What is Planète Kari'a?
A free online management game, with no ads. Build your city on your island, then gradually unlock new activities: zoo, races, exploration, fights, prison, auctions, interactive stories… You progress at your own pace.
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🆕 What's new
Version 12.30.0
📅 2026-10-30 by Guigui
New:
- Home: the "Today" card lists what is waiting in your sections (free building slot, fights left, race, auction…)
- Titles: a section at 100% gives you a title, shown on your profile and in the ranking
- Laboratory: each finished research tells a step in the story of the Kari'a colony
- Market: every unit traded raises your mastery, with no daily limit
- Stories: the ending screen offers to replay the story while an ending is left to find
- Home: a short presentation of the game welcomes visitors
Changes:
- Exploration, Arena, Circuit and Auction House: progress targets are lowered, to finish them in about a month
- Auction House: 100% progress without winning every artifact, the full collection remains to complete
- Sign-up: more Materials at the start
- Mini tutorial: the last step is now to start a construction, so it can be finished on the first visit
- City: the map sits higher on the page, first on mobile, and the city name is changed below the map
- City: shorter texts, and the share of posts filled moves to the Statistics tab
Fixes:
- Stories: an ending counts as soon as it is reached, and leaving the ending screen no longer costs Kii or a daily choice
- Stories: replaying a story now lets you find its other endings, which show up and count towards progress
- Mobile: pages are no longer cut off on the right, and the top bar uses two rows with all its buttons
- Market: the confirmation message of a purchase or a sale is displayed properly
- Sign-up: you are logged in right after creating your account
- City: the Food alert takes your harvest into account and no longer appears for no reason
- Zoo: the full cost of each enclosure can be read before buying
- Arena: the number of fights left is shown at the top of the page
- Stories and Profile: the counter shows the endings found, the ones that move your progress
View the 36 previous updates ▼
Version 12.29.7
📅 2026-10-29 by Guigui
Fixes:
- Zoo: the button selling an enclosure's animals no longer shows a tooltip repeating its text
Version 12.29.6
📅 2026-10-28 by Guigui
Fixes:
- Percentages are written the same way everywhere ("42%" in English, "42 %" in French), Upgrade bonuses included
- City, Zoo and Prison: the daily meal no longer wastes the Food that is not enough to feed one more mouth
- Help: the search also finds words with accents
- Links of the site use simple addresses (for example /city)
- Badges: each description shows the exact threshold to reach
- The same message is shown everywhere when Kii are missing
Version 12.29.5
📅 2026-10-28 by Guigui
Fixes:
- Circuit and Auction hall: the "already registered" and "you are leading" messages are shown in green
- Settings: the date your referred players joined is shown in your language's format
- What's new: dates are shown in the format of the chosen language
- Companion: Kiimo's wake-up time is shown in your language's format
- Pages load updated files as soon as they change, without keeping an old cached version
Version 12.29.4
📅 2026-10-28 by Guigui
Fixes:
- Companion: while you are away, Kiimo's gauges wear down for at most the same time as the production of the other sections
- Companion: the Food cost of care actions shows the same icon as everywhere else
- Stories: the number of choices left for the day is always shown
- Arena: end-of-fight messages are fully translated
Version 12.29.3
📅 2026-10-28 by Guigui
Fixes:
- Zoo: a double click can no longer overfill an enclosure, when buying or moving an animal
- Referral: the limit of referred players per player is always respected
- Help: the answers about the City and Kii describe how buildings work today
- Zoo: Food has the same icon as everywhere else
- Percentage bonuses and reductions (upgrades, exploration routes) are rounded the same way in every section
- Prison: a served sentence is no longer announced twice when the page is open in two tabs
- Profile and Arena bestiary: dates are shown in the format of the chosen language
- Illustrations are much lighter: section pages load faster
Version 12.29.2
📅 2026-10-23 by Guigui
Improvements:
- City: when every build slot is in use, the Build and Upgrade buttons say so instead of failing after the click
- City: the places shown on a Housing include the Capacity upgrade bonus
- City: an empty city name restores the name of the tier
- Display: spacing and borders harmonised across the whole site
Version 12.29.1
📅 2026-10-23 by Guigui
Fixes:
- City: every worker now has a job, none is left out by the sharing between buildings
