Guide a group of space settlers trying to establish a base on a remote planet. Grow food, collect energy, mine resources, survive disasters and build a self-sufficient colony in a harsh and unforgiving environment.
User reviews:
Mostly Positive (102 reviews) - 75% of the 102 user reviews in the last 30 days are positive.
Mostly Positive (3,039 reviews) - 79% of the 3,039 user reviews for this game are positive.
Release Date: Oct 15, 2015

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September 5

Version 1.2.1 released

In this version we've added some new models, the ability to see completed achievements within the game and made some improvements to challenges.

- Added new models for colonist and visitor ships, and improved textures for the existing ones.
- Added achievements screen, you can see which achievements you've completed within the game.

- Added ReachBots objective, this requires the player to build a certain number of bots.
- Added DisableColonyShipRecycling gameplay modifier, that prevents the player from recycling the Colony Ship in challenges.
- Added ThunderstormRisk gameplay modifier, that allows to add thunderstorms in any planet (or disable them in the Storm Planet).

- Small cabin model fixed, windows were in the wrong place.
- Visitors without an owned ship, will still leave in the next ship, but only if it doesn't contain intruders.

74 comments Read more

June 13

Version 1.2.0 released

Challenges are here!

This version adds challenges to Planetbase: they are custom scenarios with set starting conditions and goals, the system can also be used to create modifications of the existing planets.

There are 4 built-in challenges in the game, and many more already in the Steam Workshop created by the community, just subscribe to an item, and it will appear in the challenges section in game.


- Added support for challenges, there are some built-in ones, and they can also be downloaded from the the Steam Workshop.
- 4 new challange related achievements.
- New music track.
- Reworked title screen a bit, moved credits to a smaller button, and added switch planet and worshop buttons.
- Pyramid now requires Signpost first.
- When buying vegetables, vitromeat or meals from traders you now get a random subtype.

82 comments Read more

About This Game

Planetbase is a strategy game where you guide a group of space settlers trying to establish an outpost on a remote planet.

In the game you play the role of the base architect and manager, telling your colonists where to build the structures they will need to survive. You will have to ensure that they have a constant supply of oxygen, food and water to stay alive.

You will get them to collect energy, extract water, mine metal, grow food, manufacture bots, and build a fully self-sufficient base in a harsh environment, where you are always one step away from total failure.

Even if the game is not intended to be a simulator, all the mechanics are plausible, and based on what the expected challenges of establishing a colony in an new planet would be.


  • Four different planets with different conditions and increasing difficulty.

  • Harness solar and wind energy (if available) in order to power the base's structures.
  • Grow hydroponic Vegetables and synthesize Vitromeat to feed your population.
  • Mine and produce raw resources, process them, manufacture goods, and establish a production chain.
  • Carefully manage the colonist immigration flow to ensure you have the people with the right skills.

  • Survive disasters like meteors, sandstorms or solar flares and defend your base from intruders.
  • Mechanize your base by creating your own bots that will help with the more arduous tasks.
  • Grow your colony from a few initial pioneers to a vibrant planetbase with hundreds of colonists.

