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Manage a group of colonists as they attempt to survive underground on an alien world. Automated machine construction was sent ahead to create the Mercury facility, but something has gone wrong and your colonists awake to find the facility in ruin. Build structures, research new technologies and send out expeditions to the surface to ensure the survival of your new found home away from home.

Mercury Fallen is heavily inspired by games such as Banished, Dungeon Keeper II and RimWorld. While there is no plan for combat, there will certainly be challenges your colonists will face.

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Minor Update 36.3

News

Howdy Folks!

Update 36.3 is another smaller update, but includes some great quality of life additions and a few fixes. A huge thanks for all the great feedback.

Controlled Edibles

Set allowed edibles section in colonist info panel


You can now control what a colonist will and will not eat, but setting their allowed edibles in the settings tab of their info panel. Allowed edibles can be copied and pasted to better control your colony food intake.

Wind Turbine Hover Info


Hover info showing wind turbine efficiency and elevation during placement


The wind turbine generates more or less power depending on elevation. This efficiency information is now displayed while placing the wind turbine so that you can ensure you place it in a good spot.

Job Role Assignments Overview

Job role assignments list showing how many colonists are assigned to each job based on priority


A new section on the colonist management screen has been added which gives a quick breakdown of how many colonists are assigned to each job role and at what priority.

Check out the release notes below for the full list of changes, fixes and additions. There are more smaller updates coming. Let me know what you like, what you don’t and what you would want to see in Mercury Fallen.

Thanks everyone and stay safe out there!

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Release Notes


Changes

  • Can now control what a colonist is allowed to eat using a new section under colonist info settings tab
  • Changed equipment tab name in colonist info to settings
  • Updated the look of the inventory UI section for better consistency
  • Updated how allowed fuel is assigned for the solid fuel generator for better consistency with other controls
  • Added wind turbine hover info during placement that shows efficiency/elevation information
  • Added Job Role Assignment section to colonist management screen. This is a cleaner breakdown of what jobs are assigned based on priority.


Fixes

  • Fixed: Dimension info showing when using copy/paste
  • Fixed: Mold, water, fuel and vomit visuals not showing correctly
  • Fixed: Game freeze after clicking ok button on the save game can’t load error window
  • Fixed: Needless trailing zeroes in wind turbine efficiency info text
  • Fixed: Several seconds of lag when opening construction queue window with a lot of items queued up for construction
  • Fixed: Food counts not initialized properly when loading a save game. This would sometimes result in the “Low On Food” notice even though you were not low on food.
Open Market Update Now Live!

Open Market Update Now Live!

News

The Open Market update has a whole bunch of stuff including performance optimizations, additional POIs, new object placement animations, a brand new trading...

Developer Log #77

Developer Log #77

News

Two more major content updates left until version 1.0.

Surface Control Update

Surface Control Update

News

Surface Control update brings a host of new features, tweaks and changes including new surface visuals, changes to decor, colonist direct control and...

Developer Log #57

Developer Log #57

News

he next update will primarily focus on changes to surface content. The first batch of changes will be coming to the Experimental branch on Steam soon.

Comments
Guest
Guest

how do the computers work? I tried everything :(

Reply Good karma Bad karma+1 vote
danto Creator
danto

The computer station needs a colonist set to the scientist profession and an active data recovery project. The computer station will also need power conduits to connect it to power. Hope that helps and thanks for checking out the game.

Reply Good karma+2 votes
troyboy367
troyboy367

Is it ha clone chamber available for use i have the demo I think.

Reply Good karma Bad karma+2 votes
danto Creator
danto

The clone chamber is available for use in the latest update which was released on itch.io yesterday. Thanks for playing!

Reply Good karma+2 votes
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Latest tweets from @tpelham42

RT @mercuryfall: Have a great weekend everyone! Be sure to check out these awesome people. :) #FF @BethGMS @redeventgamesT.co

May 26 2023

RT @mercuryfall: Working on some new resource management stations. #solodev #indiegame #gaming #videogame #screenshot T.co

May 23 2023

RT @mercuryfall: Have a great weekend everyone! Be sure to check out these awesome people. :) #FF @BethGMS @redeventgamesT.co

May 19 2023

RT @mercuryfall: Working on new animation for the water pump #indiegame #solodev #indiedev #gaming #gameart T.co

May 19 2023

RT @mercuryfall: Patch Update 36.5 now available! This is a smaller update, but fixes a critical issue. #indiedev #indiegame #solodev T.co

May 16 2023

RT @mercuryfall: Mercury Fallen is currently 35% off over on @itchio during #mothersday weekend. #screenshotsaturday #indiegameT.co

May 13 2023

RT @mercuryfall: Update 36.3 Now Available! #indiegame #videogame #gamingnews #gaming #solodev Mercuryfallen.com

May 10 2023

RT @mercuryfall: Todays #indiedev work includes a new breakdown of colonist job assignments #gamedev #indiegame #gaming #uxdesign T.co

May 9 2023

RT @mercuryfall: Todays #qol progress adds hover info to wind turbines to show efficiency during placement #solodev #indiegameT.co

May 8 2023

RT @mercuryfall: Adding the ability to control colonists food consumption in the next minor update #indiegame #videogame #gamingT.co

May 4 2023