- City: the places of the settlers on their way are booked, their arrival no longer goes beyond the Housing capacity
- City: building levels are shown as stars on the map too
- Home: the getting-started reward can be claimed once the 3 steps are done
Version 12.29.0
📅 2026-10-23 by Guigui
Changes:
- City: an alert warns when Food only covers a few days of meals, before settlers go hungry
- City: each stat shows its effect in plain words with a gauge of the share of the maximum effect reached
- City: a building's level is shown as stars in the map panel too
- City: the Settlers card and the Help explain that at first, the city grows mostly by welcoming settlers
Version 12.28.0
📅 2026-10-23 by Guigui
Changes:
- City: a free plot offers "Choose a building", which opens the gallery of buildings to build and builds on that plot
- City: the banner shows the builds in progress instead of the levels
- City: each building's production is shown on its card; the Production card of the map is removed
- City: in the gallery, what can be done right now comes first in each tier
Version 12.27.0
📅 2026-10-23 by Guigui
Changes:
- City: every stat (Health, Happiness, Security, Environment, Education, Science) is shown from the start with its effect
- City: buildings already built give their effect without waiting for the tier of their stat
- City: tiers now only unlock new buildings
Version 12.26.1
📅 2026-10-23 by Guigui
Changes:
- City: the section, Help and getting-started texts explain how settlers are split (only workers have a job)
- City: the Production card and the Statistics tab no longer repeat information shown elsewhere
- City: population badges are also unlocked after a birth
Version 12.26.0
📅 2026-10-23 by Guigui
Changes:
- City: settlers are split into fixed shares (toddlers, pupils, workers, retirees), easier to follow
- City: every day, some settlers die (fewer with Health), eat, then children are born (more with Happiness)
- City: a complete, full city has enough workers for all its posts, so Energy and stats can reach their maximum
- City: in the Buildings tab, the buildings of other sections are shown with the other Hamlet buildings
Version 12.25.0
📅 2026-10-23 by Guigui
New:
- City: settlers eat Food every day; those the stock cannot feed starve, the oldest first
- City: an alert warns when the Food will not last until the next day
- City: the Statistics tab shows the demography (settlers by age, unemployment, Food eaten per day, next change)
- City: the Buildings tab becomes an illustrated gallery, tier by tier, with each building's state, star level and staff
- City: filters show your buildings, those you can upgrade right now and those to build
- City: two new buildings, the Solar plant and the Botanical garden; a single copy of each building, except Housing
Version 12.24.0
📅 2026-10-22 by Guigui
New:
- City: each stat acts on your city, more and more as its buildings are built and upgraded
- City: Health pushes back the age of death, Happiness brings more births, Education raises resource production
- City: Science lowers the Energy need, Security prevents harvest losses, Environment fights the pollution that removes Housing places
- City: the Statistics tab shows each stat's level and effect
Changes:
- City: a lack of Energy now only lowers resource production
- City: unemployment no longer lowers Happiness
Version 12.23.0
📅 2026-10-22 by Guigui
New:
- City: your settlers live, one day counts as one year: they are born, go to school, work, retire and then pass away
- City: every day, your workers give birth to children, within the places of your Housing
- City: the Settlers card shows toddlers, pupils, workers and retirees, and the next change
Changes:
- City: only workers work; welcomed settlers arrive of working age
- City: your city starts with 9 settlers (2 children, 5 workers, 2 retirees)
- City: your city keeps living while you are away; a notification sums up births, deaths and retirements
Version 12.22.0
📅 2026-10-22 by Guigui
New:
- City: each building can be opened or closed; a closed building employs nobody and its settlers go and work elsewhere
- City: beyond the open posts, settlers are unemployed and the city's Happiness drops
Changes:
- City: no more assigning, every settler works in the open buildings, shared at the same rate
- City: the banner shows the share of posts filled
- Home: the getting-started steps ask you to welcome your first new settlers
Version 12.21.0
📅 2026-10-22 by Guigui
New:
- City: your city grows by tiers (Hamlet, Village, Town, City) according to its population; each tier unlocks new buildings and reveals new stats
- City: 10 new buildings (Tavern, Maternity, Police station, Fire station, Recycling center, Wind farm, Library, University, Hospital, Theater)
- City: a single Farm, Mine and Market, each producing much more
Changes:
- City: a complete city has 1,000 settlers, counted one by one; existing cities are brought to this scale