System Requirements

Mac OS X
    • OS: Windows Vista/7/8/10
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: 512 MB VRAM (Shader Model 3)
    • DirectX: Version 9.0c
    • Storage: 650 MB available space
    • OS: Windows 7/8/10
    • Processor: Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: AMD/NVIDIA card
    • DirectX: Version 11
    • Storage: 650 MB available space
    • OS: Mac OS X 10.8
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: 512 MB VRAM
    • Storage: 650 MB available space
    • OS: Mac OS X 10.11
    • Processor: Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: AMD/NVIDIA card
    • Storage: 650 MB available space
Customer reviews
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Mostly Positive (102 reviews)
Mostly Positive (3,039 reviews)
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1,956 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
46 of 62 people (74%) found this review helpful
27 people found this review funny
Not Recommended
22.9 hrs on record
Posted: September 21
While the game was enjoyable and challenging as you try to balance growth, food, resources and goals it has one glaring flaw. If you end up in a small constrained valley, there are no tools to allow you to edit terrain in a way that allows you to build beyond the claustrophobic limitations of your starting location. In essence, if you don't have the ideal starting location, kill the game and start again. How a game like this can be released without a way to level terrain is unacceptable. Apparently we can build space ships, but not bulldozers.
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14 of 16 people (88%) found this review helpful
1 person found this review funny
Not Recommended
38.7 hrs on record
Posted: September 24
Fun but flawed.
I've enjoyed playing this game. The graphics are fine and the ideas behind the game are good. The game has a a good balance between supply and demand. You need to keep a careful eye on electricity, water and resource supply while trying to build up a base that keeps your colonists happy and ends up producing a surplus of produced goods to trade. Unfortunately, the game is seriously flawed as it stands.
The biggest problem lies around the lack of control you have over things, apart from deciding where to place structures and how big they should be. You have no control over the behavior of the colonists.
Clicking on a colonist brings up an information pane about them. This is a good idea, and reminds me of the information you see about citizens in Cities in Motion, except that the information is nowhere near as detailed.
Morale, for instance, may be low but no indication is given as to why.
The built in AI ( on which you depend) is very poor. I had a failing colony that offered some insight into how the AI worked.
I had a Sick Bay that was overflowing with colonists who had broken bones. There was a Lab, marked as high priority, in which medical supplies could be made. In that situation, I would expect the medic to go directly to the lab, create the medical supplies and then go to the lab and do what medics do. Instead the movements of the medic appeared to be almost at random.
People starved before the food ran out.
Giving colonists specializations is a good idea but they should still be able to do other jobs, at a reduced efficiency.
Even with a large, thriving colony, it was noticeable that machinery was idle for much of the time.
This has the potential to be an excellent game but the issues around the control of colonists need to be addressed before that can happen.
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6 of 6 people (100%) found this review helpful
106.7 hrs on record
Posted: September 22
A very enjoyable space-themed, resource-management/grow-a-colony game -- Banished in orbit, if you will.

Good graphics, smooth gameplay, an evocative and low-key space-synth soundtrack, and a real challenge at the highest level, even once you get the hang of it.

Highly recommended if you like strategy games, though it would be great if the devs revisited this with an expansion -- new planets/maps and expanded build options -- since as it is now, once you reach the mid-game plateau, it is only a question of rinse-and-repeat expansion until you achieve the endgame milestones.



I'd also like to add that a large number of people criticize the AI and the apparent randomness of the workers. At first, I found this annoying and disconcerting, too. Each specialist attends only to their specialty, and works only the number of hours allotted. Essentially, the colonies are founded by the worst sort of socialist bureaucrats, with strict work laws and no overtime.

This is totally unrealistic, of course, but it IS what makes the game challenging. It demands that you anticipate colony-destroying disasters -- hunger, lack of medical supplies, lack of power/water -- before they happen. You have to plan your growth strategically, by managing supply trading and the influx of additional colonists with great care, so as not to upset the applecart and try always to run the colony with surpluses.

There in lies the game.
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5 of 7 people (71%) found this review helpful
Not Recommended
30.3 hrs on record
Posted: September 26
After thirty hours of gameplay, I'm still not sure whether I like Planetbase or not. Planetbase promises a rich sci-fi colony builder experience, but never quite delivers.

Many of the game's flaws stem from the interface. Credit where it's due: The UI has an attractively minimalist design. Unfortunately, it's far too minimalist; vital information is often hidden or absent altogether. For example, while I eventually found a way to graph recent O2 levels, there's no easy way to find out how many people one's total O2 production can support. There's no way to see how many colonists are working, resting, or idling at any given moment. Placing buildings is a hassle, and more than once I've had to spend several minutes finding the one-pixel-wide spot where a dome will fit; other times a building or connection simply can't be placed in a location, despite visibly having plenty of room. And, for some inscrutable reason, domes can't be placed adjacent to each other — they always need significant lengths of space-wasting connectors. Other times connectors can't be built between adjacent domes, also for no clear reason.

