Explore physics-driven circular worlds in this Metroidvania-like with local Co-Op combat and crafting! Also bring your game ideas and Early Access feedback to life with the Contributor Edition - its powerful engine and integrated tools allow you to help shape this game right alongside us.
All Reviews:
Very Positive (60) - 81% of the 60 user reviews for this game are positive.
Release Date:
Apr 15, 2016
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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:

Why Early Access?

“Data Realms was one of the very first studios to ever try the Early Access model - years before it was even called that, let alone formalized on Steam. It worked surprisingly well for us and the fans of our last title, Cortex Command, which inspired Markus 'Notch' Persson to adopt the model for Minecraft.

With our new project, Planetoid Pioneers, we want to push the envelope again and take Early Access to the next level: We have already spent seven years building a whole new physics-based engine and commercial-grade toolset from scratch (called the Crush2D engine). We did this with the aim to allow you, the user, to not only give us early feedback on Planetoid Pioneers a la conventional Early Access, but also empower you to actually have a chance to build the official game content along with us, the developers - and also to sell your own creations in the Steam Workshop.

Instead of a traditional modding community, which only gets to tinker with content after the game is done, we are building a Contributor Community, which gets involved earlier and in a much more hands-on way can add to the extremely modular game structure and design already established by us.”

Approximately how long will this game be in Early Access?

“Alongside our Contributor Community, we have already designed and built two thirds of our first official ‘Primoid’ Planetoid, which is two kilometers in circumference, and will eventually be completely filled with sprawling cave complexes and physics-driven adventure. Much of this content - ranging from devices, weapons, vehicles, creatures, and even parts of the Planetoid itself - will be made by the Contributors, and then curated to fit into a cohesive experience by the official development team. We hope the first official Planetoid will be fully completed and polished early next year. At any rate, the physics + sandbox + world-class tools will surely make the journey there a ton of creative fun, too!”

How is the full version planned to differ from the Early Access version?

“When Planetoid Pioneers exits its Early Access period on Steam, it will have the first official ‘Primoid’ Planetoid completely filled out with polished and cohesive content, and also feature a bunch of other smaller yet still compelling Planetoids to show the flexibility, modularity, and depth of the game structure and engine. We are aiming for the official content that will ship with the game then to be a substantial, replayable, and hand-built experience. It will offer you quite the adventure that will only be expanded as more content by Contributors becomes available both through the Workshop and elsewhere.”

What is the current state of the Early Access version?

“We have already developed a robust game design with unique mechanics that take full advantage of our custom 2D physics engine. To go with it, we’ve also built enough content to set a strong direction and high standard in design, audio, visuals, effects, story/context, and characters. We have designed enough gameplay into the first official Planetoid to have a strong start, player motivation, and end goal: to build a reusable rocket and find enough resources to fuel it in order to get off that dangerous rock you are marooned on.

What will be missing in the beginning of the Early Access period is enough varied content, level design, and polish in the latter third of that adventure to make what most would consider a full game experience. This is where we will use the Early Access period to flesh that out ourselves - along with the best of the hand-picked material coming from the Contributor Community, which you can be a part of if you buy the Contributor Edition at this early stage!”

Will the game be priced differently during and after Early Access?

“When we exit Early Access, we plan to increase the price of the Game-Only Edition, and to unlock all editors within it as well. Anyone who bought the Game-Only Edition before then will thus get all the Crush2D editors at no extra cost, and receive all the polished content we'll have completed by then.

The Contributor Edition will remain at its current price, and grant access to the Contributor Community, where people can directly talk to the official development team, and share their creations directly with us and each other through dragging and dropping "Packed PNG" images containing their Blueprints and Planetoids they've made or modified with the tools.”

How are you planning on involving the Community in your development process?

“As we already mentioned above, we have planned from the start to take community involvement to the next level by providing you with the super robust and powerful tools we’ve built over seven years with usability by Contributors in mind. This will empower those fans who are able and willing to get their hands dirty with these tools - which are not watered-down in any way - to easily and directly submit cave designs and any other content by simply dragging and dropping single ‘packed’ image files into and out of the game.

The best Scene parts and Blueprints will then be voted on by the rest of the community, and Data Realms will select among the highest rated submissions which should be made available for sale within the Workshop - or offered to be part of the official content in exchange for shipping credits in the final game.”
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Recent updates View all (9)

November 17

The Auto-Injected Workshop Update

Workshop items are now appearing in your game, automatically



Blueprints from the workshop will now appear in various places and ways in the game. You don't have to subscribe to them to make them appear; they'll be downloaded from the Workshop (if they have a positive rating) and automatically infused into the official game content!

Items will appear:
  • In various Item Shops in Primoid and Defendoid (see image above)
  • As vehicles to choose from in Racetoid
  • As weapons to fight with in Carnageoid
  • As Gladiators and weapons for them in Coliseumoid
  • Your subscribed items will be awarded as blueprints in a steam altar which is currently in the North Hub area

Additional Changes:
  • Improved Defendoid, including highscores
  • Additional Defense-style Planetoid, where you defend a base
  • Improved performance in Primoid - still much more to come
  • New Weapons!
  • New audio for all guns, and in general
  • Improved pioneer walking and climbing after jumps
  • Added step sounds for walking
  • Changed controls for placing holograms
  • Pioneer drops his resources as lumps on death
  • Restructured North Hub area in Primoid
  • Improved every dungeon of the Primoid

See the full changelog here and see some of what's next here.

