In this turn-based strategy game, players wage interplanetary wars by developing their home planets and firing massive artilleries through the unpredictable gravity fields of the planetary system.
User reviews:
Mostly Positive (17 reviews) - 76% of the 17 user reviews in the last 30 days are positive.
Very Positive (607 reviews) - 84% of the 607 user reviews for this game are positive.
Release Date: May 12, 2015

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December 18, 2015

Inside Interplanetary: The Remains of the Year

Ho ho ho! The jolliest holiday greetings from Team Jolly Roger! Hope you've been well, our dear Interplanetarists, and everyone else interested in our misadventures in game development!

It's been a while since we've been actively putting out status updates, blog posts and such. But now, right before we set out for a quick Christmas holiday, would be the perfect time to quickly go through what's going on over here and write about our general thoughts on the passing year.

Interplanetary Musings and Thoughts for the Future

May 12th 2015, we released our first big PC game, Interplanetary, on Steam after a year of open development on Early Access. It was a roller-coaster of fun and horror, as these things tend to be! In the end, everything went much better than expected, a lot of which is thanks to the enthusiastic and warm reception of the game. You guys are the best!

That said, not all the features we planned made it to Interplanetary. As most developers nowadays, we didn't simply throw the game out there and were done with it, but had great plans of supporting Interplanetary by fixing things, adding things, balancing things... Maybe even a bit too great, it turned out.

Some bumps on road to release caused a lot of trouble with our subsequent support of the game. Shortly, we discovered some difficult online networking problems affecting some of the players around the launch time. You can read more about it in our July status update. We had to push back the bigger, funner features on the list and concentrate fully on critical fixes. We even put on hold some of our regular events, such as Whack-a-Dev's, until it was certain that no player would lose progress over a networking hitch. But, as it turned out, fixing the networking problem would require diving deep into the roots of the game, re-writing the code extensively; and the schedule was tight.

With all the patches and trouble, we blew through the time we wished to spend on more interesting things. Eventually, most of the team needed to move on to different work-for-hire-projects, thus, having to leave Interplanetary support to the background, which was quite disappointing for all of us.

Now, although we're heavily occupied by other work and can't give you any sort of sensible timeline yet, we are looking forward to continuing to support Interplanetary once we are able. We do eavesdrop on the community all the time and are very grateful to the players, who are still sending us excellent feedback!

Things didn't always go as planned and we ran out of time. Now we're really busy with other work. We want to update Interplanetary, but don't know when it's possible. Hopefully soon!

Of course, it wasn't all pain and disappointment. After all, Interplanetary was our first significant project and, as tough as it was at times, it let us learn a great deal of things. Not to mention the confidence we found in the friendly reactions from the critics (even got to appear in printed press!) and eager participation of the community - great morale booster!

Speaking of morale boosters, even though enthusiastic players are the best prize any game developer could ever ask for, getting an actual award also feels pretty great. And that's how it felt to win Nordic Game Indie Sensation Award last May in Malmö, Sweden! Unexpected and absolutely overwhelming, such recognition from peers, only days after the release gave us the strength to go on and the public attention to get Interplanetary noticed by new audiences.

Aside from the Nordic Game Conference, we got to tour inside Finland and all across Europe, showing off Interplanetary and meeting some of you guys! Among the events we got to attend in 2015 are:  Paris Game Connection, Slush in Helsinki and Unite Europe in Amsterdam. Pretty out there, huh?

 To round up:

Patches released: 6
Events attended: 11
Coffee packs consumed: Countless.

Yeah, quite a busy year! It's been mostly behind the scenes, out of the public eye, working on secret projects and such. Makes for a kind of a boring retrospective when we can't talk much about the things we're been working on, but we hope we've been nicely transparent and answered some questions.

Thank You For Your Patience!

And now it's time for us to take a little Christmas break. We'll be back in business early next year. Enjoy your respective holidays, everyone! Take it easy, play lots of games and we'll see you again soon!

May the Blast be with you!

6 comments Read more

About This Game

Interplanetary is a turn-based strategy artillery game based on a hard scifi setting. It offers players an interplanetary battlefield where they can develop their home planets and use massive artilleries to wage war.

It's an arms race of interplanetary scale, with each planet developing increasingly powerful weapons. Massive railgun batteries are the backbone of any interplanetary arsenal, but the cunning use of missiles and precision lasers may hold the key to victory. Strategic building patterns, upgrades and defense structures might keep your vital installations standing long enough to give you an edge, but it's only a matter of time until all but one must fall.

Sometimes, your greatest foe is the planetary system itself! Don't let the unpredictable gravitational changes get the better of you - observe your surroundings, use them to your advantage, and blast your enemies back to the stone age!

Key Features

  • Challenge your friends in hotseat or online matches or fight skirmishes against the AI.
  • Build and manage your planet's infrastructure.
  • Gather resources and decide the most efficient use for them.
  • Research and develop increasingly futuristic technologies.
  • Spy on your enemies to reveal their planets' weak points.
  • Use your artillery constructions to aim across the planetary system, avoiding other celestial bodies and their gravity.
  • Fire your railguns, missiles and beam weapons to annihilate the enemy and claim the planetary system for your civilization!

