From Page to Screen: A Deep Dive into ‘Traveling to Mars’ — Can It Be the Next European Sci‑Fi Franchise?
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From Page to Screen: A Deep Dive into ‘Traveling to Mars’ — Can It Be the Next European Sci‑Fi Franchise?

UUnknown
2026-02-22
10 min read
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How Traveling to Mars could become Europe’s next sci‑fi franchise: a visual, transmedia, and merchandising roadmap.

Hook: Why fans are frustrated — and why Traveling to Mars could fix it

Fans of sci‑fi and pop culture are tired of half‑baked adaptations, slow release schedules, and transmedia efforts that feel like cynical cash grabs. They want faithful, bold, and immersive adaptations that honor original creators while offering new entry points for global audiences. Enter the European graphic novel sensation Traveling to Mars — a visually arresting series built for the era of transmedia franchises.

Topline: What makes Traveling to Mars poised to become a European sci‑fi franchise

Since its launch, Traveling to Mars has attracted attention for three core strengths: a distinctive visual language that blends retro futurism with Mediterranean color palettes, thematic depth (identity, migration, ecological collapse), and a design-forward world that invites extensions across TV, film, gaming, and merchandising. In January 2026, industry moves underscored that potential when transmedia IP studio The Orangery — which owns the rights to Traveling to Mars — signed with WME, a major step toward global distribution and adaptation deals.

"Transmedia IP Studio the Orangery, Behind Hit Graphic Novel Series ‘Traveling to Mars’ and ‘Sweet Paprika,’ Signs With WME (EXCLUSIVE)" — Nick Vivarelli, Variety, Jan 16, 2026

Why European IP? The 2026 moment

Streaming consolidation, rising production value outside Hollywood, and renewed appetite for authentic regional stories have created fertile ground for European IP in 2026. Platforms are investing in localized hits that can scale internationally: they want properties with a built‑in fanbase and clear transmedia vectors. Traveling to Mars matches that brief — it’s visually cinematic, narratively rich, and thematically resonant with global conversations about climate, migration, and technological ethics.

  • Transmedia-first commissioning: Studios and streamers increasingly prefer projects planned across formats from the start (TV, film, games, experiential).
  • Visual IP demand: Graphic novels with a strong, distinguishable visual identity translate well to premium TV and film.
  • European co‑pro models: Tax incentives and co‑production treaties make European IP economical for agencies like WME and public broadcasters.
  • Fan monetization sophistication: Post‑2024 platforms enable deeper fan monetization (subscriptions, bundles, live commerce, limited‑edition drops).
  • Interactive and AR adoption: Consumers expect interactive layers — AR book experiences, companion mobile games, NFTs as digital collectibles (used prudently).

How Traveling to Mars reads as a franchise — themes and visuals

At its core, Traveling to Mars uses sci‑fi to interrogate very human questions: who gets to travel, who gets to stay, and how societies reconfigure after ecological and geopolitical shocks. Visually, the series blends:

  • Warm Mediterranean palettes with rusted, analog tech — creating a lived‑in future that feels grounded and characterful.
  • Architectural mise‑en‑scène that mixes baroque European detail with utilitarian colony modules — perfect for production design.
  • Character‑driven panel work where closeups and silence carry as much weight as exposition—ideal for serialized TV.

These elements are production gold: they give costume, set, VFX, and cinematography departments concrete hooks to build a distinct audiovisual signature.

Audience profile: Who will watch, play, and buy?

Traveling to Mars appeals across a cluster of audience segments that are attractive to studios and brands:

  • Core graphic‑novel readers — aged 18–35, digitally native, active on social platforms and fandom hubs.
  • Sci‑fi enthusiasts — global demographic craving original, serialized worldbuilding beyond franchise fatigue.
  • European home audience — public broadcaster viewers and arthouse crowds who support auteur adaptations.
  • Casual mainstream viewers — reachable via star casting or streamer placement and attracted by high production value.
  • Collectors and cosplayers — highly engaged consumers for merchandise and experiential events.

