Planet Explorers is an open world sandbox adventure RPG game set on a distant planet. The game uses a new OpenCL calculated voxel system to allow players to change the terrain in any way, create new objects such as weapons, vehicles, objects, and do it anywhere.
User reviews: Mostly Positive (3,301 reviews) - 77% of the 3,301 user reviews for this game are positive.
Release Date: Mar 11, 2014

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

“Planet Explorers is an open world RPG for its single player mode, as in there's a storyline with an ending. The game is in alpha, there will be bugs and strange things that we can't explain. Since it's an RPG, there will be more bugs than other games of the voxel type. Also due to the RPG nature, each main update will be spaced by about a month. But due to the decent size of our team, each update will contain a lot of content. We do listen very closely to our players, so you will have an opportunity to impact the direction of the game.”
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Recommended By Curators

"Great RPG/Sandbox game. Mine, quest, build, & kill to your hearts content, this game is fun especially with your fellow friends, it has great potential."

Recent updates View all (39)

September 16

A0.887 Beta Released on Steam

This one took us a while, there were several bugs and efficiency problems forcing our attention. We fixed the cave pathfinding and NPC generation causing frame drops, and there are several more areas that we plan to look at to solve other stuttering issues. One major concern is that our current pathfinding is not only pretty bad, it’s also very resource intensive. We’re going about writing a whole new pathfinding system for our game, we can’t promise it’ll solve all the problems with AI, but it’ll be much better than what’s there now. For our next build, we’ll have new air enemy combat behavior, the medical facility for colony, most of the old animals back in, custom armor, NPC skills, and maybe an early form of first person camera. Also, if you want to see what we have left/are working on for A0.9, look here.


Fixed issue with ragdoll bouncing
Fixed issue with NPCs disappearing when logging on/offline
Fixed issue with auto reload
Fixed issue with pathfinding efficiency in caves
Fixed issue with spider web not disappearing
Fixed issue with dialogue not appearing after mission complete
Fixed issue with dialogue not leading to new mission
Fixed issue with Gerdy’s rest position
Fixed issue with mission icon size
Fixed issue with cutscenes generating enemies
Fixed issues created by random maps’ height configuration
Fixed issue with monorail creation
Fixed issue with efficiency
Changed logic for moving items out of bags
Changed vehicle consistency logic for multiplayer
Changed combat collision
Changed the balance of some of the Creation System’s addons
Optimized random NPC generation
Added the ability for players to attack NPCs in multiplayer
Added animals in forest and desert
Added the Processing Facility to the colony buildings (NPCs can now go out and gather for you!)
Added birds (no combat or new animations yet)
Added new gun grips to the Creation Editor
Added in optional skill tree leveling for Adventure Mode
Added in vehicle aiming HUD (press Z/X to lock and fire)
Added in layering for hit detection allowing for different damages to different parts of the body (will allow different damage from different weapons as well once we enter the numbers)
Added custom armor creation in the Creation Editor (cannot export yet)

20 comments Read more

August 21

A0.886 Beta Build Released on Steam

We tried to get a couple of things into this build but failed, so they're for the next build. First is the (optional) level up skill tree for Adventure mode, second are several new weapon parts for the Creation Editor. At the end of this build, we ran into a few problems with AI pathfinding optimization, that's what caused the delay. The problem still persists in the form of frame rate drops when loading AI, we're going to fix that in the next build.

A lot of players have asked us about when we're moving forward with the story. Well, we're actually mainly focused on the story, it's just that there are so many moving parts and the story mode is the culmination of these parts. Once we have most of the AI and special events written completely, then story will go from start to finish without a hitch. The end part of the story needs new AI systems or they won't work (you know, the part about befriending or warring against...). Due to the AI being a bottleneck for our game, we've already put 3.5 programmers on this task.

