Design
Choose the power system, instruments, battery and communications. Mass, power, budget and data capacity update on the same screen, and every option has a short "why it matters" line.
Design the cargo mission that keeps a Martian research outpost running, then live with your choices on the surface.
A mission-design game about power, transport mass, budget and data return. Pick a power system, instruments, battery and communications, fly the mission, run the outpost in first person, and read a report that traces every outcome back to a decision.
The mission loop
The main decision happens before launch. The surface phase is where you find out whether that decision was right.
Choose the power system, instruments, battery and communications. Mass, power, budget and data capacity update on the same screen, and every option has a short "why it matters" line.
Launch, transfer and landing play out as short timeline cards. Physically impossible packages and budget overruns cannot launch.
Walk the outpost in first person. Your design shows up in power generation and in which science tasks are available. An instrument you didn't bring means no measurement.
The mission report starts with Pass or Fail for each acceptance criterion, then covers science output, resource use and the reasoning behind each outcome.
First objective
Every mission starts from a contract, not a score. A high science result never hides a failed life-support requirement.
The first flight opens with Resilient Outpost. Further objectives unlock after the first flight.
Engineering trade-offs
Designs are checked against limits, but risky designs are allowed. Learning from consequences is the point.
Why it mattersThe storm's date and severity don't depend on your design. Your power choice only changes what that storm does to you.
Each instrument enables specific measurement tasks and draws power while it runs. Operating time is defined explicitly. Instruments don't run at peak draw by default.
Why it mattersA high-draw instrument can push the power budget into deficit, and something else gets throttled.
New data goes into local storage. How much gets sent depends on the open contact window, the effective link rate and the energy available to the transmitter.
Why it mattersData that can't be sent waits in storage. Once storage is full, new data is lost and the loss is logged.
Production and consumption are multiplied by each phase's duration to update the battery's energy balance. Peak power and daily energy are never treated as the same quantity.
Why it mattersPower (W) and energy (Wh) are shown separately, so you can see which one you ran out of.
Total mass sent is the sum of surface payload plus cruise and landing hardware, and it is checked against the transfer profile's capacity. An indivisible module doesn't fit just because you add launches.
Why it mattersWhen a limit is exceeded, the line shows the overrun with units and at least one fix with its cost.
Leftover budget only counts as efficiency among designs that meet the requirements. A cheap mission that fails hasn't won anything.
Why it mattersTwo different successful solutions keep the decision from turning into a memorized answer.
Fair comparison
Both attempts replay a pre-generated event list rather than just reusing a random seed, so the storm can't move because you changed your design. The report shows which change caused the difference.
The comparison screen shows these side by side instead of a single total score. "Why" lines come from the recorded event chain. For example: in phase two, energy demand exceeded generation, the battery ran out, instrument time was cut, and the target data product wasn't completed.
NASA references
Every sourced value in the game is labeled, and so is every game assumption. These references explain why mass delivered to the surface is the tightest constraint in the mission.
The subcomponents add up to about 3,839 kg. The press kit's pound values are consistent with that total. Its printed kilogram total (3,893 kg) looks like transposed digits. That last point is our own arithmetic, not a published NASA correction.
In the gameIt explains why transport hardware has to be counted. It is not used as a universal landing efficiency.
NASA · Mars Science Laboratory Landing Press Kit, July 2012, p. 6 ↗NASA's Moon to Mars architecture work notes that human-class landers need more than 20 t on the surface, and robotic designs can't simply be scaled up to that.
In the gameContext only. Crewed landing is outside the game's scope, and crew transport is assumed to be provided.
NASA · Moon to Mars Architecture, Mars Entry, Descent, and Landing, Feb 2025 ↗A Mars-orbit relay can improve surface contact windows, but it doesn't remove the light-time delay between Earth and Mars. Disruption can be reduced through architecture and geometry, not eliminated.
In the gameThe relay card states that the delay remains.
NASA · 2023 Moon to Mars Architecture Concept Review White Papers ↗Mass in kg and t, power in W and kW, energy in Wh and kWh, data in bits and bytes, distance in km. Gauges show mass, not weight. Surface time runs in sols (≈ 24 h 39 min), and energy per sol is never mixed with energy per Earth day.
In the gameUS customary units only appear in source notes as original values.
NASA OIG · Report IG-10-011 on NASA's metric (SI) policy, 2010 ↗Challenge fit
The Space Mission Design Game challenge asks for a mission to be designed, managed and simulated, with engineering decisions and limited resources evaluated.
Scope & limitations
Touchdown, beyond Earth
The same loop of designing under constraints and living with the consequences could carry over to other worlds. These destinations are future directions and are not in the current build.
Cargo mission for a research outpost, with dust events, long contact delays and every kilogram counted.
Short light-time, long nights. A different balance between power storage and communications.
Extreme environments where survival time becomes the main design constraint.
Build status
This page describes the game's design. It will be updated to match exactly what the submitted build does, including the demo and real playtest results.
Unreal Engine 5.8 package, tested on a second PC without developer tools before it goes live.
Captured from the working build only. No staged footage.
Short anonymous sessions with adult volunteers at the event. If no test happens, no results will be published.