
A Planet of Mine Mastermine Edition is a cozy 4X game with mass strategy! Choose your winning gang, mastermine resources, and build your base and tools to boost your technology and conquer space! Unless your neighbors don’t see it that way… Trade, peace or clash: your planet, your choice!
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About
A Planet of Mine Mastermine Edition is a cozy 4X game, with the feeling of infinite playability and strategy, designed either for casual or serious gamers, where you exploit the planets of a star system to build a civilization and conquer the universe!

Tuesday Quest invites you to rediscover A Planet of Mine in this MasterMine Edition, featuring:
loads of new content,
a way more robust game engine,
a revamped UI for a better ergonomy,
more detailed VFX,
new music and far more sounds,
improved AI interactions,
and poop (yes, you read that right).

Choose among 20 different factions ranging from space pirate chickens to nuclear scientist elephants! Establish a colony in a randomly generated star system. Manage the collection and production of your resources and advance your technology by unlocking new buildings and science. Trade with other factions or go to war for system-wide domination! Plan your strategy wisely and stay focused: you may encounter surprising stuff…
Controls have been carefully tailored for portable consoles like the Switch, Steam Deck, ROG Ally, and Lenovo Legion.

Create your own game
The Mastermine Edition offers you the ability to create your own universe. You can personalize the sun’s type, the number of planets and factions, the distance of your first planet to the sun, and the global size of your world. You can also add rules like a specific game mode, or a limited number of cycles. So much power is in your hands!
Reproduce and share any game
With great power comes great responsibility, so now that you can control the universe, it means that you can create the best strategy challenges! And the best part is that now, you can share any game with your friends. Each generated star system has a unique seed that allows it to be identically recreated on another profile. So, you can simply share the Game ID with anyone and play the exact same game. Dare to defy your friends with completely ridiculous or very complex systems, and explore infinite game strategies together!
Discover loads of new content
You’ll meet the Cyclopians, the Bulbinions and the Nautilians among all the previous species! You’ll build new structures and develop new technologies on new planets and biomes! That’s a lot of good news, right?
Play with multiple species
You can start with a party of 1, 2 or 3 animals, mixing species the way you want. The first selected space weirdo will represent your faction in the command center.

Go on a mission
Our team tailored several missions to complete: from easy peasy to hardcore! We enjoyed creating them so we hope you’ll have fun too!
Stay in command
A central UI allows you to access various panels: contacting other factions, managing sciences and ascension levels, displaying the stellar map, game objectives and Pandipedia.
Enemies have a brAIn
We improved a lot AI interactions: others factions now feel like real gamers. They’ll be willing to trade abundant resources only, as any sane gamer would do, so you can’t use friendly interactions as an infinite resource provider. Sorry guys! AI can be driven by objectives and play profile. You choose to play the way you like it better, peacefully or more combatively.
Be a proud warrior
There are many ways to start a war with one or multiple factions, but in the previous version, war was a state of the stellar map, so to leave the map meant to leave the war. In the Mastermine Edition, you’ll have to find a strategy to end the war by annihilating your enemies or by signing a peace treaty.
And if you’re more into cozy gaming, we also designed a peaceful mode: this way you can build your base without fearing to receive an ultimatum from other factions. Don’t worry, stay cozy!
Meet the Khutulists
Masterminers discovered a mysterious artifact: an extract from the hidden tomes of Pandipedia. Let’s read it: "Where did they come from? What did they want? We ignore to know it... But what we do not ignore to know, is that they dominated the galaxy hundreds of thousands of years ago. How could such an advanced people disappear, poof, just like that? But... did they really disappear?”
ABOUT THE TEAM

A Planet of Mine Mastermine Edition is crafted by Tuesday Quest, a tiny Paris-based studio founded in 2011. The games developed and published by Tuesday Quest have found a large and diverse audience on mobile and PC with titles such as Puzzle Forge, Hungry Cat Nonogram, and A Planet of Mine.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America +4 more
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
I like this game! It looks awesome, and the UI looks great. At first it feels a bit convoluted, but once you get the hang of it, it’s really fun. I wish the tutorial were integrated into the campaign missions, and that there were clear indicators for goals so progression would be easier to follow.I see the potential!
