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.
Drag to turn
Downlinking model
PATHFINDER
All-rounder · BALANCED
Even brakes, steady steering. The rover every driver learns on.
Ability
Abilities in action
Real gameplay from the premium rovers
- PARALLAX · LaserTitan. The shot fires when the signal lands, so aim where the rock will be.

- CAIRN · HopEnceladus. A hop over a crack in the ice, sent before the crack was close.

- TANGENT · AutopilotEuropa. Vents are not on the map, so the autopilot hands the wheel back.

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.