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • Processor: DualCore AMD/Intel 2.3 GHz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 4850 / Nvidia 8800 GTS 512 Mb or equivalent
    • DirectX: Version 10
    • Storage: 1024 MB available space
    • OS: Windows 7
    • Processor: QuadCore AMD/Intel 3.0 GHz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 5850 / Nvidia 9800 GTX 1 GB or equivalent
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 1024 MB available space
    • OS: Os X 10.xx
    • Processor: DualCore Intel 1.5 GHz
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 5000
    • Storage: 1024 MB available space
    • OS: Os X 10.xx
    • Processor: QuadCore Intel 3.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 5000
    • Network: Broadband Internet connection
    • Storage: 1024 MB available space
    • OS: Ubuntu 13.xx
    • Processor: DualCore AMD/Intel 2.3 GHz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 4850 / Nvidia 8800 GTS 512 Mb or equivalent
    • Storage: 1024 MB available space
    • Additional Notes: Linux users with AMD graphics cards may experience issues with game crashing at various points. This can be remedied by changing the graphics card drivers to a different version, including to the open source driver version. Please consult the forums for more information.
    • OS: Ubuntu 13.xx
    • Processor: QuadCore AMD/Intel 3.0 GHz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 5850 / Nvidia 9800 GTX 1 GB or equivalent
    • Network: Broadband Internet connection
    • Storage: 1024 MB available space
    • Additional Notes: Linux users with AMD graphics cards may experience issues with game crashing at various points. This can be remedied by changing the graphics card drivers to a different version, including to the open source driver version. Please consult the forums for more information.
Customer reviews
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Mostly Positive (17 reviews)
Very Positive (607 reviews)
Recently Posted
( 3.8 hrs on record )
Posted: May 29
Not much content to it, the game is generally just a aim and shoot game. You'll find yourself getting bored of it quiet easily. It is definately not worth 15 bucks, with the content given it is barely worth 5 buck in my eye's. I bought this game for 3 bucks from ♥♥♥, and I still regret it. Horrible game, is extemely repetitive.
Helpful? Yes No Funny
( 17.9 hrs on record )
Posted: May 27
1: Build railgun
2: Shoot at planets
3: Dont hit yourself
Helpful? Yes No Funny
( 191.8 hrs on record )
Posted: May 22
Its a fun game that can be very challenging. I put way to much time into playing this. Its just a really fun strategy game. If you purchase it just remeber to save on a regular basis as it tends to crash occasionally. 4/5
Helpful? Yes No Funny
( 1.2 hrs on record )
Posted: May 21
Fun game, just needs a bit more polishing. The main problem with it from my point of view is you can't select which techs you want to research in what order. I was expecting to just hold down ctrl and click on which order I wanted the techs researched, but you can only select an order if the techs are in a line, which is like researching farming to solar power while you still haven't discovered the wheel.
Helpful? Yes No Funny
( 7.7 hrs on record )
Posted: May 17
A very unique game. Not many people to play with but playing with AI is just fine. Difficult to master but very rewarding.
Helpful? Yes No Funny
CrisDorf the CelzarGod
( 5.7 hrs on record )
Posted: May 11
I really feel like this game brings you and a friend together easily from hyping between who will hit eachother with meteors or tons of rockets etc. My experience has been a blast. :)

- A suggestion would be to make a part of the tree to be the ability to inhabit the other planets, not only expanding your dominance but continuosly giving you more materials and just overall more WEAPONS!!!
Helpful? Yes No Funny
( 34.3 hrs on record )
Posted: May 11
Potshot the Game
nuff said
Helpful? Yes No Funny
( 0.7 hrs on record )
Posted: May 7
not very entertaining in my opinion.
Helpful? Yes No Funny
( 2.1 hrs on record )
Posted: May 4
interesting game lots of promise
Helpful? Yes No Funny
( 14.3 hrs on record )
Posted: May 3
more people plz
Helpful? Yes No Funny
( 6.6 hrs on record )
Posted: May 1
Have YOU ever wanted to commit genocide at a planetary scale!

Death brochure:
Lasers: I hate that place in particualar, unfourtunately my laser is on the wrong side of the planet AND NOONE BROUGHT A MIRROR
Missiles: Strap an even bigger engine to that nuke
Solar Laser: I REALLY hate That place in particular.
Asteroid Redirect: Big Rock in the Ke= 1/2mv^2 someone said WHY NOT BOTH?
Helpful? Yes No Funny
[GALT] Envoy
( 1.5 hrs on record )
Posted: April 28
I like how the game is presented. I like the tech tree, the visuals, and the music. However, the main aspect of this game is trajectory warfare (pick a flight path and anticipate orbital movement of your target). Now while the idea of trajectory warfare is a novelty it is executed rather poorly in this game. Not only do you have to deal with poor camera controls, but even if you hit the target it provides no satisfaction. The strategy aspect of this game is too deeply impacted by chance. Simple build up of counter-intelligence makes this a rule rather than an exception. If you're playing this game on multiplayer, know this: The outermost and inner most planets have a severe edge over the middle ones, as there are less angles of attack on them.

Overall, I applaud the design team for thinking outside of the box, and creating a truly unique experience, however I cannot recommend this game for anything more than a quick bout of curiosity.

Helpful? Yes No Funny
( 7.2 hrs on record )
Posted: April 27
Think scorched earth/shell shock/turn based physics firing at a solar system level.

Play with friends. Play when you have a lot of time.

It takes a while to get the infrastructure to annihilate the other players.
Helpful? Yes No Funny
( 8.0 hrs on record )
Posted: April 18
So i just got this game, but i have to say, it is amazing. Even with the Insanely good AI for the game. Multiplayer is evenmore fun. You can do so many things. It is a bit lacking in community though. Then again, if enough people get the game that won't be a problem.

Helpful? Yes No Funny
( 95.0 hrs on record )
Posted: April 16
This game is a great time waster, the new solitaire or minesweeper for me. The routine of connecting your first cities turns into a race to see if you macroed fsat enough.