Adaptation roadmap: From graphic novel to a full transmedia franchise

The clearest path to franchise status is a phased, audience‑first rollout that builds goodwill and monetizes in parallel. Below is a practical roadmap — six stages with tactical moves.

Stage 1 — Create a narrative bible and transmedia strategy (0–6 months)

Before production, assemble a compact but authoritative creative bible that maps canon, character arcs, timelines, and visual references. This document serves as the single source of truth for screenwriters, showrunners, game designers, and licensing partners.

  • Assign a transmedia lead at The Orangery to steward continuity.
  • Produce a 10‑page pitch deck for buyers with visual treatments, target demos, and ROI scenarios.
  • Secure key creative relationships early — a showrunner with both TV and comics experience, a production designer who can translate panels to sets.

Stage 2 — Launch a prestige limited TV series to anchor the universe (6–24 months)

TV is the best entry format for deep worldbuilding. Plan a 6–8 episode limited series focused on a core arc from the novels, using the strongest visual beats as episode hooks. Benefits:

  • Allows character exploration and fan investment.
  • Easier to sell internationally as a streamer co‑production (think Netflix, Prime, or an HBO Europe hybrid).
  • Provides a stable launchpad for spin‑offs and films.

Stage 3 — Parallel feature development for cinematic set‑pieces (18–36 months)

While the TV show builds audience, develop a feature film that explores a time‑jump or origin story with blockbuster potential. Market the film as a distinct but connected entry point — ideal for festival runs and awards circuits to cement prestige.

Stage 4 — Interactive and gaming extensions (12–30 months)

Interactive content amplifies engagement and revenue. Recommended approach:

  • Companion narrative game (single‑player): A narrative adventure that deepens characters' backstories, developed by an indie studio with a strong track record for story games.
  • Mobile AR experiences: An AR app that brings key comic panels to life, driving engagement at conventions and bookstores.
  • Live events and ARGs: Alternate reality games tied to release windows — low cost, high buzz.

Stage 5 — Merchandising and experiential commerce (12–48 months)

Merchandising should be planned in tandem with narrative beats, not tacked on. Priorities:

  • Tiered merchandise strategy: Everyday apparel and posters for mass reach; premium collectors (statues, signed art books) for superfans.
  • Limited drops & collaborations: Partner with European design houses (Italian textile studios, French artisan leather goods) for capsule collections that feel bespoke.
  • Experiential tie‑ins: Pop‑up exhibits replicating set rooms, ticketed VR experiences, convention‑level activations with cosplay photo ops.

Stage 6 — International rollout and localized remixes (24–60 months)

Adaptation success depends on intelligent localization. Create localized marketing and even minor narrative remixes for markets like Japan, Brazil, and India to maximize global resonance. Consider dubbing choices, cultural consultants, and local talent attachments to drive foreign subscriptions and box office.

Practical production tactics that reduce risk

To convert a beloved graphic novel into a sustainable franchise, producers must reduce typical adaptation friction. Actionable tactics:

  • Test visual fidelity with a short-form pilot: Produce a 10–15 minute visual proof that demonstrates tone, color grading, and VFX approach to financiers and platforms.
  • Early fan engagement: Release curated art books, behind‑the‑scenes short documentaries, and creator Q&As to maintain core fan trust.
  • Agile budgeting: Use a modular VFX approach where high‑cost sequences are isolated and can be pushed to season two if needed.
  • Strategic casting: Pair European acting talent with one global marquee name to help sell to international buyers without erasing the IP's regional identity.

