
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Aug 24 → 2.71/day in the week after.
About
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.
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 10.5Kreviews | 80% | — | $5.2M |
| $14.99 | 839ratings | 81% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This has been one of the most miserable gaming experiences I've had in a long time. It was no wonder to me that I only had 15 hours on this game when I returned to it recently. I really wanted to like Planetbase, as colonizing the stars is a fascinating prospect. However, it seems as though we've sent some of the stupidest people to colonize these planets. I'm not sure if the developers programmed obsessive-compulsive workers intentionally, but for some reason, your colonists would rather build a mine shaft for 3 days than eat a meal. "Just delete the building construction and they'll go and eat!" you might say, cleverly. No they won't. They'd rather sleep. By the time you've likely noticed your first colonist dying, the rest are on the verge of starvation: and your biologists seem to crave it the most. Why? Why would it ever be the case that construction is prioritized over eating a meal? You can have limitless vegetables and meals in the dispensers, but they don't care. The call for the mines is simply too intense. You'll sit there, micro-manage the perfect base with excess food, only for your colonists to decide it immoral. It has made trying to unlock achievements on this game downright miserable, and I'm not sure if I even want to play the second iteration of the game if the restructuring of AI priorities isn't done correctly. Would you starve yourself to move a piece of steel 5 feet? No. No you wouldn't. Not only this, the gameplay loop is practically non-existent past the first planet. There is nothing new introduced besides environmental limitations, and the challenges only serve to remind you of the tribulations you went through just trying to reach self-sustainability. If it weren't for the downright idiotic AI, this game might be a bit more fun. 2/5 stars, if these Colonists were our last hope, we'd stand no chance.
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, French, German
| $14.99 |
| 506ratings |
| 80% |
| — |
| not modelled |
| $7.49−50% | 168ratings | 76% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The AI Needs Serious Improvement The AI behavior is really frustrating. Colonists prioritize construction tasks over essential needs like managing the mines or even drinking water. Instead of taking care of their survival, they focus on building, which leads to unnecessary failures. It really breaks the gameplay experience and needs serious rebalancing.
[h1]一个从观众变成玩家的老粉丝[/h1] [h2]Planet base 综合评价:优点、缺点与对制作组的感谢[/h2] [h2]一、优点:一代为何让我从小惦记到如今[/h2] [h3]1. 独一无二的太空殖民浪漫 [/h3] 第一次看我兄弟玩时,就被那种“在荒芜星球点亮人类文明微光”的孤独感震撼——看着小人在玻璃穹顶下种菜、造氧气机、迎接星际货船,仿佛亲身参与了一场科幻史诗。 [h3]2. 极简美学与氛围神韵[/h3] 低多边形画风干净利落,却能通过沙暴拍打穹顶的粒子效果、夕阳下金属建筑的冷冽反光,营造出“星际拓荒”的沉浸感。直到现在,我仍会故意切到夜晚视角,看基地灯光在黑暗星球上如萤火般闪烁。 [h3]3. 硬核与休闲的微妙平衡[/h3] 资源循环设计看似简单(水→氧气→食物→电力),实则暗藏蝴蝶效应:一次停电可能导致全员窒息,一场陨石雨可能毁掉整个芯片厂……这种“轻度策略、重度后果”的机制,既适合我这样的新手入坑,也藏着让硬核玩家反复优化的深度。 [h3]4. 纯粹的单机禅意[/h3] 没有内购、没有联机排名,只有你和一片陌生星球。这种“与宇宙独处”的体验,在如今手游横行的时代尤为珍贵。 [h2]二、缺点:瑕不掩瑜,但值得改进[/h2] 1. 后期玩法单薄:基地稳定后只剩重复搬运,缺少“改造星球”的终极目标(比如绿化荒漠或联系地球)。 2. AI偶尔犯蠢:小人卡墙角、机器人顶着沙暴修天线,气到摔键盘却又哭笑不得。 3.内容量有限:通关后想重玩,但不同星球差异不够大,多周目动力不足。 [h2]三、致谢:给Madruga Works的一封情书[/h2] 我永远记得2015年的那个下午——小学放学后挤在兄弟家电脑前,看他手忙脚乱地应对火星沙暴。那时我连英语都看不懂,却牢牢记住了游戏里那个旋转的星球LOGO。 十年后,当我在Steam发现Planetbase时,就像重逢了一位童年老友。 感谢你们创造了这样一个世界: 它让一个孩子第一次懂得“氧气”不是理所当然,而是精密系统的馈赠; 它让我在没有动力去玩游戏的时候,还能戴上耳机,听穹顶外的风声,找回对星辰的向往; 它用最简单的代码,证明了“游戏可以不是商品,而是写给宇宙的情诗”。 请继续坚持这份浪漫。谢谢!!! 二代若能将一代的“孤星灯火”扩展成“银河文明网”,让玩家在木卫二的冰层下建实验室、在泰坦的甲烷湖上架钻机、在月球背面仰望地球——这将是属于我们这代人的《2001太空漫游》。 P.S. 如果二代能加一个“致敬初代”的彩蛋——比如火星基地里藏着一座2015风格的老旧里程碑,我可能会哭出声。 “谢谢你们,让我在屏幕前触摸到了星辰。”
I bought this game on sale thinking it was going to be a fun little colony builder...nope. Finding places to put buildings is tedious. The "helpers" are actually idiots who don't use any of the connected facilities and will just die...This is not a fun game at all. The camera is also infuriating as you have to use the keyboard to move. Its a cool concept but terribly executed.
