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Planetidal

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developed by

developed by LedLight gamedev

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completed

103 ratings

rated 3.7 stars, 103 ratings.
idleprestigeweeks2dsingle-player

Posted March 17, 2025. Updated May 15, 2025. Played 13578 times for a total of 26660 hours.

description


An idle game about planets, universes, realities, and big numbers.

Inspired by my love for Space and Awwhy's "Fundamental"

The Galaxy Click version of the game has a lot more inconsistent playing in the background than the Github version of the game. Something which I am probably unable to fix due to engine constraints.

Link to Github

latest update


The Cleanup Update v0.1.2 May 15, 2025

General

  • The Stats Menu now refreshes every couple of ticks instead of when pressing a button.
  • Changed Hotkeys
  • Alpha --> 1
  • Pool --> 2
  • Vulcun --> 2
  • Anomaly --> A
  • Fixed a bug where Bedrock didn’t work properly.
  • Due to this change, Bedrock also got nerfed around to the level it was at beforehand.
  • Bedrock’s description got changed to reflect the new formula better.
  • Bedrock got buffed (0.05 → 0.3)
  • Asteroid/Vulcun buff got buffed (0.005 → 0.025)
  • Remnants are now hard capped at e100.
  • Fixed a bug where Tags didn’t work for the Ice Upgrades, causing them to reset when they shouldn’t have been, due to not being properly loaded in.
  • Fixed a bug where the autos button doesn't show the real state of the Auto.
  • Fixed a bug where Scientific Notation was bugged at times (showing things like 10e2 instead of 1e3)
    Antireality-Antimatter
  • Added two new Planet Nodes
  • A Flaming Past (Increases Growing Flames Effectiveness by 1)
  • Flames from Remnants (Increases Growing Flames Effectiveness by Flaming Pile)
  • Added a new Anomaly Node
  • Collecting Flame (Rocks Collected boosts Flame Gain)
    Boulder Development got significantly nerfed (1 per Level → 0.15 per Level)
  • This change is made because of the very high value of Boulders, while they shouldn’t be as high. This shouldn’t affect the game too much, and will just make the numbers smaller.
  • Nodes that require other Nodes or specific Requirements now show themselves and their requirements.
  • Added a new boost that speeds up general resources gained by the highest amount of milestones in a single Reality.
  • Tephra now only works for Water and Flame Fragments
    Flame Power Effectiveness has been added into the stats menu.
  • Oxygenic Freezing now is in the stats menu.
  • Fixed a bug where erasing your save file/loading a new one in without those nodes bought, would remove some antireality nodes.
  • Fixed a bug where Dropping Temperature didn’t update the text of the Bonds.
  • Fixed a bug where the displayed amount of Frost that you get is now correct.
    Antimatter-End
  • Antimatter gain has been nerfed due to the higher amount of Anomaly Nodes in the centre.
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newest comments


Biroulik May 23, 2025
+1comment score: 1

So, I've gotten nearly all possible milestones (yeah, I'm not doing vulcun 6 without major help for just 1.4% more antimatter), all anomaly nodes, and now am farming fragments. Are some fragments more valuable than others, or is the most boring way of farming them the fastest way (aka first anomaly milestone + 1-2 matter fragment every 15s then reset)? My potential antimatter gain is rising so slowly....

Akami May 21, 2025
+1comment score: 1

Cinder cones consume magma yet doesn't count for the milestone I believe this is a bug.

Gnomecromancer May 17, 2025
+2comment score: 2

my biggest issue is that matter gain is sooo slow, but overall a good game

developer response: Just rolled out a patch which decreases the prices of planets, breakthrough and doesn't completely delete Matter upon doing an antireality reset.

Biroulik May 17, 2025
+1comment score: 1

Thanks for the responses. I still think you misunderstood my point about magmatic rise. I had 1.33 carbon gain (1+33% from my only vulcun fragment) at the start, which I easily increased to 10+, but after purchasing magmatic rise, it fell to about 0.7. This also happened the first time without the vulcun fragment, since it fell to 0.4ish, and not the 1 I'd expect.

developer response: Thank you, will check it out! Will edit this response if I find the issue and fix it!

Biroulik May 17, 2025
+1comment score: 1

so, I know I already commented on remnant magma, but it seems vulcun has more bugs... like, how after buying magmatic rise, it seems like my carbon production has been halved or something, and how I get so much flame power and calming down I need 600+ levels of growing flames with no easy way to automate, not even with an external autoclicker...

developer response: you can shift + click to buy maximum amount of the upgrade, should help a lot!
also, magmatic rise resets the planet, so the upgrades that boosted carbon gain are gone which means that it is probably halved until you get those upgrades back.

top comments


Cosmos March 17, 2025
+9comment score: 9

A bit confused on how you gain ember

developer response: Will rewrite the upgrades a bit but basically, when you lose Flame (and are not making Carbon), that Flame you lost gives you the chance the get an Ember. The higher the Flame, the higher the chance.

