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Watch trailer on Steam ↗Planetary Governor
Lensy · Published by Lensy Games
2 user reviews — 100% positive (2 reviews)
Last updated 27 Sept 2026
The Empire has appointed you as Planetary Governor, you have de jure authority to rule as you see fit provided you send the required tribute and keep the planet loyal. Will you work with the factions who hold influence over the planet, set them against each other, or crush them under your boot?
£6.69
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Price history
Indie, Simulation, Strategy, Early Access · 2026 · More £5 - £15 games
As Planetary Governor, navigate conflicts and alliances among factions on your appointed world. Will you maintain loyalty or rule with an iron fist? Early Access offers insights into Lensy’s intricate simulation.
About this game
The Empire has appointed you as Planetary Governor, you have de jure authority to rule as you see fit provided you send the required tribute and keep the planet loyal. Will you work with the factions who hold influence over the planet, set them against each other, or crush them under your boot?
Paying Tribute
Each standard year the administration will assign you a list of items for tribute, from resources to manufactured goods to military equipment to military manpower. Manage your production and population to meet these targets.
Interstellar logistics can be tough, so the administration gives some leeway: if you can't meet a target this year they will simply add the shortfall to the next; if you can't meet a specific resource requirement you can make up for it with a larger amount of something else.
If the planet has issues of civil strife the administration may be willing to lower it's requirements for the period, especially if you have the right connections. If the planet is producing plentifully they may also decide you can meet higher targets, especially if you have the wrong connections.
Paying Lip Service
Long before you became governor there were factions of influence: some local to the planet like noble houses, street gangs, or familial tribes; some throughout the Empire such as the Order of the Mechanicals.
Factions will decide how to interact with the player depending on their opinion and influence. Powerful factions may ignore your demands but if you're weak they may work with you against the other factions. Likewise weak factions may not oppose you in public but they think you have too much power they will be more willing to work together against you.
Manage faction influence in the open with arrests and appointments, or in the shadows with assassinations, bribery, and sabotage.
You Are Not Alone
Every faction is made up of characters that are both influenced by their faction and influence their faction back.
Characters have roles from leaders to political appointments to managers of local industry and production.
Character personalities affect how they respond to player interactions. Some will be willing to accept a bribe for their own gain while others will reject it and perhaps even expose the attempt publicly. Likewise sometimes a character may try to stop you interfering even if their faction demands otherwise, and some will work with you against their own faction's will.
Broader Conflict
Factions have hard power as well as soft, and can start conflicts within a single sector or across the whole planet, against each other or against you.
Faction influence in the population and the Planetary Defence Force determines a large part of who will win, so keeping influence and setting laws in your favour can make the difference.
Use your spies to figure out who's planning what, including seeing where conflicts may arise before they happen.
Full Planet Designer
Choose a planet preset and edit it's appearance or add your own graphical and sector maps with nothing more than simple .png images.
Pick from a variety of physical and societal types that affect how your planet will generate: barren deserts, lush jungles, an aristocratic feudal society, a gang ridden spire world, and many more.
Customise details as much or as little as you like - say exactly how many people or what resources or factories are in each sector, or how much tribute you have to pay, or simply let the game generate it all for you.
Planet generation is determined from a single starting seed so can always reuse a generation you like and share it with others.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 (SP1+), Windows 10 and Windows 11
- Processor: x86-64 architecture with SSE2 instruction set support.
- Memory: 400 MB RAM
- Graphics: DX10, DX11, DX12 capable
- Storage: 300 MB available space
- Additional Notes: Tested on WIndows 10
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
opentest update 17th september 2026
changes to opentest branch only.made an alternate form of recycling list for text that allows for word wrap, so text that goes onto the next line won't overlay the text below while still limiting entries being rendered to the ones that should be visible. right now only being used on tribute breakdown. added option to swap tribute breakdown and tribute prediction of righthand info between current percentage mode and new value mode. this value mode makes the recycling list word wrap support more obvious, compare it to the value mode for tribuite prediction list to see the difference. made right hand info tribute breakdown start showing values on day zero (may be bugged).Read full article on Community Announcements (The Guv')Patch NotesOfficial
opentest update 14th september 2026
changes to opentest branch only.fixed bug where sector picker list wouldn't show all sectors until it had been moved. removed side scrolling on event window choices. increase size of background highlight on selected speed so its easier to see which is selected. made end of tribute list and new tribute list reset scroll at top when opened again. made dropdown on production focuses be above so it always fits. made win condition selection text correct. gave more space to topbar percentages. made righthand bar stockpile view show names of items and not show entries for items that aren't in the stockpile. disabled unneeded old code for stockpile breakdown view's previous implementation from running. created cached version of tribuge changes sum for visuals to use instead of needing to do it themselves. created righthand sidebar tribute prediction breakdown.Read full article on Community Announcements (The Guv')Patch NotesOfficial
opentest update 11th september 2026
changes to opentest branch only.added a population swing behind the scenes mechanic so it should generally swing around the starting population while still having variance within a limited range. fixed bug in other_fac_prod_site for sites with no controller. changed appearance of various dropdowns so both the border lines up properly and it shows more elements at once.Read full article on Community Announcements (The Guv')Patch NotesOfficial
opentest update 9th september 2026
changes to opentest branch only. sorry for lack of updates the past couple of days.made starting population more stable so it shouldn't have so many situations where it has a large change in the first days before flattening out. this was caused by production sites that train manpower interacting with the way it recoups lost manpower dynamically with amount lost, the previous attempt to fix this was just starting with a proportion of population per sector starting in the lost cache but now it calculates how much to start there from the sites actually in the sector. fixed a bug where it would sometimes have a truely massive drop in population due to bug in how battle losses were calculated. fixed code for taking damage where number of men didn't match amount of health. made units health restore also bring back all "knocked out" men.Read full article on Community Announcements (The Guv')Patch NotesOfficial
opentest update 5th september 2026
changes to openterst branch only. lots of pain in the head again so sorry for not much.changed site details appearance more, including fixing details text display and seperating out things that effect all outputs (controller, workers, level, sector conflict weariness) from things that affect specific outputs (sector and planet modifiers). implemented game over screen. added a victory condition, surviving a certain number of years, settable in the same generation menu window as setting failure warnings. for now defaults to 20 years.Read full article on Community Announcements (The Guv')






