Introducing Mars Colony: Frontier


We have started development on the next generation of the Mars Colony game. This second version is code name Frontier and we have reached a late Alpha state.

Frontier features:

  • Full sandbox play mode
  • Dynamic economy
  • Player built bases
  • Contract based questing
  • Research items including medicine
  • Graphics upgrade
  • Dedicated servers

Story line for the game

Update on the Mars colony. Ares base has been established. A steady stream of personnel and supplies are being sent to the colony. Major corporations from Earth have supported this effort by investing in a future of scientific and economic development. This has been a major success story for all mankind.

Media headlines from all over the Earth expounding on the success of our missions to Mars came to an abrupt halt after the crash of the global economy and the wars as a result of shortages of food and fuel. Mars missions have to be put on hold for political and economic reasons. The few ships that were already in orbit or on their way to the red planet would be the last source of supply and personnel sent for the foreseeable future. Ares Base was going to have to survive on it’s own until things on Earth could be resolved.

Mars News Network Sean Stewart reporting….

Crisis back home…

The global economy back on Earth has fallen even further into ruin resulting from the ever growing problem of supply distribution, and no clear solution for an end stands within sight. Bank and corporate stocks are falling to record lows pushing even the richest and developed of nations and territories into disarray. Civil unrest is running rampant all over the planet as populations demand reform. Aggressive protests in addition to riot demonstrations within the streets of capitals have caused gridlock throughout the planet.

In response, many governments are declaring states of marshal law in efforts to calm situations. Economists and sociologists say the global condition of Earth is worse than  the Great Depression of the 20th century. Pollution, cyber terrorism, and hyper – population are magnifying the problems that stem from rampant corporate greed.

Global treaties and agreements are on the verge of collapse as world leaders fail to reach a joint compromise on how exactly the world’s problems should be approached and tackled. A U.N. meeting in Aurion later this week will hopefully shed light on global leadership’s plan to restore peace and order to Earth.

visit for more details on the game

Mars Colony and Spam

Apologies for the length between updates on the blog. Lots of reasons, but few excuses. It has been a chore keeping up with what’s happening in the space exploration world, ensuring that Colony remains relevant and somewhat current with the new thinking.

Colony has currently split into two main projects: The Colony MCO project, which has evolved into a collaborative online community of Mars enthusiasts – many with great knowledge and curiosity, AND Colony: Surveyor – a mission oriented variation of the above that doesn’t carry all of the coding and programmatic challenges with a semi-persistent colony.

Colony: Surveyor has a strong direction, and provides a much more elegant platform to pursue and solve the challenges being discussed in the space community today. My recent discussions with Howard have gotten me excited about the opportunities. There are still programmatic and mechanical challenges to present a very rich and deep simulation experience, along with game elements that help make this simulation both fun and rewarding for the player.

Hyperkat has not abandoned Colony MCO,  dedicated to ensuring that a long term persistent experience is available. This is still a very important project, that fortunately shares the bulk of code with the Surveyor project. Howard, and the beta testers, have been carefully following the newest developments; plans to put a station on Earth’s moon, new ideas on how to build structures on Mars and so forth.

SPAM: Really, when are we going to evolve past the point that random spams, both to this blog and to the forums will end? Bless those dedicated coders that maintain the source code and security elements for both platforms, their efforts have saved us from some VERY embarrassing posts, yet spammers still seem to get past! What a waste of bandwidth and time!

So a question: Given the need for communication between Mars colonies and Earth, how would you respond if you were EVA in a suit for 5 hours repairing a water processing unit, and your HUD suddenly flashed with the latest Cialis scam or an announcement that you just won a lottery?

Me? I would wander back to the co-hab, open up a can of SPAM and fry up a nice hash with potatoes. Then log into the forums, blogs and other systems and delete all of that electronic garbage! Shame we can’t turn those bits into compost.