Zeforas March 19, 2025
+9comment score: 9

Small bug, some upgrade does not work upon refreshing the page, most mainly, "less tiny". I fully upgraded it, but upon refreshing the page, the tiny rock weight went back to 10, severly slowing down progress.

developer response: This is already fixed, this was caused by some change I made. Sorry for it again!

LedLight gamedev March 19, 2025
+8comment score: 8

Hey Dev here! For all the people playing, just released a new patch that reworks Embers! I hope that they are far more understandable and better now <3

Seaduke March 18, 2025
+7comment score: 7

Just wanted to say I'm really loving the game so far. Any chance you could add export/import saves as text strings instead of files? It would help a lot with the galaxy cloud save feature. Thanks!

developer response: Will work on it in 0.1.1 but for now, if you can open the files, inside there is a string that is the save. You can copy that string.

eyerhymes March 18, 2025
+6comment score: 6

I love so much about this. The mechanics for each planet are unique and clearly had a lot of thought put into them.

There are some UI elements I take issue with: I would expect a button to be at its highest contrast when it's press-able, but the upgrade buttons are the opposite. This makes some sense for the ice world toggle, if we think of the button as on or off rather than press-able or not, but then, they appear to be down when they're in their off state and up when they're in their on state, which isn't what I'd expect. I'd say that I could never intuit the state of buttons at a glance. It is actually convenient for those H and O buttons to be toggles, but then I'm not sure there should be two of them. As it is, if I see that one of the tanks is empty and I click the button for that tank, I would expect it to turn that tank on, rather than toggle it (possibly away from the state I'm seeking). There's no way as far as I can tell to discern which prestige resource is which, except by trial and error and memorizing the symbols. Some of the upgrade tooltips aren't perfectly clear: for instance, I believe it mentions flame being converted into carbon, so I thought that you were supposed to build up a bunch of flame and then turn the heat off. Imagine my surprise when the last .4 flame turned into the same amount of carbon as the first 4000. It took me a while to get used to navigating around the different tabs. 'a' is the hotkey to switch to alpha, and to collect alpha, so if you don't notice which tab you're on, you can collect early by mistake. Possibly there could be a miniaturized version of the interactive tab on the upgrade tab itself so that you only need to switch when you want a more detailed view. Just showing '8/15' with a small collect button on the alpha tab, for instance.

I hate that you have to choose between actual speed and quality of life in the ice world. Ice is obviously a limited resource with a harshly scaling cost and there was never a point that I reached where automation wouldn't have meant a significant sacrifice. I also think the first stage of automation in the first world is more likely to cause a new player to not realize that most of the production from the alpha planet comes from letting the bar fill up than it is to ever actually be useful. Maybe if it collected the pile at 1/x it would be convenient for later runs at least. The upgrade to grant a percentage of income when there's a full bar also seems nearly useless. It doesn't appear to work with any of the multipliers, so you can get 100k remnants for emptying a full pile, or <1 remnant per tick for letting it stay full. I guess you can earn a tiny income while getting carbon, but even with every pure remnant upgrade I could reach on the prestige tree, I didn't even notice that tiny trickle.

The first prestige for both the ice and fire planets is kind of an insane grind for very, very little benefit, compared to the first two prestige resources which are practically free if you do short prestiges (literally free for the travel nodes). I like that maxing upgrades can unlock others--the skill tree nature of that--but it did lead to maxing some upgrades that weren't worth it only to find out they unlocked nothing. Maybe an indicator is warranted?

I think there's a bug where multipliers linger when you level up the alpha planet. I notice my first collection would always be several thousand and then drop back to single or double digits. Somehow I got to -1 on one of my prestige resources.

All complaining aside,this is one of the most interesting and innovative games I've played in the genre in a long time and I did genuinely love it. I'm not sure if there's much content that I didn't reach, but I'm not sure if I have the heart for another fire or ice grind just now. Best of luck and I hope to see more to come!

developer response: Hey! Thanks for the comment! Some of the issues like the -1 on water fragments, and the upgrade colours being just stupid (next update there will be an option to customize them). Some of the things are valid complaints - especially the first couple resets being very long and not too potentially rewarding (the system that gives flat boosts for the total amount of fragments that you have). I will try to address them better and we can maybe talk in the discord about them as it would be an easier form of communication.
Some solutions are already there, just not told to you instantly. The bar in alpha, at the bottom, changes colour when the pile is full. While Anomaly Nodes - the ones you want to gun for - sparkles a little bit in space, giving away their location!
Carbon and Ember stuff is still getting small reworks in how they are written and I know it is a big complaint, just today I tried to fix the ember description.
Lastly, the game ends when unlocking a big upgrade in Star. This upgrade requires a Node to be unlocked, but you do not have to complete 100% of the tree to get to that point.
I am glad you enjoyed it! <3

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