The fleet • Eight rovers

Same light. Different brakes.

Perks change how a rover brakes and steers, never how fast it cruises or how fast light travels. Pick the one that matches how you read the ground ahead.

PATHFINDER, rendered from the game model

Drag to turn

PATHFINDER

All-rounder · BALANCED

Even brakes, steady steering. The rover every driver learns on.

Braking
7.0 M
Hard brake
3.5 M
Steering
0.30 S

Unlock: From the startClass: Earned with range

Abilities in action

Real gameplay from the premium rovers

01 Reading the numbers

Every figure is measured after the brake lands.

Stops are the metres a rover rolls on Mars once your command arrives, at cruise speed on screen. Steering is how long the wheel takes to reach full lock. The light delay comes first, every time.

  • SidegradesNo rover beats another on every count. Each trades a strength for a weakness, so the best rover is the one that suits your timing.
  • Fair coursesEvery course is built for the slowest-handling rover in the fleet, so any rover can finish any mission with steering alone.
  • AbilitiesPremium rovers carry one ability each. Hop and laser come with three charges per run. Runs helped by an ability never reach the leaderboards.
  • RangeEvery rover unlocks at a range milestone: the total real light time your landed commands have crossed. PULSAR's relay earns a quarter less range, because its commands cross less light.