Mars Colony: Stage one setup

I had mentioned in a blog earlier about how building the game is much like the real thing. This statement is proving itself again with the construction of MCO (Mars Colony Online) . We have a place for the colony now and the modules have been dropped on the surface. The advanced team has dragged all the units into position and started setting up the hardware needed for the next batch of colonists. Our first goal is to get the life support systems running. Wells were drilled on a previous mission so all we need to do is hook up the equipment and activate it. There are dual pumps feeding into a water separator that supplies oxygen and drinking water to the module and the hydrogen byproduct is sent over to the Sabatier fuel generator. The fuel generator makes oxygen and methane as a fuel for the rover hybrid turbines and later the forges. The extra oxygen can also be used as life support if needed. We have a LS (Life Support) systems computer inside the module that allows us to set the flow rates and power the systems.

This is all a reasonable fiction of how this would be done and what equipment we would need to have to make the modules habitable. Now I have to write the code to make it all work. We have the objects in place and the math behind balancing flow rates and conversion rates has to be applied to the objects so the system will do what we expect. Cut off the pumps and the water tank in the separator will empty depending on the conversion rate of the separator. When the tank is empty the separator stops producing oxygen. Users inside the module breathe oxygen and the levels of the oxygen tank will diminish. All this is a delicate balance of code and math and takes time to get the values up to a level of realism I require for the game.

It would be easy to just do the video game thing and say turn the machine on and breathe but my goal for MCO is to add a level of realism to put it a step above what is out there. Having said that I also believe this can be used to make a more realistic simulation that we can use to test the ideas of sending people to Mars and have them survive. You can draw all the pictures you want and engineer all the ideas but you never know just how things will work till you have to walk through it and live with it.

Well the code and the math are in place and we have done 2 online tests with people from all over the globe. The game characters mount the EVA gear and wander outside to check the equipment, drive the rovers and enjoy the view. Rovers run out of fuel, EVA packs run out of oxygen, users have to eat and drink and use the bathroom. I watch their actions and I am amazed and how they adapt to this alien world and the restrictions of having to survive here.

If you are interested in joining us on Mars go to register on the forums and have your say. We welcome game players and engineers to help build this colony. We have room for 30+ colonists so don’t be shy.

Mission 2 is Here !

As an edit would be more expedient, I will simply be updating a previous post with the following. Mars Colony Simulation 2 has been posted for public download on the HyperKat website; please follow the links at There will be ongoing changes and/or additions as time permits, so please check back every week or so for any and all updates. Inside the download is a documentation file that I would like for anyone who downloads the sim to read. This document contains very important information on the operation of the simulator and the expectations of the simulator. Previously, there were complaints of lack of documentation or help files. Also please make note of the in-sim help dialog box, which is accessed by pressing F1. These documents will make your simulator usage much easier. Thanks again to the interns for producing some new art, as I know my own artwork can be somewhat lacking.

The testers have been running mission 2 for a month or so and most of the little bugs have gone away. HyperKat will probably release this version to the public within the next month. At this point we have received many positive comments about the direction we are taking with the simulation. We didn’t want it to be a game as such where you would be given a task and a time to finish it. Our goal was to put the user into a quasi-realistic adventure. Is it a simulator or is it a role-playing game? So far the response to the question is it’s both. You are put into the role of an astronaut, dropped on the surface of Mars and forced to survive. We simulate the activity you might expect someone to deal with being on Mars. So now how do we balance the aspects of a role playing game with the realism of a simulator? Perhaps it is time to rethink what we have accomplished to this point and re design things with more of a game aspect. People like choices in games. They like to pick a character, pick the equipment, and pick the locations to run through. Choice gives the user a feeling of control and creativity that suits their specific needs. So what can we give the user for choice in this simulation? I think we can offer multiple landing sites, allow the user to pick the mission sequences, uniforms, types of gear to take on the missions and the difficulty level. After landing the craft, each user is in charge of what they want to do or what they think they need to do in order to survive. The simulation allows up to 4 players at this point. We can expand on the number of players and each user can form their own mini adventure where they can invite their friends and run the simulation as long as they might want. We would like to think this could be released as a commercial product within a year. Many of you have sent us emails about how this sim is so much different than anything currently on the market makes us believe that a commercial RPG would be worth the effort.

Now that we have a release of the mission 2 version we will take a look at the responses from the general public and make a decision to continue as is or dig into the possibility of creating a super space RPG. We would like the general public to respond and tell us what you want. Leave us some comments and lets see what happens….
I would like to thank all the testers for their help.

