Green The Planet 2 Guide

Green The Planet 2 Guide

Green The Planet 2 is an idle game somewhat like AbyssRium which I just recently made a guide for earlier. You use a variety of turret weapons to blast meteors and use the scrap that flies off them to turn planets green.

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As always if any information is missing from this guide or if you have a question to ask, feel free to let me know in the Comments below.

Green The Planet 2 Videos & Review

You can watch my Green The Planet 2 video review here!

Video demonstration of all weapons in Green The Planet 2 being used at level 11 and max Unit level.


2017-10-17: Added info on the new IAP thanks to Tachys in the comments!

2017-09-15: Green The Planet 2 updated with two new IAP, one to disable ads, the other I’m not sure how it works but it claims to speed up analysis. If anyone bought them I’d love to know the exact details!

2017-05-14: Started playing again. Started some updates: Of note, Auto Launcher now works for charge weapons!

2017-05-01: I lost my save file for this Green The Planet 2 a while back and noticed the game and the guide have been picking up traction. If I’m missing anything let me know or ask a question and I’ll try to improve the guide.

Green The Planet 2 Game Info

Title: Green The Planet 2
Platform: Android & iOS
Language: English
Release date: 2016?
Developer: Kikaku Damashii, Inc
Price: Free to Play with ads/IAP to disable ads
Genre: Idle Game/Turret
Filesize: 32 MB (Up to ~200 with cached ads)
Cloud Save: NO
Always Online: No. Ads do not load offline.
Gambling element: No
Battery Drain: Very high
Data Usage: None (Offline)/ Moderate (watching video ads + online)

Green The Planet 2 Walkthrough


The core loop of Green The Planet 2 is fairly simple. It follows a fairly gradual variation of the standard “idle” game curve where you constantly earn points and invest them back into things that largely serve to get you more points.

Basically you set up shop, adding a weapon to break down comets, then spent resources gathered by your collector (passive) and your weapon (active) to “Green the Planet” (2). Once the Green Percent hits 100% the planet sprouts a single pretty flower and you and your alien buddies haul off to a different Planet to Green. The gameplay loop is pretty much endless and you’ll just play as long as you’re enjoying yourself.

The tutorial will teach you the basics, but each planet is largely the same. You start out, you buy a weapon (the Laser is the safest choice), upgrade to Unit lvl 1 for extra fire power, shoot down comets, and every 15 minutes you can watch an ad via “analysis” in the UFO to either summon a comet swarm to get a large amount of comets with rarer resources or a meteor shower to get a large amount of pure resources. Tap the UFO to buy upgrades or view “analyses” (ads).

Greening The Planet

Throughout Green The Planet 2 you’ll want to keep your “Green Percent” (the number inside the planet hologram on the right side of the screen) pretty high as it seems comets give more resources as the percent rises. More and more valuable comets will float over the planet when the Green Percent is high. To increase the Green Percent, hold your finger on the green resource tube to the left of the screen to gradually fill it up.

The percentages are misleading, and the last 10% on the meter accounts for over 50% of the total resources required. Get that number up to 70-90% almost immediately to get the most out of planets, and hold off on finishing the last few percent until you have a healthy buffer of extra points. You’ll spend the extra resources upgrading your radar (upgrade detection rate first and otherwise upgrade what feels “cheap”) to make life easier, immediately Greening the planets as soon as you can will actually slow you down a bit in the long run. There’s no rush.

Well, there’s a tiny bit of rush. Over time, the comets on a planet will get tougher and tougher, even at the same Green Percent. Shots will eventually bounce off comets if you dawdle long enough. This is how Green The Planet 2 encourages you to move on, but it’s never super critical.

If the comets are starting to take frustratingly long to destroy and upgrading your weapon more isn’t a good choice, consider finishing up the planet and starting a new one. The comets will be weak again.


Green The Planet 2 is but ad supported, or you can use the “Up” option in the UFO menu to buy a package to skip all ads.