- City: each building level adds job posts
- City: buildings that open a section can be built as soon as your overall progress reaches that section's threshold
- City: extra Farms, Mines and Markets are removed and their constructions refunded in Kii and Materials
Version 12.20.3
📅 2026-10-22 by Guigui
Changes:
- City: the banner shows the free settlers waiting for a post
- City: the Settlers card moves to the top of the column while settlers wait for a post
- City: each building has its own description
- City: the default city name follows the chosen language
- City: the maximum number of simultaneous constructions is always respected, even with several tabs open
Version 12.20.2
📅 2026-10-22 by Guigui
Changes:
- City: settlers assigned to a building being upgraded harvest from their assignment on
- City: a complete city always has a post for every settler, Upgrades included
- City: the city now has the scale of a real town, with settlers by the thousand (150,000 for a complete city)
- City: each building produces according to its staff, up to 100% at full staff; an empty building provides nothing
- City: welcoming and assigning settlers is done by choosing a number
- City: every building level needs Energy beyond an allowance, Power plants produce more
- City: auto-assign asks for confirmation
- City: the Statistics tab compares the Energy produced with the need of your buildings
- City: each plot has a number, shown on the map and in the Buildings tab
- City: the map column is lighter (constructions card removed, timers stay in the top bar)
- City: the Help states that an assignment is permanent and that only Energy has an effect on the game
Version 12.20.1
📅 2026-10-21 by Guigui
Changes:
- City: a Farm, Mine or Market keeps harvesting while it is being upgraded
- City: a section opens when the construction of its building ends, no longer as soon as the work starts
- City: each building shows what it is for and which section it unlocks
- City: the banner shows the total level of your buildings, which drives the progress
- City: the Help and the section description are more accurate
- City: building production is shown per hour everywhere
- City: click a plot of the map to build there or manage its building
- City: the Buildings tab shows each building with a table of its instances (one row each), a Build button and a button to assign as many settlers as possible
- City: a single Upgrade per axis, levels already bought are kept
- City: Mines produce more Materials
- City: two new badges, “Merchant city” and a more ambitious “Population wave”
- City: pollution is gone, Environment stays a city stat
- Every section: the recent events list leaves the Statistics tab, notifications stay in the bell
Version 12.20.0
📅 2026-10-20 by Guigui
New:
- Materials are used outside the City: Zoo enclosures, Prison sectors, the Circuit vehicle and Laboratory research now cost Kii and Materials
- Exploration base: a planet mission brings back Materials and Food, a space mission brings back Kii
Changes:
- Circuit: power now only depends on the vehicle and the Upgrades, the Laboratory no longer gives a bonus
- Market: a fixed buy price and a fixed sell price, shown at the top of the page
- Exploration base: the mission log shows the date, type and route
- When a resource is missing, the message says which one
Version 12.19.0
📅 2026-10-20 by Guigui
Changes:
- Stability improvements and groundwork for upcoming features
Version 12.18.33
📅 2026-10-19 by Guigui
Changes:
- Profile: the History tab now only shows your notifications and the log of your actions, without page visits or the Kii summary
Version 12.18.32
📅 2026-10-19 by Guigui
Changes:
- Each section now has a single description, the same at the top of its page, in the menu, in the Help and on the page of a section still to unlock; several inaccurate descriptions are fixed
- The welcome message shown on the first visit of a section is gone: it repeated the description right above it
Version 12.18.31
📅 2026-10-19 by Guigui
Changes:
- The site always opens over a secure connection (HTTPS), whatever address is typed
Version 12.18.30
📅 2026-10-19 by Guigui
Changes:
- Circuit: a past day's race still without results is settled on the next Circuit visit, podium prizes included
Version 12.18.29
📅 2026-10-19 by Guigui
Changes:
- Wood merges into Materials: 3 resources to track instead of 4 (Kii, Materials, Food). City construction now only costs Kii and Materials
- City: the Sawmill is gone and twice as many Mines can be built. Your Sawmills become Mines (level and inhabitants kept) and your Wood stock is added to your Materials
- Market: Materials and Food are now the tradable goods
- Prison: inmates are shown in a single list; arrivals, releases and escapes during your absence are still summed up by your notifications