For the next build, we're going to put in more animals, flying AI, better NPC AI, level up skill tree, updated battle/hit system, and perhaps an early form of the custom armor. Speaking of custom armor, here's a preview:

Image 1
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A0.886 Changelist

Fixed issue with the "complete mission" UI not following the NPC
Fixed issue with not being able to get a mission through a story scene
Fixed issue with NPC getting stuck for rescue Rol mission
Fixed issue with missions where all NPCs need to arrive at a point to continue
Fixed issue with hatred transferring in multiplayer
Fixed issue with AbnormalCondition in multiplayer
Fixed issue with AI spawning in multiplayer
Fixed issue with follower story NPC always attacking an AI
Fixed issue with items disappearing from storage boxes after loading saves
Fixed issue with the town display icon being wrong
Fixed issue with the town display icon being at the wrong place
Fixed issue with pressing ESC causing some UI functions to stop
Fixed issue with cylindrical blocks displaying incorrectly
Fixed issue with F2 display mode where the mouse doesn't appear after pressing the ESC key
Fixed issue with recovering blocks throwing an error
Fixed issue with player locations not saving on large world map
Fixed issue with world map not centering on player during initialization
Fixed issue with auto turrets not shooting down an incline
Fixed issue with bed UI blocking off other UI after it's closed
Fixed issues with colony building repair
Fixed issue with colony NPC head display
Fixed issue with enhancing flare, stun, and blaster throwing an error
Fixed issue with mission display
Fixed issue with the NPC being bartered with walking away
Fixed issue with ash box being recognized as an item
Fixed issue with cutscene display time
Changed digging block brightness
Changed the frequency in which random loot appears
Changed the way VTOL and ships control
Changed some of the building UI so that they fulfill skill tree limitations
Changed a couple of animations for female character
Optimized AI Behavior
Added the player oxygen display
Added Trade Post building to colony
Added UI windows location saving
Added cave animals
Added basic cave pathfinding
Added submarine part to Creation Editor (controls like VTOL in reverse)
Added a couple of cutscenes
Added more animations to current animals
Added 8 animals
Added spider web effect to Andhera Queen mission

44 comments Read more
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About This Game

In Planet Explorers, it is the year 2287, one of the first colony ships sent out by Earth arrives at the planet Maria, in the Epsilon Indi Star System. During its landing sequence, something appears in front of the massive ship that causes it to lose control and crash into the planet. Some of the colonists survive in lifeboats, but what they find is an unforgiving land filled with creatures ready to outlast the visitors from Earth. Now the survivors must explorer, gather, build, create, fight, and ultimately, build a new home.

Game Modes

Planet Explorers will feature single and multiplayer modes.

In single player there are 3 distinct selections

  • Story Mode – Story mode is the main meat and bones of the game, it is the action-adventure-rpg-somewhat-4X segment, offering npcs, missions, colony building, farming, ranching, training, diplomacy, and of course, a storyline that you can follow or ignore. This story features a 17X8km world map with many unique character, landscapes, biomes, locations, and over 100 types of potential enemies. Even though we’ve made it seem like a very action oriented game in the trailers, in reality, players can choose to not fight so much as to just plant a farm, make some food, keep the colonists alive, negotiate with the sentient aliens, and defend the perimeter from the local life forms. That can still eventually arrive at the ending. And yes, there is an ending.

  • Adventure Mode – This mode is based on a procedural map generated from a seed. Currently, it comes in a 40X40 kilometer map. Players will be able to complete random missions, defeat bosses, and explore different landscapes in the mode and eventually be able to setup conditions that they want to play (such as tower defense or attack an alien camp). This mode will also feature survival gameplay. The randomization in this mode will eventually pull in player made objects and locations so that a world will always feature something new and unique.

  • Build Mode – In this mode, there are no enemies and an infinite amount of building material. It also currently comes in a 40X40km map. Players will be able to build whatever they want in this mode, including everything in the Creations Editor. Think of this as the perfect testing ground to test everything you build. Or…it’s your place to build your garden without ever worrying about the pesky aliens.

Multiplayer allows Local Area Network and player hosted servers. It features several modes but some are still on the drawing board or going through technical trials so the final result is still in flux. Players playing multiplayer should be able to bring at least one of their created objects into multiplayer games, be it a sword, gun, or vehicle.

  • Coop – Coop comes in many selections, such as adventure mode, tower defense mode, build mode, etc. This is pretty much an open world sandbox with a max of 32 players (this number still needs to be stress tested).

  • Versus – This mode allows teams of up to 16 players to battle against 16 players from another team. We allow full terrain manipulation in this mode. Currently, it's a point based system where one team wins if they reach a certain point level based on kills, built objects, resources mined, etc.

