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Project Sol

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Project Sol screenshot 1

Project Sol

Quack Reactions · Published by Quack Reactions

Last updated 28 Sept 2026

Project Sol is a Sci-Fi colony sim set in the future when you civilization is just beginning to reach for the stars. Take control of your Empire, build massive orbital satellites, defend from roving pirates, and conquer the galaxy!

Free to PlayComing SoonDJCTQ 12

Free

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Strategy · More free games

About this game

Project Sol is a colony simulator with a Sci-Fi twist. At its core, Project Sol tries to blur the line between classic management games like Rim World, and 4x strategy similar to Stellaris. Still in the very early stages of development, there are many features to come. Project Sol also gives you the ability to directly influence the Galaxy by applying unique Emperor Powers that can drastically shape the path your Empire takes.

What to expect:

  • Frequent updates. Development is daily, and ongoing.

  • Demo coming soon. 

  • Free patches for the core game.

Core Gameplay Features:

  • Management sim. Direct your workers, construct production satellites.

  • RTS. Build ships and defenses. Seek out enemies of the Empire and crush them.

  • Replay-ability. Each Galaxy is randomly generated. Enemies appear in different locations and employ various strategies.

Road Map:

  • Get a demo running before 9-30-26

  • Research system

  • Multiple Enemy types

  • End-Game enemies

  • Rogue elements

  • Acheivements

  • Much More!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5‑2500K or AMD FX‑6300
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 660 / AMD HD 7870
  • Storage: 2 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Weekly Update

    Hey everyone! I've been hard at work this last week. I'm hitting bugs as hard as I can to get a stable version ready in time to launch the Demo. Below is a list of the changes and improvements that have happened in the last few days:New Features:Citizen Shuttle now looks at its new Habitat when created. Prevents the Shuttle from spinning in circles the first few seconds after creation.Clicking on a Save File to overwrite fills in the text field now. Makes it easier to write iterations of save files.Mining Ships refuel faster based on Pilot AGI.Mining Ships move faster based on Pilot SPD.Selection Box can now select Miners, Builders, and other Civilian ships.New Mesh for Citizen Shuttle.Iron, Steel, and Carbon Nano Tubes should now be producable.Bug Fixes:Fixed some of the Alert System weirdness. Status alert lights on Satellites should reset now.Certain Resource Totals were not being loaded properly.Warehouses can now be selected much more easily.Habitats will now be filled to capacity instead of always leaving 1 spot open.Changed the way overwriting Save Files works. Preventing accidental overwrites, and allows new files to be created after selecting another file to overwrite.Pirate Bases now fully remove themselves once destroyed.Emperor Powers clear the selected Power when quitting to the Main Menu now.Fixed issues with opening the Main Menu not closing other windows.Typing with the Main Menu open now longer un-pauses the game, or displays Resource values on Asteroids.Selection Box should no longer draw on Startup when loading a game.Forced Unemployment (when a Satellite is destroyed) now works correctly.Better handling of Global Variables. Prevents settings from sticking between games when not shutting down fully.Accepting New Recruits gets loaded correctly now.Production Satellites were looked through, and a bunch of minor tweaks/bug fixes were implemented.Habitats now deposit their Goods and Food when loaded.Partial payments of resources were not counted prope...
    Read full article on Community Announcements (Cire)
  • Patch NotesOfficial

    Weekly Update

    Several new additions to the game, which brings us a lot closer to releasing a Demo for everyone to try! Take a look below at some of the newest additions:New Features:Added a Munitions Factory Satellite type. It will build bullets, missiles, and other ammunition that Satellites and Ships use.Added a Devotion Site Satellite type. Players can assign workers here to pray, which increases the amount of devotion gained over time.Added Intelligence as a core Attribute that Citizens have. Right now only affects Prayer speed, but eventually will be used in a Research System too.Created new Transport Ships Meshes. No more pink blobs.Bug Fixes:Refilling Batteries on Satellites now charges the correct amount of Energy per tick when the Battery is nearly full.Pride attribute now gets rolled into starting Citizen stats.Pride attribute is now saved.Canceling an in-progress upgrade now resets the number of pending upgrades. This allows the Satellite to try upgrading again instead of being stuck at its current level.Carbon and Metal resources are now refunded properly after canceling construction or upgrades. If all Satellite storage is full, these resources will get refunded to the Planetary resources if there is room available.Bootstrapper is now reset after returning to the main menu. This prevents conditions where other scripts think the game has been booted when the game hasn’t fully booted yet.Transport Ships now load in the correct order. They were not finding their previously assigned jobs after loading, and would always default to returning home. This never cleared the cache of incoming resources, and would eventually not allow any new jobs to be created.Balancing:Missiles now cost more to build.Bullets now cost more to build.Players now start with a minimum amount of Devotion when creating a new game.Undercrowding in Habitats now gives less Devotion buff.Misc:Several scripts now use the global Mouse Position instead of discerning the position per script. Reduces likeliho...
    Read full article on Community Announcements (Cire)
  • Patch NotesOfficial