Wer Basen bau Spiele mit Wuselfaktor mag der wird hiermit ein paar std. glücklich. Leider ist das spiel zu einfallslos und nervt mit ständigen Rückschlägen. Kolonisten verhungern ohne Grund, obwohl alle Ressourcen vorhanden sind. Das kann durchaus öfter mal die über hälfte der Bevölkerung treffen. Oft treffen über lange Zeit keine Kolonisten ein. Viel zu oft treffen nur Eindringlinge ein die den Rest der Kolonisten vernichten. Roboter gehen scheller kaputt als man sie bauen oder Kaufen kann. Und weil das an Disastern nicht reicht gibt es noch Meteoreinschläge, die gleich 5-7 Kolonisten und 2 Roboter vernichten. Der Frustfaktor in diesem Spiel ist einfach zu hoch, und die Session dauert zu lange. Es gibt zu wenig Gebäude und Maschinen zum bauen. Das Spiel ist keine 15,-€ Wert. Spart euch lieber das Geld, es gibt bessere Aufbauspiele.
风暴星球100人达成,来吐个槽 这个游戏教会了我们不少人生中难得的道理 医生可以先美滋滋喝杯酒再去抢救病人 就算人快饿死了种地也远没有看电视重要 只要听不见警报就一定要乖乖让歹徒打死 穿越半个基地喝杯水是很正常的事情 类似的还有穿越半个基地睡觉 仓库里的杂碎东西一定不能扔掉,而地上的贵重物品就随便它去吧 得了急性辐射病还可以不慌不忙睡个觉再治 这辈子都花在把吃的搬到仓库再搬进食堂可是非常的值 招人从来都是按照百分比无限增长,不是按照人数的 地上有东西的地方怎么能规划呢 等等 另外这游戏如果能多增加点星球,细化下管理,再把ai改聪明点就好了。
They took the PAUSE feature away and it sucks enough to not play it anymore.
My ONLY negative about this game is that there is NO PAUSE allowed. You can hit ESC and stop the game and look at the "Encyclopedia" but you cannot examine the terrain or look at your statuses of resources or do any planning. Meanwhile your Oxy or H2O or Energy is running out. And the developers want it that way. Hard to learn the game without a pause to at least see the terrain, your buildings' statuses, your resources, etc. Geme looks really good as city builder, but even in real life you do get time to survey, plan, and calculate.
I want to like this game. I really tried, but I kept getting frustrated with all of the random and uncontrollable outcomes. Oh, you're doing really well? Let's just drop a ship with 8 armed intruders into your base to kill as many of your colonists. You think your armed guards will come to the rescue? Nope, they're too busy watching the slaughter unfold on the security cameras. Are your food reserves running low? Maybe your biologists will make sure the farms are tended. Nope! They will wander around your base blindly looking for food that they know isn't growing, rather than their job of producing food that might keep them alive. And that's before you get to the frustration of ebbs and flows in power and water generation. On a whim, the game will roll the dice, and SURPRISE! You will have no wind power for the next 3 days straight. Your only other power source is solar. But some planets are explicitly designed to not support solar, so you're just out of luck when the game gets in a bad mood. Then there's all the random destruction events that can happen. I had 8 monitoring stations to watch for incoming meteors. But sometimes the engineers will all decide to go on a walk at the exact same moment. You can even mark the job as high priority, but they'll ignore it (I had 50 engineers, and none of them were watching). So an impact happens. Maybe one of these engineers, away from their station, might be right next to the impact site. On one occasion, I watched 10 engineers walk right past it. Meanwhile, on the other side of the collapsed tunnel was a cabin of 7 sleeping people slowing dying of asphyxiation because all of the engineers walking by were too busy on their way to do important tasks like drinking alcohol! That drinking alcohol thing wasn't a joke. Had a guy bleeding out in Sick Bay, with medkits available. A medic became available to do some work, but he decided to walk out of Sick Bay, 4 people bleeding out, because he absolutely needed to grab an alcoholic beverage. All the wounded people were just really putting a damper on his morale. Going back to the armed guards thing, I watched one of them casually walk away from an active shooter event because he was on his way to go man the security console (AKA: watch the events unfold on camera). Anyway, like I said, I really wanted to like this game. If you can get past the initial hurdle of getting 20-30 colonists sustainably, it becomes a rather laid back experience. I almost hit the Overpopulation achievement (350 colonists) until I quietly hit a death spiral for food production (mentioned above about the biologists failing to do work). I watched my base drop from 310 colonists to 60 in a matter of 15 minutes of gameplay. Mistakes happen, so I started over on a new playthrough for the Frozen Planet. A small note on progression: you need to hit X number of milestones to unlock new planets, and I had already hit all 10 milestones for the Desert Planet (first world). I had made the absolute bare minimum number of things to be sustainable on the Frozen Planet, and as mentioned above, it decided to starve me of wind power, on a planet that only gets ~50% solar. I gave up when, not even regarding my lack of resources or power, I noticed every single colonist was approaching critical levels on morale. If any stat becomes critical, they will refuse to do any work until that stat is back in a healthy range. So, I have no resources to give them entertainment (or food for that matter), and within the next day they were almost certainly going to just give up and go through a very slow form of suicide. I'm sure there's someone out there that loves the pain. But for me, I'm out. Had a fun run for 30 hours, and I'm moving on to find something that doesn't make me seethe with rage in the process.
Вот ты счастливый колонист, у которого уже 20 человек и полностью самодостаточная колония. А вот дружище метеорит, который попадает прямо в спальню ночью и убивает 11 человек, и вот последние 3-4 часа твоей игры уходят в никуда и можно перезапускать, потому что все рабочие погибли, металла для отстройки нет, руды тоже, остальные умрут от переистощения. Реализм - 100%, даже на самой низкой сложности. Потрясающая игра, всем рекомендую.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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