Game Features


  • 20+ hours of storyline
  • 70+ types of enemies
  • 20+ unique mainline NPCs
  • Able to dig
  • Able to build
  • Able to plant farm
  • Able to build colony
  • Able to have followers
  • Creation Editor to create vehicles, weapons, objects, vtols, and more
  • Day/night cycle with realistic moon cycles
  • Weather system
  • 15+ types of mineral types
  • 200+ unique items
  • Resource scanner
  • Realtime AI pathfinding
  • Multiplayer COOP
  • Multiplayer VS
  • Realtime water physics


  • Finish up the single player storyline
  • 30+ more enemy types
  • More mainline NPCs
  • Multiple boss types
  • Story Editor
  • Pet system
  • Herding
  • Fishing
  • AI bot followers
  • Ingame music player
  • Hardcore survival mode
  • Negotiation with aliens
  • War with aliens
  • Missions to the moons
  • More objects in Creation Editor (boats, mechs, armor, etc.)


  • Riding animals
  • NPC Marrying
  • NPC Procreation
  • Season system

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Win 7
    • Processor: i3+
    • Memory: 3 GB RAM
    • Graphics: GTX 460+ HD 5700+
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Hard Drive: 6 GB available space
    • Additional Notes: Must have OpenCL compatible CPU or GPU (DX10.1)
    • OS: Win 7 +
    • Processor: i5+
    • Memory: 6 GB RAM
    • Graphics: GTX 670+ HD7000+
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Hard Drive: 8 GB available space
    • Additional Notes: Must have OpenCL compatible CPU or GPU (DX10.1)
    • OS: OSX 10.7
    • Processor: i3+
    • Memory: 3 GB RAM
    • Graphics: GTX 460+ HD 5700+
    • Network: Broadband Internet connection
    • Hard Drive: 6 GB available space
    • Additional Notes: Must have OpenCL compatible CPU or GPU (DX10.1)
    • OS: OSX 10.7+
    • Processor: i5+
    • Memory: 6 GB RAM
    • Graphics: GTX 670+ HD7000+
    • Network: Broadband Internet connection
    • Hard Drive: 8 GB available space
    • Additional Notes: Must have OpenCL compatible CPU or GPU (DX10.1)
    • OS: Linux Kernal 3.2
    • Processor: i3+
    • Memory: 3 GB RAM
    • Graphics: GTX 460+ HD 5700+
    • Network: Broadband Internet connection
    • Hard Drive: 6 GB available space
    • Additional Notes: Must have OpenCL compatible CPU or GPU (DX10.1)
    • OS: Linux Kernal 3.2+
    • Processor: i5+
    • Memory: 6 GB RAM
    • Graphics: GTX 670+ HD7000+
    • Network: Broadband Internet connection
    • Hard Drive: 8 GB available space
    • Additional Notes: Must have OpenCL compatible CPU or GPU (DX10.1)
Helpful customer reviews
23 of 37 people (62%) found this review helpful
1 person found this review funny
4.5 hrs on record
Posted: September 16
Early Access Review
Planet Explorers is a super ambitious project that will probably reach most goals. Hopefully. The problem for me is not the game itself, or the direction its going in - its with the current state and the price. This is a HUGE project, and so what do you get for your twenty five bucks, right now? In my opinion, you get an unoptomized sandbox that has a moderate-albeit reasonable for the current developement state-amount of bugs and glitches. I just hope they keep going and get it done in a timely manner.

This is an open world, do-whatever-you-want crafting and base building game.

+Huge potential (but then again, so does nearly every other EA game)
+Multiplayer could be really really fun in the future, and is even fun now, to a certain extent
+The idea of vehicle crafting is awesome
+The world is beautiful

-Personally, I think this should be first-person
-Its glitchy, and in this case, is fairly bothersome (glitching through the world/builds quite frequently)
-It is unoptimized. I can run it at full graphics on my gaming rig, but it sweats.
-I would bet money that developement will cease before the original vision is completely met (not a bad thing, but this is ambitious)

Get it on a sale, and make sure to play the demo first (I think its on their website). Problem is, the open world crafting genre is a super crowded market. You can do better.
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11 of 15 people (73%) found this review helpful
1 person found this review funny
139.4 hrs on record
Posted: September 17
Early Access Review
Very ambitious and many good qualities but sadly the storyline is incomplete and the progress of the devs completing the project is slowwwww....

Ive put several hundred hours playing different versions of the game over the past year or so and in my opinion the crafting aspects of creating vehicles, mining and building (and experimenting) objects/buildings etc. are incredibly satisfying however there are limited things to do once youve built them (mainly due to story etc)..

