Strategy

Project Tomorrow

Solo-developed base-building survival from Advance Nine. Terraform a poisoned Earth after an alien invasion, defend your colony, and hop regions where upgrades get cheaper.

StrategyBase BuildingSurvivalTower Defense
Project Tomorrow gameplay showing a base with terraforming machines
Developer
Advance Nine
Platforms
Windows
Price
$6.99 USD (Early Access launch discount to $5.94)
Release date
November 9, 2026
Players
Single-player
Game type
Strategy, Base Building, Survival, Tower Defense
Publisher
Advance Nine
Updated
November 12, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
November 12, 2026

Update history

  1. Initial game page published with a deep dive guide three days after the November 9 Early Access launch.

Official game

Play Project Tomorrow

This game is hosted by Steam. Continue to the official page to play or download it.

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Overview

Project Tomorrow entered Steam Early Access on November 9, 2026 from Advance Nine, a one-person studio whose devlog video "How To Make A Big Game (Alone)" pulled close to 900,000 views on YouTube. The game's demo drew 21,000 wishlists by September, and the $6.99 launch price makes it one of the cheapest serious base-building survivals on the platform right now.

The premise: Earth, ten thousand years after an alien invasion poisoned it. You wake from stasis with a fragile foothold and one goal: make the planet habitable again. Gather, build, terraform, defend. Every terraforming machine you deploy makes the planet greener and angrier, because restoration attracts escalating alien attack waves.

FactDetail
Developer / PublisherAdvance Nine (solo developer)
GenreBase-building survival, terraforming, tower defense
PlatformWindows
Early Access dateNovember 9, 2026
Price$6.99, 15% launch discount ($5.94)
PlayersSingle-player
Achievements10
ExtrasFull controller support, Steam Cloud, adjustable difficulty

Who it is for: Factorio and They Are Billions players who want both systems in one box, fans of solo-dev projects, and anyone who wants a deep strategy loop for less than $7.

Who it is not for: players who need hand-holding tutorials or polished UI; Early Access shows its edges.

The Core Loop, Precisely

Everything in the game serves one five-stage loop:

  1. Explore and gather. Search the wasteland around your base for minerals, scrap metal, organic material, and abandoned supply caches holding food, clean water, and seeds.
  2. Build infrastructure. Production buildings, storage, generators, defenses, research stations.
  3. Automate. Collection drones harvest basic resources so your units stop hand-carrying scrap.
  4. Terraform and defend. Deploy restoration machinery; alien waves arrive to destroy exactly those machines.
  5. Expand. Hit the region's population target, power up the Teleport Relay, move to the next biome.

The trap beginners fall into is treating these as separate. They are one system. A factory you cannot power is wasted infrastructure, and a terraformer you cannot defend is a countdown to losing the run.

Getting Started: Water, Food, Power

The planet's water is contaminated, natural food is gone, and everything runs on electricity. Three survival pillars come before any optional expansion:

  • Water purification is the first major build. Contaminated sources cannot be drunk raw; purification infrastructure gates everything else, including population growth.
  • Greenhouses turn seeds found in supply caches into a dependable food supply, ending your dependence on exploration luck. Irrigation keeps them producing.
  • A protected power grid. Keep generators inside your perimeter, keep spare capacity, and never add a building without checking whether the grid supports it. The community guides all say the same thing: a defense grid that browns out during a wave is how colonies die.

Organize Your Colony Into Districts

Freeform bases turn into logistics nightmares once drones start shuttling materials across the whole map. The layout that works:

DistrictPurposeKey structures
IndustrialManufacturingProduction, assembly
EnergyPowerGenerators, distribution
AgriculturalFoodGreenhouses, irrigation
LogisticsDistributionStorage, Resource Uplinks
Defensive perimeterProtectionWalls, turrets
ResearchProgressionEngineer Outposts

Functional districts cut drone travel time and make every future expansion obvious: a new building has a place to go.

Drones: Your First Real Automation

Manual gathering works for the first hour and falls apart after. Collection Drones automate scrap, mineral, and organic harvesting. Two upgrades matter and both are worth prioritizing over most early production tech:

  • Movement speed: faster collection cycles, less dead travel time.
  • Cargo capacity: more per trip.

Leaving drones at stock capability is one of the documented beginner mistakes; the whole mid-game economy assumes upgraded logistics.