This game isn't quite ready yet. Though it has a decent amount of content, and the graphics are pretty good, I think there's a lot of quality of life and user experience improvements that are needed to knock off all the rough corners. Controllers Some of the issues relate to how the game performs between mouse and keyboard, and Steam Deck controllers. It will get stuck in one mode when using the keyboard and refuse mouse clicks sometimes. Build Menu The building new things menu is weirdly lob sided and deep where it should be wide. For example building a house requires Build > Simple Building > Build Hut (A lie) > Build House, this produces a lot more clicks than needed and increases the risk of building something when you thought you were drilling down into a menu. Using the same icons and names for folders of buildings as for buildings within the folder is a problem, as is showing what thing cost, and what things they produce. This makes the interface clunky in a way that could be smoothed out more. Blowing things up has no confirmation. Hope you don't have a trigger finger! Planetary Resources The layout of the energy bar with no label made it a complete guess if I had enough energy to build a factory or mine. Pollution is a negative to growth, but these numbers seem somewhat detached and a rule of thumb is all I could do. The effects of pollution don't seem to be very pronounced, nothing dies of too much pollution for example. Resource Management It's difficult to know what each planet is producing, or how large your production is over the galaxy what's being consumed, how fast, whats being made. It's good that you don't have to manage any transport between planets, having transport rockets would be an extra complexity that would be nice, but actually a bit much with all the rest of the game lumps. You can't see what resources a planet might be capable of producing, once landed and scanned. It's not possible to scan the planet from orbit, which might be a fun late game power. Plus the ability to preview it. Once you are landing a space craft you can't preview the planet to find out if you really do want to land there, so you're stuck with guessing the planet you ant to move critters around from/to. But you also can't see what planets have empty mines/wells, or unemployed pops. There's so little information once you get to multiple planets. And moving between the planets is so clunky I barely ever wanted to check in on what other planets were doing. Worker Types I found the worker types interesting, and it would have been nice if my Force test playthrough had more types to find. Just for the fun of shuttling populations of penguins out to the edges and rhinos to the inner solar system. I figure the game is meant to limited so your playthrough is more varied and a bit more rouge like. Your people should start to die if you blow up all their houses on the whole planet. Nothing can make them work faster, not quality of life, not a restaurant a the end of the universe, not tools, they start off chopping trees and headbutting red berry plants and ♥♥♥♥♥♥♥♥ they'll continue to do exactly that while their civillization discovers cold fusion. Not a problem, but makes the game less interesting as there's nothing to make me care about the cute little things. Even dying of sandworm doesn't seem to make anyone upset. At least put some Worms WMD style headstones and some harp sound effects. The scanning ground super power should require a worker to actually do some work on that square. Especially if it's dangerous. I found this power to be very useful, but boringly over powered. Critters should try to do things by themselves where possible. Where the growth supports it, where your civ needs a particular resource. It could also make suggestions to build certain things. It would help while my attention is pulled away setting up a moon base. Biomes The geoengineering is an interesting super power, and the one worker boost of specific biome is great. But because of the one way nature of the conversion process, you end up with some critter types being significantly less useful. Why have a worker specialized for the desert, later you can convert them to savana and have rhinos hack at bushes. But only to savanas, not to anything else. This also leans into how difficult a game can be when your critters don't match the biomes in the mission. Restarting a mission is frequent because you need to do recon to work out what kind of animals you're going to need. All in all this game has a lot of promise and I can imagine these issues being fixed and this being a really fun game.
