
Terraform a dead planet back to life in this open world survival crafting game. Explore ruins, gather resources, print machines, drive modular vehicles, grow forests, biomes, and ecosystems. Create life and make it thrive with your own hands.
Modeled estimate, not a reported figure. How we estimate →
About
Hi, I’m Thorin — the solo developer behind Blossom, also known as Pebbledust Games.
This is a project I’ve been building on my own, inspired by the games I grew up with — the ones that didn’t constantly hold your hand. You had to experiment, pay attention, and slowly figure things out for yourself. I wanted to bring back that feeling of discovery, in a calm, more relaxing survival experience where the main goal is simple: bring a dead planet to life.
So what exactly is Blossom?

Clear the fog by increasing the pressure and form ice. Melt it into water by raising the temperature. Convert martian dust into soil, then green the planet with algae. Plant flowers and trees to generate oxygen and turn the sky blue. Grow forests and create biomes then create life by incubating insects, birds and animals.

Explore an unknown planet. Travel across Mars on foot, by rover, and through the air, reaching distant regions to find resources or to simply watch the results of your terraforming efforts. Discover abandoned stations, ancient machines, and wrecked ships. Visit orbital platforms, and piece together what happened to Earth and those who came before you.
You play as Blossom, a small but capable robot built to survive where humans cannot. Managing energy is central to gameplay: power your movement, tools, and machines to stay operational in a harsh environment. Playing as a robot changes how you interact with the world. Electricity replaces food, so careful energy management becomes key to progress.
Gather Mars’ resources, refine materials, automate using drones, build tools, machines and structures. Unlock blueprints, upgrade your technology, and construct bases that grow alongside the planet, supporting terraforming, exploration, and survival in increasingly complex ways.

Build and customize modular rovers, attach functional modules like batteries, storage, and mining lasers, and chain them into convoys. Drive across the planet, mine on the go, and create fully mobile or stationary outposts wherever exploration takes you. Your base is not tied to one place. It moves with you, enabling true planetary-scale exploration.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish*languages with full audio support
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Неплохо, местами даже хорошо для небольшого проекта. Astroneer или planet crafter на минималках, если играли в указанные игры и хотите еще то подойдет.
Nice and atmosfere game
Fun survival crafting adventure. Pretty chill. The automation at the end does start to simplify some of the tediousness of resource collection. I probably should have set up more genome decoders during the endgame because it takes a long time. Only one bug found: Ran into something that flipped over my rover, and after that I couldn't drive the rover into that area (I could walk and fly the hovercraft through the space, but the rover was blocked.) So it's pretty polished compared to many early access games I've played.
Buen juego muy divertido pero la estética del final es relista no va con el aspecto de dibujo que se mantiene en el juego.
une petite pépite de jeux , jouer en mode chill , il n' est pas parfait , quelque bug de temps en temps mais jje vous le recommande si vous aimer ce type de jeu survie , allez y vous ne serez pas déçu quand comme moi vous le finirez
Janky. Rough around the edges. Needs polishing, optimization and realization of potential. With that said, however? Blossom is an impressive achievement for what appears to be a solo development project. There's a lot of stuff to learn and discover, a lot of buildable machines to unlock, and some neat mechanics for tracing electrical cables and water hoses. Connecting things up is fun and satisfying, though you may get sick of it by the time the game is done. The visuals are nice, though some jank occurs with the rendering of trees and the animation of animals. The only way for Blossom, the cute li'l robot protagonist, to "lose" is to run out of backpack power and cease functioning. Her drop pod then prints a new body for her, who continues where you left off. Unless you're playing on Hardcore mode, I guess - then your entire playthrough of this 27-hour-ish game is over. Probably takes less time if you know what you're doing, but that's the time it took me to beat the Brutal difficulty. Not sure I recommend that either - it's a good challenge early on, but gets very, very grindy and repetitive later in the game. I guess the real trick is to lean into the automation systems very heavily, rather than do what I did and establish little temporary bases to get the rare resources that require heavy building-sized mining lasers to gather. Pro tip, in hindsight: Tier 3 mining drones can gather those, too. Though of course, you have to unlock them first. It's generally a good idea to unlock everything from a given terraforming track as soon as possible, I've found; the later tracks don't overlap or circle back much (for instance, unlike games like The Planet Crafter, raising the Heat level won't give you better Pressure equipment or vice versa), so... yeah. Make the number go up until each unlock tree says "finished". Story progress and unlocking the next terraforming element often happens before that, so don't go missing out on advanced vehicle designs by neglecting the buildup of atmospheric pressure while you're getting into heat generation. I do feel I should note some major areas in need of improvement: Rain, for starters. You reach the point where there's supposed to be weather, and... nothing. No visible rain. Sometimes, you point the camera at the sky, and you can [i]hear[/i] some rain, but you don't see it. Feels unfinished. Please amend. While spreading algae, the radius of the algae spreader buildings can overlap somewhat, which is odd, as there is a minimum distance between them. Anyway, the overlapping algae areas seem to get double-stacked with the greenish ground filter, making them extremely green and odd-looking. Animals were observed moving in stop-and-start, jerky fashion, or running on the spot. Trees are constantly popping in and out of rendering, looking like tall square rocks or something from a distance, and if that wasn't enough then they also pop in and out of shading; when you're close, they look pretty good, with some shadowed areas on the leaves. From further away, they are bright, flat color, which does not look good at all. Overall, the effect is to significantly decrease the game world's beauty and immersion. This is likely an optimization issue, and might be helped by... I don't know. Swapping more distant trees for sprite images of the properly shaded versions? Or just engaging the sorcery of people's GPUs in a more efficient way? Anyway, to end on a positive note, the game does contain a lot of beauty, and not all of it visual. There's a melancholic beauty in Blossom's internal monologues, as evidenced from pretty much every database entry; similarly, connecting to various bits of wreckage and habitat computers provides us with little pieces of the story of what happened to the original terraformation and colonization attempt. It's kind of fascinating, and again - told in a certain poetic (and very human) tone that I find refreshing amidst a sea of bland and uninspired writers. I get the impression that this game was made by someone who truly cares. About people, about nature, and about making the best game he could. I hope I'm right, because despite its current scuffed state, I'm going to recommend it; here's hoping the game will one day reach its full potential. And if not... well, there's a kind of beauty in imperfection, as well.
Love the game. Simply amazing for a single developer. The story is touching and the progression is sound. I felt truly sad for Blossom. Very nicely done, well worth the money and time. Thank you for this touching story.
Жаль нет нейтральной оценки так как не прямо ВАХ, но и не прямо полный кал. Чисто почилить, что-то поисследовать и может почитать записочки. Чуть слабее Planetcrafter
while this game can be pretty clunky at times, and at the time of me playing had an annoying crash, i found it to be very engaging. reminds me of the times of playing astroneer with a previous partner. plus the ending made me cry so i absolutely have to recommend
Хорошая, но грустная история(
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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