Planet Gardener
Three species share one tiny planet, and each one feeds the neighbour clockwise from it. Drop seeds where they will be fed, close a circle of three, and the patch starts feeding itself. You pick the spot, never the seed.
Controls
- Touch — press anywhere on the planet
- Starts aiming. The sector under your finger lights up and shows two things: whether the sector before it will feed the seed you are holding, and how many of that sector's three soil marks are still lit. Nothing is planted yet
- Touch — slide while still holding
- Moves the highlight from sector to sector so you can compare survival predictions before you commit. The seed is spent only where you lift, so sliding costs nothing
- Touch — lift your finger
- Plants the seed in the sector that was highlighted. Lifting inside the planet's small core dead zone or out beyond its rim plants nothing: you get a grey ring at your fingertip and keep the seed
- Mouse — hold the left button, move, release
- Exactly the same path as a finger: press to aim, move to compare, release to plant. Right and middle buttons do nothing at all and never spend a seed or open the aim
- Keyboard — arrow keys, then Enter or Space
- Right or Down moves the aim clockwise; Left or Up moves it back. Enter or Space plants in the aimed sector. P opens or closes pause, and M toggles sound during play. Use Tab to move between menu buttons.
- A second finger while one is already aiming
- Gets a small lock ring and no planting rights, because there is only ever one seed waiting. The first finger down keeps control until it lifts, and lifting the second finger plants nothing
- The pause button in the top bar
- Freezes the seed timer, plant life, circle life and the run clock together, and opens sound, vibration and reduced-motion switches. Score, scorch meter, circle count and seed slots next to it are readouts, not buttons
How to play
ObjectiveThree species share one small planet, and each one feeds the sector clockwise from it. Get three of them in a row so the circle closes: that patch stops needing you, glows for twelve seconds and then seeds. There is no finish line and no leaderboard — you keep the planet from going dark and try to gather more life than your last run.
Getting started
- Press Plant on the title screen. Your first run is guided for three seeds: only the glowing sector accepts them, each one gives you eight seconds instead of six, and nothing withers until your first circle closes.
- Read the top of the screen before you aim. The front pod is the seed you are holding, the two behind it are what arrives next, and the ring drawn around the front pod is your placing time running out.
- Press and hold the planet. The sector under your thumb lights up, tells you whether the sector before it feeds this species, and shows its remaining soil marks. Slide around the ring to compare sectors, because sliding costs nothing.
- Lift on a sector that will be fed. Energy runs clockwise: moss drinks soil and gives water, fern drinks water and gives air, hopper drinks air and gives soil, so all that matters is what sits in the sector immediately before the one you are pointing at.
- Build clockwise off something that is already alive. A plant dropped on empty ground with nothing before it has six seconds before it starves and leaves a scorched patch behind.
- Line three neighbours up in feeding order — moss, fern, hopper in any rotation — and the circle closes for 30 life, glows for twelve seconds paying 2 life a second, then seeds for 40 or more and scrubs scorched ground off the board.
- Keep an eye on the scorch meter next to your score. Five scorched patches ends the run at any moment; Drift and Daily Planet also finish when the three-minute clock runs out.
- On the result screen press Plant again for a new run, or Same planet again to retry the same seed sequence. Either starts straight away. Daily Planet keeps its daily sequence with either button.
Tips
- Build clockwise from a living plant whose output matches your seed: moss feeds fern, fern feeds hopper, and hopper feeds moss. Check the aim preview before releasing; a living neighbour of the wrong species gives no food.
- Open the next circle while the last one is still glowing. A circle that seeds alone is worth 94 life, the same circle seeded with two others alive is worth 134, and its harvest scrubs three scorched patches instead of one.
- The sector directly after a glowing circle is the safest seat on the planet. A circle keeps feeding outward for its whole twelve seconds, so a matching seed is fed while that circle remains intact. Finish the new circle before its food source seeds or breaks.