- Zoo: fewer buttons. Sick animals are healed all together (same price per animal) and selling is done per animal or per enclosure
Version 12.18.28
📅 2026-10-18 by Guigui
Changes:
- Exploration base: a completed mission is credited automatically on your visit, like a Laboratory research; a notification sums up the loot brought back
Version 12.18.27
📅 2026-10-18 by Guigui
Changes:
- Arena: the reward shown at the end of a fight is translated into your language
- City: the stock in the top bar updates on every page view, like in the other sections
- Stories: the chapter step indicator adapts to the length of each story
- Help: the rules of the City, the Exploration base and the Auction hall always show the current values
- Auction hall: bids are placed in steps of +5,000 or +10,000 Kii
- Fix: the lowest bid button at the auction hall was rejected ("Invalid bid increment")
Version 12.18.25
📅 2026-10-18 by Guigui
Changes:
- Login bonus: it now only depends on your global progress (your Companion's mood no longer counts)
- Prison: every inmate produces the same; the base production is raised to make up for it
- Prison: every day, the inmates your Food stock cannot feed starve to death, the longest-held first
- Prison: production upgrades give a % bonus and capacity upgrades add more places
- Circuit: 25 wins are enough to complete the section
- Circuit: your power (vehicle, Laboratory, upgrades) is shown in detail; the driving style now only changes the share of luck
- Arena: each difficulty level has its own fee and reward, both rising with your progress; a victory always earns more than the fight cost
- Companion, Prison, Circuit and Arena: upgrades are recalibrated, every level bought counts (fewer levels, same maximum bonus)
- Stories: every story is available from the start (the number of choices per day and their cost are unchanged)
- Auction hall: the artifact of the day is drawn among those not yet offered, each one comes back once per cycle
- Balancing: every section now takes about a month of regular play to reach 100 %
- City: constructions take longer; Laboratory: research too, the last levels last a night
- Companion: naps last a few hours and the stages need twice as much affection
- Zoo: the target of animals welcomed is raised; Prison: sectors cost less late in the game
Version 12.18.24
📅 2026-10-16 by Guigui
Changes:
- City: while you are away, your resource buildings keep producing for up to a full day
- City: welcoming settlers and constructions show their end time; the countdown is in the top bar
- Zoo: progress counts the animals welcomed in total (bought or born) and no longer goes down when an animal dies or is sold
- Zoo: every day, the animals your Food stock cannot feed die of hunger, the oldest first
- Zoo: the Zoo's day (births, sickness, deaths) happens when you visit and a notification sums it up
- Zoo: upgrades are recalibrated, every level bought now counts (fewer levels, same maximum bonus)
Version 12.18.23
📅 2026-10-16 by Guigui
Changes:
- Lighter home page: it keeps the getting-started steps, the latest news and the comments; timers stay in the top bar and each section's progress in the menu
- City: the getting-started guide is removed, the home page steps replace it
- Statistics tab: figures already shown in the strip at the top of the section are no longer repeated
- After each action, the message shown at the top of the screen tells what happened; notifications are kept for what happens without you (harvests, finished builds and research, race and auction results, Prison arrivals, badges)
- Dates and costs are displayed the same way on every page
- Market: the trade quantity upgrades are removed, they had no real effect
- Laboratory and Exploration base: upgrades are recalibrated, every level bought now counts (fewer levels, same maximum bonus)
- Laboratory and Exploration base: the countdown is in the top bar, the page shows the end time and refreshes by itself when it ends
- The bar at the top of each section is now labelled "Progress": it shows the section's progress, not the global progress
Version 12.18.21
📅 2026-10-15 by Guigui
Changes:
- No more XP: your global progress is now a percentage, the average of your 11 sections. It never goes down and unlocks the next sections
- Each section advances for a single reason (wins, levels, missions, endings found…); special upgrades give bonuses but no longer move the bar
- Ranking: players are ranked by global progress, then by Kii
- Arena, Circuit and Exploration base stay playable once finished
- Zoo and Prison: income is credited when you visit their page, as in the City
- Stories: progress counts the endings found across all stories
Version 12.18.18
📅 2026-10-10 by Guigui
New:
- Karia weather: the planet's sky changes throughout the day (sun, rain, storm, fog, sandstorm, auroras, snow…), shown at the top of every page, with the temperature and a short description on hover.