“Analysis” is how Green The Planet 2 utilizes ads; collect certain drops from meteors and wait 15 minutes to unlock the ad. After watching an ad you’ll get either a Comet Stream (lots of rare comets) or a Meteor Shower (free Energy raining from the sky).

The Comet Streams are one of the most fun parts of Green The Planet 2 in general, so while you can ignore the ads if you wish, know that the game isn’t quite as good without them unfortunately. They’re standard Unity ads with am ax length of 30 seconds. I just lie back, mute my volume, and think of England.

Remember muting your “music” volume on your device mutes the ads, and if you swipe up to bring up the action bar (or press the back button if it’s a hardware button), exiting a completed ad is a lot safer than pressing the “X” button (which registers as a click through half the time for me otherwise).

Upgrading Your Gear

Gradually you’ll want to upgrade your equipment to keep the game going smoothly. You can upgrade your radar to summon more comets (oddly enough), your collector to earn more Energy while Green The Planet 2 is idle, and upgrade your weapon and “unit” levels to make destroying comets go faster, earning more energy while playing actively.

You should really just be able to upgrade whatever feels “cheap” relative to your current Energy income. If you have 1 million spare energy, it’s not a huge deal to upgrade that 100,000 Collector upgrade. All upgrades are reasonably worthwhile if you’re not spending a whole day’s worth of energy at once so don’t worry too much. See the Upgrades section to peruse the exact effects of all the upgrades.

All money spent on your weapon is refunded once the planet is “Greened”, so don’t be afraid to try out different weapons and upgrade to your hearts content. Conversely, don’t spend all the Energy you have upon starting a new world since you’ll need to re-buy all your weapon parts again, however comet difficulty is more or less reset once you hop planets.


At the second or third planet you’ll get “Fusion Cores”, which allow you to fuse the 6 basic weapon types into a total of 21 unique weapons. These fusion cores are used in a new menu inside the UFO, and most take around 12 hours of idling to finish after specifying a work order. You can chose which two gun types to fuse and you’ll permanently unlock that weapon.

You can technically spend energy to speed up the process, but don’t waste the energy except for the one the tutorial gives you (it’s vastly cheaper). Fusing cores via energy is expensive and as an idle game, waiting 12 hours isn’t really a huge deal. Especially since none of the fusion weapons are really significantly better than the stock Laser. You’re just collecting them for fun and variety, basically.

There’s no need to stress over choices, you’ll probably get a full stock of fusion cores faster than you can even produce the weapons and you’ll eventually unlock all of the weapons. None can be missed and none are particularly amazing beyond belief; just pick what seems fun.


A sort of mid-game goal, the Library tracks the items dropped from comets, the planets you’ve visited, and the flowers you’ve seen on said planets. This menu is strictly for your reading pleasure and nothing in here directly affects anything else.

For dropped items you can read cute little descriptions of every item you’ve collected from a meteor, sort of like the collection in Katamari. Destroying more comets is the only way to get these, so just progress in Green The Planet 2 normally to try and find 100%. You can see how much items are worth too, but since drops are random it doesn’t matter much to you. But increasing Detection Rate and progressing through planets will cause better/rarer drops from comets.

The Flower collection will show the flowers (and each color of each) that you’ve collected by Greening planets.

For planets you’ve Greened, there will be a nice little animated GIF of the greening process you can share on social media to show off or just to watch for yourself. There’s also some gifs of the last few comet streams you’ve shot down.


After 20 planets you’ll have roughly seen everything: all 20 flowers, you should have most Fusion Cores produced, you’ve seen all the basic elements that random planets can have, and you should have most of the Library items collected too.

Green The Planet 2 is endless however, and you can keep playing to see how crazy you can make your comet shooter and collect all the different flower colors. After planet 20 you start the loop of 20 flowers over with a new color, 6 colors each for a total of 120 flowers/planets to find.