Some obvious base-management tools seem to be missing altogether, and I can't discern whether this is sloppy interface design or a wrongheaded attempt to add challenge by increasing the level of neurotic fiddly-ness required. For example, while one can turn new colonist arrival on or off, and set percentage quotas for job types, there's no way to set a population maximum other than by switching new arrivals off altogether. Worse, Planetbase provides only the most rudimentary tools for prioritizing different types of work; it's frustrating when you've got tons of ore but none of your workers seem interested in running your processors to make metal. Similarly, while your guards will monitor base personnel for threats, there's no way to station them in critical areas. The lack of such obvious, common-sense solutions often makes Planetbase feel conspicuously artificial; it breaks one's suspension of disbelief.

Overall Planetbase feels like a brilliant game ruined by terrible design decisions. The single worst thing about playing the game is the constant feeling that it could have been great, but wound up mediocre instead.
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2 of 2 people (100%) found this review helpful
5.2 hrs on record
Posted: September 25
If you like space and building things you'll love this game
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2 of 2 people (100%) found this review helpful
Not Recommended
18.9 hrs on record
Posted: October 1
This game was fun at first and I've played 18 hours of it. However it has a flaw that cannot be overlooked and has made me make a negative review.
The way building works, verything must be connected via tunnel/tube. There's an invisible ring around every building and nothing can be placed too closely to one another. This is fine when building in the beginning; however, once you start building larger versions of the smaller structures you are forced to make your compound span more ground because there is no upgrade system for domes. If you delete a structure that is surrounded, you cannot build anything but that EXACT SAME SIZED STRUCTURE in it's place. This is incredibly frustrating when you have made a array of solar panels, wind turbines, and batteries and you HAVE to keep them there unless you rip EVERYTHING down. In the time it takes to do that and rebuild, everyone would have died from lack of oxygen because there's no power. This game-breaking system is not only unrealistic and pointless, but frustrating to the point of madness. You are encouraged by the way the system works to make a web of scrunched up buildings and power arrays. There is no way to build where you are able to make room for the larger, or in some cases just slightly larger, building foundations. Straight lines? No. You'd have to jut out to the side. Hexes? Same problem. They wouldn't be uniform and you'd run out of space.
The game would be completely great allbeit very difficult if it were not for this system. But this is a city-building game with a defunct building system.
I'd like to praise the detail however. Each person has a different specialty. Botany, engineering, stuff like that. It's a really good game and it's a shame this was so horrifically overlooked.
I recommend what this game is with an even slightly more improved building system. I can't recommend what it is now.
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3 of 4 people (75%) found this review helpful
44.5 hrs on record
Posted: September 22
Amazing game! Love the challange to make the base to thrive and keep it well supplied.

For the next versions, please include:
-Researchers.. wander around the surface, digging a few holes etc.. producing knowledge that can be converted to cash
-Nuclear energy.. needs to be mined and used in the reactor to produce electricity
-Graphical interface to create custom planets and scenarios.. I know it can be done via xml but an UI would be wonderful!

Keep up the great work.. cheers
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5 of 8 people (63%) found this review helpful
Not Recommended
5.8 hrs on record
Posted: September 21
Game looks great, and it's a very neat idea, but A.I. is bad. Not just bad, but game wrecking bad.

You need engineers to build things, the problem is, the game has them wander around doing nothing. ALL the time. The command structure for your workers is.. I'm not even sure how to describe it. I've followed an engineer around for 20 minutes, (at x4 speed!) and never once did it ever do anything. Once in a while it would randomly wander into a room where machines sat full of materials, just waiting for an engineer to stand by them so they could produce... and then he wanders off. Soooo close...

This happens all the time. It will drive you mad and ruin the game for you as it does most people. You will have piles of materials sitting around, but the engineers will spend most of their time carrying stuff or just literally just walking around till they get hungry.