The Region System Is the Real Strategy Layer

This is where Project Tomorrow separates itself from other survival builders, and where most players waste hours.

Equipment carries over between regions. Your weapons, protective gear, and tools stay with you when you move on. There is no biome-entry gear reset.

Later regions sell upgrades dramatically cheaper. Community data from the demo recorded Region 1 vs Region 2 requirements:

UpgradeResourceRegion 1 costRegion 2 cost
Pistol 2Water51.8k200
Pick Axe 2Heat52.1k100
Shield Unit 1Oxygen71.2k10k
Backpack 2Heat150k150k

Pistol 2 drops by a factor of 250. Backpack 2 does not drop at all. The discounts are per-item and unpredictable, so before farming anything optional, check what it costs in the next region.

Fewer waves means a higher region score. Every extra wave you survive to grind materials dents your final regional rating. The intended rhythm is: reach the population target, power the Teleport Relay, leave.

The decision table:

SituationMove
Relay not poweredFocus on population and settlement objectives
Defenses failingFarm only what fixes the defense hole
Relay active, defenses stableLeave now
Need one specific weapon for your buildFarm it, accept the score hit
Chasing max region scoreAvoid all optional waves

Terraforming Timing: The Central Risk Decision

Terraforming machines restore the environment, which is the entire point of the game, and each step of restoration raises alien aggression. The documented pattern: activating terraforming too early, before your defense perimeter is real, is the single most common run-ending mistake.

The working order:

  1. Water and food secured.
  2. Power grid stable with spare capacity.
  3. Defensive perimeter holding against current waves without panic repairs.
  4. First terraforming projects online, defenses upgraded to match the new aggression level.
  5. Only then: push restoration intensity.

Balance expansion against defense at every stage. A colony that terraforms aggressively with paper defenses loses machines faster than it builds them.

Tips: Common Beginner Mistakes

  1. Activating terraforming too early. Establish defenses first; restoration is a provocation.
  2. Ignoring power consumption. Every factory and machine adds load. Check the grid before, not after.
  3. Neglecting agriculture. Exploration caches run out; greenhouses do not.
  4. Freeform building without logistics planning. Scattered storage turns drones into couriers.
  5. Relying on basic turrets forever. Early defensive gear falls off against armored waves.
  6. Expanding into unsuitable biomes. Check regional requirements before committing materials.
  7. Growing population faster than housing, food, and water. Citizens cost more than they earn at first.
  8. Skipping drone upgrades. Stock drones strangle the mid-game economy.

What's In and What's Next

Early Access launched with the core loop: base building, defense waves, drone automation, terraforming, region progression, 10 achievements, adjustable difficulty, and full controller support. The developer's "big game alone" roadmap has consistently emphasized terraforming depth and additional regions as the EA horizon. The game changes between patches, and the fan-run projecttomorrow.online explicitly warns that exact costs and stats shift between the demo and the release build, so treat hard numbers in older guides as historical.

FAQ

When did Project Tomorrow release? November 9, 2026 in Steam Early Access for Windows.

How much does it cost? $6.99 with a 15% launch discount ($5.94). It is the cheapest entry point in the base-building survival genre right now.

Is there multiplayer? No. It is a single-player game.

Who made it? Advance Nine, a one-person studio. The developer documented the whole process in YouTube devlogs, including the 859k-view "How To Make A Big Game (Alone)".

Should I fully upgrade before leaving a region? No. Equipment carries over, later regions price upgrades far cheaper (Pistol 2: 51.8k Water to 200), and extra waves lower your region score. Leave when the relay powers on and defenses hold.

Is it like Factorio or They Are Billions? It mixes both: factory-style production chains and automation, plus timed defense waves against escalating alien assaults, with terraforming as the connective goal.

Quick Reference Card

PriorityAction
Hour 1Explore for caches, secure water purification
Hour 2Greenhouses, protected power grid, drone basics
Early wavesPerimeter walls + turrets before any terraformer
Mid-gameDrone speed + cargo upgrades, research district
Region exitPopulation target met, relay powered, leave
NeverFarm optional upgrades after the relay is live

Screenshots

A base surrounded by terraforming machineryDefensive turrets holding off an alien assault waveGreenhouses and agriculture inside the colonyCollection drones gathering resources in the wastelandThe region map showing the next biome beyond the Teleport Relay