One Hostile Planet
A seed makes every world reproducible. Difficulty shifts the archetype lottery, while weather, day and night keep changing the terms.
A strategy game with survival at its core.
Your crew members will often die, and sometimes even entire colony may be lost.However, it is up to you to make the most out of each defeat.
Command a failing orbital reserve above one procedurally generated planet. Choose the first landing, bring people and supplies down, then keep the colony alive one deliberate turn at a time.
A seed makes every world reproducible. Difficulty shifts the archetype lottery, while weather, day and night keep changing the terms.
Build teams from named specialists. Their skills, mood, relationships, and command shape every operation.
A decaying ship, life support, disease, and the weather. Crew will die. Colonies can collapse.
Significant decisions and consequences enter a linked chronicle. The colony remembers who did what — and why it mattered.
Day/night cycles, deterministic storm schedules with forecasts, and toxic or irradiated hotspots.
SIR-model disease: emergence, spread, detection, and mortality — countered by clinics, treatment, and quarantine.
A 12-grade rank ladder and chain of command. Respect is earned per relationship — promote the wrong person and feel it.
Stress, trauma, and explained satisfaction channels. Traits crystallize from what each character actually lived through.
Directional bonds, mentorship, and rivalries that change how teams perform — and where trouble starts.
Discontent organizes into factions. Settlements can break away — a contest of will versus force.
Governors run administrative sectors while experience shapes the quality and risk of automated exploration and logistics.
Unknown raw materials revealed axis by axis through analysis. Recipes only match properties you have uncovered.
An AP-based framework for cover, guard, and withdrawal already feeds consequences back into the colony. Tactical depth is still expanding.
Individuals are represented by specialists — named characters with skills, professions, moods, and histories. Teams built from them carry out the colony's critical operations.
Recruiting converts settlement population into a named specialist. Your colonists are both your workforce and your recruitment pool.
Trait / Compassionate
Steadies morale around her — but absorbs stress from every loss
Containing an outbreak at the clinic
Trait / Perfectionist
Meticulous work, slower pace — and friction with improvisers
Triaging the decaying ship's modules
Trait / Inspiring
Rallies the chain of command in crises — expects the same in return
Storm forecast puts landfall two turns out
Trait / Patient
Thorough analysis, deep revelations — rarely first to report
Unlocking an unknown compound's exotic properties
Each world generates unfamiliar materials. Analysis reveals their properties, and production can only use what the colony understands.
Exploration uncovers a deposit. Its contents remain unknown until a specialist begins analysis.
Analysts work the deposit and reveal the basic property axes first: density, hardness, melting point, conductivity.
A laboratory digs into the exotic layers: reactivity, toxicity, flammability, energy content, radioactivity.
Research unlocks processing. Known properties qualify materials for recipes, parts, and fuel.
What you learn feeds straight back into survival: fuel recipes burn in the energy report, fabricated parts keep buildings, modules, and equipment running, while transports and supply lines move it all where it is needed.
A seed makes the world reproducible. Difficulty shifts the odds toward harsher archetypes, or you can pin one yourself.
Temperate worlds with near-standard pressure, moderate moisture, and standing water. The kindest draw the lottery offers.
Gentle draw — the harshest worlds stay off the table
Harsher worlds likely, mild ones a rare draw
The mildest worlds are off the draw entirely
This browser survey runs the game's actual procedural world pipeline — the same seeds, climate model, and biome catalog. In-game worlds can reach 6,424 × 3,212 locations and support data layers for temperature, moisture, elevation, toxicity, radiation, and seismicity.