Changes:
- Market: the buy and sell price upgrades are removed, they did not actually change prices; the per-trade quantity upgrades remain
- Exploration base: the "Discovery reward" upgrades are removed
- Prison: an empty Food stock no longer makes inmates more dangerous
- Prison: the Schedule is removed, it made the output and capacity upgrades useless; only upgrades count now
- Arena: medium and hard monsters are rebalanced, they can finally be defeated
- Circuit: opponents now have a fixed level, so every vehicle upgrade improves your chances
- Circuit: a podium now earns Kii, in proportion to the entry fee (amounts shown with the daily race)
- Companion: sickness now has a real effect, care actions earn half the affection while it is sick; healing it costs energy
- Companion: the share of the login bonus coming from its good mood is now shown
- Exploration base: the route becomes the mission's only choice, with its effects shown in figures; on return, the loot is collected in one click (extraction, travel events, terrain and distance are removed)
- Prison: the Rehabilitation sector is merged into Security, levels already bought are carried over; capturing inmates costs much less; personality traits and agitation messages are removed
- Circuit: the 3 driving styles are equal on average, the choice is about risk taking
- Zoo: animals cost less and now earn more than their price over their life; an animal's happiness only depends on its species and health; the "Synergy" badge is removed, only incompatibilities remain
- Arena: the score is removed, only wins and losses count
- Companion: the branch choice at stage 3 is removed, Kiimo keeps a single look
- Exploration base and Zoo: buying an upgrade no longer raises the cost of missions or healing
Version 12.18.16
📅 2026-10-02 by Guigui
New:
- New City: the former City and Resources sections make way for a single City, the first section of the game, available from the start — an island of 36 plots to build freely
- 18 buildings to build and upgrade, each with its own illustration: Housing, Farm, Sawmill, Mine, Market, Barracks, Prison, Clinic, Park, School, Laboratory, Exploration base, Zoo, Power plant, Stadium, Arena, Circuit and Auction hall
- Settlers: welcome new settlers (one at a time or as many as possible), then assign them to buildings, by hand or automatically
- Production: Farm, Sawmill, Mine and Market continuously harvest Food, Wood, Materials and Kii; the other buildings raise the city's security, health, education, science, environment, energy and happiness
- Energy and pollution: past 6 buildings, a Power plant and a Park become necessary to avoid lower production and happiness, flagged in an alerts panel
- Construction: up to 2 builds or upgrades at the same time, with the remaining time always visible
- City: special upgrades (build speed, costs, capacity), 10 badges to unlock and a "City life" log
Changes:
- Renamed sections: Trading Post becomes Market, Technologies becomes Laboratory, Race becomes Circuit, Exploration becomes Exploration base, Penal Colony becomes Prison
- Market, Laboratory, Zoo, Circuit, Exploration base, Arena, Prison and Auction now require, on top of the XP threshold, their building in the City — the message shown on a locked section states what is missing
- New accounts start with more Wood to launch their first constructions
- Staff (Staff tab) is removed from every section: workforce is now managed in the City, and only Upgrades remain to strengthen each section
- Market: only the first 10 trades of the day count toward the section progress
- Exploration base: every mission now grants a reward that grows with progress, shown before departure
- Tutorial and referral: rewards are now granted in Kii only
Improvements:
- My profile: the Kii/h income includes the City Market production, and a tab lists every unlocked badge
- Storage: resource caps are displayed, with a warning when nearing the maximum
- Home: previous updates remain available; Help: search now also covers the Presentation tab
- A welcome message introduces each section on the first visit
- Reorganized side menu: language choice under the logo, sections to unlock right after the playable ones, scrolling with the page
- More consistent cards and spacing across the whole site, especially on mobile
- City: the top banner now summarizes settlers, built buildings, upgrades and badges
- City: automatic assignment now spreads settlers evenly across buildings of the same type
Version 12.17.18
📅 2026-09-14 by Guigui
Improvements:
- Prison Colony: the "Strict discipline" and "Intensive rehabilitation" Schedule presets now grant an extra benefit on top of their main effect
🎮 What awaits you in the game
City
Build, welcome settlers and feed them: your city produces your resources and opens the other sections.
Stories
Live interactive stories: each choice costs Kii and moves the tale towards one of its endings, within the day's choice limit.
Market
Buy and resell Materials and Food at a fixed price. Stock up or sell off your surplus whenever you need to.
Laboratory
Launch research, one at a time, for Kii and Materials, to climb the Laboratory levels.
Companion
Take care of your companion every day: feed it, play with it, look after it and watch it evolve.
Zoo
Buy enclosures, welcome animals, feed them and heal them to grow your zoo.
Circuit
One race a day against other drivers: pick your style, upgrade your vehicle and aim for the podium.
Exploration base
Send missions to the planet or into space and pick your route: the planet brings back Materials and Food, space brings back Kii, and sometimes a rare item.
Arena
Fight creatures in turn-based combat: pick the difficulty, earn Kii and fill your bestiary.
Prison
Run your prison: reinforce security, expand the workshops and watch out for escape risks.
Auction hall
Win historical Karia artifacts by bidding against other collectors.