At this point you’re playing at your own pace just to have fun, and the only time you should stop is whenever you feel bored. Try out all the different weapon combos with high weapon and unit levels to see what you enjoy.

Halloween Event

Seems to mostly be a Halloween Non-Event (get it?). The popcorn bags have jackolantern faces now and a few comets drop jack o’lantern now. Nothing compared to the Abyssrium halloween event and doesn’t change your gameplay at all.

Upgrade Guide

Weapon Types

Want a quick peek at mid-lategame weapon strengths? Here’s a video of me demoing all weapon types at unit level 5 weapon level 11 or above.

Grades are my subjective evaluation of how effective and enjoyable the weapon is to use. A rank weapons are always safe to use, B rank ones are less effective or less fun to use, and C and D rank should generally be ignored unless you’re feeling adventurous.

Remember all energy spent on weapons (including Units, weapons not equipped, and auto launcher) is refunded upon “greening” a planet, so if you have some energy to spare you can try out weapons with no long-term penalty. Go nuts. Try new weapons first thing on a planet however, so the comets are still weak. Remember some weapons require higher levels or higher Unit levels to be useful/enjoyable.

Weapons aren’t explicitly named, so they’re listed along with their number (assuming a complete inventory of weapons).

Cannon (1)

Grade: B-

Boring but effective. Good ol’ machine gun, has a benefit in that comets drop goods even without being totally destroyed. Not really a big deal however.

Increasing level fires more shots in each volley.

Homing Missile (2)

Grade: B

High damage auto targeting missile you can partially direct with your initial touch to fire the missile. Better against single comets than the Laser, but large sets of comets will tend to escape. Don’t forget that “missed” comets don’t actually despawn, they just orbit again, so that’s not the worst problem in the world.

Increasing level simply increases damage.

Laser (3)

Grade: A+

Fires an instant, wide, high power laser straight where you press, penetrating all comets and dealing equal damage to all comets on a line. Destroys single comets, mega comets, and groups of comets all with relative ease.

Easily the most universally useful weapon, and it’s unlocked from the start. Honestly the only reason not to use the laser is to try out different things for fun, because you’re bored of using the laser all the time.

Level increases damage and slightly widens the beam (mostly for visual effect).

Reflection Shot (4)

Grade: D

Shots bounce off the comet so they can hit a second comet. Sounds great until you notice most of your shots just bounce back towards the planet and don’t hit anything at all. Very bad, seems to only exist to be mixed with the others.

Spread Shot (5)

Grade: D

Shots spread out and damage other comets, but individual pellets are weak. With a high enough level the shots fan out wide enough to hit the first comet multiple times. But it’s still not very good.

Shots spread into more pellets at higher levels.

Charger (6)

Grade: C-

A slowly charging strong blast of energy that slowly moves across the screen. Easy to see what they’re going for here, but the damage it deals simply isn’t worth the effort and charge time required.

With higher Unit level it will charge faster (but not fast enough).

Homing Cannon (7)

Grade: B

The cannon, but with homing. Shots home sort of awkwardly, like a much tamer version of the Raiden homing laser, and occasionally do not find a target, spinning in circles rather than chasing down a nearby comet. Does its job decently well however and it’s a lot more fun to watch than the normal cannon.

Increasing level will fire more shots per volley.

Laser Cannon (8)

Grade: B

This is basically a worse Laser that fires more frequently. It’s not bad, but it’s quite noticeable while you’re using it that there’s nothing here the Laser didn’t do better. The gain in fire rate is harshly compensated for by the reduction in power.

Comets generate drops even without being fully destroyed.

Bounce Canon (9)

Grade: D

Reflected shots deal increasingly large amounts of damage. Still not very good because as before, there’s fairly few times the shot will actually ricochet properly to deal lots of damage.

Spread Canon (10)

Grade: D

Spreads out in a fan after traveling halfway down range without hitting a comet. Still bad.