Not trying to dwell on its shortcomings because the potential is huge so definetly Give this game a shot --- when it is truly finished..
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7 of 10 people (70%) found this review helpful
28.9 hrs on record
Posted: September 12
Early Access Review
It's more of an action adventure game than ARK and more of a survival game than GRAV. It does both very well. The game world is interesting, the story is enjoyable, and the building/creation system is impressive (but mostly optional if you prefer to stick to adventure gaming). As you get farther into the game, throw in some colony management that reminds me a bit of Kenshi.

Although the game has been out for awhile it does still have some serious bugs (semi-frequent game crashes). The dev team is still active and the game recently went through an engine upgrade, so there is hope these will be worked out in the next few months.

Overall it's just a lot of fun, if you like survival adventure/creation in a sci fi setting.
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281 of 354 people (79%) found this review helpful
1 person found this review funny
223.9 hrs on record
Posted: June 2
Early Access Review
This is my first review. I would love to recommend this game as it has so much potential to be great. As you can see by my playtime I've spent many hours in the game (216.1). However, at this point I cannot recommend buying this game, not at full price anyway. If it's on a Steam sale for say ~50% off, then it's probably worth it, other than that you might as well wait.

The developers are failing on all their promises as of late, not just once or twice. The upgrade from Unity 4 to Unity 5 was supposed to be done months ago. Version .9 was promised, when that fell through version .88 was to be released "soon", which has still of yet to happen. (has now I'm pretty sure)

The dev(s) are in no hurry for major fixes, so don't be in a hurry to purchase it, definately a sale item.
This game may or may not be complete by 2020.

EDIT : .886 beta update, seems the game is back on track for the most part. Though I don't see much difference in gameplay vs U4 to U5, a little prettier, more menu's, certainly not what I hoped for after so long. Updates are coming along more often than before, but it's been an up and down cycle for this game. I'm still not going to recommend it as of yet, if you have extra cash go for it, could turn into a great game, hope it does, still waiting though. A little optimization would be nice, for the grapic quality, I'd expect a little better FPS. Haven't got around to building a new laser gun, deleted all my old iso's, but a clip, sure, let me grab my beams of light and start loading.....ugh. The music is great though, reminds me of older Final Fantasy games, so relaxing.
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72 of 79 people (91%) found this review helpful
1,044.1 hrs on record
Posted: May 17
Early Access Review
I really enjoy this game; I've put almost 900 hours into it at this point; The game is worth it, even if they never finish it, it is very fun.


Current form:
32-bit, memory threshold limit is 3.6 gig; game locks up if your system memory allocates 3.5 gig of active memory to the client; does not affect the server. Game has some story bugs that can crash or ruin a game save; always save your game in multiple slots and often!! The interfaces are not scalable; that is being fixed.

You can create your own server or join others; you will have to open ports on your router and direct that port traffic to your computer; as such, you need to set a static local IP for your server within your router (lock your IP to your mac address), so that if you reboot your computer it will retain the same IP. Take that IP and now open the ports that the game tells you to in your router, directing that traffic to your server only. MP servers can be set to allow pvp, or simply cooperative. The creator of the server can set people to be admins, unable to build, or kick/ban people from the server. Once you start the server, you do not need to join the game for it to run. At a certain point your digging will cause some parts of the map to not load (due to the 32-bit veersion and 3.5 gig memory threshold), when this happens, you cannot log in. To fix this, stop the server, and delete the files in the voxel folder of your server, located in your steam folder. Multiplayer is being worked on too, and will hopefully have the ability to capture the flag soon.

The Workshop:
The game workshop only allows you to share your items after you start the game; choose to play multiplayer; select or craft a character; and then open the workshop to upload your item. Sometimes it is difficult to upload, just keep trying. The only way to find items however, is to select a category and then page through all the items under that category. Search by name is ridiculously bad. Icons of your items are super lo-res and blurry, unless you load a picture of something you made, then people won't know what the item really looks like. The Workshop on steam makes it so you can easily find stuff, but you cannot download the item when you subscribe. So the in-game workshop is hard to use and has blurry pics, and the steam version is easy to use but you cannot import from there