However the game is extremely lacking in depth and options. Although there are choices to what you can do, you can (and should) take the same path to victory every time. Anything that doesn't get more weapons on the field as fast as possible is a waste of time,

All weapons take an inordinate amount of time to target, and must be targeted individually. Certain defenses must be in place before certain points of time. And the ability to race for superweapons means you must also race for weapons - but not too hard, because you can still beat them to it.

Also the graphics are extremely unoptimized leading to massive stuttering. And nobody is playing the online mode.

If you enjoy performing the optimal strateg ove rand over again the game will be fun! But if you're expecing anything with more depth than solitaire give it a pass.
Helpful? Yes No Funny
rihanna's work
( 1.2 hrs on record )
Posted: April 9
this s]game sucks
Helpful? Yes No Funny
[¤Lynxx¤] [FIN]
( 16.7 hrs on record )
Posted: April 8
11/10 would spend my whole entire life into this ( ͡° ͜ʖ ͡°) -IGN
Helpful? Yes No Funny
[2984] Axquaris
( 8.8 hrs on record )
Posted: April 6
All around good game, I reccomend getting it. However, you really need friends or to join a group in order to get a game going, the MP lobby is preety much dead.
Helpful? Yes No Funny
( 51.8 hrs on record )
Posted: March 23
This is a fun game but lacks in communtiy, if any youtubers see this review try get this really cool game more popular and it will be alot more fun not waiting in the lobby for people XD
Helpful? Yes No Funny
( 8.3 hrs on record )
Posted: March 22
There are some good things about this game, like the interesting concepts and the artwork/asthetics. But there are some major problems:

- Most of the player's time is spent doing tedious and annoying things that feel like chores. Iterating through every single building one by one to apply an upgrade, or painstakingly aiming every single missile one by one through a series of twists and turns across the solar system... only to have them all miss the target. Even navigating through the different views sucks up time, because you have to wait for the camera to finish spazzing out every single time.

- Secondly, there aren't a lot of meaningful choices for the player to make. There's no real incentive to focus on offense, which makes the game drag on for even longer. A lot of the items in the tech tree are pointless, the same goes for a lot of projects. Play one game, or at the very most two, and you'll see how a large portion of the game can mostly be ignored. There are too many tiny, meaningless details that take up time I'd like to spend strategizing.

The game was interesting for a couple of playthroughs. I think this game could be great if the actual mechanics were made less tedious.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 90 days
3 of 3 people (100%) found this review helpful
Not Recommended
8.3 hrs on record
Posted: March 22
There are some good things about this game, like the interesting concepts and the artwork/asthetics. But there are some major problems:

- Most of the player's time is spent doing tedious and annoying things that feel like chores. Iterating through every single building one by one to apply an upgrade, or painstakingly aiming every single missile one by one through a series of twists and turns across the solar system... only to have them all miss the target. Even navigating through the different views sucks up time, because you have to wait for the camera to finish spazzing out every single time.

- Secondly, there aren't a lot of meaningful choices for the player to make. There's no real incentive to focus on offense, which makes the game drag on for even longer. A lot of the items in the tech tree are pointless, the same goes for a lot of projects. Play one game, or at the very most two, and you'll see how a large portion of the game can mostly be ignored. There are too many tiny, meaningless details that take up time I'd like to spend strategizing.

The game was interesting for a couple of playthroughs. I think this game could be great if the actual mechanics were made less tedious.
Was this review helpful? Yes No Funny
Most Helpful Reviews  In the past 180 days
48 of 74 people (65%) found this review helpful
4 people found this review funny
Not Recommended
5.3 hrs on record
Posted: December 30, 2015
Interesting concept, horrendous execution.

Projectile combat is just a guessing game, one that can simply be reduced to "attack when you're ahead of the enemy's orbit and there are zero obstacles in your way." The only way to reliably get hits is to let your attacks fall into the target's gravity well. There's zero room for interesting maneuvers because you can't see or reliably guess where the future positions of the planets will be, and you can't adjust any its trajectory mid-flight.

Lasers trump everything. The only thing balancing it is that it has a small radius and that you need to have intel to really make use of it, but intel/counterintel is just a resource sink, i.e. can I build Telescope Arrays faster than the enemy builds Data Security Hubs?

Strategy-wise this game sucks, especially if you have more than two players. The innermost and outermost players inherently have a strategic advantage compared to the ones in the middle because there are fewer attack approaches. City placement is random and it's much better to have cities that are relatively closer for shielding purposes.

It's not in your best interest to shoot first because that draws away energy that could be used for defense/construction. Since you can't loot enemies for resources, the only strategic advantage that you get from it is that you remove a threat, which quickly dwindles to nothing the more players there are. Thus it favors defensive strategies over offensive ones, i.e. just keep building until you strip the planet dry before making a move. Also, a 3+ player free-for-all becomes a Mexican standoff, which disincentivizes attacking even further.

Honestly the game is just a one-trick pony that actually kinda fails on its selling gimmick. The physics simulation in the game is ridiculously simplified: it's all in the 2D plane and it's no more complicated than eyeballing it. Approach vectors don't matter; the only thing the game cares about is that the shot connects. Which makes no sense for, well, a freaking railgun whose projectiles are governed by orbital mechanics. For instance, tripling the impact velocity should increase the damage by roughly an order of magnitude, which would also be nice because it would reward more difficult (i.e. moving, not falling) shots.

Also, the interface is clunky but at least that can be fixed.
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8 of 11 people (73%) found this review helpful
Not Recommended
10.5 hrs on record
Posted: February 14
At the current stage, I do not recommend buying this game for that price. I got this game in a hundle bundle, paying just a few € that would have been justified. 14,99€ is way too much.

If you find this game on sale, you can still give it a shot.

You have a decent amount of weaponry and utility available and at first, it is quite interesting to see where the projectiles travel depending on nearby planets.

