I was provided with early access to a review key for Mars First Logistics and was able to preview version 1.0 before release for enough hours to develop a solid opinion. Mars First Logistics is an exemplary game on what makes for good sandbox play. Through it, creativity is front and center and users design and tinker rovers to accomplish delivery runs on the Martian surface. With each task from shifting cumbersome cargo to traveling over rough ground or building vehicles robust enough to ascend sharp inclines, they're encouraged to think outside the box and try novel designs.

The final release brings in quite a bit of fresh content and game mechanics that significantly expand the game from where it was in Early Access:

The cel-shading art style is bright, colorful, and instantly identifiable. It provides Mars with a strong personality without resorting to the bland brown or red appearance all too common in spacewars. Sometimes slopes or bumps are not distinguishable from the landscape, which will cause frustration if a rover topples over due to an unseen little hill. Regardless, these are trivial complaints next to having such a strong visual identity for the game.

Building rovers is the heart of Mars First Logistics, and here the developers have delivered an elegant system. Each new delivery challenge can be approached with an existing machine, lightly modified to suit the task, or with a completely new design built from scratch. The gradual progression system unlocks new parts - servos, hydraulics, rocket engines, drills over time, which keeps experimentation fresh.

And Workshop integration is one other key strength: one can upload one's finest creations or download other users', diversifying the potential all the more. My one serious gripe is with the group-parts copy-and-paste functionality. All too often it's less convenient than redoing sections by hand and slows one's iteration on larger designs.

Dan Golding's soundtrack matches the feeling of discovery and building brilliantly. Slow drives through Martian valleys or gradual ascents along a ridge take on a meditative feel through the use of music. Coupled with the atmospheric sound design, it brings to life the game environment in spite of all these absent human faces or traditional storyline.
As one proceeds further in the game, additional pieces are released and the play space opens greatly. At first, one's solutions feel constrained, yet by midgame and end game, one's choices are greatly increased. This curve keeps one constantly learning something new without feeling overwhelmed from the beginning.
Co-op play introduces one additional dimension: four individuals playing together over networks solve delivery problems together, which frequently results in crazy experiments and unexpected teamwork.

The developers have also optimized the game over time via Early Access such that the version launched as 1.0 includes significant changes: new mining capabilities, new assets like drills and scanners, improved visuals with shading that signifies small bumps on ground levels, unusual environmental details like mud or ice lakes, and general quality-of-life improvements. All these tend to increase the interactive nature of the game's world and add more creative resources to the player.
The game is also supports Steam Deck which is big plus.

For gamers who like physics-driven building sandboxes like Besiege, this one will feel like a natural. There's that feeling of experimentation and discovery, that thrill of watching some wacky contraption at last get it right, and infinite enrichment from creativity. There's also something familiar about how it makes cargo delivery feel like an important test rather than something one must get through.
Considered as a whole, Mars First Logistics is not simply another indie experiment. It stands as one of the most refined and most gratifying sandbox experiences from recent years. With a combination of smart design, affable visuals, good audio, and incessant creativity, it's one title that stands out. With some rough edges here and there, all told the whole experience is so good they barely count.