Charge Canon (11)

Grade: D

The Charger, but with a much smaller projectile that gets homing “canon” bullets that float around it. Gets stronger and stronger as you hold down the charge. Sounds really cool until you release it and see how weak and hard to aim it is. Simply not worth the effort to charge and aim it.

Homing Laser (12)

Grade: B+

A wide shock of electricity arcs between comets, with both penetrative and homing capabilities. Pretty good, but you’ll note it doesn’t destroy targets as fast as the laser. Very low effort though, just fire and watch it go.

Homing Bouncer (13)

Grade: B

The Homing Missile, but now it bounces to hit secondary comets (they’ll never target the same comet twice in a row). Quite fun to watch and pretty good, this is clearly what the Bounce Shot was missing.

Increasing level will simply increase damage.

Homing Spreader (14)

Grade: B+

A beautiful display of rainbow fireworks fans out from the initial single missile and targets any comet except the one the first missile hit. Extremely weak against a single comet but satisfying, effective, and just a blast to watch against multiple comets especially at high levels. Target smaller comets instead of big ones to get the most damage out of it.

Increasing level adds more secondary missiles.

Homing Charger (15)

Grade: B-

Significantly better than the base Charger, this  weapon fires a charge that fires secondary charges like a turret, finally making your charge time feel worth it and attacking meteors while your second charge is readying itself. Still a little annoying to use though.

Unit level reduces charge time.

Bouncing Laser (16)

Grade: C

All the problems of the Bounce shot with few benefits of the laser. Lasers will bounce off comets (almost certainly never destroying them) and impact others. The main benefit is the long lasers make it easier for a comet to wander into their area of effect. Still not very good.

Spread Laser (17)

Grade: B+

It’s the spread shot except it’s lasers that fan out and pierce through the comet instead of bouncing off and reversing course! This causes impressive damage to single targets and significant collateral damage to neighboring comets. Quite good.

Increasing level causes more lasers to fan out, widening the area and increasing damage.

Charge Laser (18)

Grade: B

A slow to charge but incredibly powerful and wide laser beam that will almost surely destroy anything in it’s path. Unfortunately it’s slow even for a charge weapon and I can’t really recommend it especially without max Unit level, where it becomes satisfying but still not the most efficient weapon.

Less frustrating paired with the auto launcher, though you need a high level launcher to properly charge it up. Very fun to watch even when it’s automated.

 Spread Bouncer (19)

Grade: B

Bounce and Spread are two of the worst powers, so combining them is surely crap, right? Not quite! While this shot is pathetically awful against single comets, shots now spread into a wide fan of secondary projectiles. These secondary projectiles are stronger than the first shot, and will split again into a third wave of yet stronger projectiles, quickly covering the entire screen if enough comets are around to bounce into.

Due to the strange attack method, try to aim for smaller comets so that the shots will bounce into larger comets. The damage is very inconsistent but incredibly powerful and fun to watch when enough comets are around for the propagation to happen.

Increasing level results in even more pellets spreading out each time.

Bounce Charger (20)

Grade: D

A valiant effort, this is really nothing like you’d expect from the combo. You guide a screen with your finger, and a moderately high powered ball of energy bounces within the screen to damage comets. Unfortunately it really doesn’t do enough damage to justify the charge time and has a very narrow field of effect.

Spread Charger (21)

Grade: D

AKA “fireworks”. An incredibly slow but flashy shot that detonates into a huge spread of fireworks. High power, but not really high enough to be worth the extreme charge time. You’ll easily let multiple comets past while charging even with max Unit level.


The Unit is actually an extension of the Cannon, upgrading how many barrels the canon has and eventually adding auto-lock on functionality to it.

Unit Level

Cost: 100 E, 40m E,

Adds one extra barrel to your turret, so it will fire 2-5 shots in succession instead of one. Like weapon levels, you get all this E back each time you hop planets, so consider it “invested” not spent.

