Terraformers

Mars as a Spreadsheet, and a Good One

by Asteroid Lab

GameSteamSwitch

Reviewed by the Rankeno Puzzle & Casual DeskUpdated Oct 2026

Terraformers is a Game for Steam and Nintendo Switch. Runs start to rhyme over time, the opening hours are rough, and it plays best with a mouse, but few strategy games make changing a planet feel this satisfying. It scores 7.5 out of 10 — Good.

7.5Good

How it scored How we score

  • Design7.5
  • Innovation7.5
  • Value7.5
  • Utility7.0

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

Terraformers turns the fantasy of rebuilding Mars into a tight, turn-based strategy puzzle built to respect your time and reward planning.

The verdict

Runs start to rhyme over time, the opening hours are rough, and it plays best with a mouse, but few strategy games make changing a planet feel this satisfying.

What we liked

  • Terraforming projects give you a real sense of scale
  • Settlement placement and exploration create high-stakes, rewarding decisions
  • The ecosystem layer turns planetary stats into visible, satisfying progress
  • Tight, session-sized runs that respect your time
  • Three substantial expansions add scenarios and late-game depth

What could be better

  • Runs get repetitive once you've solved the core economy
  • Steep early learning curve and weak strategic onboarding
  • Balance issues let dominant strategies thin out the draft variety
  • Switch port's controller and handheld UI are clearly worse than PC
  • Dense HUD overwhelms new players

Is it for you?

Best for

  • Strategy players who like optimizing: people who enjoy tuning production chains and squeezing value out of every turn.
  • Roguelike strategy fans who liked Against the Storm, Slay the Spire's drafting or Terraforming Mars the board game.
  • Sci-fi fans who want a Mars game about rebuilding rather than just surviving.
  • Players with limited time who want a strategy game with a clear ending instead of an endless sandbox.

More reviewed

Overview

Most games about settling space are about survival: keep the oxygen on, keep the colonists alive, and try not to go under. Terraformers, from French indie studio Asteroid Lab, asks a bigger question. What if you were doing more than surviving on Mars? What if you were redesigning it?

The premise is simple to state. You arrive at a cold, dead, airless Mars, and your job is to make it livable. That means raising the global temperature, thickening the atmosphere and bringing back liquid water. Along the way you found cities, run production chains and eventually seed the planet with life, from hardy bacteria all the way up to forests and bears. The tools are suitably huge. You can restart dormant volcanoes, hang giant mirrors in orbit and crash ice asteroids into the surface.

Under the space-opera premise sits a lean hybrid design. It is part turn-based city builder, part resource-management optimizer and part roguelike. Each run is a self-contained campaign on a procedurally generated planet, with technologies and projects drafted from a randomized pool. Timed goals and a final score keep you honest. This is not a sandbox to tinker with for 200 hours on one save. It is a sequence of focused, replayable sessions, closer in spirit to Slay the Spire or Against the Storm than to Surviving Mars.

That positioning matters. The colony-sim genre is crowded with games that confuse size with depth. Terraformers goes the other way. It keeps the number of systems manageable and makes each one pull its weight. Its three expansions (New Frontiers, Megastructures and Independence) add starting scenarios, late-game megaprojects and a story about the colony breaking away from Earth.

It is available on PC (Windows, macOS, Linux) via Steam and on Nintendo Switch. Those two versions are not equal.

Key features

  • Planet-Scale Terraforming Projects: Restarting volcanoes, deploying orbital mirrors and bombarding the surface with ice asteroids aren’t flavor text. They are the main way you move the planet’s temperature, atmosphere and water toward habitable levels.
  • Turn-Based City Building: You found cities at chosen sites and grow them with buildings that turn Martian resources into food, energy, materials and science. Where you settle is the most important decision in any run.
  • Tiered Ecosystem Seeding: Life arrives in stages, from adaptive bacteria and lichen up to forests and animals. Each life form has its own environmental needs and grants its own strategic bonuses.
  • Roguelike Drafting: Technologies and projects are drafted from a randomized pool each run, so no two games follow the same build path.
  • Exploration with Leaders and Rovers: Scouting the procedurally generated map uncovers resources, anomalies and settlement sites, which gives the early game a sense of discovery.
  • Population and Happiness: Cities grow in both size and morale. Ignore the colonists’ wellbeing and your output suffers.
  • Three Expansions: New Frontiers, Megastructures and Independence broaden scenarios, add late-game projects and bring in a narrative campaign.