    Big Weekly Update

    Hey there everyone! This week has been a flurry of activity! After last weeks tiny update, I felt like I really needed to focus on the little things. I went through all the notes in my code, and fixed everything that I could. This is a huge QOL improvement, that gets us one giant leap toward getting that long-awaited Demo up! More and more Trailer work too, that'll be coming up soon! New Features:New Nebula skybox.Finished Colony Ship UI.Player Ships can now Save and Load their combat Targets.Colony Ships can now Save and Load the planet they were going to colonize.Player Ships, (combat) now head towards their assigned destination after loading.The Colonize button now says “Colonize” instead of “Button”.Space Stations and Habitats make their citizens unhappy if they are damaged.Colony Ships can now take damage.Pirates will now fire back at the same target after loading a game.Shipwright Satellite ties into the Production system.Citizen Shuttles will kill their Citizens if the ship is destroyed.Added a new Citizen Attribute, which will address overcrowding in their habitats.Shipyards can now tame damage.Space Stations and Habitats monitor their population sizes and now apply bonuses or debuffs depending on their capacity.Emperor Power – Fill Resources now adds a random resource per power spent, instead of filling the first resource slot then the second, etc..Citizen Happiness will now effect recruitment. Happier citizens will net the Player more recruits per recruitment event.The currently selected Emperor Power is now highlighted green. Bug Fixes:Pirates list of Healable ships is now refreshed correctly.Player Ship Shield controller now removes destroyed ships.Construction Timer on Shipyard is now reset after canceling a Ship.Player Shield Controller can no longer double-add Shields.Space Stations now spawn in the correct Solar System.Newly colonized Solar Systems immediately turn blue instead of needing to cycle the view.Player Ships now load their Plum-bob positio...
    Read full article on Community Announcements (Cire)
  • Patch NotesOfficial

    Weekly Update

    Hello everyone, and happy Dev Day! This week has mostly been spent staying focused on play-testing and Trailer development.This update is pretty small. consequently, and mostly addresses UI problems. This next week will be more of the same, but hopefully with a lot more features! This weeks goal was to eliminate any game-crashing bugs, and the good news is, i found none! Here's the part you've been waiting for, the Dev Log:New Features:Player Ships now deploy in a formation.Bug Fixes:Main Menu exit button now works with the Shortcut button.Save and Load menus scale with more than 7 save files. Misc:Changed some UI elements to HD versions.Fixed Scrollbar for the Save Menu.Changed Transportation and Missions menus to “Coming Soon”Lasers on Pirate Ships are spread out more. Multiple beams no longer look like 1 beam.
    Read full article on Community Announcements (Cire)
  • Patch NotesOfficial

    Weekly Update

    Hey everyone! I'm a little late on the Weekly update, but wait till you see what got done! Last week I talked briefly about needing assets finished and bugs fixed before releasing a demo, and we are one step closer to that goal! I've got a few finishing touches to add, and some more bugs to hunt down, but we are super close now! I'm also still working on that trailer. I'm collecting and editing footage of gameplay now, and will soon be splicing everything together. Give a gander to the improvements made last week in the Dev Log below!New Features:Granaries are now added to the Save system.Warehouses save their Battery data now.Can now rotate camera using Keyboard ‘E’ and ‘Q’ keys.Transport Vessels have their carry capacity modified based on their Pilots STR attribute.Pirates Ships heal after fleeing back to their Base.Pirates can re-arm their weapons while at their Base.Pirate Bases can choose to disband a Battle Group for various reasons.Warehouses got a face lift! Bug Fixes:Habitats now save their Resources correctly.Citizens now reset their feed timers based on Gluttony instead on STR attributes.Capacitor Satellites now initialize correctly.Each Solar System now has its own Energy Capacity, instead of sharing one capacity level.Energy Capacity is now calculated accurately.Satellites were not loading their resources correctly. Added a different load method specifically for Satellites that contain Resources.Mines now call a fixed global reference for their worker counts.Transport Vessels would sometimes lose their target or source after loading. Added a section to recursively scan for their target using global identification values.Player Ship Shields and Health are accurately displayed in the GUI.Pirates remove their Power Level from their group when destroyed. Allows for reinforcements from the main Pirate base.Pirate Ships remove themselves from their group when fleeing. Allows for better control over reinforcements.Pirate Weapons Ranges are now set correctly. G...
    Read full article on Community Announcements (Cire)

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