$14.99Planetbase Keep them breathing out there
Grow a fragile space outpost into a working colony, one power failure at a time.
Is Planetbase worth it?
Planetbase is worth it if…
- you like slow, careful planning where one early design choice decides things hours later
- you want a sandbox of engineering problems rather than a story with a script
- you like games with several planets and conditions that ask for different strategies
- you can laugh when a colonist walks outside without a helmet and pays for it
Screenshots
One bad night from disaster
You start with a landing capsule, a few colonists and a short list of things that kill: no oxygen, no water, no food. Asphyxiation and dehydration come before hunger, so the first hour is a race to get an airlock up, solar panels down and a water extractor running before nightfall, when the panels go dark and your batteries are all you have. The game is not pitched as a simulator, but its mechanics are plausible: solar and wind power, hydroponic vegetables, synthesized meat, mined metal. Everything connects, so a power dip slows production, production slows food, and a small mistake can cascade into a crisis. When it happens, it rarely feels unfair. It feels like yours.
From capsule to colony
The arc is the point. A few pioneers huddled in one dome slowly become a base with canteens, dorms, labs, medical centers, factories and a robotics facility, and eventually hundreds of colonists walking corridors you designed. Along the way you build a production chain: mine raw resources, process them, manufacture goods, and make your own bots to take over the arduous work. You also decide who gets to come at all, since managing the immigration flow is how you get the right skills on base. Watching your little outpost become a working settlement is the quiet reward underneath all the panic.
Stories written by the planet
This is a colony sim where the stories come from what goes wrong. Meteors smash into your power grid. Sandstorms and solar flares cut you off at the worst moment. Intruders show up and need defending. Nobody is coming to save your colonists: if oxygen runs short, they will make their displeasure known in the most permanent way. The colonists are individuals with needs, skills and morale, and keeping them fed, rested and breathing through one more disaster is the whole game. It is tense early, satisfying in the middle, and late game it becomes a question of how something you built could possibly be this fragile.
A base you draw yourself
As base architect and manager, you place every structure and connect it to the next, and layout matters more than it first appears. Short paths between production steps mean colonists waste less time walking and more time working, so a well-planned base of twenty can outperform a sprawling mess of a hundred. The visuals are clean and readable in isometric 3D, the music is calm, and the whole thing has a contemplative feel: you are mostly watching, deciding, and adjusting. The planets give you terrain to work with, and each new dome you attach is another small piece of city planning under a hostile sky.
What should you know before starting?
How long does a playthrough take and can you replay it?
Runs are built for coming back: there are four planets with different conditions and rising difficulty, and each asks for a different strategy, so a run on the desert planet plays out nothing like one on the ice. Sessions are slow and contemplative rather than frantic, and the sandbox nature means you can keep experimenting with layouts and production chains long after your first colony stands on its own.
How do the colonists behave?
They have needs, skills and morale, and they handle routine work on their own, but they are also the source of the game's most shared complaint: they can make baffling choices, wandering past a problem they should fix or stepping outside when they should not. You direct the base rather than control individuals, so patience with their logic is part of the deal.
Is there combat or danger beyond resource management?
There is. Beyond the environment, you have to survive disasters like meteors, sandstorms and solar flares, and defend the base from intruders when they arrive. Security structures and guards are part of a mature colony, and a calm afternoon can turn into an emergency with very little warning.

























