Offworld Trading Company’s premise is that you control one of several companies attempting to take over the colonization of Mars. The goal is to earn money by exploiting Mars’ resources, then use that economic dominance to buy out every other player in a hostile takeover. Players make claims on land to gather raw resources and then use constructed buildings to convert those raw resources into others. So water can be converted into food a hydrolysis factory, or into oxygen and fuel through electrolysis. There are 13 resources in all, to be used for life support, building, or just for selling.
This places Offworld Trading Company snugly into the “pure capitalism” subgenre of games, where success comes from the ideals of the market: the player who can understand which products will be overvalued and undervalued and are able to manipulate their competitors will win. This leads to one of Offworld’s biggest diversions from conventional RTS forms: randomness. All maps in the game are generated randomly, so players can’t fall into habits like optimal build orders, or camping the best resources/starting points on familiar locales. Johnson and Mohawk cofounder Dorian Newcomb said that this randomness should mean that each match is different enough to introduce a bit of unpredictability in winning or losing, even among players of different skill levels.