each map is fairly small, but works on a grid system, and is procedurally generated.

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Everything needs to be connected to your base in one way or another.

Again, pretty standard city-building stuff.

Some of the internal logic is bizarre, though.

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Build a park, and it closes every time you run out of spices.

I could moan about the landing platforms attached to the base, too.

Hell, Iwill, briefly.

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Bigger deliveries of resources you buy and larger batches of colonists that you attract require more platforms.

Sure, I get that.

What are they taking in their luggage, spare space shuttles?

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The real problem, in a few ways, is how colony happiness works.

As more people move in, the general happiness level slowly rises.

Were on Mars here though, remember?

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The good news is, tools are available to change the status of terrain.

Oh - and its not guaranteed that youre given a new one on every turn, either.

Theres a time limit on the standard campaign difficulty, too.

Crucially, things simply arent explained very well.