Buying Unit Level 1 should be one of the first things you do on a new comet. The rest of the upgrades follow a strange curve, level 3 is fairly expensive for fairly minimal help and level 4 feels very expensive for just “pretty nice”. However by level 5 almost every weapon will now fire a continuous stream and charge weapons will charge significantly faster.

It’s one of the most fun weapon upgrades to have if you can upgrade all the way to level 5. I suggest building up towards this after Planet 20 or so and keeping that E invested in the weapon.

Auto Launcher

1 Billion Energy, increasing up to level 5

This automatically fires in the direction of new comets. Each level of this allows an extra “barrel” or unit’s worth of the weapon to fire.

Due to the ‘poor’ aiming, effectiveness varies greatly by weapon. Slower moving projectiles don’t work well without Auto Targeting, while the Laser will actually instantly hit it’s target…and even move on to the next target instantly when the first is destroyed! The Laser is insanely broken even without Auto Targeting and it’s highly recommended if the Auto Launcher is a big part of your play style.

Auto Launcher will fire Charge type weapons, but will always wait for a full charge. This means they’re not as effective unless the Unit and Auto Launcher is upgraded many times (resulting in a much briefer charge time)

Auto Targeting

5 Billion Energy

This accounts for comet speed when shooting, though it’s useless for any weapons that have homing or have instant-travel lasers. If you can afford this you can sort of think of it as having beaten Green The Planet 2!


The collector passively collects Energy on the planet and can be harvested by tapping on the collector when the “bucket” is full of gold material. It’s the most important upgrade for more passive players as it’s a steady stream of a large amount of energy.


Cost: increasing, up to 15m Energy

If you spend enough time away from your game for the collector to be fully full (the bar on it’s side will be all yellow), Capacity will be the most important upgrade.

The collector can hold up to about 13 million energy at max level.


Cost: increasing, up to 20m Energy

How fast the collector will accrue

If you check your game frequently, Speed will be slightly more valuable than Capacity. Eventually you’ll max both.

Space Transit

Cost: 50 million Energy

Space Transit is only available after fully upgrading Speed and Capacity for your auto collector.

This one is different. Your collector will stay stationed on this planet, and gains the ability to fly to whatever planet you’re working on in the future, effectively multiplying the passive Energy gain from collectors. As you visit new planets, the Space Transit enabled collectors will fly to the new planet once in a while to drop off around 13 million Energy each run.

Note that if you purchase this, your next planet will start off with a level 0 collector without space transit, so you have to re-purchase every time. But for the long run it’s worth it.

Note that Space Transit was previously broken and only one Collector would ever visit from off world. This has been fixed so if 50 million is “cheap” to you, you should be adding space transit to every single collector before leaving a planet.

You can currently only add up to 30 Space Transit collectors.


Radar is partially responsible for how many comets you get and the quality of said comets.

Note that you seem to get better comets depending on planet (better comets on later planets) and how much “Green Percent” your present planet has (better and tougher comets the higher it is). For this reason it’s generally best to focus on farming comets with “Green Percent” over 50 (or even 90) before paying too much for radar, but radar is a permanent upgrade unlike Green Percent.

Detection Rate

Increasing price, much cheaper than Detection Speed

The description is a bit unclear, but this seems to give more rare (and valuable) comet types as well as more comets in general. It can be upgraded to max for far cheaper than Detection Speed.

Detection Speed

Increasing up to over 1 Billion energy for level 20

This seems to simply boost how frequently comets appear outside of Comet Streams from ads. It gets extremely expensive with 163 million units for level 16


There are two IAP upgrades in the “up” tab on the spaceship computer, and a pack that combines them both for a cheaper price.

Video Ad Skip Function

Removes video ads, replacing them with a “time has passed” message.

Analysis Speed Booster

Reduces the time between “Analysis” ads to 2 minutes from 15.