- Before you plant over a struggling plant, look at the sector before it. If that sector is alive and gives what your seed eats, the replacement starts feeding immediately; if it is empty, you are only buying four seconds, then two, then half a second.
- Never plant on a glowing triangle. Breaking a circle cancels a harvest worth as much as 100 life on the standard planet, takes a soil mark out of all three sectors, and removes the three plants’ protection. Check which neighbours still feed them before replacing any member.
- If the head of a feeding chain dies, replant its scorched sector with the same species when that seed is available. It immediately feeds the next plant clockwise, but the pioneer itself needs food or a completed circle within at most two seconds. Check both preview seeds before committing.
- A scorched patch clears the instant a seed lands on it, but that pioneer gets two seconds unfed at best. Spend the seed there when the sector before it is already feeding, or when the pioneer closes a circle as it lands.
- Pick the planet to match what you want. Pebble's nine sectors reach five scorched patches fastest, Terra's twelve hold four circles at once, and Halo's fifteen hold five, which is where the highest runs come from.
FAQ
How do I start playing Planet Gardener?
Press Plant on the title screen and the run starts immediately in your browser. The first three seeds are guided: only the glowing sector accepts them, you get eight seconds each instead of six, and nothing withers while the guide is running. Press and hold the planet to aim, slide to compare sectors, and lift your finger to plant. The guide ends the moment your first circle closes. To revisit How to play, return to the title screen; its Replay tutorial button starts a guided run.
Why does my plant die when I put it on empty ground?
Because nothing is feeding it. Energy runs clockwise and a plant is fed only by the sector immediately before it: moss needs soil, fern needs water, hopper needs air. A seedling on untouched ground carries about six seconds of its own life, and if the sector before it is still empty when that runs out it starves and leaves a scorched patch. Start from a plant that is already alive and build clockwise from there, or give the new plant its neighbour before the six seconds are gone.
How do I close a circle in Planet Gardener?
Put three living plants in three neighbouring sectors so each one feeds the next going clockwise. Moss gives water to fern, fern gives air to hopper, and hopper gives soil back to moss, so moss–fern–hopper, fern–hopper–moss and hopper–moss–fern all count — the species you start with does not matter, only the order around the ring. The moment the third one lands the three lock into a glowing triangle, stop losing life, and begin paying.
How does scoring work in Planet Gardener?
Only blooming circles score. Closing one pays 30 life on the spot, it then pays 2 life every second for the twelve seconds it glows, and when it seeds at the end it pays 40 times a multiplier that starts at ×1 and rises by 0.5 per other circle still alive — one other circle makes it ×1.5, two make it ×2, three make it ×2.5. Seeds, ordinary plants, empty sectors and scorched ground are worth nothing by themselves. The score never falls: breaking a circle cancels what it had not paid yet, but nothing already counted is taken back.
How do I get a higher score in Planet Gardener?
Overlap your circles instead of building them one at a time. A circle that seeds on its own is worth 94 life in total, while the same circle seeded with two others glowing is worth 134, and its harvest can also clear one scorched patch plus one more for every other circle alive. The sector directly after a glowing circle is the safest place to plant, provided the seed needs what the circle’s last member produces. That food lasts only until the circle seeds or breaks. Bigger planets raise the ceiling too: Halo's fifteen sectors hold five circles at once, Terra's twelve hold four.
Why did my run end?
Five patches of scorched ground end a run at any moment, and Drift and Daily Planet also finish when the three-minute clock runs out. Ground scorches in four ways: a plant starves because nothing feeds it, a seed you never placed crashes on its own, the head of a chain dies and the plants behind it fall one after another, or plants lose protection after you break a glowing circle and then starve. Breaking a circle does not scorch ground immediately. The result screen names the single mistake that cost you the most life and gives you one thing to try in the next run.
Can I plant on scorched ground?
