Planet Plunder
You are the last ship out. Behind you is a planet that did not make it. Ahead are ten that will not.
Land, dig, and take everything that is not nailed down before the world comes apart under your drills. Every upgrade you buy makes the ore come faster, and the planet die sooner — that is the whole game. A run lasts two or three minutes and always ends the same way.
What you carry home is what lasts. Ore that reaches Earth becomes salvage, and salvage rebuilds it: deeper holds, better drills, a foreman who buys for you, drones that keep shipping while the game is closed. The planet on the HOME screen is the real one, and it gets greener every time you spend.
Ten worlds, and none of them twice
Verdant has continents and weather. Rust has a crater you can see from orbit. Glacia is an ice shell over a lit ocean. Miasma is a cloud deck with one great storm. Emberfall is basalt plates over magma. Past those, the worlds stop being versions of home: one that keeps a single face to its sun, one that is alive, one that somebody built. Each world wears one of two faces, on one of three terrains, rolled fresh at the end of every run — so the world you come back to is never quite the world you left.
Five of them do something to you.
The last five worlds run on a clock of their own. Tidelock throws an eclipse that turns every dig critical. Mycel breathes, and the ore comes rich or thin with it. Vesper flares, and gives you ten seconds to decide whether to ride it for six times the ore or shut the drills down and wait. Leviathan has a heartbeat that shakes ore loose and speeds up as it dies. And on Relic, the defences wake one at a time and start taking your miners — the only world where the number in the corner goes down.
Imminent doom
The doom bar only goes one way. Everything that makes you richer pushes it faster; the fuse burns whether you dig or not, and the last ten seconds are spent deciding whether one more purchase is worth it. The planet always wins. The question is the score.
Controls
- Mouse — everything
- Space — roll the dice
- Tab — the stats sheet, if you want to see what is killing the planet
- Esc — pause, and back out of any screen
All three keys can be rebound in SETTINGS, along with volume, screen shake, and a reduced-flash option.
Credits
Design, code, art and sound — Krudaa
Music — Endless Night by Karl Casey @ White Bat Audio
Typefaces — m5x7 by Daniel Linssen, Dragon Slayer by Hawtpixel
Palette — Apollo by AdamCYounis
Engine — Godot 4.7
| Published | 22 hours ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Hyperfocus Studios |
| Genre | Simulation |
| Made with | Godot |
| Tags | Dice, Godot, Idle, Incremental, Pixel Art, Roguelite, Short, Singleplayer |
| Content | No generative AI was used |





Comments
Log in with itch.io to leave a comment.
definitely a game I want to sink my teeth into, art, music, gameplay all wonderful
impressive!
Thank you oak, I'll definitely check your game out tomorrow :)