A Planet of... Mine? Is it because this planet belongs to me, like I can do whatever I want on it? Or because I'll have to mine its (often scarce, sometimes heavenly abundant) resources, and its (frustratingly scarce) learning material? Probably both. Even if it doesn't look like a 4X, it actually is one. Except it's 2D, the graphics are kinda cute, the most of your thinking will go into crafting and industry chains, and there's poop jokes. Think "GalCiv meets Minecraft while cosplaying Exploding Kittens". You'll build buildings, farm resources (that can deplete), make new pops (who are hungry), explore various planets (with various biomes), trade with neighbours (or launch feces missiles to them), discover techs, set up a press-to-make-paper for a workbench-to-make-books for a university-to-churn-ascent (but the lights are off), remember to upgrade-the-solar-plant-to-make-more-energy, assign new pops, forget that they'll eat like the bears they actually are and then frantically search for berries, try to build a new hydroponic farm but you have no more forest-to-cut-wood, look for a new planet to exploit but there's no more oil-to-pump-in-the-soil-to-launch-the-rocket, but you can launch another one with uranium and be saved at last- that's the thrill of A Planet of Mine. Once I got up the learning curve a bit, I got quite hooked on the runs I've played. You can play it as a sand-box: design the stellar system you'll be playing in, with its custom rules, starting resources, etc. (the Forge mode); or as a puzzle game: with scripted runs (the Missions) that span from polite invitations to explore a particular game concept, to head-scratching tricky dares of going from a hopeless starting point to a seemingly impossible objective. Replay value, and thus game time, is surprisingly good, given the low price of the game. So, where's the catch? The graphics are honest pixel art; the visual system is effective enough to let you "see through the Matrix" once you remember the different icons. Audio feels OK to me, some notes of the theme sticks in my head after playing, but I would have liked the music to be more dynamic and contextual: maybe play something special when I launch a rocket, land on a new planet, or when I strike an interplanetary fecal attack. The bugs? Even if some surely hide in this fresh-outta-the-oven release, after 10+ hours on a M1 MacBook (and I really appreciate the Mac version being released right away, for once), nothing really stopped me from playing: so far, no crash, no freeze, no big show-stopper; the most prominent bug is in the end game, and will probably be fixed soon. The bugs are mostly cosmetic: some text is being overlaid by another, a pop-up pops up when it doesn't need to, a key is making two different actions when it shouldn't... But that can be forgiven, just mere days after release; as long as they do get fixed. Stability-wise, it looks solid and that's what I care about at this point. Nah, the real downer, that I really hope will be addressed seriously, is the Difficulty. Not the difficulty to *play*, but the difficulty to *learn how to play*. There are two tutorials, but they only scratch the surface; and the missions, that I thought would be tutorials for more advanced concepts, were really not guided nor explained beyond their objective description. The in-game documentation, as it is now, is a lackluster disappointment: you only get info about items you've already encountered, which makes no sense at the beginning. And when you do get access to the documentation for, say, a building? The game doesn't show you the basic, relevant info about it (how much does it cost, what goes in, what goes out, what tech is required). For a resource? I want to know where I can get it, what building makes it, and what it's used to make (and not just with a phrase in the description text: gimme the icons back). You'll have to painfully cycle through all the buildings in the construction interface, looking at the building info here (it's not the same as in the documentation, for exactly zero reason). Same goes for the playable factions, the techs, the ground types, the planet types, etc. For now, this side of the game is a messy empirical pile of half-finished UI/UX ideas, and it shows. With an effective, visually readable, to-the-point documentation of the game items, and (one can hope) hyperlinks navigation (à la Civilopedia), making it much quicker to find answers, it would be a joy to learn and study this game. A more minor caveat: having to keep an eye on the resources numbers going up or down across cycles to guess if my industry is in excess or in deficit is tiring. I want to know how much is consumed, and how much is produced, at a glance. Cherry-on-top would be to show where the resources are produced or consumed. (Why does the oil stays at zero? Did I forget some engine that drinks ungodly amounts of it, or did the wells went dry?) There's also some grind to unlock additional factions, that feels a bit too sparse and RNG dependant; maybe the other factions could pop as NPC neighbours, and be unlocked that way (like, maybe just the first one you trade with in a game? Or invite an ambassador as a trade deal? Just something that feels less random, and more frequent: I only unlocked one additional faction in 10 hours, that feels a bit low: that's a part of the gameplay, not a Top 0.1% achievement to brag). I'll surely pick up the game regularly for a chill/cute/goofy city-builder/space-conquest/resource-management sandbox game, that can be beat within a couple hours; or for a challenging puzzle with the same gameplay; or something in between; and I love the versatility of it. I hope there'll be a way to add custom Missions and share them with friends, like how the world seed can already be shared. That's a great idea but buried way too deep, and not explained enough for it to be understood and enjoyed yet. In the meantime, I really hope the devs will ease the learning curve, simplify and streamline the economy UI, and better hold the hands of new players (more tutorials? some hints and heads-ups in the first Missions? maybe just let me RTFM in peace?), or else, I fear they'll just turn back on the learning hill, where they just a need some help to get on the other side. I think the game hiding behind deserves it!