Green The Planet 2 FAQ/Random Tips

Note the game has NO cloudsave of any kind, so if you get a new phone, you’ll probably lose your save. If anyone knows the location of the save file on Android, let me know.

Green The Planet 2 is a real battery hog on any hardware, framedrops and poor battery are pretty much to be expected. You can leave a “media” item (the cds/usb sticks/etc that give ads) on screen because they prevent all other debris from landing on the planet—that mess will all warp straight into your UFO for storage instead!

Swipe up after ads to bring up Android’s bottom bar with the back button. Much safer to tap Back than try to press the too-small X to close ads

Notifications get annoying fast (every 15 minutes!) I highly recommend turning them off.

‘Indestructible’ comets sometimes spawn, which make a pinging sound when you hit them with any weapon. These can be destroyed with a higher weapon level, but they are frankly not worth it at all and should generally just be ignored.

If comets are taking damage but still take way too long to break with your best guns, it’s probably time to move planets. Comet HP gradually increases over time and resets with each new planet. Even with maxed out gear comets will eventually take a frustratingly long time to break if you stay put.

Should You Play Green The Planet 1?

Green The Planet, the first game, is basically a much simpler version of the same game. Even if you love the second, I wouldn’t recommend bothering with the first for more than 10 minutes to see how much better 2 is.

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34 thoughts on “Green The Planet 2 Guide”

  1. Thanks fo this (old) complete and interesting guide.
    There is useful information I didn’t really understand.

    I’m just surprised about Bounce Charger Grade D.
    For me, it is one of the most effective canon. It works very well with auto-launcher (it’s already good à level 1). Auto is good at aiming and optimise (short) loading process. It doesnt’ need auto aim. It can destroy a lot of comets.
    (Indeed, the end game is stupid. Once you got auto launcher, you can let it play alone to gather money for you).

    I think I don’t read it : if you miss a comet, it will circumnavigate the planet, then come back. So it’s ok to just damage comets.

    1. Basically simple cannon with auto-launcher works best in my case, it’s more fun to see comets break down before fully exploading…

  2. Here are the exact costs of each weapon, collector, and launcher upgrade, for posterity. Note that, since my comet detector is fully leveled-up and is not reset between planets, I can’t check on those upgrade costs. I remember them being similar to the collector, though.

    Weapons, from least to most expensive:
    #4 (bounce), 5 (spread): 100E for level 1, 5000E for level 2, then doubling up to level 20. Total cost 2621435100E.
    #9 (bounce cannon), 10 (spread cannon): 2500E for level 1, then doubling up to level 20. Total cost 2621437500E.
    #1 (cannon): Level 1 is free, 10000E for level 2, then doubling up to level 20. Total cost 5242870000E.
    #2 (homing), 12 (homing laser), 16 (bounce laser): 7500E for level 1, then doubling up to level 20. Total cost 7864312500E.
    #3 (laser), 6 (charger), 8 (laser cannon), 11 (charge cannon): 10000E for level 1, then doubling up to level 20. Total cost 10485750000E.
    #7 (homing cannon), 13 (homing bounce), 14 (homing spread), 15 (homing charger), 17 (spread laser), 20 (charge bounce): 15000E for level 1, then doubling up to level 20. Total cost 15728625000E.
    #18 (charge laser), 19 (spread bounce): 20000E for level 1, then doubling up to level 20. Total cost 20971500000E.
    #21 (spread charge): 25000E for level 1, then doubling up to level 20. Total cost 26214375000E.

    Capacity: level 1 is free, 3200E for level 2, then increasing by 1.6x up to level 20 (with fractional amounts truncated from the cost **but not the calculation of higher levels**). Total cost 40292185E.
    Speed: same as Capacity
    Space Transit: 50000000E

    Unit: 1000E for level 1, 40000000E for level 2, 140000000E for level 3, 490000000E for level 4. Total cost 670001000E.
    Auto: 1000000000E for level 1, 1600000000E for level 2, then an additional 800000000E per level up to level 5. Total cost 12200000000E.
    Auto Targeting: 5000000000E.