Yes — scorched ground is poor ground, not dead ground. The black scar clears the instant your seed lands, which is the only way to take a patch off the scorch meter without waiting for a circle to seed. The catch is that the pioneer starts weak: it holds at most two seconds without food, or half a second if that sector has no soil marks left. Plant there when the sector before it already feeds that species, or when the pioneer closes a circle as it lands, otherwise it burns back and the seed is gone.
What do the three marks under each sector mean?
They are that sector's soil marks, and they tell you how much life a new plant will start with there. On full soil a plant survives six seconds unfed; each time you plant over something in that sector one mark goes out and the next plant starts with four seconds, then two, then half a second. Half a second is shorter than the wait for your next seed, so once the marks are gone you can no longer buy time in that sector — but the ground itself still works, and a plant that gets fed there lives normally. Marks return when a circle seeds on that sector or clears that scorched patch.
Why did my seed fall on its own before I placed it?
Every seed has a placing window, and when it runs out the seed crashes into a sector of its own choosing and scorches it. In Drift and Daily Planet the window is six seconds for the first minute, five and a half for the second and five after that; Long Night starts at six seconds and tightens by a quarter of a second every thirty seconds down to a floor of three. If three seeds crash in one run, every later seed quietly gets half a second more. A poor placement is almost always cheaper than a crash, because a crash lands where it likes.
Can I play Planet Gardener on a phone?
Yes. It is built for a phone held upright and played with one thumb: the planet sits low enough to reach and every sector is a wide wedge rather than a small icon. Phone landscape works too — the planet moves to the left of the canvas and the seed preview and score stack up on the right, with identical rules and timings. On a computer the page keeps the same phone-shaped canvas and the mouse follows the same press, aim and release path.
Do I need to download anything or create an account?
No. Planet Gardener runs in your browser, it is free, and there is no account, no sign-in and nothing to install. Open the page and press Plant. You need a connection when the page opens or reloads so the game and its artwork can load, and there is no ad before your first run. The share card is made on your device; you choose where to send it using the share options.
Is my progress saved, and can I continue on another device?
Your total life, level, best scores, unlocked planets and skins and your planet log are stored in this browser on this device only, so they do not follow you to another browser or another phone. A run in progress is not saved; reloading the page starts a fresh one. If your browser blocks saving or runs out of storage, a warning explains that progress cannot be saved. If saving fails during play, choose Retry or Keep playing on the warning panel. Clearing this site's browser data clears the saved progress with it.
What are Drift, Daily Planet and Long Night?
They are three play modes that share the same three species, the same rules and the same scoring. Drift is a three-minute run on whichever planet you pick. Daily Planet gives everyone the same seed order for that calendar day on the standard twelve-sector planet and keeps your best result of that day. Long Night has no time limit: the time allowed to place each seed shrinks every thirty seconds and it ends only when the ground runs out, so how long you lasted is the point. Long Night opens at level 3.
What should I do if the game does not load or has no sound?
Reload the page with a connection available and press Plant again, since the game and its artwork are fetched when the page opens. Sound is made in the browser and only starts after your first press, so if it stays silent open the pause panel, check that Sound is on, then check your device volume and its silent switch. That same panel holds the vibration and reduced-motion switches. If the planet stops responding, close any open panel and resume — pausing, switching apps or rotating the phone clears every finger the game was tracking, so it needs a fresh press.
Is Planet Gardener suitable for children?
Yes, it is suggested for ages 6 and up. There is no violence, no chat, no user-submitted content, no account and nothing to buy, and the three species are friendly abstract shapes rather than characters in danger. Reading is not required to play: the guided opening teaches the three moves with a highlighted sector and an arrow. There is no leaderboard and no one else's numbers, so nobody is compared with anyone. Drift and Daily Planet last up to three minutes; Long Night has no time limit. Every mode can be paused or left at any point.
About the game
Three species share one tiny planet, and each one feeds the neighbour clockwise from it. Drop seeds where they will be fed, close a circle of three, and the patch starts feeding itself. You pick the spot, never the seed.