
Marsfall: Origins
One hero. A desert that fights back.
Start with a single soldier and an empty dune. Pour concrete, raise a Command Core, harvest Emburrn, and hold the ground against sandworms and a rival compound.
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Gameplay trailer.
Screenshots.





Developer diary.

Fixed Expedition saves disappearing from Continue
Expedition scouting destinations are now validated against their own field, so valid progress remains available at startup.

Added lightning scars and thunder variants
A ground strike leaves a fading scar for three minutes, with three native thunder recordings.

Kept movement orders through temporary traffic
A short blockage no longer discards the destination, and Harvester detours use simulation time.

Added an eight-track native soundtrack
Eight instrumental recordings stream through a shuffled playlist with independent saved music controls.

Made demolition require an Engineer
Marked buildings come down only while an assigned Engineer is present; queued jobs and placement clearance use the same workers.

Added barracks healing and garrison recruitment
Barracks heal occupants and can deploy new recruits directly into their sixteen-seat garrison.

Expanded silo storage and partial deliveries
Each completed Silo adds 2,500 shared storage; Harvesters can deliver partial loads to Silos or Processors.

Added left-click Engineer boarding
Eligible infantry board carriers and garrison buildings with left-click while selection and repairs remain distinct.

Added a saved Mend toggle for medics
Medics can automatically seek wounded infantry nearby, with manual healing available when automatic care is off.

Added traveling worm warnings and a concrete buffer
Approaching worms leave buried sand wakes; warnings allow escape and concrete protects a surrounding strip.

Grounded lightning strikes at their actual impact position
Forks meet the ground with a synchronized flash, debris and native crack/thunder layers.

Added physical, faction-specific rival scouting
Rivals learn player contacts through actual scouts rather than starting with shared knowledge.

Added a scrollable, cancelable production grid
Job thumbnails show progress and status, and clicking one cancels that exact job.

Added aligned wind fronts and directional shelter
Longer, gentler wind fronts use matching haze and particle motion, with shelter behind substantial terrain and structures.

Added right-click repairs and Alt queues
Engineers select with left-click, repair with right-click and append work with Alt-right-click.

Added partial unloading and automatic Harvester logistics
Unload partial cargo, deliver by processor right-click, and return to harvesting after aligned docking.

Improved concrete expansion and builder clearance
The Core gets an initial pad, new slabs connect to existing concrete, and builders can walk clear of their work.

Reduced first-click and research-opening pauses
Yielding audio decoding and prepared advisor images remove major measured interface stalls.

Added full refunds for canceled research
Unfinished and dependent research returns its cost even when storage is at its cap.

Added optional nearby weapon pickup
An opt-in toggle lets idle infantry collect compatible nearby weapons into empty slots outside combat.

Added sixteen-seat building garrisons
Infantry can board and leave Core and Barracks while production remains available.

Made buildings obstruct power links
Relay line of sight respects buildings while ignoring mobile units and the linked endpoints.

Fixed fog leaking into inventory previews
Equipment previews retain their own lit materials instead of inheriting the world fog silhouette.

Added the Bastion Heavy Transport
A twelve-seat enclosed transport combines a tougher chassis, a roof machine gun and individual disembarkation.

Expanded the Expedition starting force
Fresh Expeditions begin with a commander, two named engineers and5000credits.

Freed jammed vehicles with terrain-safe escape waypoints
Blocked vehicles keep a short safe escape waypoint, then continue their original orders.

Restored rival gathering at shared deposits
Rival engineers can begin working inside a deposit instead of demanding an occupied center point.

Made electrical storms atmospheric
Moving cloud shade, sheet illumination and ambient arcs replace lightning targeted at the player.

Compressed surveys to recover large Expedition saves
Lossless survey ranges keep long-running worlds below the old save-size ceiling while retaining their explored cells.

Improved vehicle route recovery across the Expedition
Terrain searches rotate fairly between vehicles, and planning and driving use the same spatial slope probe.

Fixed distant terrain-height cache collisions
Vehicles now use coordinate-pair height keys so distant Expedition positions cannot share incorrect support samples.

Repaired gathering at deposit arrival boundaries
A tiny numerical tolerance lets rival Pioneers resume work after reaching replacement deposits.

Made rivals recruit and dispatch raids earlier
Rivals raise initial squads before later industrial expansion and can send raids while construction continues.

Added an Armies monitor and safe camera observation
Live army cards show settlement economies and jobs, while observing a rival leaves the Pioneer where the player put them.

Stopped concrete placement rebuilding the landscape
Finished concrete updates nearby vertices and surface stones instead of rebuilding the whole landscape.

Stopped distant construction from rebuilding local terrain
Rival building work no longer forces the nearby landscape to rebuild on every distant edit.

Added minimap and regional atlas zoom
Wheel zoom makes the large Expedition maps easier to inspect.

Added persistent rival settlements and economies
Twenty rival heroes now build paid settlements and develop their own saved economies.

Added damaging wind and lightning fronts
Expedition weather warns of approaching fronts and can damage exposed units.

Added compact radar and permanent production prices
The Expedition HUD keeps navigation and construction costs easier to find.

Restored Expedition survival and enemy observation
Hero loss ends the campaign, and an admin observer can inspect enemy positions.

Added a regional atlas and local Expedition fog
M opens the regional survey map, with an explicit admin teleport for inspecting the Pioneer and landscape.

Opened the first playable Gale Expedition
A measured Gale basin terrain now supports an expedition landing, large-map movement and persistent rival economies.