    Total cost for all upgrades except for comet detector: 261794263070E.

    Has anyone found out what happens when you reach 1 Trillion E?

  3. Does anyone know how much energy I need to save to green a planet in one go?

    1. It is hard to measure exactly as there is interference from meteors raining down and new comets forming (even if you aren’t shooting them, some will get destroyed and added to your total energy when you finish the planet). Plus, the energy display goes away immediately upon finishing the planet, so you can’t write down the final number. I was on what I believe was planet 16 and tried to measure it as carefully as I could and came up with approximately 50 million. Planet 17 was then approx. 55 million. I can’t say what the overall progression looks like from those two points.

      1. Tracking curves in idle games like this is often between hard and impossible. It does seem to at least consistently increase in Green The Planet 2, but in many games it will actually be easier at certain parts of the game, then harder, then MUCH harder, randomly easy etc.

        If anyone figures it out sure I can add it to the guide, but I won’t try and figure it out myself. Plus I lost my save two phones ago–really wish this had cloud save.

  4. The unit levels after lvl 2 are not shown. So far I have only gotten to the point of unit lvl 3 and I need to upgrade to lvl4 which is currently 140m energy and I don’t know the current prices of higher levels also I have not come across the homing cannon spinning around which leads me to believe they fixed that other than that I hope your doing well during this time and have an excellent rest of the year

  5. Just letting you know that in the android version while not really noticeable there is an extra thing you can pick up called the green robot which is a rusted version of the android logo and it has 5 pieces: the head, the torso, 2 arms and 2 legs

  6. I have no idea how to view or where to find the library and gifs of planet greening and the flowers collection, can you help me out?

    1. It’s inside the ship, menu on the left. I forget what the icons look like, but there’s not much there so you should be able to poke around and find it.

    2. I’m pretty sure the plant one is the bottom left and the other one is the top right however it might be bottom right

  7. Hi. I really enjoy this game, and I played it a long time ago and I just recently started a new game because I got a new phone. Is there a save option? Because I would really hate to put in a year’s work and then have to start all over again when I get my next phone. Please advise, thank you.

  8. I have questions about the Space Transit. I built one for the first time in my 10th planet. What i witnessed is that the Collector took off and now it isn’t on my current planet anymore. So my question is, how am I supposed to gather meteors now when I’m not playing? Will the collector come back when it’s full? If yes, how long will it take? Will it land and drop the Energy and leave again or I’ll have to tap on it to get the Energy and then it’ll leave again? Will I get a notification when the Collector is full to open the game and collect the Energy? And all that while I’m on the same planet or will I need to go to the next one to see the Space Transit I just built again?

    1. You buy a new collector and the one that took off periodically returns, regardless of which planet you’re on. It’s all in the Collector section of the guide

    2. Yeah, I was worried about this, too, the first time I bought one. The description above is incorrect. When you buy the Space Transit upgrade, the energy collector immediately leaves. As the in-game description says, it doesn’t “stay stationed on [the current] planet”, but goes back to visit past planets you’ve already completed. I don’t know exactly how long it takes between visits, but it’s something like three hours. Compared to a fully-upgraded collector without space transit, I think you are still gaining energy faster. The only downside is that you need to wait for the collector to be completely full before you can gain any energy from it.

      Fun fact, if you go look at the gallery where you can see the “current state” of your past planets, sometimes you can see a collector on them!

      1. I think you’re just reading it wrong, the description in the guide is correct. The collector stays on the planet you built it on, as in it produces only from the current planet. Yes, graphically, it ‘disappears’ because you don’t get two active collectors at once. It doesn’t visit other planets, it only collects resources from the one it was placed on, then returns it to wherever your new one is. Just semantics really.

