Player guide · everything you need

How to play Marsverse

You're a Shiba Inu astronaut building a colony on Mars. This guide covers every part of the game — from your first click to running a thriving base. New here? Read top to bottom.

// 01

What is Marsverse?

A multiplayer Mars colony-builder. You're a Shiba Inu astronaut in third person — and Mars is yours to settle: own a parcel of land, build and power your own base, produce resources and grow it Sol after Sol (1 Sol = 30 minutes of play). Everything you build stays in the world 24/7, bound to your wallet.

Settler

Own a parcel, build a powered production base, produce oxygen, food, water and drinks — then sell them to other players.

Free roamer

No land needed. Mine deposits, run contracts and deliveries, trade. Buy a parcel from another player any time, or claim one on a new world.

Player-driven economy

Consumables are made by players and traded P2P for Gold. The game only mints Gold through daily contracts and rare gold ore.

On-chain, non-custodial

Log in with a Solana wallet. Gold ↔ $MARSVERSE trades settle on-chain, wallet-to-wallet. The game never holds your tokens.

// 02

Getting started

01

Connect your Solana wallet

Phantom, Solflare, Backpack and others. You sign one message — that signature is your account. No email, no password. Your wallet address is your identity everywhere in the game.

Entry requirement: hold at least 1,000 $MARSVERSE in your wallet to join a world.
02

Pick a world on the Mars globe

Each world is its own server with its own map and land — and more worlds open over time. Pick any: your Gold and items travel with you.

03

Choose your nickname, grab your gear

Nickname is set once, forever — choose wisely. You start with a rover and basic supplies in your inventory.

// 03

Worlds: what's local, what's global

Think of it as: land is local, wealth is global.

Land is local

Each world is a separate region of Mars with its own map, deposits and parcels. You can own one parcel per world — so as new worlds open, you can build an estate on each. Parcels are physical land: bought and sold on the world where they stand.

Wealth is global

Your Gold, inventory, nickname and Sols are one account across all worlds. The market is shared too: an item listed on one world can be bought from any other, and a supply order posted anywhere can be delivered by anyone.

// 04

Survival: the three bars

Bar
What drains it
What restores it
Oxygen
DrainsTicks down always. At 0, Health starts dropping.
RestoresOxygen bottles (hold RMB) · resting in a powered Habitat · the blue spawn field
Health
DrainsSuffocation (Oxygen at zero).
RestoresFood (hold RMB) · resting in a powered Habitat · the blue spawn field
Paw Power
DrainsDigging — every dig cycle costs paws.
RestoresWater (small sip) · Energy Drink (full refill) · the blue spawn field

The blue spawn field at the main base is a free safety net: stand in it and all three bars slowly refill — all the way to 100%, but it takes ~20 minutes from empty. Fine for an emergency; consumables and a Habitat are what you actually live on.

Death is expensive: at 0 Health you respawn at your base — or, if you don't own one, in the blue spawn field — and everything in your inventory is gone. Your rovers safely return to the inventory. Before a deep run: sell, deliver, or spend — never haul treasure you can't afford to lose.
// 05

Parcel & base

01

Claim a parcel

Walk up to an unclaimed parcel and open the starter container with R. Claiming is free — but every world holds only 20 parcels, so once they are taken the way in is to buy one from a player who is selling. The land binds to your wallet permanently — log out anytime, your base persists 24/7. One parcel per world.

02

Lay foundation plates

Buildings need plates under them. Plates are an inventory item (starter kit has some, Build Market sells more); they must touch each other and stay on your land.

03

Build, move, manage — Edit Mode

Tab opens Edit Mode: place buildings, pick up and move them, open the shops, click a building for its management panel (production, levels, repairs) — and click your rover to repair it.

Selling out? A whole parcel — buildings included — can be listed on the Market's PARCELS tab for $MARSVERSE. Demolition locks while listed, so buyers get exactly what they saw.
// 06

Buildings, power & production

Building
Needs
Gives
Solar Panel
Needs
GivesPower — the foundation of everything below
Habitat
NeedsPower
GivesSleep inside (R) → regenerates Oxygen + Health
Water Extractor
NeedsPower
GivesWater, passively over time — the input for all batches
Oxygen Generator
NeedsPower + water + iron
GivesOxygen bottles, in batches
Greenhouse
NeedsPower + water + iron
GivesFood, in batches
Lab
NeedsPower + water + iron
GivesEnergy drinks, in batches

Batch production: open the building and press LOAD to feed it — batches consume water plus iron (bottles and cans are made of metal; the LOAD panel shows exact amounts). A batch runs ~2 Sols and a progress bar floats over the building while it works — no bar means idle, ready for a new load. Collect the output before the stock cap fills or production stops.

