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Terraforming Mars similar games & best alternatives

Terraforming Mars

PC (Microsoft Windows), iOS, Mac, Android • 2018

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Quick resume

The taming of the Red Planet has begun! Corporations are competing to transform Mars into a habitable planet by spending vast resources and using innovative technology to raise temperature, create a breathable atmosphere, and make oceans of water.

Global score

71/100

Genres

Strategy, Simulator

Similar games

    Pros

    • Faithful adaptation of popular board game
    • Streamlined gameplay and bookkeeping
    • High replayability with strategic depth
    • Active online multiplayer community
    • Regular updates and expansions planned

    Cons

    • Bugs and ui quirks reported
    • Lack of drafting mode at launch
    • Rudimentary matchmaking and ranking
    • Ai opponents often weak or predictable
    • Long waiting times due to afk players

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have extensive freedom to choose their political path, offices, policies, and strategies, reflecting high personal control over actions and decisions."

      Capsule for The Political Process The Political Process

      "Players have significant control over their actions and strategies, choosing corporations, cards, and play style freely."

    • Competence

      Game with the same Competence vibe

      4

      "Game challenges players with complex tactical combat, resource management, and strategic positioning; AI is punishing and requires skillful play."

      Capsule for Warhammer 40,000: Gladius - Relics of War Warhammer 40,000: Gladius - Relics of War

      "The game challenges players with complex strategy and resource management, requiring skill to optimize plays and overcome AI or human opponents."

    • Competition

      Game with the same Competition vibe

      3

      "Includes multiplayer with ranked modes and leaderboards; players compete for territory and victory conditions."

      Capsule for Northgard: Definitive Edition Northgard: Definitive Edition

      "Multiplayer mode involves competing against others for highest terraforming rating and points, though matchmaking and ranking systems are rudimentary."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long sessions, high replayability, and habitual engagement with the game."

      Capsule for Total War: PHARAOH DYNASTIES Total War: PHARAOH DYNASTIES

      "Players report long play sessions and habitual engagement, with many hours logged and desire to replay with different strategies."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay focuses primarily on individual campaigns and personal strategies with limited cooperative or team-based elements."

      Capsule for The Political Machine 2020 The Political Machine 2020

      "Gameplay is primarily individualistic, focusing on personal objectives rather than team goals or cooperative play."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players build unique card engine combinations and adapt strategies each game."

      Capsule for Race for the Galaxy Race for the Galaxy

      "Players create unique engine-building strategies and customize play through card choices and corporation selection."

    • Domination

      Game with the same Domination vibe

      -2

      "Interactions are competitive but respectful; no evidence of trash talk or dominance behaviors."

      Capsule for Riptide GP: Renegade Riptide GP: Renegade

      "Interactions are competitive but generally respectful; no reports of trash talk or dominance behaviors."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players use the game as a mental challenge and distraction, sometimes to relax or escape daily routine."

      Capsule for TIS-100 TIS-100

      "Players use the game as a relaxing distraction and mental challenge, especially during social distancing or solo play."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and love for the game; no obligation or pressure reported."

      Capsule for Tchia Tchia

      "Players engage voluntarily out of intrinsic interest and love for the board game; no pressure or obligation reported."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "The game encourages trying new strategies, civilizations, and victory conditions with high replayability."

      Capsule for Sid Meier's Civilization® V Sid Meier's Civilization® V

      "High replayability encourages trying new strategies, corporations, and card combinations."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of new maps and scenarios, but mostly familiar environments and known gameplay."

      Capsule for Stronghold: Definitive Edition Stronghold: Definitive Edition

      "Some exploration through different maps and expansions, but largely familiar game environments."

    • Expression

      Game with the same Expression vibe

      2

      "Limited customization beyond factory design; no avatar or cosmetic personalization noted."

      Capsule for MineMogul MineMogul

      "Limited customization mostly through card and corporation choices; no avatar or cosmetic personalization."

    • Fantasy

      Game with the same Fantasy vibe

      1

      "While sci-fi themed, the game emphasizes realistic physics and plausible space travel over fantasy elements."

