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Per Aspera

PC (Microsoft Windows) • 2020

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Quick resume

Make Mars your own! Take control of the world’s most sophisticated AI (AMI) and terraform the surface of the Red Planet for a city-building experience on a planetary scale. Transform this barren world into a lush paradise and explore the surface for any ancient secrets that may be waiting.

Global score

76/100

Genres

Indie, Simulator, Strategy

Pros

  • Compelling sci-fi story with multiple endings
  • Immersive mars terraforming and colony building
  • Atmospheric visuals and sound design
  • Accessible yet strategic gameplay
  • Continuous developer support and dlc

Cons

  • Slow pacing and repetitive late game
  • Logistics ai and resource transport issues
  • Limited tutorial and ui quality of life features
  • Minimal combat and multiplayer depth
  • Some narrative interruptions and pacing flaws

Motivations

  • Autonomy
    4

    "Players control an AI character making strategic decisions on terraforming and colony expansion with freedom to choose building placement and research paths."

  • Competence
    3

    "Players engage in managing complex logistics, resource allocation, and terraforming challenges requiring planning and problem solving."

  • Competition
    -4

    "Focus is on personal progression and story; no evidence of competitive multiplayer or leaderboards."

  • Continuation
    2

    "Players invest many hours in a single playthrough; some find late game slow and less engaging, limiting replayability."

  • Cooperation
    1

    "Game primarily single-player; some mention of multiplayer co-op but limited data on cooperative gameplay."

  • Creativity
    3

    "Players design and expand bases across Mars with freedom to place buildings anywhere, shaping infrastructure organically."

  • Domination
    -5

    "Interactions emphasize story and management; no evidence of exerting control or superiority over other players."

  • Escapism
    4

    "Immersive sci-fi narrative and atmospheric gameplay provide strong escape from real life."

  • Expectation
    -4

    "Players engage voluntarily driven by interest in story and terraforming mechanics; no indication of obligation or pressure."

  • Experimenting
    2

    "Players explore different terraforming methods and strategies, though gameplay loop is somewhat repetitive."

  • Exploration
    3

    "Players discover new areas, ruins, and mysteries on Mars, enhancing immersion and curiosity."

  • Expression
    2

    "Customization mainly through building placement and colony design; limited cosmetic personalization."

  • Fantasy
    3

    "Sci-fi setting with AI protagonist and terraforming Mars offers imaginative fictional experience."

  • Fellowship
    -3

    "Primarily single-player experience with minimal social or community interaction."

  • Growth
    3

    "Players learn terraforming mechanics and improve strategic planning over time."

  • Health
    -5

    "Sedentary gameplay with no physical activity elements."

  • Idle
    3

    "Gameplay includes long periods of waiting and slow progression, allowing for casual engagement."

  • Intimacy
    -4

    "Social interactions limited to narrative dialogue; no close player relationships."

  • Leadership
    3

    "Players lead the colony and make key decisions shaping Mars' development."

  • Progression
    4

    "Strong focus on accumulating resources, research, and upgrades to advance terraforming and colony."

  • Relaxation
    3

    "Slow-paced, chill gameplay with atmospheric music and visuals promotes relaxation."

  • Sensation
    2

    "Visual and auditory elements are pleasant but not highly stimulating or intense."

  • Status
    -4

    "No social recognition or ranking systems; focus on individual achievement."

  • Story
    5

    "Narrative immersion is a major strength with deep story, character development, and multiple endings."

  • Strategy
    3

    "Requires mental challenge in logistics, resource management, and long-term planning."

  • Thrill
    -3

    "Gameplay is slow and methodical with minimal suspense or risk."

  • Value
    3

    "Players report good value for time spent, especially on sale; story and gameplay justify purchase."

  • Violence
    -4

    "Combat is minimal, rudimentary, and not a focus; emphasis on constructive building and terraforming."

  • Survival
    2

    "Players manage threats and resource challenges but overall environment is stable and controlled."

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    Last update: 06/03/2026