Analysis

The Core Loop: Three Numbers and a Clock

Terraformers is built around a small number of planetary metrics: temperature, atmospheric pressure/oxygen and water. Every turn you are pushing them upward while keeping your cities fed, powered and content, and the timer on your objectives keeps running.

The loop is clean. You explore, settle and build, which gives you resources. You spend those resources on projects that change the planet. A better planet unlocks life, and life brings new bonuses that feed back into the economy. The “one more turn” pull comes from the design rather than from cheap tricks: each turn usually offers one clearly meaningful decision instead of twenty trivial ones.

What stands out is how interdependent the systems are. Raising the temperature isn’t a goal in isolation. It is a prerequisite for liquid water, which is a prerequisite for certain organisms, which in turn boost food output or city happiness. You aren’t filling separate progress bars. You are building a causal chain, and the game makes that chain easy to read.

Settlement Placement Is the Real Game

If Terraformers has one core skill, it is choosing where to found cities. The procedurally generated terrain puts resource deposits, elevation and special sites unevenly across the map. A city in the right place can carry an entire run. A city in the wrong place is a drag you’ll be paying off for fifty turns.

This is where the leaders and rovers matter. Early exploration is not a formality. It is how you gather the information needed for high-stakes placement decisions. The game rewards players who scout before they commit, and punishes those who settle the first crater they see. It is a smart way to make the opening turns feel tense rather than routine.

The Roguelike Layer: Variety With Limits

The drafting system for technologies and projects keeps individual runs varied. One game might steer you toward a heat-heavy strategy built on mirrors and volcanic activity. Another might offer a strong water package through asteroid impacts. Adapting to what the draft gives you is where much of the skill ceiling sits.

Here is the honest caveat: over many runs, runs start to rhyme. The pool of projects and the overall arc of a game (explore, settle, heat, water, life, score) don’t change enough to hide the underlying structure forever. Veterans will start to see optimal paths, and once the economy is solved, the procedural variation feels more cosmetic than structural. The expansions help. Megastructures in particular adds late-game ambition the base game lacked, but they extend the curve rather than change its shape.

That is a common fate for roguelike strategy games, and Terraformers delivers a long stretch of strong play before it hits that wall. Still, anyone expecting the near-endless emergent variety of a Civilization-style 4X should adjust their expectations.

The Ecosystem Layer: Where the Game Earns Its Theme

The life-seeding system is where Terraformers is at its best emotionally. Bacteria taking hold, then lichen, then forests creeping across what used to be red dust gives the numbers a visible, tangible payoff. It turns the planet’s statistics into a story you can see.

Because each organism has distinct environmental requirements and bonuses, the ecosystem is also a meaningful strategic layer, not a trophy case. Deciding when to introduce a life form, and where on the map its conditions are met, adds a planning dimension on top of city management. Getting bears onto Mars is absurd. It is also one of the genre’s most satisfying milestones.

Onboarding Friction

The first few runs are the game’s weakest point. Terraformers doesn’t explain its interdependencies well. New players will fail runs without fully understanding why: a city starved for energy, a project that consumed resources needed elsewhere, a timed objective missed by a handful of turns. The learning curve is steep, and the tutorial covers the mechanics without teaching the strategy.

To its credit, the roguelike structure softens the blow. Failure is cheap, and each run teaches something. But the game asks for patience in its opening hours that some players won’t give it.

Balance

Balance is uneven: some projects and strategies are clearly stronger than others, and some drafts leave you with little to work with. Asteroid Lab has patched actively, but in any drafting game, a dominant strategy undermines the variety that justifies the format. When experienced players converge on the same approach, the roguelike layer gets thinner.