Broken. Badly Broken. I'm hoping the Devs address this with patches, (How was this ever released in this state?!?), but right now game is unplayable. From what I've read online, the Dev team is on a new project already, so I wouldn't hold my breath that this game will be fixed anytime soon.
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A developer has responded on Sep 22 @ 3:24am
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1 of 1 people (100%) found this review helpful
Not Recommended
8.7 hrs on record
Posted: September 27
This is a fun game to begin with, having to carefully plan out ahead of time where you're going to put your power and oxygen producing facilities versus your living facilities. And it's fun watching your colonists and bots running around getting things built and producing food and carefully managing what types of plants you grow, what tech you build and when etc.
The fun stops, however, when the game decides to randomly go into a death-spiral of which there is often little to no recovery options from. This can be something as simple as something you overlooked earlier on in the game - such as growing too much of one kind of plant, but other times it can be down to something completely out of your control that makes no logical sense - such as having enough oxygen generators for 68 colonists, having only 57 colonists in your entire base and yet having the game randomly out of nowhere claim you don't have enough oxygen for everyone and then having you sitting there watching them all asphyxiate INSIDE an oxygen-rich environment (even if you build another oxygen generator, this apparently doesn't fix the issue). The worst one is having your colonists starve to death with food inside the Food Makers - and it's usually the biologists who die first due to dumb AI that places TASKS importance above personal NEEDS - where they will literally work to death instead of eating, or stand around idle watching TV. If your biologists die first and you don't get any replacements from a Colonist ship you can guarantee a death-spiral from which your colony cannot recover from - because apparently you can't train basic workers or engineers to take over their role in an emergency.

Oh yes, and the death-spirals occur usually when you reach around a population of 50 and there's little to nothing you can do to put off or prevent these catastrophes from starting up - it's like the game is coded to start producing them from the get go.
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2 of 3 people (67%) found this review helpful
2 people found this review funny
14.1 hrs on record
Posted: September 25
"Does anyone know where the restroms are? I've been holding this in for a while".
Yeah we need restrooms...

Great Game. Love it.

I just started playing about 12 hrs ago, and I love 92% of it.

Better AI
Nuclear Energy

Food is large bases, even when it's prioritized, like around 70+ people, will start to have strange death waves.
AI doesn't eat when it needs to. I was at 92 population, everyone started to die of starvation. I have 4 Large Bio-Domes! With Normal Crops!! I have a storage full of vegetables and vitro-meats, but the AI doesn't give them to meal makers for food, which then kills more. I lost 87 People. My base stopped working, and I lost. This is my only real complaint, others are a few bugs.

Colonize the Moon before Mars.
Also bring some sort of human waste disposal.

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Recently Posted
6.3 hrs
Posted: October 20
fun but hard
Helpful? Yes No Funny
34.5 hrs
Posted: October 20
So fun! but as with all these games i wanted more. But SO FUN!
Helpful? Yes No Funny
17.7 hrs
Posted: October 20
Bad AI

I love this game but the one thing is the AI.
Example1 It takes two days until a medic realizes that someone is sick and wait for bioplastic when it's in the workbench. -_-
Example2 I have experienced numerous hunger problems even when I've 50 veg and Vitro meat and their idling.
Overall I love this game,It's one of the best base building game ever
Helpful? Yes No Funny
128.5 hrs
Posted: October 20
I've played a lot of strategy games in the last 20 years, and this one, as simple as it is in graphics and environment. It's strangely addictive. I've spent hours unlocking and building new colonies. It's a very challenging game, especially when a meteor destroys a critical section of what you spend hours building! LOL!
It's easy to learn, tough to master though. If you love design and management games that aren't extremely fast paced and you like to take your time, try it. You won't be disappointed.

Mike G.
Helpful? Yes No Funny
20.0 hrs
Posted: October 18
For me, this game had a steep learning curve, but was extremely rewarding to me as I overcame each obstacle. The gameplay does get repetitive after a while, and sometimes you can get frustrated by the AI not doing what you want to, but overall a decent game.
Helpful? Yes No Funny
10.1 hrs
Posted: October 17
In my early hours of building my first base I could not understand what people were complaining about, when they blamed to pathfinding and AI. Now after some hours my base produces a constant level of supplies for 250 colonists.
About 1000 units of food and 100 meals are buffered in several storages.
My Oxy is widely spread and distributed and produces enough oxy for 350.
Everything is distributed equally over the whole base (you have 3 Rooms to go to anything. O2, Water-Basin, Canteen, Dorms, Workplaces with the exception of mines.. but only bots are working there).
Long ways to storages should be no problems, I have 80 transport bots... this should be more than enough. Also there are 20 Builder Bots and 30 Drillers.