Scrolling through the tiny tech tree, you make up your mind on what to boost first and later on just go straight for the super weapons. It's pretty straight forward, yet not always tactically very decisive or interesting. Good luck finding all the buildings for your newly gained upgrade, though.

After a while you find yourself annoyed from needing ridiculous amounts of power plants (nuclear ones!) just for putting one extra utility building. This is not because of energy consumption, it is because of a maximum amount of links each station can host.

Another thing that gets annoying after a while is trying to make the projectiles actually shoot an angle you want since they only accept relatively small angles. You are literally moving the mouse pixel by pixel, hoping that the projectile's way shows up properly.
Clicking through lasers and missiles, you spend an enormous amount of time waiting for the constant zoom in- zoom out animations, leaving you confused on where that building was you wanted to focus.

The user-friendlyness clearly needs to be raised with proper displays of available shooting arcs, proper selection for planetary targets and maybe the option to build just one weapon and support it with clusters of ammo for less clicks and the same amount of projectiles.
Relatively small amounts of projectiles kill your fps here which is another argument to reduce the amount of projectiles and guns and add spreading effects on impact and such.
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8 of 12 people (67%) found this review helpful
8.9 hrs on record
Posted: January 27
A game where you develop a base on a planet that has predefined number of cities (1-10), try to keep your cities intact and at the same time battle other players/planets by hurling ordnance their way. In a nutshell you could classify it as a “battleships” kind of game in space where your fleet of ships is replaced by cities and buildings on a planet.

When I first purchased this game I thought it will be perhaps a sort of 4X space TBS game.
But it’s actually a very unique game instead. You won’t colonize, build any ships or explore.
It does remind me a lot of the good old Fragile Allegiance. In fact it feels in many ways as Fragile Allegiance Unity Lite. Although FA had trade, diplomacy, ships… on top of all what Interplanetary has - and was a real time game while this one’s turn based.

I really like this game. In its current state it is a very stable and well balanced product.
It is a small game in scale. Don’t expect too much of it. A cool game to pass time shooting up AI – and a great game to spend playing in multiplayer with few buddies and beer.

Each player starts the game on his own planet. With the predefined number of cities and finite raw materials. That means you can actually run dry – or even starve the enemy.

The planets orbit around a sun, in various directions. Every turn makes the planets orbit a little bit further.

You start with very few things to build and then develop technology to build more using energy and minerals.
Buildings like:
Mines, Power Plants, Weapons, Defenses, Intelligence Buildings, Counter Intelligence Buildings, Superweapons.

You also grow your cities by stimulating the growth rate – and with more population in the city you can assign them “city projects” which act in a similar way that building upgrades, giving you various temporary or permanent benefits – at times at a small cost in other areas.

An interesting aspect of the game is intelligence gathering and counterintelligence – which I will refer to simply as “spying” here. It’s surprisingly well implemented into the AI that really pretends to not know where exactly each and every building you have is located.
Spying is basically that part you’d have in a battleship game where you mark down the places you hit the enemy or miss.
There are three main aspects to this.
Intelligence – Is how well you know the enemy. It stacks up against his counter intelligence score to give you the result. Depending on how high the resulting score is that’s how much you can see his planet in detail. First you would see his superweapons, spying buildings and not much more. With higher score you start to uncover his weapons location, information about his economy, population, location of his mines, power plants, defenses and finally – the location of his cities, which if you know the location of, it makes you much easier to target his most vulnerable spot and ultimately win the match.
Counterintelligence – Is basically the amount of misinformation every player puts out there with the help of special city projects and buildings. With this you are able to lower every enemy’s knowledge of you (it’s calculated globally so no need to target anyone specifically).
Eyeballing – This is what you will do yourself, mostly when facing lower number of enemy players. See, after each time you pummel the enemy planet with some ordnance – you receive helpful information of where you hit the targets – and if they were buildings or cities. With this in mind you can observe the craters and ruins you caused on his planet – to further extrapolate where to fire. You will very often feel like an artillery commander – guiding your guns to the target. And you will often be able to choose – with precise and homing weapons – where to hit. Would you rather take out the power grid, or superweapons or annihilate a city or two…

Weapons fire simultaneously after every player finished his turn and aimed.
Aiming is done in the targeting view. Some weapons like rail guns simply plot an arc of fire to the enemy – which is simulated respecting the gravity. You always should lead the target when firing a kinetic weapon, unless the target is very close to you, because it takes some time for the rail shells to reach it. Other weapons like missiles not only aim at the planet – but have a second degree of targeting which involves zooming on the planet to decide where exactly to drop the payload. There are also precise weapons like lasers which require direct line of fire, are extremely accurate although have small area of blast.

Aiming can be tricky – but is very rewarding once you get the hang of it.

The game has two types of superweapons. One is extremely strong but imprecise – the other is very precise but not as devastating. Both pass any planetary defense. Another difference between them is that one shoots from the sun and other shoots from the outer rim. So depending on where the target is – one would be better choice than the other.

The game has a variety of strategies you can adapt. High replayability value – for how simple it actually is. Yes, I guess I should add it’s a game you could learn how to play in around 10 minutes. It’s very straightforward to get in – while hard to master.
The tech tree itself is one of those “no BS tech trees” where every single tech is meaningful and in the end – it’s a pretty short tech tree you will usually complete around turn 60-80.

You should also try to anticipate what will the enemy use to attack you with – spy him to get a better picture of what’s to come. For example by seeing his techs under development.

I fully recommend this game. It is a solid, small-medium scale game, best played in multiplayer but also very entertaining in single.

The game has still much room for improvement.
It feels like it has such a potential you really start to see that there could be more – much more – content in it.
It feels like the perfect base game that could be greatly enhanced with DLC or an expansion.

