Concept art: the Jezero Crater colony at midday, with pioneer modules and a drill rig in front, printed regolith shells behind and white towers under a glass dome in the distance
Closed alphaInvite only

Jezero Crater · 2050Martian Tycoon

A persistent online business simulation. Arrive with a charter grant, build an industrial empire against real players, and keep the colony fed, powered and breathing.

Plays in your browserPhone companion
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Colony conditions Jezero Crater · Sol 214

Example feed. The alpha shows live conditions.
  • 01:24:00Dust storm watchSolar output down 35% · Northern plainUntil sol end
  • 00:45:00Exchange: steel order bookMarket makers requote · Commodity ExchangeEvery sol
  • 44:26:40Governor and council electionFive council seats · Mars Year 3Polls close in 2 sols
  • 142:13:20Earth launch windowColonists and imports inbound · SpaceportArrivals in 6 sols
  • 23:53:20Megaproject: fusion plantStage 2 of 4 · Contributions openStage closes in 1 sol

build.
trade.
govern.

It is 2050. Humans have lived on Mars for fifteen years, and spaceflight, AI and robotics have turned the planet into a gold rush. You arrive at the young colony in Jezero Crater with a charter grant and an ambition. Your biggest rivals are real players with the same idea.

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A living, player-run economy.

One shared economy and a closed wage loop. Prices are set by real orders on the Jezero Commodity Exchange, every credit moves as a double-entry posting, and every decision you make moves someone else's market.

Order booksSupply linksBanks and loansContracts
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Mars is the antagonist.

Air, water, power and heat are real goods that someone has to make. Dust storms, solar flares and equipment failures are real pressures, and the colonists buying from your stores need all of them to survive.

Life supportDust stormsSolar flares
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From pioneer to metropolis.

Your colony tells its own history. Research unlocks new architecture per building category, and upgrading re-skins in place, so a late-era district shows all three generations side by side.

  • Gen IPioneer: inflatable modules, regolith berms, prefab steel and hazard-orange accents.
  • Gen IISettlement: 3D-printed regolith shells and glass vaults with greenery inside.
  • Gen IIIMetropolis: sleek white composite, light bridges and luminous greenhouses.
Concept art: the same greenhouse in its pioneer, settlement and metropolis generationsConcept art

Run the colony.

Every Mars year the colony elects one Governor and a five-seat Council. The Governor sets zoning, taxes and subsidies; the Council approves the budget. Every official action is logged publicly with its reason, and parties can endorse a slate.

ElectionsPublic action ledgerPartiesMegaprojects
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Your company, in your pocket.

Build and trade on desktop, then check in from your phone between sessions. See profit, alerts, elections and mail at a glance, so the colony never runs away without you.

Session digestAlertsMail
Concept art: the phone companion showing company profit, alerts and mailConcept art
Concept art: the colony at nightConcept art
Era 1 · Jezero Crater

Request an alpha invite

  • A founding company in the first era of the colony.
  • The free tier includes every gameplay system and tool.
  • Places are limited while we test the economy with real players.

Frequently asked questions

What is Martian Tycoon?

A persistent online business simulation set on Mars in 2050. You run a company in the Jezero Crater colony, competing and trading with other real players in one shared economy that keeps running while you are offline.

How do I join the alpha?

The alpha is invite only. Request an invite above and we will email you when a place opens. The first era is sized for about 500 players online at once.

What do I need to play?

A modern desktop browser. There is nothing to install. A phone companion lets you check your company, alerts and mail between sessions.

Do I have to pay?

The free tier includes every gameplay system and tool. An optional Executive subscription adds extended analytics, extra notification channels and cosmetics.

What happens when an era ends?

An era lasts about six Mars years. At the end, final rankings go into the Hall of Fame and titles are awarded, then the colony resets with a fresh resource layout so newcomers always have a fair shot.