Solargene artwork$34.9977%
City builder pick

Solargene An empire from Mercury to the Kuiper Belt

Run a private space corporation and industrialize the solar system, from Mercury to the Kuiper Belt. You found mining outposts, farms, resorts and orbital stations, link them with shuttles, and keep very particular colonists fed, rested and healthy. Dense and fiddly, but city builder fans who love production chains will find a lot to run.

Is Solargene worth it?

Solargene is worth it if…

  • you like slow, careful planning across many linked colonies
  • you enjoy production chains, logistics and trade contracts
  • you like managing individual colonists with needs and skills
  • you want a realistic solar system, from Mercury to the Kuiper Belt

Screenshots

A corporation across the solar system

You start as the head of a private space corporation and spread outward, planet by planet. The map runs from Mercury's heat to the ice of the Kuiper Belt, with stops at Venusian deserts, Martian canyons, Io's volcanoes and Europa's frozen crust.

Each site becomes its own small economy. You found mining outposts, spaceports, farms, tourist resorts, science bases and orbital stations for hundreds of colonists, then specialize them around local deposits. Mineral deposits are uneven, so growth means shuttling cargo and people between colonies, signing contracts and trading with factions. It is slow, careful planning across long distances, and starting a new branch before the old one is stable is how budgets go to die.

Rooms, chains and colonist demands

Colonies are built room by room on a grid, with furniture and machines that make each room work. You pull minerals out of the ground and refine them upward, from basic resources into fuel, electronics and high-tech goods. Every bench and waste bin costs materials and a delivery wait, so even a toilet takes logistics.

Your astronauts complicate the spreadsheet. Each has skills, experience, personality and views, plus needs for food, sleep, rest, hygiene and healthcare. Better skills bring demands for better pay and comfort, and new arrivals can tank a colony's mood. You hold elections, weigh residents' opinions and pass laws to keep the place governable. The learning curve is steep and the interface takes patience, but once the routines click the whole system hums.

Bad weather, but in space

Space keeps billing you. Temperature swings with day, season, atmosphere and distance from the Sun. Radiation varies by body and spikes during solar flares. Meteor showers threaten colonies and stations, while storms and calms on atmospheric planets disrupt shuttles and power.

Research is how you answer back. You work through space agriculture and varied cuisine for comfort, tourism for income, powerful engines and wireless power for remote corners, plus robots, clones and force fields further along. It rewards city builder fans who like solving infrastructure against the planet itself, one hardened, well-fed outpost at a time.

Good to know before you build?

How big can your space program get?

Dozens of colonies, stations and spacecraft across the solar system, housing hundreds of colonists. You are not limited to one base: mining, farming, science, tourism and transport sites each play a different role in the wider network.

What do colonists actually need from you?

Treatment for the sick and injured matters, and comfort furniture, varied diets and elected laws help keep skilled people productive.

How do resources move between planets?

By shuttle. Since deposits are scattered unevenly, you set up routes to carry cargo and personnel between colonies and spaceports, then fill the gaps with negotiated contracts and trade with factions.

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