My DLC/expansion wishlist:
- Asteroid/Remote Planet mining after your planet runs dry of materials.
- Ultimate Weapons, like say the ability to create sth like artificial moons or whole planets you could use as additional gun platforms.
- The ability to build things underground. Perhaps the addition of vaults where you could gradually transfer your population to in the late game to much better protect them from bombardment.
- Random Events.
- Explore missions to survey uninhabited planets in the system for goodies. Letting you send missions to them – exposing them to lot of danger, but being able to reap the rewards if successful.
- MORE Techs.
- A small video here and there wouldn’t hurt. When you win the game, the turn just ends and it takes you directly to the scoreboard. I wish it would give more oomph. You know, these small things in games.

So yes, again, I wish that after playing the game a few times – I could play an alternative version of it, maybe mixed with PLAGUE INC concept with much bigger focus on bioweapons. The ability to have the game last longer with longer tech tree which would include more rewarding things than just the two superweapons. How about… a shield that would envelop the whole planet? That shield would make your planet very secure – but be extremely costly to maintain. And you could make it possible to be hit in just few places where the generators are.

Another idea, since so much depends on the orbit of your planets. Why not add some technologies that would let player control his orbit? Some planetary thrusters if you may. I think it would be fun. And I don’t mean to ruin the game by turning it upside down – many of the things could be optional.

Bottom line is, in my mind this is a solid BASE of a game which has great potential. There’s a LOT of fun in it. But in the end you do wish there was more… much more.
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4 of 6 people (67%) found this review helpful
20.8 hrs on record
Posted: January 6
Pros: Really addicting, interesting game mechanics, and many different strategies to win!

Cons: AI is pretty dumb, even on hard. Game is unbalanced, and kinetic weapons are really hard to aim/use. You pretty much exclusively use lasers. As a result, the first thing you go for is laser tech and after that you basically always win. Once you have shields no one can touch you until they develop super weapons. After that if you don't have super weapons of your own, it's too late for you.

Overall, still a fun game to play, even with some significant game imbalances and very stupid AI.
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1 of 1 people (100%) found this review helpful
Not Recommended
13.3 hrs on record
Posted: January 11
A highly flawed game with an interesting concept. Game is about flinging projectiles through space to eliminate the population of enemy planets. Certain weapons are highly effected by gravity and require planning out trajectories. Its a fun concept but after spending some time its hard to look past the games numerous flaws.

-Game is incredibly simplistic. Only 4 weapons, two effected by gravity, 2 not. Little variety in buildings. Simple yet unbalanced tech tree.
-Position in a solar system is very important and unbalanced. If you start a game not on the outside just restart. In the middle you will be a common easy target, in the center you will be unable to take accurate shots at those on the outside.
-Lasers are very effective because of their precision but you spend a LOT of time aiming them as you have to do it individually
-AI plays very obnoxiously
-Big frame rate drops in the simulation phase late game
-Poor soundtrack that doesn't go at all with the space theme

Could be a good game with a lot more time and effort but just comes off as frustrating and unsatisfying.
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1 of 2 people (50%) found this review helpful
Not Recommended
0.7 hrs on record
Posted: January 30
The game has mad potential but what it all comes down to is just guessing where to toss things at enamy planets. I didnt feel the tech tree influenced the game at all and I stopped palying it becuase it became verry boring very fast. Spend your 15 bucks on something that is more engaging like FTL or Xcom not this.
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Most Helpful Reviews  Overall
107 of 111 people (96%) found this review helpful
5 people found this review funny
14.5 hrs on record
Early Access Review
Posted: December 23, 2014
I bought Interplanetary on an impulse, because it was on sale and i wanted to play a new game with my friends.
I didn't expect much from it, but it turns out to be a really good game!

Even though it's an early release, the game is well balanced and looks and feels like a full release.
Have yet to encounter any serious issues (had a little lag in a single player game, but that is to be expected with those amounts of calculations).

Singleplayer is okay, the AI are a decent challenge. But where the game really excells, is in the multiplayer.
Play with at least three people and watch the chaos unfold. Pacts are made, truces broken and backs are stabbed.

The only recommendations i would make to the developers:
- Add more research; the skill tree is largely resource boosters. Perhaps some more unlockable buildings or weapons?
- Different difficulties for AI
- The ability to set teams before launching a game
- More variety in buildings would be nice too, and perhaps the option to upgrade/specialize a city

The points mentioned are not essential to have in this game! All of them would, however, make the game better (in my opinion).


8/10, this game has a lot of potential!
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112 of 120 people (93%) found this review helpful
3 people found this review funny
179.0 hrs on record
Posted: May 13, 2015
I've been following this game since late 2013 when I got it, and since then it has turned out to be one of the best $5 I spent. Granted, that was on sale when it was in beta, so it's increased to 15, with a good sale going probably from 10-12, but the game is still a very good, if not an amazing buy.

Pros (As of May 13, 2015. Initial release):

+No issues with large lobbies anymore. Large lobbies are supported and quite awesome.

+Cool graphics. You can see every shot with very little FPS drop.

+From what my friends and I have tried and tested, the game seems decently balanced, from early rushes to late game turtle.

+Full, 26 piece tech tree that ensures that you can't simply rush in one direction without feeling the loss in other sectors. For example, if you singlemindedly rush lasers, you won't be able to build any defenses to counter the railguns that someone else built for half the cost and time.

+n-body physics on the main game map. Now I get it, a game about firing weapons through outer space better have a good physics engine, but this game is just awesome. Every massive (e.g. not weapons) body in the game exerts a force on projectiles, to the point where a gas giant that's behind your planet will mess up your firing arcs pointing in front of you. It can be frustrating, but its the best part and main attraction of the game.

