Mars Attracts · Park & Enclosures · Guide
Mars Attracts How To Open Park — Prerequisites and Step Order
Mars Attracts how to open park: the management step that opens the gates, the prerequisites, and the checks to run if the park will not open.
The Short Answer: How You Open the Park
The documented answer is that opening the park is a management action, not a build action: once your first enclosure is populated and supplied, you open the gates from the management screen, and because entrance is free the park starts earning through donation boxes rather than tickets. That comes from a subtitled walkthrough of the tutorial mission, which describes the sequence as following the first hire and the first storehouse, and it is the only source in this page's material that walks through the opening step directly.
Two honest caveats belong at the top. First, the tutorial is the only documented context for this step, so if you are playing Sandbox or a later campaign map, the surrounding requirements may differ. Second, the exact label and position of the control on the current 1.0 build are unconfirmed — the walkthrough was recorded on the Early Access build, and the 1.0 announcement lists menu and UI clean-up plus an updated tutorial, so treat the wording, not the mechanic, as uncertain.
| Question | Documented answer | Confidence |
|---|---|---|
| Where is the control? | Management screen of the park interface | Reported by one walkthrough (to confirm the label on 1.0) |
| What does the park charge? | Nothing at the gate; entrance is free | Reported by the same walkthrough |
| What earns money after opening? | Donation boxes first, then stalls, merchandise and paid rides | Walkthrough plus the official store page's amenity and ride list |
| Is it required to finish the tutorial? | Yes — the walkthrough treats opening the park as a required step that unlocks the rest of the mission | Single-source, to confirm |
| Does opening happen automatically? | No. Nothing in the sources suggests a timer or automatic opening | Not documented as automatic |

What Has to Exist Before the Gates Open
Every prerequisite below maps to a step the tutorial walkthrough performs before it opens the park. The order matters more than the individual items, because each one feeds the next: humans need a habitat, the habitat needs supply, and supply needs staff.
| Prerequisite | Why it gates the opening | Where it is documented |
|---|---|---|
| An enclosure with a door and windows | It is the building guests come to look at, and it is the only container humans can be placed in | Walkthrough tutorial sequence |
| Humans captured from a time period | A park with no exhibit has nothing to show, and the walkthrough starts with an Ancient Rome expedition | Walkthrough, plus the official store page naming Ancient Rome and the Wild West |
| Food and a feeding trough | Humans begin losing patience immediately, and the walkthrough places a trough with the first batch | Walkthrough |
| A storehouse for humans with a porter | Troughs and enclosure amenities only refill when stock is moved, and porters move it | Walkthrough |
| Utilities where the setup needs them | Toilets require water, which is why the walkthrough runs water pipes and a generator to the first amenities | Walkthrough |
| At least one staff member assigned | The walkthrough hires a porter first and only then opens the park | Walkthrough tutorial sequence |
The order matters because each item feeds the next, and the walkthrough's own sequence shows the dependency chain rather than a checklist you can complete in any order:
- An enclosure is useless without humans in it, so the expedition comes before the amenities that keep humans calm.
- Food and amenities are useless without a porter, so the storehouse and the first hire come before the park opens.
- A working park is useless without research or income, which is why the scientist posting and the donation boxes follow opening rather than precede it.
Step-by-Step: From Empty Map to Open Gates
This is the tutorial order the walkthrough follows, with the part that matters for this page marked. It is a reproduction of one player's documented route on the Early Access build, not an official checklist.
- Build the terrain and paths first, so the enclosure and amenities have something to sit against.
- Place the first enclosure with a door and windows, sized for amenities and decor rather than the bare minimum.
- Run an expedition for one human period — the walkthrough uses Ancient Rome — and wait for the mission to return.
- Place the captured humans inside the enclosure.
- Add the human essentials: a feeding trough, and the amenities humans need. Toilets need water, so run the water generator and pipes to them.
- Build the storehouse and hire a porter, then assign that porter to the storehouse so stock actually moves.
- Assign a scientist to an observation post if research is part of the current objective, because experiments and observation are how the tutorial's knowledge target is met.
- Open the park from the management screen. This is the step that turns the build into a live attraction.
- Place donation boxes immediately after opening, since entrance is free and donation boxes are the documented first income.
- Monitor the overlays for the first few in-game days: guests arriving, humans losing satisfaction, and any maintenance job that appears on the enclosure.
