$19.99EarthX 2 Your Space Company, From Pad to Mars
Build rockets, win contracts, reuse your fleet and grow a launch business all the way to terraforming the Red Planet.
Is EarthX 2 worth it?
EarthX 2 is worth it if…
- you enjoy the business and logistics side of spaceflight more than the piloting
- you like tycoon games where one bad launch can genuinely hurt
- you want goals that stretch from a first contract to a terraformed Mars
- you prefer figuring systems out yourself over being walked through them
Screenshots
Rockets, contracts and the occasional fireball
You start with a launch pad and a choice: which contract to take, which vehicle to build for it. Manufacture rockets, orbiters, capsules and ships, then match the right craft to each payload and assemble a launch configuration that actually fits together. The work ranges from resupplying the International Space Station to carrying crews, and some customers have odd ideas about what belongs in orbit.
Launches do not always go well, and a failed mission can burn a contract and your budget with it. That risk is part of the appeal: watching your own webcast with live flight telemetry, through stage separation and landing, means something because it could go wrong. Training simulations let you practice the tricky parts, like propulsive landings and docking, before a real mission is on the line.
A fleet you fly twice
Throwing away a rocket after one flight is expensive, so recovery is where the money is. Bring vehicles home, service them and send them up again, unlocking new recovery methods along the way. Helicopter catches, propulsive landings, docking: each one changes what your fleet can do.
Every craft keeps its own condition and flight history, so you learn which booster you trust and which one is one mission from retirement. You can even give a favourite rocket a nickname, which makes its eventual failure oddly personal. As the company grows, automation takes over the routine work: set production targets, schedule vehicle programs and save launch presets for missions you fly often, so the money mostly takes care of itself while you plan the next project.
How hard is it to get started?
Is there a tutorial?
No, and this is worth knowing before you buy. The game expects you to experiment, and newcomers to the first EarthX in particular can feel lost in the early hours while working out how launches, contracts and LinkLink fit together. Once the systems click, usually around the point where your satellite network starts paying for itself, the game opens up. If you like learning a tycoon by trial and error, that is part of the fun; if you want hand-holding, expect a rougher start.
Can you lose the game, or just do badly for a while?
You can do badly for a very long time. Debt is a real threat, especially early on, and a single failed launch on a big contract can set a save back badly. There is no dramatic game-over screen, but there are saves where the sensible move is starting over. Career mode gives you objectives to chase, and sandbox mode lets you build without the financial pressure if you would rather experiment.
What is LinkLink?
Your own satellite internet business, and for many runs the financial backbone of the company. You manufacture routers and satellites, expand the constellation, and support it with ground relays. Get the numbers right and the early and mid game become much more comfortable, which is why it is worth understanding before chasing Moon landings.

















