Very cool puzzler, and an interesting remix on the original Mars Power Industries game. I like the new mechanics of absorbing crystals into the homes and then having quotas to build certain tiers based on that. As usual, the levels had a great sense of pacing and design as it introduced all sorts of tutorials and new challenges intuitively, all wrapped in a wonderfully professional design. It was around maybe year 10-ish or so that it did get a little bit repetitive in terms of pacing: it was still doing alright and it was introducing some neat concepts like the land shifter devices, but I dunno, something about the game just screams for a bigger picture to get the player invested/hooked or something. I mean, the whole concept of building homes on Mars could make for an awesome narrative about pulling together and surviving for the sake of mankind so that we can start a new life. The move from the previous game's industrial buildings to now homes could really make it even more emotional since it's transitioning from the initial terraforming to now be about families coming to Mars: maybe each level shows you the names of families that move in and so on, just little quips and stories about them. Maybe it could even get a bit political or dramatic as the game goes on with housing planning mechanics fostering inequality in regards to the game quotas that allow some houses to get more crystals than others: maybe there are multiple ways to meet quota with a puzzle where the a harder more hidden solution satisfies families more than just coldly meeting quota, like a bonus objective to not wastefully upgrade a house to 4 when 3 will do, etc. I dunno, take it as a compliment that the real polished and slick design to the game as well as the chill atmosphere and music just makes me want even more in it to get players really invested; think something like Frostpunk, if you've played it. Anyway, I still had a great time, so keep up the great work!