If the Park Will Not Open: A Troubleshooting Order
Nothing in the material documents a formal error message or refusal state, so the honest position is that there is no documented "why can I not open" list. What can be done is to verify each prerequisite in the order the tutorial establishes them, because each one silently blocks the next.
| Symptom | First thing to check | Why |
|---|---|---|
| No humans in the enclosure | Did the expedition finish, and are the captured humans actually placed rather than sitting in inventory | An enclosure with no exhibit is not an attraction |
| Humans are inside but the park still feels empty of purpose | Is there a feeding trough, and is a storehouse reachable | Unsatisfied humans do not stay content and the walkthrough treats supply as the step before opening |
| Storehouse exists but stock never arrives | Is a porter hired and assigned to it | Supply only moves when a staff member does the moving |
| Amenities will not work | Do they have water and power | The walkthrough's first toilet placement is paired with a water generator and pipes |
| Research or knowledge stands still | Is a scientist assigned to an observation post, and is a staff trait interfering | An early-access review lost half an hour of the tutorial to a scientist blocking knowledge generation |
| Build menu is missing the control you expected | You may be looking for a build item rather than the management screen, and the 1.0 UI was cleaned up | The documented route to opening is the management screen, and the current build's wording is unconfirmed |
If all six checks pass and the park still will not open, the remaining honest answer is that this is undocumented — report it rather than guessing, because no source in this page's material covers a failure branch.
After Opening: Free Entry, Donation Boxes and First Income
Opening changes what your park is costing you. Guests start arriving, wages and maintenance begin draining the budget, and because the gate is free the money has to come from somewhere other than tickets. The walkthrough's answer in the tutorial is donation boxes, which convert visitor goodwill into cash without a price change.

The larger answer arrives with research. The official store page describes rides as the park's death-defying attractions and the official product page frames the budget as the central tension — "you will not last long if you can not turn a profit". Reviews of the Early Access build agree on the shape of the problem: rides and the themed amenities guests want drive revenue, while food and drink stalls only pay while porters keep them stocked, and one review describes restocking as a micromanagement step that never quite settles.
The documented income sources, in the order a new park tends to reach them:
- Donation boxes, which the walkthrough places at the moment the park opens and which do not depend on staff.
- Food, drink and merchandise stalls, which earn steadily but only while a porter keeps their storehouse stocked.
- Paid rides and attractions, which the walkthrough identifies as the largest profit source and which need an attendant to operate and a janitor to stay maintained.
- Research-driven unlocks, which do not pay directly but are what make the profitable rides, stalls and decorations available in the first place.
FAQ
- How do you open the park in Mars Attracts?
- Through the management menu. A subtitled walkthrough of the tutorial reports that once your first enclosure has humans in it and a storehouse is supplying them, the screen labelled management lets you open the park, and that entrance is free so donation boxes are the first income. The exact button wording on the current 1.0 build is unconfirmed.
- What do you need before the park can open?
- A populated, supplied enclosure. In the documented tutorial order you build an enclosure with a door and windows, run an expedition to capture humans from a time period such as Ancient Rome, place them inside, add a feeding trough, and put a storehouse with a porter behind it so the humans stay supplied.
- Why is there no option to open my park?
- Check the three documented blockers first: no humans placed in an enclosure, no storehouse reachable by a porter, and no staff assigned to the jobs the park already has. All three are prerequisites the tutorial walkthrough treats as gating steps rather than optional setup.
- Is it bad to open the park before everything is built?
- No, but opening sets the park loose on the economy. Once guests arrive you are paying wages and covering maintenance against free entry, so income has to come from donation boxes, merchandise and later paid rides. Opening early with only donation boxes is the documented tutorial state, not a mistake.
- Do guests pay an entrance fee in Mars Attracts?
- Not in the documented setup. The walkthrough states entrance is free and that donation boxes are placed to raise money instead, while paid attractions such as rides are the larger income source once research unlocks them.
References
- Mars Attracts — Steam store page and app details (appid 2760580)
- Mars Attracts — Outlier official product page
- Mars Attracts — Steam Community Hub
- Build a human Theme Park! - Mars Attracts - Game Review — YouTube walkthrough with subtitles
- Mars Attracts General Discussions — Steam Community Hub
Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.