Compare Waking Mars prices across 50+ stores and find the best deal. Developed by Tiger Style. Published by Tiger Style. Released on 12/13/2012. Available on PC, Mac, Linux, Xbox. Genres: Action, Adventure, Indie. Metacritic score: 79/100.

Forget combat. Waking Mars hands you seeds instead of weapons and dares you to grow your way off a dying planet. Seven hours of quiet, extraordinary science fiction.

I keep thinking about the moment Waking Mars stops feeling like a puzzle game and starts feeling like something else entirely. You are jetpacking through subterranean Mars, and somewhere around the second cavern cluster you realize the ecosystem you have been tending is running on its own. You planted the right Zoa in the right soil, the cerebranes opened the passage ahead, and the whole biological machine just breathes. Tiger Style built something genuinely rare here: a game whose central tension is creation rather than destruction, and whose atmosphere earns every quiet second it asks of you. The core loop is deceptively simple. Dr. Liang Qi, an astrobiologist trapped underground after a cave-in, must raise the biomass level in each cavern to progress. You collect seeds, read the terrain, and plant strategically. Each Zoa species has its own soil pH requirements, dietary needs, and relationship to the other organisms around it. Some feed their neighbors; some are carnivorous and will consume the mobile Phyta creatures if you position them correctly; some release spores that shift the soil composition, which in turn changes what can grow nearby. The design intent was to build an ecosystem simulation you could learn, master, and leverage, and in the first two-thirds of the game that ambition lands beautifully. Watching a chamber bloom into self-sustaining life after careful cultivation is a genuine sensory payoff, and the nearly two-hour original soundtrack, an IGF nominee for Excellence in Audio, gives the whole thing a slow ceremonial weight that few games at this scale manage. The rougher edges surface in the latter half. Once you internalize the most efficient planting strategy for maximum biomass, the game leans on repetition rather than revelation. Later zones demand higher biomass thresholds and specific seed types, which means backtracking between caverns to ferry seeds room by room. The sense of discovery dulls, and the dialog system, delivered through audio conversations between Liang, his remote support Amani, and the sardonic AI companion ART, starts to interrupt momentum more than it enriches it. Liang himself is written with a scientist's restraint, which fits the tone but makes him hard to root for personally. These are real complaints, not cosmetic ones. And yet none of them hollow out the experience. Waking Mars is the kind of game that trusts you to sit with a slow opening because it has thought carefully about where the payoff lives. It ends with a branching choice that determines the fate of Mars and its Zoa, and it lets you immediately reload and try the other path, which is exactly the right call for a game this philosophically earnest. Multiple endings, optional research achievements, and the layered ecology mean attentive players will find more than casual ones, without punishing either. At somewhere between six and ten hours depending on how deeply you investigate, it knows its own length. Games that know when to end are rarer than they should be. Kai, Scout Team

Waking Mars
ActionAdventureIndie

Waking Mars

Dec 13, 2012Tiger Style
GamerScout Says

Forget combat. Waking Mars hands you seeds instead of weapons and dares you to grow your way off a dying planet. Seven hours of quiet, extraordinary science fiction.

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About Waking Mars

I keep thinking about the moment Waking Mars stops feeling like a puzzle game and starts feeling like something else entirely. You are jetpacking through subterranean Mars, and somewhere around the second cavern cluster you realize the ecosystem you have been tending is running on its own. You planted the right Zoa in the right soil, the cerebranes opened the passage ahead, and the whole biological machine just breathes. Tiger Style built something genuinely rare here: a game whose central tension is creation rather than destruction, and whose atmosphere earns every quiet second it asks of you. The core loop is deceptively simple. Dr. Liang Qi, an astrobiologist trapped underground after a cave-in, must raise the biomass level in each cavern to progress. You collect seeds, read the terrain, and plant strategically. Each Zoa species has its own soil pH requirements, dietary needs, and relationship to the other organisms around it. Some feed their neighbors; some are carnivorous and will consume the mobile Phyta creatures if you position them correctly; some release spores that shift the soil composition, which in turn changes what can grow nearby. The design intent was to build an ecosystem simulation you could learn, master, and leverage, and in the first two-thirds of the game that ambition lands beautifully. Watching a chamber bloom into self-sustaining life after careful cultivation is a genuine sensory payoff, and the nearly two-hour original soundtrack, an IGF nominee for Excellence in Audio, gives the whole thing a slow ceremonial weight that few games at this scale manage. The rougher edges surface in the latter half. Once you internalize the most efficient planting strategy for maximum biomass, the game leans on repetition rather than revelation. Later zones demand higher biomass thresholds and specific seed types, which means backtracking between caverns to ferry seeds room by room. The sense of discovery dulls, and the dialog system, delivered through audio conversations between Liang, his remote support Amani, and the sardonic AI companion ART, starts to interrupt momentum more than it enriches it. Liang himself is written with a scientist's restraint, which fits the tone but makes him hard to root for personally. These are real complaints, not cosmetic ones. And yet none of them hollow out the experience. Waking Mars is the kind of game that trusts you to sit with a slow opening because it has thought carefully about where the payoff lives. It ends with a branching choice that determines the fate of Mars and its Zoa, and it lets you immediately reload and try the other path, which is exactly the right call for a game this philosophically earnest. Multiple endings, optional research achievements, and the layered ecology mean attentive players will find more than casual ones, without punishing either. At somewhere between six and ten hours depending on how deeply you investigate, it knows its own length. Games that know when to end are rarer than they should be. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaEcosystem SimulationCombat-FreeMultiple EndingsBranching NarrativeIGF NomineeHard Science FictionBiomass MechanicsMeditative PacingVoiced Dialogue

System Requirements

Minimum

OS
Windows XP
Memory
512 MB RAM
Graphics
OpenGL 3.0, or OpenGL 2.1 with framebuffer extensions
Processor
x86-compatible, 2-Ghz or faster
Hard Drive
400 MB HD space

Reviews & Ratings

Metacritic
79

Game Info

Developer
Tiger Style
Publisher
Tiger Style
Release Date
Dec 13, 2012

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