Extreme 2D physics action with detailed destruction of vehicles, robots, creatures, and your own Pioneer - now over ONLINE multiplayer! Quickly jump into a dozen different game modes hosted on free servers worldwide to battle, cooperate, race, and survive with/against other Pioneers all over the globe!
All Reviews:
Positive (21) - 80% of the 21 user reviews for this game are positive.
Release Date:
Jul 11, 2019

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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 doing "Early Access" before it was even called that, publishing early on our own website for a discount. It was our debut title, Cortex Command, which inspired Markus 'Notch' Persson to use the same model for Minecraft.

We didn't come up with the idea, however - we originally were inspired by TaleWorlds, the developers of Mount and Blade! We have learned how to do Early Access right, through a decade+ of trial and error.”

Approximately how long will this game be in Early Access?

“Until we feel it's ready to be unleashed in its full glory - hopefully sometime late this year.”

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

“We will be adding more game modes and content in the form of Planetoids, Pioneers, weapons, items, vehicles, robots, and creatures - many of them carefully selected from the best of the Planetoid Pioneers Contributor Community!”

What is the current state of the Early Access version?

“There's already a dozen different game modes to play in, like surviving waves of attack robots with your friends, tug-of-war style battle, bomb volleyball, frantic physics-driven racing around a Planetoid with your own customized rovers, to name a few. See the game mode videos above on this store page to get a good representation of what's currently playable in the game.”

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

“It's to be determined, but it's possible the price will be remain the same.”

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

“There's a separate, more involved edition of Planetoid Pioneers here on Steam that also includes incredibly powerful editors and full Workshop integration: Planetoid Pioneers Contributor Edition. Anyone who has access to those editors can soon publish whole new Planetoids and game modes directly to Planetoid Pioneers Online's Workshop, where they can then be immediately enjoyed in multiplayer action worldwide!”
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Recent updates View all (6)

July 18

Last Chance: Planetoid Pioneers Online 50% OFF!

A heads up that the launch discount for Planetoid Pioneers Online expires in only a few hours, so if you had fun playing it for free last weekend, you might want to jump on it now:

Especially since our server stats show that most of you didn't even get to some of the deeper but most fun game modes, like Base Battle:
It's one that most reminds us of classic Cortex Command action: back-and-forth struggle to smash the sensitive core barricaded inside each teams' base bunker!!

0 comments Read more

July 16

EA Version 2: startup and slowdown fixes!

We had a really fun free first weekend playing Planetoid Pioneers Online with you all! Unfortunately, some had trouble starting the game due to obscure configuration issues with our compilers, that we now have finally tracked down and fixed.

We also noticed that players with slow computers would cause whole games to slow down for everyone, due to the way we have to do networking (via determinism) with all the crazy physics going on. So, we've added a feature where slow players are detected and the others in the game are offered to vote to have them booted out. It's not so nice for the slowpoke, but it's better than the whole game experience being ruined for everyone.

Keep an eye out for highlight videos on some of the game modes that you unlock later - Deathmatch and Base Battle are some of the ones we have the most fun with ourselves when we playtest! We'll publish them later today.

  • Fixed game not starting for some players
  • Added automatic kick vote, triggered for slow players
  • Fixed menu selection jumping when new lobbies appear or disappear
  • Auto picking best server more accurately based on ping measurement over longer time span


  • Titleoid text gradient added, wip
  • Added font gradient functions, set PPORelease config by Release (PP) config
  • Menu selection stays even if menu lines get added
  • Added mp:getCurrentRealTimePassed() using real time for slowdown average calculation
  • Added kick vote, triggered for slow players
  • Added and bound c2d:KickPlayerFromGame()
  • Added simple slowdown warning, shift hint appears later
  • Ammotoid: handling disconnected players, added mp:isDisconnectedPlayer(ctrl)
  • Added shift menu hint

  • Changed "kicked from lobby" to "kicked from game"
  • Updated gradients
  • Race: handling disconnected player on start, showing button to enter vehicle
  • Auto server by ping average over last 40 secs, showing reason why lobby is filtered
  • Removed weird exe in shaders dir
  • Implemented newest SDL 2.09
  • Merged two messages about kick into one
  • Team left checker off by default
  • Detecting disconnect via DisconnectReason() too
  • Removed two potentially IP infringing textures
  • "Saving Failed" error only in dev release
  • Disabled saving in tutorial
  • 20 sec delay on game start before auto kicking
  • FPU try to setup to standard on game start
  • Triggering kickvote at 20% avg sd over 20 secs
  • Calculating moving average of slowdown over 1 minute for players and using for auto kick vote
  • Updated memory req. and recomm. check for PPO / PP
  • Updated the version text
  • Testing ending game when complete enemy team left in bb temple
  • Not winning bridge battle if all other leave
  • Not respawning disconnected players
  • Bridge battle: handling disconnected players

  • Fixed hold shift hint overlapping mp:message
  • Updated build number, so it's ready for the build with startup fix etc
  • Fixed menu mouse broken
  • Fixed bug in saving menu position
  • Race: fixed extra capsules in netplay
  • Lua error on leave fix
  • Fixed shift menu hint
  • Fixed player count wrong issues
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About This Game

  • Physics-driven gameplay, animation, construction, destruction, damage, and deaths
  • 12 different game modes at launch; more to come - both from developers and the community
  • 2-4 player PvP, PvE, co-op, racing, building - something for everyone; see videos above
  • Seamless online multiplayer resistant to cheating and lag on our own free servers
  • Host or join easily and quickly with your fav Steam friends - or randos on the internet
  • Game simulation stays perfectly synced at all times - we check every frame!
  • Editors available in Planetoid Pioneers Contributor Edition to add or change game modes!

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Dual core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: Modern graphics card with 1 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
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Quad core 3 GHz
    • Memory: 8 GB RAM
    • Graphics: Modern graphics card with 2 GB memory
    • Storage: 2 GB available space
    • Sound Card: Any sound card
    • Additional Notes: Play with joypad or keyboard and mouse

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