+Non-instantaneous projectiles mean that you have to do some aiming at your target rather than just pointing your guns at them.

+Different level AI. Given that I haven't tried too many of them out, but still they offer training before you hit the scary players out there.

+Intuitive building mechanics. Everything makes sense pretty much instantly. You have two resources, balance them.

+Customizable lobbies. No more are games confined to 5 cities and 100000 minerals, but these are now modifiable for custom gaming. These, along with other things (like what weapons can be built, what size planets are, etc.), are nearly fully variable! This includes making games private so that only your friends can join.

+Turn timers. This was important, because people could sit in a game, raging, and never passing their turn. That would cause the game to stall out, but now with turn timers, that happens no more! Eat it, sore losers.


Turn timer only goes up to three minutes, which isn't enough in the late game.

Music is very good, but it is on loop and there isn't too much variety (About 8ish minutes of it, I THINK), but you can mute it and play your own in the background.

One game has a length of anywhere from 30 minutes to 3 hours, depending on how slow the starts are and how long it takes to get lucky with damage distributions.


-Has two decently sized bugs. One freezes the turn permanently if everyone in the game has passed except one. If that one person leaves the game instead of ending his turn, the game bugs out, sadly. The other is minor and easily fixable if you hit enough random buttons: the missile lock is funky. If you don't click on a target planet fast enough you screen looses its UI and you have to hit escape to go to the pause menu. When you come back, everything is fixed.

-Not a huge community. Before the game was fully released (i.e. beta) there was a very small community which could barely field a few pick-up games a day. Today there were lobbies open at all times though. Seems the release has breathed new life here.

-Game incorporates randomness in play affecting areas. Everyone's population and science increase at slightly different rates, meaning that you can never quite have the same opener/information on all players. On turn 10 of one game, a certain tech may be 1 turn research, where in another game it is 2 turns. Not huge, but for the hardcore people like myself, this can, in theory, hurt a few games in a hundred.

-Learning curve exists. While a pro to some people due to it's depth and skill based gaming, this means that you WILL lose your first game against random players. Hopefully you will be talking in chat the whole way with more experienced players who can teach you the ropes, but maybe not.

-Slight runaway leader scenario. The player with the better economy on turn ten will also have a better econ on turn 20, and 30 and 40... If you try and build a ton of railguns or lasers to hit the guy who is shooting you every turn with 10+, you are going to lose the war. If you try and fight fire with fire, you are going to get burned. Sadly, this is the most intuitive way to go about playing, and some people might call certain strategies unbalanced as a result.

All in all, if you like not-casual-but-not-super-competitive games about space, and/or artillery, and/or resource management, then this game could be for you. It certainly was for me. It is 100% worth the $11.99 on sale, and it's almost surely worth the $15 normal price. It's been a fun 80 hours, and I put in about 8 a week.
(Buy this game.)
(Do it.)
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74 of 95 people (78%) found this review helpful
5 people found this review funny
5.9 hrs on record
Pre-Release Review
Posted: March 30, 2015
***This review was written using a Press key provided by the Developer for review purposes***

Interplanetary is a turn-based strategy game set in Space that is currently available through Steam Early Access. In Interplanetary you wage war against AI or human players across an entire solar system which is randomly generated each time you play so you'll never play the same game twice.

A word of warning, if you want this game purely for a singleplayer experience I'd suggest holding out on it but if you're looking for a great multiplayer strategy experience you have found it.

+The graphics are quite nice and even when you zoom in very close to the planets they look great
+Nice visual effects when enemy planets or your own planet gets hit by enemy fire
+The game has fantastic projectile physics but I'll come back to physics later
+Thanks to the turn-based nature of the game you can really take your time with choosing what to build and where to attack to maximise your power
+Despite the tutorial being several intimidating pages of text explaining core mechanics this game is relatively simple to understand and once you have a basic understanding of it you'll quickly improve and figure out how everything works
+Buildings can be upgraded to improve them in a way which suits the building, for example extra damage for railguns, and each building can only have two upgrades which prevents AI and players alike from developing overpowered buildings
+The resource management is very simple in Interplanetary and there are only two resources in the game so you often have to make simple but difficult decisions regarding what to build next
+Trying to figure out the right trajectory for your attacks is incredibly challenging but also a whole load of fun though I did feel that it was too difficult at times especially when firing across the solar system with other planets in your way as the game gives you no indication of their speed so you have to guess where they'll be to avoid entering their gravitational fields
+Even at this relatively early stage in development the tech tree is already quite good and it contains boosts to material, power etc. as well as the expected unlockable buildings
+Even just loading up an empty game and shooting at nearby planets is fun
+Good variety of weapons
+The game's calculations take place impressively quickly

-AI are overpowered and have no levels of difficulty. In my time playing this against AI I never once saw them miss a shot and as far as I can tell they also build much faster than you can, as I was struggling to build a second weapon I was already being bombarded by three weapons
-Of course it is in Early Access and allowances should be made but it isn't overly realistic. First off not all of the planets orbit in the same direction. Secondly, and this is me perhaps being a little too critical, the type of planets you'll find in a solar system often don't match what should be found where they are orbiting, for example Earth-like planets orbiting very close to suns and barren Mars-like planets in outer orbits towards the edge of the solar system
-There aren't many people playing this game so if you don't have friends who own it or you can't play local multiplayer you might struggle to find any matches
-The defensive buildings in the game are almost entirely useless, particularly against AI
-You can't save your progress

Worth a mention:
-The predicted paths that the game provides when you are choosing trajectories become entirely incorrect as soon as your weapon fires


Despite the lack of a good AI this game is a fantastic strategy game and can be enjoyed in more than just the usual ways, I'd strongly recommend getting this to play with friends.

