Five figures in exploration suits stand on a ridge at the line where two worlds meet. On one side, the red Martian surface with lit habitat domes, a rover and the spires of the colony, and craft streaking away above it. On the other, a healed Earth: the ruins of a city overgrown with forest, vines climbing the towers and the Statue of Liberty, waterfalls falling through the cliffs, a river running below and animals moving at the water's edge. Both planets hang in the sky above them.
We Are Mars

We Are Mars

Built for a Global Franchise

One story. Two worlds. An entire universe.

We Are Mars was not written as one film with sequels attached to it afterwards. It was built from the beginning as a story large enough to hold a franchise: two planets, two generations, and a discovery that changes what humanity is.

What follows is where that story is designed to go.

01

Theatrical Films

The feature film is the anchor. It is the first thing an audience meets, it establishes both worlds, and it ends on the discovery that everything else in this universe is built to follow.

The story is structured to carry more than one film. The escape, the crossing and the landing are a single arc. What happens once two planets know about each other is the next one. See the feature film.

We Are Mars: Rebellion key art. The title in weathered steel lettering over a Mars horizon, with Earth rising behind it.

02

Six-Season Series

A feature film can open a world. It cannot finish one.

Six seasons give this one its real length: the shape of Martian society, the people who built it, the reasons they kept their secret, and the long business of deciding what humanity does next. The series is designed to run alongside the films rather than repeat them. See the six-season series.

A domed Martian city at dusk: glass habitats lit from within, linked by transit tubes running out across the red plain toward the mountains.

03

Consumer Products

We Are Mars was designed with its own hardware. Suits, insignia, rovers, habitat domes, ship interiors, and a colony that has had generations to develop an industrial style of its own.

That is what a product line is drawn from. Apparel, models, collectibles and licensed goods that come out of a world which was designed rather than decorated, and which an audience can recognise at a glance.

A cinema store display for We Are Mars: Rebellion, with the film's poster beside shelves of branded shirts, caps, helmets, vehicle models and collectibles, with a shopper browsing.

04

Gaming & Interactive

Two planets. A colony built to survive. A crossing nobody has made in generations, and a surface on the other side that has to be learned from nothing.

The world is already a map. It is built for the kind of game where the player is the one deciding where humanity lives, across survival, exploration and the choice at the centre of the story.

05

Publishing

Six seasons of story means far more world than any screen will hold. Publishing is where the rest of it lives.

Novels, graphic novels and companion volumes can carry the generations between the evacuation and the discovery: who left, who stayed, and what the first people on Mars agreed never to say.

06

Immersive Experiences

A domed Martian street. The flight deck of a ship in the crossing. A cliff edge on a healed Earth, with water falling through a city that used to be there.

These are places, not scenes. They were built to be walked through, which is what makes them suited to location-based entertainment, themed attractions and virtual reality.

Two Worlds. Endless Stories.

Most franchises are built on one world. We Are Mars is built on two.

Mars is a working civilization with its own history, its own leadership and a founding story it has every reason to protect. Earth is a living planet that recovered without us and does not need us back.

Any part of this franchise can be set on either one, at any point across the generations between them, and still be the same story. That is what gives it somewhere to go.

Four teenagers on a clifftop at dawn looking out over a healed Earth: a drowned city overgrown with forest, waterfalls falling from the towers, the sea beyond.

The Universe Is Just Beginning.

One story. Two worlds. A global franchise built to expand across film, television, gaming, consumer products, publishing, and immersive experiences.