Named every unit and revised weapon firing rates
Individual units keep their names, and weapon statistics show the revised firing cadence.

Gave rockets distinct visual warhead profiles
Infantry, tank, Strider, aircraft and barrage effects now have different trails and blasts.

Made the flamethrower a continuous stream
Fire Troopers sustain flame particles and positional sound while attacking.

Added larger vehicle destruction blasts
Ground and air vehicles have larger destruction effects, while distant infantry cries fade away.

Added army instancing and a CPU cost display
Shared infantry drawing and pose work reduce duplicated work, with F8 showing measured CPU phases.

Made Endless War more infantry focused
Extra barracks and revised production put more soldiers into the ongoing battle.

Gave the Strider articulated legs and independent weapons
The walker bends its legs to crouch and aims four weapon mounts independently.

Reworked Defense and the transition into prone
Defense now subtracts a fixed amount from each hit, and stance changes have a visible sequence.

Added circle and wedge formations
Squads can form circles and wedges, remember drawn layouts, and reverse explicitly with Shift.

Added Run and Walk commands and mixed squad badges
R switches movement pace, Y takes direct control, and saved groups show each unit type.

Freed reinforcement exits and bounded dropped gear
Endless War reinforcements get clearer exits, while discarded equipment no longer grows without limit.

Added an Engage stance for advancing units
Units can advance while looking for nearby visible enemies, or hold an aggressive stance.

Added following and engineer escort repairs
Alt-click lets units follow a friendly leader, with engineers keeping escorted vehicles repaired.

Added dragged formation lines
Right-drag previews a formation line and its facing before the squad moves.

Let vehicles reverse and infantry backpedal
Short retreats now keep a unit facing forward instead of forcing it to turn around.

Put formations and tactics on command menus
F and T now open focused command menus, with numbered choices for the selected squad.

Added vehicle run-over damage
Tanks and jeeps can hit hostile infantry, with impact damage tied to vehicle mass and speed.

Kept fallen infantry on the battlefield
Fallen infantry remain on the sand after the fight moves on, with a cheaper static body representation.

Improved vehicle routes and group formations
Vehicles can plan around parked units, and formation orders now include the mobile vehicle fleet.

Reworked shock bolts and dual-wield poses
Shock troopers charge before releasing a lightning bolt, while scavenged second weapons have a clearer two-handed pose.

Added Endless War to the Battle Demo
Both compounds can keep producing reinforcements, with four intensity settings for increasingly crowded battles.

Added a firing range with distinct weapon effects
A dedicated range makes weapon trails and impacts easier to compare, and the chosen effects now distinguish battlefield weapons.

Added control-group badges and steadier unit orders
Recall squads from visible group badges, switch stance directly, and stop blocked units from repeatedly twitching.

Added Battle Demo and Auto Battle
Two prepared bases and opposing armies make it possible to jump straight into a large battle.

Added Shock and Fire Troopers
I added two Barracks units: Shock Troopers chain electrical attacks between nearby enemies, while Fire Troopers damage targets along a short flame stream.

Added a Training Automaton and visible armor
A recruitable practice unit provides a durable target for testing weapons and armor.

Added flat platforms and destructive demolition
Concrete now levels into one platform, and engineers tear structures and rock down with a timed demolition instead of reusing the build animation.

Added terraforming concrete and power arcs
Poured slabs now grade the dune underneath them, and a new cable announces itself with a ten-second electrical arc.

Added the Developer Database
Units, items, weapons, voices, sounds, and effects now live in one pause-screen catalog, and each of them can be previewed through the real game.

Added a field medic and scavenged weapons
A researchable medic can reach wounded infantry, and any soldier can pick up a dropped weapon into the free hand.

Added service ranks and the unit console
Kills now promote individual soldiers, and the selected unit shows rank, weapons, and passengers in one footer instead of a spreadsheet.

Added Jeep passengers and vehicle repair
The Dustrunner carries two infantry who can fire from the seats, and engineers can repair the hull underneath them.

Expanded the desert and added a rival compound
The map grew about five times over, with finite Emburrn fields and a defensive enemy base at the far end.

Added the Valkyrie Trooper
A long-range marksman joins the barracks after rocket research, with her own voice and a gauss rifle.

Added wind generators and a power station
Bases now run from a wind trap and a four-pad power station, with live load and visible links between them.

Added Emburrn gathering for a lone hero
The surviving hero can pull Emburrn straight from a field and fund a new Command Core without a single building.

Added direct control for infantry and vehicles
One selected soldier or vehicle can be driven from the mouse and keyboard, with the guns aimed separately from the hull.

Added research branches and an advisor
A Systems Laboratory opens four research paths, and each completed study unlocks a building or a unit instead of a hidden percentage.

Added salvage and sandworm combat
The hero can tear a building down for half its cost, and a sandworm can be shot, enraged, and killed.

Added a lone hero and Command Core construction
An expedition now starts with one equipped hero, who lays concrete and builds the Command Core by hand.

Added bases, vehicles, aircraft, and fog of war
The skirmish grew from two infantry squads into a base with heavy infantry, tanks, walkers, aircraft, and a map that remembers what you have seen.

Added harvesters, unit radio, and sandworms
A crawler hauls resources home, troopers answer on a helmet radio, and something under the sand can take the crawler.

Added crouch, prone, and squad formations
Infantry can drop to a knee or the ground for less damage, and a squad can be ordered into a line, a loose group, or a tight one.

Built the first desert skirmish
Sand began as one playable map: rifle and rocket squads, a buildable base, and orbital fire over a procedural dune.