      Capsule for Evochron Mercenary Evochron Mercenary

      "The game has a sci-fi theme of terraforming Mars, but grounded in plausible science and strategy rather than high fantasy."

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Community and multiplayer interactions exist, with some social engagement; however, much gameplay is solo or limited social connection."

      Capsule for Supreme Ruler 1936 Supreme Ruler 1936

      "Online multiplayer and community engagement exist, but social interaction is limited and often competitive rather than cooperative."

    • Growth

      Game with the same Growth vibe

      4

      "Players learn complex mechanics, character abilities, and develop strategic thinking over time."

      Capsule for Gremlins, Inc. Gremlins, Inc.

      "Players develop strategic thinking and learn complex game mechanics over time."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz World of Tanks Blitz

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during turns; some waiting involved but not primarily idle or background play."

      Capsule for Mysterium: A Psychic Clue Game Mysterium: A Psychic Clue Game

      "Requires focused attention during turns; idle players cause frustration and waiting times."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Social interactions are mostly competitive and surface-level; no evidence of close relationships forming in-game."

      Capsule for Skullgirls 2nd Encore Skullgirls 2nd Encore

      "Social interactions are surface-level and competitive; no evidence of close relationships forming through gameplay."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership roles; players act independently without guiding others."

      Capsule for Wingspan Wingspan

      "No leadership roles; players act independently without guiding others."

    • Progression

      Game with the same Progression vibe

      4

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

      Capsule for Per Aspera Per Aspera

      "Strong progression through resource accumulation, card acquisition, and terraforming rating increases."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Many players find the game relaxing and enjoyable despite some frustration from bugs."

      Capsule for Goblins of Elderstone Goblins of Elderstone

      "Many players find the game relaxing and mentally engaging, though some frustration arises from bugs and waiting."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and music are pleasant and charming but not highly stimulating; gameplay provides moderate sensory engagement."

      Capsule for Reus Reus

      "Visuals and music are pleasant but not highly stimulating; some players appreciate the aesthetic improvements over the board game."

    • Status

      Game with the same Status vibe

      1

      "Some recognition through achievements and multiplayer rankings, but limited social visibility."

      Capsule for Crush Your Enemies Crush Your Enemies

      "Some social recognition through multiplayer and achievements, but limited ranking or visibility systems."

    • Story

      Game with the same Story vibe

      2

      "Some narrative elements about terraforming the planet, but gameplay is mostly task and automation focused."

      Capsule for Craftomation 101: Programming & Craft Craftomation 101: Programming & Craft

      "The game has a thematic narrative of terraforming Mars, but gameplay is largely abstract and strategic."

    • Strategy

      Game with the same Strategy vibe

      5

      "Core gameplay revolves around deep strategic planning, resource management, and tactical decision making."

      Capsule for AI War 2 AI War 2

      "Core gameplay revolves around deep strategic planning, resource management, and tactical decision making."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some tension and excitement arise from challenging shots and competitive play, but overall a calm experience."

      Capsule for Cue Club 2: Pool & Snooker Cue Club 2: Pool & Snooker

      "Some tension and excitement from competitive play and close games, but overall a calm strategic experience."

    • Value

      Game with the same Value vibe

      3

      "Players generally feel the game offers good value for price and playtime."

      Capsule for The House of Da Vinci 3 The House of Da Vinci 3

      "Players feel the game offers good value for time and money, especially compared to physical board game costs."

    • Violence

      Game with the same Violence vibe

      -4

      "No combat or destruction; gameplay focuses on constructive building and terraforming."

      Capsule for The Planet Crafter The Planet Crafter

      "Gameplay focuses on constructive terraforming and resource management rather than combat or destruction."

    • Survival

      Game with the same Survival vibe

      1

      "Some resource management and threat avoidance, but overall low-risk compared to hardcore survival games."

      Capsule for Far Cry® 6 Far Cry® 6

      "Some resource management and risk avoidance, but low threat and failure consequences compared to survival games."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Competition, Status, Story, Expression. Here, the score leans higher than usual among comparable games on Story, Fellowship. It leans lower than usual among comparable games on Violence.

    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