相比前作改变最大的是UI,修了bug游戏体验提升了不少,游戏挺好玩的,不过建议把前作的转圈圈加速弄回来做可选项吧,我可太喜欢这个转圈圈了
I’ve been following Tuesday Quest since I first played Puzzle Forge on Steam. That game had such a clever mix of strategy and creativity that it stuck with me, and I’ve always admired how this small Paris-based studio manages to pack so much charm and depth into their titles. With their latest title, they’ve outdone themselves. This cozy 4X strategy game is the perfect blend of accessibility and depth. Right from the start, you’re invited to choose from 20 wildly imaginative factions with space pirate chickens, nuclear scientist elephants, and plenty of other oddballs. Your goal is to establish a colony in a procedurally generated star system. The sense of discovery is constant: every planet feels alive, every biome offers new surprises, and every faction interaction keeps you on your toes. What really impressed me is how much more robust this edition feels compared to the original. The revamped UI makes managing resources and technologies smooth and intuitive, while the new VFX and sound design add a layer of polish that makes the galaxy feel vibrant. The improved AI is no joke either, since the neighbors now act like real players, forcing you to think carefully about whether to trade, ally, or clash. The customization options are a dream for strategy fans. You can tailor your universe by tweaking suns, planets, factions, and even game rules, then share your creations with friends using unique seeds. It’s the kind of feature that makes you want to experiment endlessly, crafting ridiculous challenges or balanced systems to test your skills. And yet, despite all the strategy and potential conflict, Mastermine Edition never loses its cozy vibe. The peaceful mode lets you focus on building and exploring without the stress of war, while missions range from lighthearted to hardcore, offering something for every mood. Tuesday Quest has managed to capture the magic of their earlier work while expanding it into something far grander. A Planet of Mine – Mastermine Edition is proof that small studios can deliver experiences as rich and rewarding as any big-budget release. If you loved Puzzle Forge like I did, you’ll find the same spirit of creativity here—only now it’s spread across the stars. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
все отлично, но хотелось бы Русскую локализацию
Играл ещё в первую часть с кривым русским языком и возможностью ускорять время при помощи прокручивания планеты. Русского языка в этой версии на момент оставления отзыва нет. Игровые механики почти те же. Добавили несколько новых построек. Дипломатия есть, но даже дружественно настроенный бот время от времени пускает по нам ракеты (боты и друг друга периодически стараются уничтожить). Также сделали много разных режимов игры, возможность как облегчить прохождение миссии, так и усложнить. Ранее привычные окна торговли, дипломатии, прокачки уровней и исследований поменяли. Но они остались понятными. Изменили музыкальное сопровождение. Пока ещё не понял, какое лучше По рекомендации разработчиков, достал контроллер и начал им играть. Удобнее. По сути игра осталась такой же, но теперь есть возможность захватить более-менее целую планету врага (в первой части было только 2 вида ракет, а сейчас 3). Раньше если и обстреливал недругов, то забирал планету убитую, сгоревшую или вообще она разлеталась на куски. Теперь имеется в арсенале ОМП (оружие массового поражения) с уроном по живой силе противника.