The ISO creator (voxel crafter)
This creation system is awesome; There are pre-crafted parts for:
sword handles; gun and barrel handles for single shot and multi shot, rifle and barrel handles for single shot and multi shot, laser blaster tubes and handles, vehicle tires (multiple types), vehicle engines(multiple types), vehicle batteries (multiple types), vehicle lights(multiple types), vehicle exhaust, vehicle Cannon, vehicle tank cannon, vehicle machine guns, vehicle gatling guns, vehicle laser guns, vehicle missile tubes, motorcycle seats, vehicle cockpit, aircraft cockpit, boat wheel or cockpit, boat scews, boat rudder, VTOL engine, jet thruster, helicopter rotor, and some I probably missed. These pre-fab items can be scaled in size in any or all of three dimensions (changing size modify's the item ability), made invisible. The material editor allows you to craft voxel creations, in solid forms, paint by single voxel, extrude from voxel, a single voxel can have its volume changed and that single voxel used to make very thin walled items, swords, etc.

The creation system currently allows you to make static items from the size of a toothbrush to a one-room schoolhouse, it allows you to make swords, hammers, maces, axes, rapiers, a pistol with up to 4 barrels, which shoots one shot per barrel or multi, a rifle that allows the same, a laser pistol, a 1, 2, 3, 4, 6, or 8 wheeled vehicle such as a motorcycle, car, truck, tank, any of these vehicles can be made small (volkswagon) to super large (stretch hummer), you can make a boat, a raft, a submarine, any large ship from a battleship to an aircraft carrier. You can make hovercraft, helicopters, jet aircraft, flying platforms such as dirigibles, air carriers, air battleships.

In game Crafting with BLOCKS:
Like minecraft, you can take blocks of material which you have mmined or crafted, and build shapes suh as buildings, walls, platforms, houses, castles, forts, and other mega structures out of multiples (10+) material types including diamonds and glass. Once you make the house or building, etc, you then can selct a box around the house and SAVE that structure to memory. If you ever need that structure built again, you can select that recorded item from your memory and drop down as many copies as you want (so long as you have the proper materials).

The Storyline:
Its unfinished and needs some serious polish. Adventure mode is super boring. Much of it can hang/crash the game. Make sure you save often and in different save slots every time you save. Since the story is so unfinished, I can't fairly critique it.

Game Physics:
Currently its Unity four, so physics are standard; the new version will radically change physics, wheel collision, weather activity, material reflection, water movement and reflection. The combat engine is weak and is being worked on at this time.

Game UI:
Too busy, unscalable, and seems like placeholder; This is true because the UI has been completely overhauled and we will see many complaints about the UI to be resolved in the next update. UI is standard from inventory sort, split, multiplayer drop, discard, to the standard row of hotkeys, and a minimap. Once the new version is released all of these UI elements will be changed to be a blue interface which will be scalable.

World Editor:
This editor works on its own, but will not allow import into the current game build. There are many more ores which can be mined in the world editor which are not in the current game build.

Future versions:
Currently the game is still Early Access, and the version .90 64-bit version has not yet been released. It is approx. 1 month late at this time; 5/17/2015 10:00 MST This is still an alpha build.
A cool item that will be released before beta: armor designing in the editor.

I recommend that you buy this game.


BETA .88 & .881 of Alpha .90 review:

The new beta is much more visually stunning. The shadows and light attentuate over distance, giving real world lighting. The character's hari animates when moving, and the body muscle groups shift as the player is animated. This also occurs on creatures that spawn.

Creature AI is much better than previous versions. Creatures seem better able to dodge and run if they are in flight. Be ready to have to run downsome creatures when you are on a quest.

The rope gun is currently not in the game as it causes major issues that the programmers are unsure they can overcome.

The game is now GPU intensive and I can hear my video cards rev up when I am in the game, and instantly slow down the moment I go to main menu or alt-tab out of the game.

Creatures actually seem to be walking on the ground, and when on inclines, they match the incline.

Wheeled vehicles now shift their tires according to the ground elevation, so a car sitting on a hump near one tire will elevate that tire into the car body to simulate real world suspension.

Guns have been weakened and they only allow one barrel now. I am unsure if I agree with this as some bosses are overpowered and a supped up gun is almost always your best bet.

The build system has been modified, and the game makes it much more like the creation system for ISos. It needs serious tweaking and due to its new interface and clunky way of highlighting the area around the brush, I find it difficult to use, especially when trying to mate a block on an already crafted block.
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