Merchandising deep dive: What to make and how to sell it

Merchandising should reflect the IP’s aesthetics and reward different levels of fan engagement. Suggested product pillars:

  1. Accessible apparel & prints: T‑shirts, posters, enamel pins featuring iconic panels and quotes.
  2. Premium collectibles: Limited‑edition figurines, signed variant art books, and prop replicas (e.g., travel documents, colony gear).
  3. Functional lifestyle items: Artisan backpacks, travel journals, and ethically produced apparel that tie into the travel theme.
  4. Digital collectibles: Optional, utility‑driven NFTs — art swaps that offer early access to chapters or event presale rights (avoid speculative models; ensure consumer protection).
  5. Experiential merch: Tickets to immersive exhibits packaged with exclusive merch and behind‑the‑scenes content.

Distribution channels: direct‑to‑consumer webshops (high margin), select retail partnerships in Europe for visibility, and marketplace drops timed to release windows. Leverage live commerce and short‑form video for launch promotions — shoppers convert faster when they see items in lifestyle contexts.

Fanbase strategy: Build trust, not hype

One of the biggest pitfalls for adaptations is betraying the source material. To keep and grow the fanbase:

  • Transparent creative dialogue: Keep original creators visible in press and promotional materials; host creator livestreams.
  • Community governance: Offer a fan council (mix of creators and superfans) to test scripts and visuals before public release.
  • Content cadence: Maintain a steady flow of micro‑content (character dossiers, location maps, soundtrack previews) to keep interest between major releases.

Monetization model: Diverse and sustainable

A balanced revenue mix reduces dependence on any single channel:

  • Streaming licensing and theatrical revenue
  • Game sales and in‑game purchases (cosmetic, narrative DLC)
  • Direct‑to‑consumer merch and art book sales
  • Experiential ticketing (pop‑ups, VR labs)
  • Limited partnerships and brand collaborations

Potential challenges and how to mitigate them

No adaptation is risk‑free. Anticipate and plan for:

  • Creative drift: Mitigate by keeping the creator(s) as executive producers with final sign‑off on key story beats.
  • Over‑licensing: Stagger merch drops and license types to avoid market saturation.
  • Localization pitfalls: Hire cultural consultants and local showrunners for major territories.
  • Fan backlash: Prioritize transparency and a robust fan engagement program to preemptively address concerns.

Case studies & comparable blueprints

Several recent successes provide blueprints: The Witcher (Polish IP to Netflix franchise), EuropaCorp’s La Jetée‑style expansions, and indie comics like Monstress leveraging prestige animation. The Orangery’s WME partnership in early 2026 mirrors the early agency support that helped turn similar European IPs into global properties.

Final verdict: Can Traveling to Mars become the next European sci‑fi franchise?

Yes — but success will depend on deliberate transmedia planning, respect for the source material, and smart commercial execution. Traveling to Mars has the three essentials: a dedicated fanbase, a strong visual identity, and industry momentum (The Orangery signing with WME). If producers follow a phased roadmap — starting with a quality limited TV series, building interactive experiences, and rolling out tiered merchandising — the property can evolve into a sustainable European sci‑fi franchise with global appeal.

Actionable checklist for producers and IP holders

  • Create a central narrative bible and appoint a transmedia lead within 60 days.
  • Produce a 10‑minute visual proof to secure streamer interest in 6 months.
  • Plan a 6–8 episode limited series as the initial screen anchor.
  • Commission a companion single‑player narrative game with DLC hooks tied to season releases.
  • Develop a tiered merchandising calendar and partner with European artisans for premium drops.
  • Establish a fan council to maintain trust and test major creative decisions.

Call to action

If you’re a creator, producer, or fan who wants to see Traveling to Mars reach its franchise potential, follow the series’ official channels, sign up for creator AMAs, and support quality adaptations by buying official art books and attending sanctioned events. For industry insiders: reach out to The Orangery and their WME partners — the 2026 window for European IP is open, and Traveling to Mars is one of the properties best positioned to step through it.

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#Sci‑Fi#Comics#Adaptations
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Unknown

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Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.

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2026-02-22T00:11:36.300Z