Mars: The Second Mission

After the discovery of liquid water below the surface, the plans for mission 2 have begun. The first mission also found the Zeus rover and retreived the information from the data recorder. There are 20 or so sub surface echoes that need to be explored some distance away from the landing site. We will need to send a 2 man rover to explore these deposits. We will need to set up a communications repeater tower on the hill to the west of the base to allow the command center to stay in touch with the rover crews. The most important function for mission 2 is to set up a greenhouse and grow food.

Now that we have access to liquid water we can stay planetside for an extended period of time. It is our hope that the rover crews find materials we can use to sustain the colony. We need to find material for fertalizer such as Phosphates, nitrates and potassium based chemicals. Everything we have or produce needs to be recycled. Unused plant material and waste products can be composted and used to treat the soil. The chemistry of the soils we find there will have to be modified to promote plant growth. The challenges we face to alter what we find to provide what we need will be difficult but I think we are up to the task.

Mission 2 will have a water scrubber to clean some of the contaminates that may be present. This scrubber will provide clean drinking water for the crew to drink and to water the plants in the greenhouse. The water scrubber will also be used to extract oxygen from the water for the crew and help balance the oxygen levels in the farm unit.

We learned from mission 1 that there are frequent storms on the surface. The solar panels only provide power during the calm. The wind speed tests we did in mission 1 tell us we can suplement the power requirements using wind turbine generators. These generators should meet or exceed the power requirements of the farm. The biggest issue will be heat for the plants. We can’t afford to let them freeze and die. Our earth bound testing provided us with hearty plants that can grow in cold temperatures and will require less power to maintain. The crew of mission 2 will have to monitor the farm constantly until we find the magic combination that will provide a sustainable source of food.

We will set up an algae growth system in this second mission. Algae will provide food, some medicines and a small oxygen supplement. Earth researchers have discovered that algae is not really a food but we can use it for food for fish that we may bring, grow and eat . There is alot of interesting research on algae and the crew of mission 2 will be busy.

The rover we send for mission 2 has been named Hercules. It is a small truck rover that will carry two passengers and cargo. It will be powered by a methane / oxygen turbine to charge the batteries with a Photo Voltaic panel for chargeing the batteries while out at the work sites. Hercules is equipped with emergency oxygen and can sustain the occupants during storms. We will need to take enough spare parts to keep it going until mission 3. The plans are set, the mission is a go.

HyperKat Games Announces Mars Colony ETS Demo Release

For Immediate Release

HyperKat Games Announces Mars Colony ETS Demo Release

Mars Colony ETS – Independent game developer, HyperKat Games, is excited to announce the immediate release of Mars Colony ETS public demonstration. Mars Colony ETS is the first virtual Mars exploration simulator, based on existing practical science, that puts the user into an immersive first person 3D graphics experience. The demo is available as a free download at

Inspired by JPL’s Mars Rover projects and the proposals of entities such as The Mars Society for manned exploration of Mars, Mars Colony ETS hopes to bring realistic space exploration experiences to everyone. The first mission puts up to four people on the surface of Mars, with all of the basic tools of survival and specific goals to ensure the eventual successful colonization of our sister planet. While open ended, the primary tasks are to locate water, sustain life support systems, generate fuel and gather and catalog information on local exploitable resources. The simulation has an active weather system and Colonists are required to equip EVA gear to survive the hostile Mars environment while installing and managing external activities. Things break and successful Colonists must think creatively in juggling mission requirements while maintaining critical systems. Successful missions complete all or most of the mission parameters while generating sufficient fuel and oxygen to return to earth. Additional missions are under development and will include the addition of rovers, vehicles, food production and engineering.

Colony ETS is based on a client and server model, allowing for individuals to play solo or host up to four friends in collaborative play requiring a broadband Internet connection. Mission hosts can create private or public servers, accessible through server lists in game. Game status is persistent on the host server allowing for games to be played in single or multiple sessions. Completed missions are given a score and analysis of the completed mission parameters. Hosts can also reset the mission to replay.

While this demonstration is still conceptual, there is a lot of potential to influence the development, from academic to mainstream experiences. HyperKat needs your feedback and participation to help refine and steer the development toward the best possible experience. Please join us at to provide feedback, opinions and participate in testing programs for new missions. Our special thanks to “thedubman” who has shared his tremendous enthusiasm and time in testing and providing great feedback, and to the rest of our wonderful testers who have logged hundreds of hours working out the bugs in Mission 1! We have a great community and would love you to join us!