Pacing and Session Length

Credit where it’s due: Terraformers is built to respect your time. A run takes a few hours, not a weekend. The timed goals keep the middle game from sagging, which is where colony sims usually lose their momentum. You are always working toward something with a deadline, and the final score gives each session a clear endpoint and a reason to try again.

Visuals & performance

Terraformers won’t sell graphics cards, and it doesn’t need to. The art direction is clean, readable and atmospheric. The planet is rendered as a globe you can spin and inspect, and the gradual shift from rust and ochre to blue water and green growth is the game’s most effective visual device. Your progress is written directly onto the planet’s surface, so you don’t need a chart to see it.

The interface is information-dense but mostly logical. Tooltips are thorough, and the resource flow is traceable once you learn where to look. The trouble is that “once you learn where to look” does a lot of work in that sentence. Early on, the HUD reads as a wall of icons, and the game doesn’t prioritize well what matters right now.

The soundtrack and ambient audio are understated and calming, which suits a game that plays out at a measured pace despite its timers. A 2D, turn-based game of this scope is light on hardware, and the design hides any performance hitches behind the lack of real-time demands.

Platform nuances

Steam (PC/Mac/Linux): This is the version to get. Terraformers is built around mouse-and-keyboard precision: hovering over tiles, reading tooltips, jumping between the planet view and city management. The mouse makes the dense UI manageable, and a large monitor gives the information room to breathe. Native macOS and Linux support is a welcome touch that many indies skip. Steam also gets updates first and makes it easy to buy the expansions.

Nintendo Switch: The port works, but it is clearly a compromise. Controller navigation through a UI designed for a cursor adds friction to every turn: moving between tiles, opening menus and reading tooltips all take more inputs than they should. In handheld mode, the dense text and iconography are small enough to strain the eyes. The turn-based design makes the port playable, since nothing demands fast reflexes, and a colony sim you can play in bed has real appeal. But it is less comfortable than PC by design. If you can choose, choose Steam. Buy the Switch version only if portability is the whole point.

Final verdict

Terraformers knows what it is. Asteroid Lab didn’t try to build the biggest Mars game. It built one of the most focused ones: a turn-based strategy puzzle where every system feeds into one clear goal, and where progress is visible on a globe that slowly turns from red to blue and green.

Its flaws are real, and they are the familiar ones for the genre. The opening hours are unfriendly, the balance can let a few strategies dominate, and the procedural variety eventually runs out. The Switch version is an acceptable port, not a good one.

But in its sweet spot — learning the systems and finding new synergies — Terraformers is solid and rewarding. It makes an abstract resource economy feel like the story of a planet coming back to life. That is harder to pull off than it looks, and Asteroid Lab has done it. We recommend it to strategy players who value focus over breadth.

Reviewed by the Rankeno Puzzle & Casual Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

Your rating for Terraformers:
Was this helpful?

Are you the developer of Terraformers?

Submit for review or ask about a placement. Paid $49 · expedited $149

Submit your product

Reviewed on Rankeno? Show the badge on your site — a free copy-paste snippet.

Embed this score badge on your site

Embed this review badge

Paste this snippet on your site to show your Rankeno score. The link back to rankeno.com is a normal followed link — no redirect, no ad tracking.

Questions about Terraformers

Is Terraformers worth it?

Terraformers knows what it is. Our editors scored Terraformers 7.5 out of 10, which puts it in our Good band.

Why does Terraformers score 7.5 out of 10?

With a score of 7.5 out of 10, Terraformers lands in our Good band. Design is its strongest category at 7.5 out of 10. Utility is the weakest at 7.0.

What do our editors like most about Terraformers?

Terraforming projects give you a real sense of scale. Settlement placement and exploration create high-stakes, rewarding decisions.

What do our editors say is Terraformers's biggest weakness?

Runs get repetitive once you've solved the core economy. Steep early learning curve and weak strategic onboarding.

If you liked Terraformers

Similar picks our editors rate highly.

Get our picks when they're worth it

We'll write when there is something worth your time — our newest verdicts and the top-ranked picks across apps and games. No fixed schedule, and we will never share your address.

We use your email only for these picks. See our privacy policy.