Since my Reputation is high I am constantly invaded by armed intruders, so its hard to get more colonists, because every third ship landing will trigger and invasion. I only have 30 armed guards distributed over my colony. So they might need to cross 4-6 Rooms to get to the invaders. Enough time to kill up to 15 Colonists (depending on how many stand around and just stand there to be shot... what are those guys thinking? "Well, maybe if I stand still and do nothing, he will stop shooting me."... sounds reasonable enough for an engineer/biologist).

Next thing is colonists that are thirsty. Some do run across (yes i counted) 9 water basins, all not in use, to cross 12 rooms to get to another basin and drink there. Then run back 12 rooms to their working place, just to cross some rooms to starve on their way across 3 canteens (all free).

So what is that? Other thing... sometimes a human has to go outside (shippings, new colonists, repairs, bulding transports for big projects like monolith). Every time mostly bots storm outside and are first (makes sense). Then the human walks to the monolith building site and deliveres some metal. Walks back to the airlock and suffocates while waiting for 20 bots to reenter.

Ok really?

Same with workplaces. A worker wanders across the base to operate an ore processing unit crossing several free ore processing units.

This brings me to the conclusion, that another npc must be on its way to operate the free unit that my worker ignores (same for starving npcs above).

This would be an easy fix in AIs logic... do not block a unit before it is really blocked. Let workers que. Calculate the time they would need to operate another unit of their desires and compare if that takes longer than queing.

I really try to love this game. Its extremely nice at the beginning and really sucks at the "endgame" of each level.

Also there would be need to "order" stuff from traders.

And Guard Bots.

And raise the time limit for bots to "die"... this really is annoying. Why do bots die so fast if they are perfektly well repaired all the time, because they do not need to cross more than 6 rooms to the next robot factory to be automatically repaired. Also a few are breaking down ignoring all repair stations... might be the same bug as above.

Next thing is O2 reservs... I dont know why, but even though I have more than 100 Oxy free as buffer, rooms are constantly out of air. I read something about that NPCs consume a "unit" of air when they enter a room. So heavy traffic rooms are constantly out of air. Ok... my room is a dorm 2 rooms away from an O2 generator. A dead end... no heavy traffic. Out of air. And at the moment this spreads through my whole Base... as of now no one died because of that, but its a matter of time... i tried to react by building o2 generators near the effected rooms, but this takes forever, because I you recycle a structure, all resources must be transported away before you can assign a new building there. And this seems to be low priority. So it takes very very long.

This really stupid AI design annoys me so hard ... This prevents all the loving I would like to give to this game.

So its a good buy for small money if you get a bargain, but a no go for a long term.
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Emperor Nick
16.8 hrs
Posted: October 16
I am very much enjoying this game. It's fun and challenging. I haven't experienced the colonist AI issues that are mentioned in some of the other comments. There are features I would like to see:
1) ability to upgrade structures already placed to a larger size, to increase density without demolishing. They could grow to take up some of the connection tube length around them and be limited when two domes nearly touch.
2) Terraforming tools to expand valleys and improve your location.
3) Ability to set bot populations like the colonists: tell your robotics facility how many or what percentage of each bot to build.
4) More end-game content?

Overall this game is great with a lot of potential.
Helpful? Yes No Funny
11.3 hrs
Posted: October 16
I love this game thank you
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19.5 hrs
Posted: October 16
It's Banished in space!

Love it! :)

Nuff said
Helpful? Yes No Funny
18.9 hrs
Posted: October 16
It kind of seem like a good idea. You land on a forign planet, and you have to make a living.
This game is to simple, hardly challenging and imo glitchy
Helpful? Yes No Funny