Le nouveau « A Planet of Mine – MasterMine Edition » confirme le savoir-faire du studio Tuesday Quest dans le domaine du 4x et des jeux de stratégie. Cette nouvelle édition enrichit un concept déjà solide, en mêlant gestion, exploration et construction d’empire spatial, le tout dans un univers coloré et généré de manière procédurale. [h2] Un concept accessible mais profond [/h2] Ce qui frappe d’abord, c’est la capacité du jeu à rendre la stratégie plaisante et fluide. On y construit et développe son système stellaire, on gère ses ressources, on négocie ou on fait la guerre selon son style de jeu. Derrière ses graphismes simples, le système reste étonnamment riche et invite à la réflexion sans être rébarbatif. [h2] Des factions variées et un vrai sens du renouvellement [/h2] Le jeu propose une vingtaine de factions aux profils très différents, chacune avec ses avantages et ses contraintes. Ce choix donne un vrai souffle à la rejouabilité : on redécouvre le jeu à chaque partie. Les univers étant générés aléatoirement, aucun démarrage ne se ressemble vraiment, ce qui pousse à expérimenter et à s’adapter constamment. [h2] Une ambiance unique [/h2] Visuellement, le titre adopte un style « mignon » et coloré, mais il ne faut pas s’y tromper : A Planet of Mine cache une vraie complexité derrière sa douceur apparente. Ce contraste entre esthétique détendue et mécaniques stratégiques sérieuses crée une atmosphère particulière, à mi-chemin entre le jeu de détente et la réflexion tactique. [h2] Une grande liberté de jeu [/h2] L’un des atouts majeurs de cette édition est la liberté laissée au joueur. On peut choisir d’être un bâtisseur pacifique, un marchand interstellaire ou un conquérant. Le jeu ne force jamais une direction, et c’est ce qui le rend agréable : il s’adapte à l’humeur et au style de chacun. [h2] Un équilibre maîtrisé [/h2] Le jeu réussit à trouver un équilibre rare dans le genre : il est accessible sans être simpliste, et profond sans devenir lourd. La nouvelle interface, plus claire, facilite la prise en main, notamment sur PC, même si quelques ajustements pourraient encore être faits pour le clavier et la souris. [h2] Points forts : [/h2] -Une grande rejouabilité -Un jeu cosy -Différentes missions qui ajoutent encore de la durée de vie -Son univers et ses graphismes mignons [h2] Quelques améliorations : [/h2] -Il reste encore des bugs à corriger -Il faut beaucoup de temps pour débloquer toutes les races jouables, basé sur de la Rng [h2] En conclusion [/h2] A Planet of Mine – MasterMine Edition est une belle surprise dans le paysage des jeux de stratégie indépendants. C’est un titre qui sait être relaxant sans perdre en exigence, et qui offre une rejouabilité remarquable grâce à la variété de ses factions et à la génération procédurale. Un jeu à découvrir, que l’on soit amateur de 4X, de gestion ou simplement curieux de voir comment un studio indépendant peut revisiter la conquête spatiale avec autant d’élégance et de personnalité !
Мне нравится эта игра! Она выглядит потрясающе, и интерфейс у нее отличный. Поначалу она кажется немного запутанной, но как только вы освоитесь, она станет по-настоящему увлекательной. Я бы хотел, чтобы это руководство было интегрировано в миссии кампании и чтобы были четкие показатели для достижения целей, чтобы было легче отслеживать прогресс. Я вижу потенциал!
I had really fun 6h of gameplay here. I think this game still have a lot of potential but honestly after wait so much for a big release with a real port to PC I feel a bit frustated. I still recomend this game because it keeps the essence of A Planet of Mine and I had some real fun hours of gameplay for a fair price. The most negative things I have noticed in 6h gameplay: - User Interface is horrible for PC (everything too big very like a game for kids only); - Trading mechanic is too simple. You can basically get most of the rare items by trading it for... anything... Yes you can trade explosives for wood...?? - Even if you keep your neghboors as allies they are going to suddenly attack you at some point of the game. No advices, no tension beeing built between planets... Only a sudden attack. - There is no way to collect asteroids or planet fragments. Why was this feature removed? Or is there a hidden button that makes it possible? I really like this game and have some tips for the developers: - Increase scarcity on trading items (easier to implement): Needfull items soulbe be really rare while trading. If I trade 1k woods for 10 explosives once, on the next time I should trade 2k woods for the same 10 explosives. Double the price everytime. Try to build a kind of real market mechanic around it and then trading will be fun. No need to implement new Interfaces for trading... Just make it feel like real trading. - Relationship improvement (harder to implement): The neighbors should be really angry and demonstrates it clearly before attacking. Try to implement something simillar to Civ 6. Creates peace deals that makes impossible to attack or be attacked by that neighbor during X planetary cicles. I did not feel that the "ally" status on the neighbor changes anything. - More serius User Interface: Im not asking to have a professional planet management simulator here but hey... This game really feels like an very low budget kid game with this User Interface. Please just adapt the text size and stuff on the UI to be smaller on big screens like PC screens. If it is in the Steam, not in the Play Store, I want to pay for a game 100% adapted to PC screens. Not a smartphone game.
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Tracking started Jul 19, 2026 — check back soon for a trend.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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