El K.
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49 of 57 people (86%) found this review helpful
16 people found this review funny
4.5 hrs on record
Early Access Review
Posted: December 13, 2014
Do not buy this game if you want to play it alone... You will... get your self destroyed. The AI cheats, they hit you with a 99.5% accuracy and hit your cities and buildings every time.

Instead, play it with people, it is a very fun game.
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41 of 49 people (84%) found this review helpful
6 people found this review funny
10.0 hrs on record
Posted: September 27, 2015
War. War never changes.

Strap in and put on your helmet, soldier, 'cause Irreverend Opinions is taking a shot at Interplanetary!


The Blurb

Interplanetary is a three-dimensional artillery tactical game of war between planets. Players (or AI) control a planet, directing research and construction, and then aiming various cannons, missiles, lasers, and superweapons at their opposing cities and infrastructure, having to work around the gravitational pull and orbital drift of their opponents.

The Good

The simplicity that Interplanetary depicts their controls cannot be overstated. The various screens give you access to all that you need at that level; construction shows you what you can build (and whether you can afford it), weapons show you 'targeting lines' to display what the expected shot path is, according to gravity and such.

No number-crunching beyond "do I have enough power to shoot this laser" is needed, and even then, graphical displays demonstrate things for you.

For a Unity-based game, the physics engine incorporated by Interplanetary is robust and bug-free. Kinetic shots follow paths dictated by velocity and planetary mass, meaning you have to factor these into the shot like a space-age game of 8-ball.

Intelligencia is a factor in the game, expressed as simplified "intel" and "counterintel" pointers that require their own individual building types to generate. Simply enough, higher intel than enemy counterintel means you can see their buildings and cities, and you cannot see their constructions if they have higher counterintel than your intel.

The tech tree is likewise streamlined, giving some small room for options in early to middle game, focusing on kinetic weapons (railguns with biological weapon warheads, for example) or lasers, etc.

Multiplayer is both easy to set up (hotseat/internet) and fun.

The Bad

Late game tech is homogenous, meaning that choices break down in importance fairly soon. It's possible to research everything in the tree, with no exclusive tech lockouts or cultural 'themes'.

Intel/counterintel generates quickly, making the midgame as much of a 'cookie cutter' scenario for tech development and building. Doing otherwise leaves you defenseless to precision strikes, or firing blindly at a planet in the hopes of breaking something important.

By that same problem, given that midgame tech development must be followed in certain patterns, early game requires specific development and tech, eliminating much of the 'individuality' allowed.

The Ugly

Not really anything, though Interplanetary does not apparently function on Windows 10 systems.


Players are encouraged to stagger weapons tech development with intelligence and defensive tech capacities, and largely ignore utility techs until lategame. The same requirement largely exists in construction; weapons, (counter-)intel, and then spamming utility in order to fund construction of your superweapons. Once you have enough weapons to survive, simply focus on intelligence. If you focus hard on counterintelligence, the AI will largely ignore you entirely, meaning that in VS AI matches, you can largely skip defensive techs until later in the game as well.

For developers; the recommendation is to make the tech tree one of individual flavor, rather than railroad paths. Spread some of the various tech benefits (city growth, chosen weapon potency, energy generation, etc) through each 'branch', and then focus the 'branch' on a particular playstyle (widespread bombardment, precision strikes). Slow science generation enough that choices are meaningful, and the "science victory" achievement is actually one that takes effort to receive. Perhaps some effects in the kinetics tree to show variation expected thanks to gravity and orbit (cone trajectory, rather than a line).

The Summary

Definitely playable, Interplanetary is a fun artillery game for players who don't want to micromanage or focus on number crunching. 7/10.


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61 of 85 people (72%) found this review helpful
8.5 hrs on record
Early Access Review
Posted: April 16, 2014
A review isn't ethically possible until the game officially launches, but so far I'm having a great time with it. The game shows a lot of promise and is well worth a look. It has all of the ingredients for a potentially outstanding game. My son and I especially like the hotseat option...check out video #3 below to see what I mean. :)


Gameplay Videos:
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49 of 66 people (74%) found this review helpful
29 people found this review funny
29.5 hrs on record
Posted: May 13, 2015
Solar system sized tower defense rts sim topdown shooter turn based game? I don't know what you call it but this is a lot of fun. Potential here for a great LAN game during the action phase.

Hit planet with asteroid to destroy city with a population of millions. Would hnnnggggg again. 10/10
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30 of 37 people (81%) found this review helpful
6.4 hrs on record
Early Access Review
Posted: April 18, 2014
I played the game during the alpha, and it is quite fun. Granted, if you are looking for fast paced action this might not be the game for you. However, if you enjoy turn-based strategy games that require some thinking, planning, and a a dash of luck, then Interplanetary is well worth a look, especially for the price.

I wrote up an in-depth hands-on of Interplanetary during the alpha test in case anyone is looking for more info about the game:
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20 of 21 people (95%) found this review helpful
1 person found this review funny
14.3 hrs on record
Posted: May 16, 2015
A very fun game. It can be difficult for newer players because you have to allocate your resources wisely and have to take into account planet movement, spin and gravitational effects when firing a weapon. Also, you have to choose when it is the correct time to go on a complete offensive and give the enemy hell, or hold back and build buildings that generate power, minerals, intelligence and/or counter intelligence.
A few of the many reasons I like this game is because it took only 13 minutes to download, and I have a down speed of 2.4 mb/s on a good day. Equally, the game is well-balanced and I have not yet encountered any bugs or performance issues.