        1. Okay, but I don’t see how that’s something anyone could know, since all of the collectors look identical. Personally, I think it’s all faked and the collector just disappears for a set (and slightly randomized) period of time before reappearing with a full load. I say randomized because if you wait until you have two or more full collectors sitting on your planet, and then you empty them at the same time, they won’t come back at the same time later. There could be up to several minutes delay between them.

          Also note that there seems to be a limit of five full collectors landed on your planet at the same time. I have never seen more than that. If you wait for a long time and then empty them all at the same time, more should start landing within 15-30 seconds.

  9. If anybody’s bought the IAP please let me know exactly how they work! Curious and hoping to add it to the guide but I don’t really play anymore.

    1. The IAPs (the $5 USD package, at least) reduce the time for “Analysis” to 2 minutes from 15, and auto skip the ads with a screen that just says “time has passeD.” Really only worth it if you’re super active and fairly impatient. Or would like to spend a couple bucks to blast large comet swarms 24/7.

  10. There are 6 different colors for each type of flower making a title of 120 flowers then it just restarts from the beginning flower

  11. about the laser: it provides less resources. weapons like the cannon (1, 7, etc.) create resources when damaging comets, while the laser doesn’t.

    1. Not sure it actually creates *more* resources though, way I read it is you get parts of the total reward from the comet before breaking it entirely, but the chips don’t seem to noticeably add up to more than what you get just destroying the whole comet otherwise. Due to the RNG it’s really hard to tell either way unless the dev comments on it (which I’m sure they never will…)

    1. Oh yeah, loud pinging sound when they’re hit? I thought I mentioned those, I’ll add if not. They just require a higher weapon level than you currently have, but the rewards they drop aren’t actually worth the weapon they take to break, in my experience. I don’t know why they’re there and I would generally suggest ignoring them entirely.
      Once you can consistently upgrade your weapons high enough (I’m level 20 at almost all times now) they stop being an issue at all, and they’re pretty rare otherwise.

  12. Hi! I have some extra things to add that you may find useful for this guide:

    The Auto Launcher only seems to fire at the rate of one unit – I’m guessing you need to buy the Lv.2 upgrade (1,600,000,000E) to make use of it. Also it doesn’t compensate for the speed of the asteroid when firing – the Auto Targeting (5 billion E) upgrade should help with this 🙂

    1. Forgot to add that I have 48 planets with auto-collectors on them, but the new update caps this to 30 auto-collectors so I’m holding off on the update (which doesn’t appear to add much else).

      1. Do your auto collectors even work properly? Unless it was fixed in an immediately prior update, I only had one auto collector ever visit at a time before this update. But I have auto updates so if they fixed, then limited them in a short period of time I wouldn’t have noticed.

        They also recently fixed meteor shower to give an acceptable amount of Energy on later planets, but without an update history I can’t tell when any of this was added. Does Google Play only ever show the last update? They seem to have fixed some things but the latest update doesn’t account for any of the changes I’m noticing.

    2. Yeah I just tried out the auto launcher yesterday, going to be incredibly expensive to get more than a couple units.

      Oh that’s what targeting is for. If you use the Laser the lack of speed compensation really doesn’t matter so I didn’t notice. Going to re-try out all the weapons at max lvl unit and level 15 weapon for the guide but dang, very few seem even close to the laser.

      Do you have Radar Speed max? Is there any upgrade after lvl 20 of Speed and Rate?

      1. Quite satisfying but the Auto Launcher is SOOO EXPENSIVE! Why is it that expensive. Same with auto targeting system!

        1. It’s affordable eventually, your income slowly grows along an exponential curve before flattening back out. Once you can afford it, it lets you leave the game idle and still earn stuff, so it’s pretty worth it. Pretty standard idle game curve really; small upgrades to start but eventually the insanely expensive stuff becomes very doable.

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