Power is a budget with priorities. Available power feeds buildings whole, in this order: Habitat → Oxygen → Water → Greenhouse → Lab. If a Solar Panel breaks, only what the remaining power can't cover shuts down — never the whole base. A Habitat without power still shelters you, but won't regenerate you.

Wear & repairs: every building slowly wears down as it works, and storms speed that up. A worn-out building stops and pours black smoke — walk up and hold R with Iron + Silicon to fix it. Don't leave it broken: a stopped batch is forfeited (with its inputs) after about a Sol.

Growing your base: each building upgrades level 1 → 3. Want more? Higher-tier versions are separate, stronger machines sold in the Build Market — tier 2 and 3 also cost Diamonds, mined in the deep wastes.

// 07

Resources & mining

Resource
Used for
Iron
Buildings, base repairs, rover repairs, contract & supply deliveries
Silicon
Buildings, base repairs, rover repairs, contract & supply deliveries
Ice
Turns straight into water — your bootstrap before a Water Extractor
Gold ore
Mines directly into Gold — rare and budgeted per area
Diamond
Tier 2/3 upgrades; the rarest ore — only in the deep wastes

Distance = risk = reward. Deposits spawn in zones by distance from the settlements: close-in nodes are small and common; push further and they get bigger and richer — the deepest wastes hide diamonds and mother-lode deposits. Plan oxygen for deep runs.

  • Hold R at a deposit to dig — each cycle costs Paw Power.
  • A rover's scanner reveals deposits while driving (upgrade its range in the garage).
  • Deposits are shared per world — someone can empty a node before you arrive.
// 08

Rovers & wear

Your rover is how you reach the rich, distant deposits — and it wears out like any machine.

Driving

Place the rover from your inventory, press E to hop in. To get out, brake to a full stop (S or Space), then press E. Its scanner reveals nearby deposits while you drive.

Condition

A bar floats over the rover (and shows on its inventory icon): green above 50%, orange 15–50%, red below 15%. A full life is roughly 12 km. At 0% the rover breaks down: you're dropped out and it won't start until repaired.

Repairs — two ways, same price:

  • In the field: open Edit Mode (Tab) and click the rover — works anywhere, even deep in the wastes.
  • In the garage: Cosmetic Store → your rover — works even while the rover sits in your inventory.
  • Pay with Iron + Silicon or with Gold — your choice. Cost scales with damage: fixing 30% wear costs ~30% of a full rebuild.

Death or logout safely returns your rovers to the inventory (wear carries over). The garage also sells per-rover upgrades: scanner 90 m / 250 m and +10% turbo.

// 09

Daily contracts — the Gold faucet

Taken at the Base building in the main colony (the safe area where you spawn). Three a day, done in order, each taken manually with GET CONTRACT. Reset at midnight UTC — unfinished contracts expire and container locations re-roll daily.

#
Contract
What you do
Reward
1
Lost Cargo
TaskA container fell deep in the wastes. Follow the red marker (a precise reticle ≤250 m), haul it back to the base field. Pack oxygen.
Reward50 Gold
2
Repair Parts
TaskA crate of base repair parts lost in the far fields — same drill, closer in.
Reward40 Gold + 2 gold O2 bottles
3
Field Repair
TaskA random colony structure fails (different daily). Drive out — the rover radar locks on — hold R with a hefty load of Iron + Silicon.
Reward100 Gold
Full sweep = 190 Gold + 2 gold bottles daily — and more contract types are coming soon. This, plus rare gold ore, is how new Gold enters the world; everything else is players trading with players.
// 10

Supply Orders — get paid to haul

01

Parcel owners post orders

Market → SUPPLY ORDERS: "I want 50× Iron, paying 120 Gold." The reward is locked in escrow the moment the order is posted — the poster can't back out after you've done the work.