I must say, upgrading your buildings and cities, whilst handy, does not seem to give you much of an advantage. It appears that building more weapons can be more effective than improving existing ones. I would, therefore, say that this is something the developers would want to take into account, in the future.
As well as this, I do not like the fact that each player can only control one planet. Admittedly, if this were a feature, it would be rather OP, however I do still feel a little disappointed that you and the AI are restricted to one planet.

Overall, This is certainly a four-star game, if not five-star. I am greatly impressed and pleased that, although I am still playing on easy, it did not take me long to get the hang of the game. I would certainly recommend this game to anyone interested in turn-based, strategy and multiplayer games.
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21 of 25 people (84%) found this review helpful
7 people found this review funny
3.5 hrs on record
Posted: May 12, 2015
I never write reviews but this game... its just that good. You get lost in its very simple and easy to learn gameplay. no need for tutorials here basic economy and resources and limited weapons... also the notifications panel reminds me of endless space. Hopefully they will add colonization. But overall very addictive. Was on turn 60 and forgot to sleep for work.
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43 of 65 people (66%) found this review helpful
2 people found this review funny
Not Recommended
6.3 hrs on record
Posted: February 20, 2015
The game has potential, it would have been more fun it it was not so slow. I play it on an i7 490k with 16 GB RAM and a GTX 780, and it is still slow as molasses mid-winter when the AIs are performing their turns.

My alpha review was not recommended, and now after release the issue is still single player. The performance simply is not there.
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27 of 37 people (73%) found this review helpful
Not Recommended
24.5 hrs on record
Posted: May 25, 2015
This is a good game with quite a lot of potential, but several things annoy me to the point where I've stopped playing:

Now I don't normally type in all caps, but I haven't been able to finish a game yet due to the memory leak growing to eventually 3 gigs+ and causing all sorts of bad behavior, then crashing. I'd expect this in a pre-alpha, but for $15? Really? I feel like a Kickstarter idiot lately as the amount of half-baked not ready for release games lately is amazing.

You know it's about to crash when the interface starts glitching. But then the save function usually doesn't work. I guess I could save religiously every ten turns or so, but when playing vs other players? "sorry - have to save" - Give me a few minutes and re-join...

2: The cheating AI aside, the interface is atrocious. You want to be able to plan ahead, but there is no overlay to see your positions on your planet from a distance ( ie - red dots as it rotates), so you are never sure if your planet will rotate enough to get a shot off the next turn. Also, when you are going to take damage, you don't SEE it hit. Most of the fun in these types of games is seeing the shot and what it damages in real time. You might as well skip the animation in this one - fire, come back, zoom into your planet to see what was hit.

In a typical artillery type of game, you can see your shots, where they flew, and how to adjust to hit the enemy.

To add insult to injury, the cities are the most hidden/first to be made not visible items??? And if the enemy has enough stealth, you simply forget their location? You can't even remember what you saw last turn?

3: Playing with the AI is useless unless you turtle for 40 turns or just build 10-20 ( not joking ) railguns and idiot-spam them.

Now, it is good playing hotseat, which is fun, but the time required to do so is hugely prohibitive. The issue is that playing versus humans nets a 3-4 hour stalemate due to the only way to really do damage are superweapons. If they make a grid of defenses over each city, and start building some stealth, you're going to waste the next few hours doing nothing. (ie - turn 40+) Your railguns are not aimable, your missiles can't get through the kinetic defenses ( can't aim them unless you have a visual target), and lasers are the only thing that can consistently hit cities. Until they get laser shielding. Maybe you get lucky and take out one city with railgun spamming, but it takes all five dead to win. You can take out a few things, but the cities are the only thing that matters. Once those have 2-3 defenses on top of them, you're into the endgame:

A: lob an asteroid and hope it hits something useful and critical/not fixable as it's random.
B: Fire your one super laser and take out a single building or damage part of a city.
C: wish the interface would stop forcing you to do your research queue when all you want to do is fire and get on to the next round.

As it is, my son and I have played for 4 hours and still not finished a game before it crashed one of our two systems.
Two copies, $30 wasted. I should have just bought a game for my console instead.
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16 of 18 people (89%) found this review helpful
4.6 hrs on record
Early Access Review
Posted: August 21, 2014
As this is an early access game, this review applies to the state of the game at this time(2014-8-22)

An interesting game that is best played with friends, Interplanetary puts you in control of a planet pitched in a fierce battle against the other players (And the developpers hinted AI may be coming soon) by shooting at eachother with railguns, missiles, lasers, and superweapons. This sounds easy enough but you'll find that when you need to shoot your opponents, your railgun will be facing the other direction due to your planet's rotation. Your lasers don't hit anything but air and empty soil because your opponent has worked on counterinteligence, and your missiles were brought off course by the gravity well of a passing gas giant. He takes the shot, but misses you just barely. And the gravity well of your planet redirects those railgun shots right into the orbit of a third player.

I did not expect it, but it is surprisingly challenging in your tactical and strategic choices. Do you build everything nearby so the early game railguns will do barely any damage at all, with everything you have fitting nicely under one defence structure... or do you spread out everything so a superweapon can't hit everything at the same time and destroy half your buildings with one well placed shot? Who do you aim at first? That guy who keeps shooting railguns at you and is obviously out for blood, or the guy who is peacefully building his war machine with mines and data security centers? The list goes on, but it has more than enough variety to allow for plenty of experimenting while it avoids having a single strategy that will always come out as the best.

It is certainly worth giving a try, with plenty of decisions and choices to keep you thinking, but fast paced enough to get through a game without spending your whole day on it. (Average, casual games I played with friends lasted about 1-2 hours)

For 10 euro, I would say it's worth it and recommend giving it a go. If you're not convinced, keep an eye on this one for when it goes on sale
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