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Watch trailer on Steam ↗Flat Worlds
Che · Official site ↗
Positive — 85% positive (13 reviews) · 7 achievements
Last updated 27 Sept 2026
Flat Worlds is a VR space transport game set in our very own Solar System. Setup transport networks of people and natural resources, guiding the path of human colonization around the Solar System's planets and moons. What will we find when there is no more room to grow?
£11.39
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Price history
Indie, Simulation, Strategy, Early Access · 2018 · More £5 - £15 games
Explore Flat Worlds, where you design intricate transport routes for people and resources between planets and moons. In this early access simulation from Che, prepare for the challenges of space colonization.
About this game
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About the Game

Flat Worlds is a VR space transport game set in our very own Solar System.
Setup transport networks of people and natural resources, guiding the path of human colonization around the Solar System's planets and moons.
What will we find when there is no more room to grow?

- Eight Worlds - 4 solid planets, and the moons of the remaining gas planets.
- Many different ships, large and small, each named and stylized according to their home.
- Multiple resource types, including people, water, energy, metal, and crystals.
- Multiple buildings, mainly spaceports, with different numbers of docks and dock sizes (large ships need large docks).
- World progression system - worlds level up, leading to more suppliers, cities and further colonization.
- World perk system - each world has six unique perks available to aid you.
- End Game - the last two worlds hold the secrets to the end.

The game is highly playable in its current form, however:
- Only six worlds are playable (out of eight).
- No large ships exist yet.
- No end game is implemented yet (although planned).
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 SP1 64 bit
- Processor: Intel i5 2nd Generation
- Memory: 4096 MB RAM
- Graphics: GTX 970
- DirectX: Version 11
- Storage: 500 MB available space
- Sound Card: Any
- VR Support: SteamVR
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Patch Notes 0.2.0a
Boring patch - just a bunch of fixes. Fixes: Fixes 'Junkyard Deals' perk from causing save issues. Fixes ship navigation going wonky when selling/upgrading a spaceport. Fixes tutorial state messing up when switching between a save file with tutorial enabled and one with tutorial disabled. Fixes perk tiles not live updating affordability when viewed. Fixes UI pointer getting stuck when a port or supplier gets sold/destroyed. Fixes a case where you can accidentally sell a storage facility by holding the trigger button while hovering over the Sell Button and closing the panel. Tweaks: Smooths out UI pointer. Lowers max render scale to 1.25.Read full article on Community Announcements (Che)AnnouncementsOfficial
Flat Worlds Dev Diary #12 - Unleashing Titan
Titan has finally arrived as a new world for you to colonize. Like before, this comes with a new ship and a new set of perks to work with. Additionally, there is another new ship, a new set of buildings, and two new music tracks in the coinciding patch. New Perks Titan is covered in seas of liquid methane. Underneath the crust however, there are pools of water. This makes Titan an adequate provider of Energy and Water. Another harsh environment, humanity explores another route for survival - Biology. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30965660/16d40b564f51dd35f80d933757ac6e20705ad576.jpg New Ship Introducing, 'Twig', another hybrid ship that deals with Energy and Water. A little on the expensive side, it makes up for its cost with its superior capacity and speed. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30965660/c8fd09ced1a35c4d0442b155bf397a907d24e4bd.jpg And Another Also introducing, 'Sea Lion', our first late game ship that represents Earth's attempt at a low cost bulk passenger carrier. Compared to an Orca, it boasts superior capacity, higher top speed, but lower acceleration and slightly lower reliability. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30965660/a046a640547941a6486472faf5ec22e55c0b04b3.jpg Storage Facilities A new addition that might mix things up in terms of gameplay, storage facilities allow you to hoard up excess resources in anticipation of a rainy day. It will be interesting to see how players use this to their advantage. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30965660/21d288c24e727c952f509a35b0abedcbc925e9db.jpg New Music Two new music tracks have been added (composed by Scott Houghton). Each music track is now associated with (and named after) a world. More tracks will be added later, and as you colonize new worlds, your pool of music will increase (right now only the Venus track is locked as you start with Earth and Mars). Finally Fe...Read full article on Community Announcements (Che)Patch NotesOfficial
Patch Notes 0.1.9a
New Stuff: Titan now unlocks at Europa level 4. New set of perks for Titan. New ship - Sea Lion (Earth, Passengers). New ship - Twig (Titan, Water/Energy). Storage Facilities - a new set of buildings you can use to store Water/Metal/Energy to tackle future resource shortages. New music - two new tracks added (composed by Scott Houghton). As you colonise new worlds, new music is added to the pool (currently only Venus adds the third track). Tweaks: Significant reduction in Water consumption. Technical: Added Adaptive Quality - game will now adjust render scale between 1.2 and 1.5, depending on performance. Unity Engine updated.Read full article on Community Announcements (Che)Patch NotesOfficial
Patch Notes 0.1.8a
New Stuff: Now displays a cursor when pointing controller at world. Management menu briefly covered in tutorial. Tweaks: Suppliers now take into account resources in transit when calculating if a receiver is full. This stops some oversupplying/wasting of resources. Random interval added to Ancient Mine animations to stop them looking like synchronized swimmers. Controller interactions with buildings cleaned up. Adds route icon to management menu. Fixes: Ancient mines now selectable. Trees/rocks no longer overlapping. Oculus: Controller menu now matches rotation with controller. Internal: Unity engine updated. Lightmaps updated.Read full article on Community Announcements (Che)AnnouncementsOfficial
Flat Worlds Dev Diary #11 - Trailing Behind
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30965660/ac4983f88e48dc3b53ac52f4d5b5b55f18ffd9d6.png So sales are down and my dreams of having a community feedback engine to drive my development are being diminished. What do I need to do? Get better at marketing. As a solo developer, I need to be an all-rounded, jack-of-all-trades person, I can't just stick my nose into my keyboard and hope good things will come about of it (but that's what marketing involves nowadays, ah nvm, you get the point). One of the weak points of the current marketing setup is a lack of a decent trailer. The old one was made in a day, rushed post-release and was treated as more of an afterthought. So we make a new trailer. Let's get to it then. Make a story We need to map out the flow of a game of Flat Worlds. How does it start? Where does it lead? What are the core gameplay elements? Is there any candy? Thinking out loud we get the following: Build spaceports on different worlds Build ships to transport resources around Build more ships and develop the worlds Manage your ships Upgrade your worlds with perks Expand to other worlds Ride around on ships in your spare time Fight against resource starvation From this we can distill a few titles that the trailer will be based around. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30965660/d1eb6de96755e249a91712fd5429ddddc2d46e87.gif The 'Expand' title got removed to streamline the trailer Picking Music Now this took a while and listening to music constantly with a certain level of scrutiny... gives me a damn headache. The old track seemed to fit the whole space theme and with a low tempo, tried to instill the idea that this was a relaxing game. The track was even called 'Relaxer' (by The Grand Affair). Yet it didn't grab peoples attention. That's when I realised it. It didn't matter so much if the music matched the style of the game (within reason). The focus of the trailer was to feed viewers enough infor...Read full article on Community Announcements (Che)






