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Per Aspera similar games & best alternatives

Per Aspera

PC (Microsoft Windows) • 2020

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Quick resume

Make Mars your own! Take control of the world’s most sophisticated AI (AMI) and terraform the surface of the Red Planet for a city-building experience on a planetary scale. Transform this barren world into a lush paradise and explore the surface for any ancient secrets that may be waiting.

Global score

76/100

Genres

Indie, Simulator, Strategy

Similar games

    Pros

    • Compelling sci-fi story with multiple endings
    • Immersive mars terraforming and colony building
    • Atmospheric visuals and sound design
    • Accessible yet strategic gameplay
    • Continuous developer support and dlc

    Cons

    • Slow pacing and repetitive late game
    • Logistics ai and resource transport issues
    • Limited tutorial and ui quality of life features
    • Minimal combat and multiplayer depth
    • Some narrative interruptions and pacing flaws

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to explore, build bases, and choose progression paths with terraforming and crafting."

      Capsule for The Planet Crafter: Prologue The Planet Crafter: Prologue

      "Players control an AI character making strategic decisions on terraforming and colony expansion with freedom to choose building placement and research paths."

    • Competence

      Game with the same Competence vibe

      3

      "Players engage in managing complex logistics, balancing finances, and optimizing routes, requiring skill and strategic thinking."

      Capsule for City Bus Manager City Bus Manager

      "Players engage in managing complex logistics, resource allocation, and terraforming challenges requiring planning and problem solving."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal progression and story; no evidence of competitive multiplayer or leaderboards."

      Capsule for Laika: Aged Through Blood Laika: Aged Through Blood

      "Focus is on personal progression and story; no evidence of competitive multiplayer or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often spend about an hour or more engaged, with some desire for more content and replay."

      Capsule for 20 Small Mazes 20 Small Mazes

      "Players invest many hours in a single playthrough; some find late game slow and less engaging, limiting replayability."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "Primarily single-player with some co-op support; cooperation is limited but present in multiplayer mode."

      Capsule for Cult of the Lamb Cult of the Lamb

      "Game primarily single-player; some mention of multiplayer co-op but limited data on cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players build and customize bases, vehicles, and trade routes; some limitations in building but overall creative freedom."

      Capsule for Project 5: Sightseer Project 5: Sightseer

      "Players design and expand bases across Mars with freedom to place buildings anywhere, shaping infrastructure organically."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions emphasize story and exploration; no evidence of exerting control or superiority over other players."

      Capsule for Avernum 3: Ruined World Avernum 3: Ruined World

      "Interactions emphasize story and management; no evidence of exerting control or superiority over other players."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive sci-fi world and atmospheric gameplay provide strong escape from real life."

      Capsule for ADACA ADACA

      "Immersive sci-fi narrative and atmospheric gameplay provide strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by interest in story, combat, and world; no indication of obligation or pressure."

      Capsule for FINAL FANTASY XVI FINAL FANTASY XVI

      "Players engage voluntarily driven by interest in story and terraforming mechanics; no indication of obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players explore different areas and mechanics, though gameplay loop is simple and somewhat repetitive."

      Capsule for Lost Nova Lost Nova

      "Players explore different terraforming methods and strategies, though gameplay loop is somewhat repetitive."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of Mars surface, anomalies, and resource locations is a key gameplay element."

      Capsule for Surviving Mars Surviving Mars

      "Players discover new areas, ruins, and mysteries on Mars, enhancing immersion and curiosity."

    • Expression

      Game with the same Expression vibe

      2

      "Customization mainly through city design and building placement; limited avatar or cosmetic personalization."

      Capsule for Zeus + Poseidon Zeus + Poseidon

      "Customization mainly through building placement and colony design; limited cosmetic personalization."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Imaginative sci-fi setting of terraforming Mars with fictional leaders and events."

      Capsule for Terraformers: First Steps on Mars Terraformers: First Steps on Mars

      "Sci-fi setting with AI protagonist and terraforming Mars offers imaginative fictional experience."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Primarily single-player experience with minimal social or community interaction."

      Capsule for TY the Tasmanian Tiger 2 TY the Tasmanian Tiger 2

      "Primarily single-player experience with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn complex crafting chains, automation, and terraforming mechanics, showing skill development."

      Capsule for Eden Crafters Eden Crafters

      "Players learn terraforming mechanics and improve strategic planning over time."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity elements."

      Capsule for Sultan's Game Sultan's Game

      "Sedentary gameplay with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      3

      "Game allows for relaxed play with some waiting periods and pacing that supports casual engagement."

      Capsule for Fabledom Fabledom

      "Gameplay includes long periods of waiting and slow progression, allowing for casual engagement."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Social interactions limited to scripted character dialogues; no close player relationships."

      Capsule for Shadow Gambit: The Cursed Crew Shadow Gambit: The Cursed Crew

      "Social interactions limited to narrative dialogue; no close player relationships."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage the colony, making decisions that affect its survival and growth."

      Capsule for Aven Colony Aven Colony

      "Players lead the colony and make key decisions shaping Mars' development."

    • Progression

      Game with the same Progression vibe

      4

      "Strong focus on accumulating resources, upgrading colonies, researching technologies, and expanding."

      Capsule for Planet S Planet S

      "Strong focus on accumulating resources, research, and upgrades to advance terraforming and colony."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Calm, atmospheric gameplay with a slow pace and soothing music promotes relaxation."

      Capsule for The Uncertain: Last Quiet Day The Uncertain: Last Quiet Day

      "Slow-paced, chill gameplay with atmospheric music and visuals promotes relaxation."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and auditory elements are pleasant but not highly stimulating or intense."

      Capsule for Citadelum Citadelum

      "Visual and auditory elements are pleasant but not highly stimulating or intense."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking systems; focus on individual achievement."

      Capsule for Motel Manager Simulator Motel Manager Simulator

      "No social recognition or ranking systems; focus on individual achievement."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is a core strength with multiple endings, lore, and character development."

      Capsule for BLACK SOULS BLACK SOULS

      "Narrative immersion is a major strength with deep story, character development, and multiple endings."

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires mental challenge in planning logistics, spatial arrangement, and resource management."

      Capsule for Star Birds Star Birds

      "Requires mental challenge in logistics, resource management, and long-term planning."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Gameplay is slow-paced and controlled with minimal suspense or risk elements."

      Capsule for Idling to Rule the Gods Idling to Rule the Gods

      "Gameplay is slow and methodical with minimal suspense or risk."

    • Value

      Game with the same Value vibe

      3

      "Players report good value for time spent, especially on sale, with many hours of gameplay."

      Capsule for Space Food Truck Space Food Truck

      "Players report good value for time spent, especially on sale; story and gameplay justify purchase."

    • Violence

      Game with the same Violence vibe

      -4

      "Combat is minimal and light; focus is on constructive activities like farming and building."

      Capsule for Snacko Snacko

      "Combat is minimal, rudimentary, and not a focus; emphasis on constructive building and terraforming."

    • Survival

      Game with the same Survival vibe

      2

      "Players manage threats and resource scarcity but in a relatively stable environment."

      Capsule for CivCity: Rome CivCity: Rome

      "Players manage threats and resource challenges but overall environment is stable and controlled."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Idle, Thrill, Violence, Survival. Here, the score leans higher than usual among comparable games on Leadership, Story, Cooperation.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026