Colony ETS information:
Colony ETS blog:
Colony ETS Testers:

HyperKat Games was created 2003 by Howard Dortch to design, develop and distribute fun games for all ages. The company is located in an economically depressed area of Southern Ohio in hopes of providing local college students employment in the games industry.

Howard Dortch currently teaches game design at Shawnee State University in Portsmouth, Ohio. HyperKat is home to Mars Colony ETS, Virtual Rover Simulator, ScudBuster, SOF/Raiders and HyperXBall.
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Planning a Mars colony mission

So, you have decided to travel to another world and create a sustainable colony or at least discover if it is possible. It is kind of like moving to some remote location in the middle of the frozen tundra in Siberia. You can’t carry all you might need in one trip so how do you decide what you would need and how many trips it would take. Your plan would also need to include the order of setup. What would be the order of importance for the items? If you were going to spend the night in your new empty house and you could bring one thing what would it be a television or a bed? I would bring the bed and spend a comfortable first night but others may value entertainment over comfort. This is the dilemma facing the planners for the first colony mission to Mars.


Let’s take a look at what needs to be accomplished. First you need to get supplies and people to the surface. Can you do that in a single vehicle? Does it make sense to use two vehicles? What about the return trip to Earth or is this, a one way ticket?  Let’s assume for the moment we have a method of getting the Lander to the planet, which we can cover in another paper so what would that first mission be?


After landing, you know one of the explorers will have to step outside plant a foot on the surface and utter some historic first words. “This footprint cost 122 billion dollars” or “Can ya hear me now?” Next would be to get the solar array working for power. We may bring a Radioisotope Thermoelectric Generator (RTG) for power but the Photo Voltaic cells are a good backup and may even provide a safer power source. Either way I bet there will be PV cells at the first Mars colony.


After the power up, computer systems setup, GPS setup and communication setup we want to make sure there is oxygen to breathe. We brought an environmental system that uses frozen oxygen and hydrogen to create energy and water. The oxygen we pull off to breathe will be recycled through CO2 scrubbers. This system will provide what we need to survive for a limited period of time so we had better find water on the planet and soon.


We know the water is here below ground and we need to find it before we run out of something to drink and air to breathe. So set up the soil sampler and start the planet search. How would you conduct the search? That would be a matter for the mission commander to decide. Do a radial pattern or do a grid pattern, search near to far, search by elevation or what ever way you think would help you find water the fastest.


Ok so you found a source for water, sunk a small well and can pump it out fast enough to supply you with something to drink and something to convert to oxygen, now what? If this is all that we did we have a successful mission. We got here and we found a means to survive here so let’s start gathering information about our new home. We took some samples of soil to find the water and can save that information on a geo map for future missions but we can expand our search some and grid the whole area by taking and testing soil or mineral samples. We might find resources that would be useful or alter future missions.


Another major item for the first trip wish list is an enclosed algae system. The system uses carbon dioxide that we breathe out and sunlight to produce a nice green slime that gives off oxygen and can produce food. That technology could provide us with a constant and therefore permanent method to exist on Mars or any other planet that has sun and water.


If there is room on this first mission I would choose to take a makeshift greenhouse and some seeds to see if we can grow something on the planet mainly because man can’t live on slime and crackers forever. Finding water was important to our basic survival but did we find a good enough source to irrigate some plants is the next question. Another major part of the mission planning at this point is to decide if we want to put the farm at the water source or bring the water to the farm. I would be nice if the water source was near the landing site but we can’t plan on that being true. We can’t plan on the source of water being on a flat enough landscape for the next Lander to be near by so I think we start now and plan on moving the water to the colony and farm.


Now that we have the base camp set up and running our explorers can return home for the ticker tape parade (do they still do that?) and the second crew can drop down with a rover and some construction supplies to start adding to the settlement. Will this second crew be permanent is a good question or should we plan on every two years rotating out the crews with new people? There will be a day when they just stay there because they want to. Personally I don’t see this as a permanent settlement until the first Martian child is born.