For Contributors: here is how to get your Blueprints to appear in everyone's games!
Make sure to upload your creations to the Workshop (from inside the editors). Items are picked by tag, depending on the context. The tags currently used are: Vehicle, Gladiator, Pioneer Tool, Weapon and Golem.

To setup a shop in your own scene place one of the Shop scene fragments in your scene or place the Structure Shop Pioneer blueprint. For an example of how to download and spawn Workshop blueprints in scripts see this example

Enjoy making and playing all that community content goodness!
6 comments Read more

October 4

HUGE post-summer update OUT NOW





This summer, part of the Data Realms team got together in our annual "Summer Stugan" in Slovakia to collaborate for a few weeks and then playtest the game in our booths at Gamescom, PAX, and Tokyo Games Show. The result of these INTENSE months of work is distilled into today's huge update to Planetoid Pioneers! It is a big step toward its eventual release out of Early Access.

Here are the highlights:
  • Polished Beginning section of Primoid a LOT based on all the feedback we have gotten from you and the players at Gamescom, PAX, and TGS. We also added some seeeecrets.

  • Added still work-in-progress Defendoid, which is a new wave-defense style planetoid, which is already very tense and fun!

  • Improved Carnageoid with new entirely new arenas and lots of polish.

  • Reworked all weapons to actually aim where you point, have nice effects, juicy feedback and have ammo, explode and give you the blueprint when they are empty. We also added some new ones.

  • Improved stability. The majority of the crashes have been caused by Lua scripts corrupting memory. Miro and Brian wrapped most of the classes used in Lua so Lua can not crash the game that way anymore.

  • Scenes load faster by optimizing library load times and removing texture compression.

  • The game saves in all relevant scenes and continues where you left off. Hopefully, most of the bugs with saving should be fixed too. Let us know if you find any, though!

  • The coliseum uses all workshop blueprints tagged "Gladiator". This is the start of integrating workshop items into the game seamlessly. Stay tuned to the LIVE NEVERENDING CARNAGE and start tagging your published blueprints to see them automatically show up in the Coliseum :]

  • The coliseum also uses the new Pioneer AI. Try it yourself by activating the AI connector on pioneers in the scene editor.

  • We started using the loot system which will give you random loot including resources, weapons, blueprints and pioneers on Primoid through loot orbs.

  • New control scheme for Xbox controllers. Making better use of the ABXY buttons and relying less on bumpers. To get closer to what you are used to.

  • Added line from Pioneer to cursor for aiming shots and throws and also help identifying your cursor in coop.

  • Better pioneer crawling controls.

  • AFK players fall asleep after more than 20 seconds of no input

  • Made all texts bigger so they read better on TV screens, videos and steams.

  • As always lots of bug fixes and polish. There should be way fewer Lua errors now.

See the full changelog here and see some of whats next here.
12 comments Read more
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About This Game

Welcome to Planetoid Pioneers, a physics-driven action-adventure heavily inspired by classics such as Blaster Master (‘88), Metroid (‘86), and Exile (‘88). It can be played locally with or against your friends in seamless pick-up-and-play Co-Op and PvP action.


If you buy the Game-Only Edition, you will today be able to explore over half a dozen planetoids, each featuring entirely different game modes and filled with vehicles, creatures, robots, items, and weapons created by us at Data Realms. You will also be able to choose from and subscribe to a rich set of user-generated content made by owners of the special Contributor Edition, which will keep expanding the Planetoid Pioneers experience in scope and depth for years to come. When Planetoid Pioneers exits Early Access, this regular edition will also get you all the editors unlocked at no extra cost - but not until then.



However, if you choose to purchase the Contributor Edition today, you will:
  • Get everything included in the Game-Only Edition, PLUS all the commercial-grade game development tools and live-editing capabilities of the Crush2D engine!
  • Become part of the well-established Contributor Community, where you can collaborate and directly share content with the development team and your fellow contributors.
  • Be able to submit your creations for consideration to be integrated into the official shipping game, with your name then appearing in the credits.
  • With a single button press, have the ability to publish whatever you make to the free Steam Workshop, for anyone to rate, comment, and subscribe to.

System Requirements

    Minimum:
    • OS: Windows 7 or newer
    • Processor: Dual core 2.5 GHz
    • Memory: 3 GB RAM
    • Graphics: Modern graphics card with 1 GB memory
    • Storage: 2 GB available space
    • Sound Card: Any sound card
    • Additional Notes: Play with joypad or keyboard and mouse
    Recommended:
    • OS: Windows 7 or newer
    • Processor: Quad core 3 GHz
    • Memory: 6 GB RAM
    • Graphics: Modern graphics card with 2 GB memory
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Any sound card
    • Additional Notes: Play with joypad or keyboard and mouse

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