Planets
GRAVHOUNDS planets and solar systems guide: the demo's two solar systems and seven hostile planets, why treacherous worlds hold the best materials, and what the Early Access roadmap adds.
Introduction
Planets are the stage for every GRAVHOUNDS shift. The October demo gives players two solar systems with seven planets to visit, and official copy is explicit about the design principle behind them: treacherous planets hold the best materials, making every world choice a risk-reward read. Individual planet names have not been announced, so this page covers what the developer has confirmed — two demo solar systems, seven demo worlds, hostile-by-default worlds and the treacherous difficulty curve — plus the world archetypes players meet in the demo. As Early Access expands the galaxy, we will add confirmed world names, biomes and hazard details here. Until then, the goal is to make the demo's world logic legible before your first drop.
Demo World Reference
| World Kind | Risk | Reward |
|---|---|---|
| Demo Solar System 1 | Hostile by default; light swarm pressure | