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.
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.
Getting started
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.
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.
Choose your nickname, grab your gear
Nickname is set once, forever — choose wisely. You start with a rover and basic supplies in your inventory.
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.
Survival: the three bars
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.
Parcel & base
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.
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.
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.
Buildings, power & production
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.
Resources & mining
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.
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.
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.
Supply Orders — get paid to haul
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.
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.
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.
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.
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.
Controls
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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