mySolar takes the solar system idea and turns it into something closer to a territory game. You own a star, you add planets around it, and every planet has a job: some generate points, some shoot, some soak up damage. Out in the dark there are other systems doing the same thing, and sooner or later one of you is going to fly over and test the other. The winner absorbs the loser's material and keeps growing. The loser goes back to a bare star.
It sits in the same family as myDream Universe (same naming, same GamePix catalogue), and the resemblance shows in the art and the way space feels wide and quiet between encounters. The difference is that here you are managing a small economy and picking fights, rather than simply eating what you find.
How to Play mySolar
Steer with the mouse or with your finger. Your system moves as a unit, star and planets together, and the planets keep orbiting while you travel. Drifting objects on the map give points when you collect them; points are spent in the build menu on new planets or on upgrades to existing ones. To fight, move close to another system. The game handles the exchange of fire automatically, so your job is deciding when to engage and what to bring.
The build menu opens from the on-screen button. It lists the planet types you can add and the upgrades available for what you already have, with the point cost next to each. Nothing in the menu is hidden behind progression; if you have the points, you can buy it. That makes the early spending decisions the most important ones in the game.
Planet Types and What They Do
Broadly there are three kinds. Economy planets increase the points you pick up or generate a trickle over time. Defensive planets take hits and protect the star. Attack planets fire at anything hostile in range. Your system needs all three eventually, but not in equal measure and not in that order.
The star is a fourth category on its own. Upgrading it raises the whole system's baseline, and a well-upgraded star with modest planets often beats a bare star ringed with expensive ones.
Spend on Defence First
The temptation is to stack attack planets and go hunting. Early on that is how you lose a system you spent five minutes building. Defensive planets are cheaper per point of survivability, and a system that survives a fight can always add attack later. A reasonable opening is two defensive bodies, one economy body, then the first gun.
The reason is simple: a fight you survive costs you some repairs and gives you the enemy's resources. A fight you lose costs you everything. Survivability is worth more than damage until you are large enough that most rivals are no threat.
Picking Fights
Rival systems show their size before you commit. Look at the number of planets and how large the star is. If the other side is bigger on both counts, leave and come back later. If it is smaller on both, attack. When it is mixed, it usually comes down to whether your defences can outlast their guns, which is another argument for building defence first.
After a win, the absorbed resources arrive as a lump of points. Spend them before moving on rather than carrying a large unspent balance into the next encounter. Points in the bank do nothing for you in a fight; planets do.
Do not chase rivals that are moving away. Chasing costs time you could spend collecting, and a rival that is fleeing usually meets something bigger anyway. Let the map bring targets to you.
mySolar Tips
Keep moving between fights. The point pickups respawn across the map and a system that idles falls behind rivals that are collecting. Sweep in wide circles and you will pick up more than you would by hovering in one spot.
Upgrades stack better than new planets once you have a full ring. A single upgraded planet often outperforms two basic ones and does not increase the size of the target you present to enemies.
Check the star upgrade every time you open the menu. It is easy to forget because it is not a planet, and it is frequently the best value item on the list.
Retreat is a move. If a fight is going badly, pulling back out of range stops the damage. Repair, rebuild, and come back when the odds are better. There is no shame in it and no penalty for it.
Common Mistakes
Engaging while damaged is the most common one. Planets that have taken damage do not recover instantly, so backing off after a close fight and letting things settle is usually right. Another one is ignoring the star itself; upgrades to the star affect the whole system and are worth checking every time you open the menu.
A third is spreading points too thin across many planet types. Two well-upgraded defensive planets beat four basic ones of mixed types. Decide what your system is for, build that, and add the rest later.
A Run That Usually Works
Open with collection only: no fights until you have two defensive planets and one economy planet. Then add one attack planet and look for a rival that is clearly smaller. Win, spend everything, and repeat with a slightly larger target. After three or four wins, start putting points into the star and into upgrades rather than new planets. By that point most of the map is either food or avoidable, and the run becomes a question of how big you want to get before you stop.
Reading the Map
The map is larger than one screen, and the camera follows your system. Point pickups are scattered fairly evenly, so any direction is as good as another for collecting; the reason to pick a direction is the rivals. Their sizes are visible from a distance, and a quick look around before committing to a sweep tells you where the safe collecting is and where the fights are waiting. Plan a loop that passes the small rivals and skirts the large ones, and adjust it as they grow.
Mobile Play
The game runs on phones and tablets. Steering by touch is fine, and the automatic combat means you never need to tap quickly. The one drawback is the build menu, which is dense and easier to read on a larger screen. On a phone, take a moment to zoom in on the costs before buying.
How It Relates to Solar Smash
Solar Smash gives you a planet and lets you wreck it. mySolar gives you a system and asks you to keep it alive against other systems that want the same thing. It is the strategic side of the same fascination, and the moment you absorb a rival's planets into your own ring is as satisfying in its own way as watching a moon hit the Earth.
mySolar FAQ
Is it multiplayer?
No. The rival systems are controlled by the game, which makes it a good place to practise the decision-making without pressure from real opponents.
What happens when my system is destroyed?
You restart with a bare star. Progress within a run is not saved, so treat each run as a fresh attempt.
Does it run well on phones?
Yes, though the build menu is easier to read on a tablet or desktop screen.
How many planets can I have?
The ring fills up after a handful. Once it is full, the menu shifts you toward upgrades, which is the intended direction anyway.
Is there a win condition?
Not a formal one. The goal is to grow as large as you can. Most runs end either with a bad fight or with the player deciding the system is big enough.
Mouse or touch to move and select. Spend points on new planets and upgrades. Approach a rival system to start a battle.











