$34.99Solargene An empire from Mercury to the Kuiper Belt
Run a private space corporation and spread housing, mines, and farms from Mercury to the Kuiper Belt. Your astronauts each have skills, moods, hunger, and hygiene to manage. Worth playing for colony sim fans who want people-first management stretched across a whole solar system of harsh weather and long supply lines.
Is Solargene worth it?
Solargene is worth it if…
- you like colony sims where individual settlers have needs, skills, and morale to watch
- you like building production chains and shuttle networks across many maps
- you like slow, systemic expansion from the Moon and Mars to the outer solar system
Screenshots
Astronauts with needs, skills, and opinions
Every astronaut is an individual with skills, experience, personality, and views. They need food, sleep, rest, hygiene, and healthcare, and better skills mean higher demands for pay and comfort. You assign jobs, treat the sick and injured, and keep living quarters comfortable enough that new arrivals do not tank morale. Hold colony elections and pass laws that reflect the dominant ideology, so keeping residents content is politics as well as plumbing.
Specialized colonies tied by shuttles
You build dozens of colonies, stations, and spacecraft for hundreds of colonists: spaceports, mining outposts, farms, resorts, science bases, orbital stations. Deposits are unevenly scattered, so you mine in one place, refine in another, and run shuttles to move cargo and people between them. Production runs from basic minerals to high-tech goods, and contracts and trade with factions fill the gaps. A farm that feeds itself is satisfying. A farm that feeds three other rocks is a business.
A solar system that pushes back
Temperature shifts with time of day, season, atmosphere, and distance from the Sun. Radiation varies by body and spikes during solar flares. Meteor showers threaten buildings and stations, while storms and calm periods on thick-atmosphere planets disrupt logistics and power. Research answers with better engines, wireless power, space farming and cooking, tourism income, plus robots, clones, and force fields. Expect to plan around launch constraints and bad weather rather than paint one perfect base.
What else should you know?
How big does your operation get?
You go from early outposts to dozens of colonies, stations, and ships across the solar system, from Mercury to the Kuiper Belt. Expect outposts with distinct jobs — mining, farming, research, tourism, transport — housing hundreds of colonists in total, all linked by trade and shuttle routes.
What do colonists actually need day to day?
Food, sleep, rest, hygiene, medical care, decent housing, and fair pay that rises with experience. Comfort matters when new arrivals show up, and elections and laws mean their views shape how a colony runs. It rewards steady attention to living conditions, not just industry.
How do resources and research work?
You extract minerals and build chains toward complex products, using dozens of resources that are spread unevenly across planets. Research unlocks better structures and equipment, improved food and comfort, tourism, and tools for remote places such as advanced engines and wireless power.

