02

Anyone claims & delivers

Press CLAIM on an order you like. From that moment you have 15 minutes — a countdown appears on your screen. Gather the resources however you want: dig them yourself or buy them cheaper on the market. Then open the Market and press DELIVER. You're paid instantly; the resources go to the player who ordered them — even if they're offline. If the timer runs out, nothing bad happens: the order returns to the board.

One active claim at a time · orders are global across all worlds
// 11

Gold & $MARSVERSE

Two currencies, two jobs. Gold is the in-game money — it lives in your inventory, you earn it by playing, and dying with it means losing it. $MARSVERSE is the real Solana token in your wallet — the game never touches it.

The Market (in your Edit-Mode menu) is where everything is traded:

  • Exchange — players sell Gold to other players for $MARSVERSE. The trade settles on-chain, wallet-to-wallet: the seller receives 95%, 2.5% is burned forever, 2.5% funds the project treasury.
  • Item Market — any item from your inventory, sold for Gold. Listings are escrowed; a small 5% fee is destroyed, so trading itself burns Gold. Works across all worlds.
  • Parcels — whole bases, buildings included, sold for $MARSVERSE on the world where they stand.
  • Supply Orders — the resource bounty board. Global.
  • My Offers — manage your listings, cancel for a full refund, see your recent trades.

Gold in: daily contracts · gold ore · deliveries · market sales · arena wins. Gold out: buildings & upgrades · repairs · market fee · arena stakes. Scarcity is deliberate — Gold is work.

Pump.fun Factory (at the main base): launch your own real Solana token from inside the game — pay 5 Gold or burn 1,000 $MARSVERSE.
// 12

Sol Arena — 1v1 for Gold

The one place on Mars where dogs fight. Challenge another player and set a Gold stake — both stakes lock in escrow. You meet on the ring: LMB to punch, hold RMB to block, best fighter standing takes the whole pot. Quick, brutal, and entirely optional.

// 13

Leaderboards

Two boards in the Edit-Mode menu: Base Score — the total level of everything standing on your parcel — and Sols survived, your streak of 30-minute Martian days. Nobody can raid you; efficiency is the whole competition.

It pays to climb: top-ranked players receive extra rewards in $MARSVERSE — building the strongest colony on Mars is not just bragging rights.
// 14

Controls

Key
Action
WASD
Move · mouse to look
Shift
Run
Space
Jump (low gravity) · brake in a rover
R
Hold to interact: dig · claim parcel · rest in Habitat · repair · contract actions
E
Enter / exit rover (exit only when stopped)
I
Inventory (drag to hotbar · 1–0 select)
Hold RMB
Use the selected consumable (bottle · food · water · drink)
Tab
Edit Mode: build · move · shops · leaderboards · click your rover to repair
LMB / RMB
Arena only: punch / block
V
Camera distance
Compass bar
Your parcel, rovers, players — plus deposits while scanning from a rover
// 15

Your first Sol — step by step

  • 1. Connect your wallet, pick a world, set your forever-nickname. You spawn in the blue field at the main base.
  • 2. Put an oxygen bottle and a food ration on your hotbar — and keep them there for life. Far from base, they're the difference between a close call and losing everything.
  • 3. Go earn your first Gold: take the daily contracts at the Base building (up to 190 Gold a day) and check SUPPLY ORDERS in the Market — other players pay Gold for resources you can dig right now.
  • 4. Want land? You don't have to buy it on day one. When you're ready, buy a parcel from another player on the Market — or claim one on a newer world.
  • 5. A fresh parcel starts with just a Habitat and a Solar Panel. Everything else — Water Extractor, Oxygen Generator, Greenhouse, Lab, more plates — you buy in the Build Market and place in Edit Mode.
  • 6. First purchase: Water Extractor. Water feeds every production batch. Until then, dig Ice — it turns straight into water.
  • 7. LOAD your Oxygen Generator (water + iron) and let the batch run. From now on you produce your own survival — and sell the surplus.
  • 8. Before any deep expedition: repair your rover, top up oxygen, and sell or spend your valuables — death wipes your inventory.
  • 9. Survive 30 active minutes → your first Sol. GS, astronaut.

Ready to land?

Free parcel on world one, browser-based, live right now.

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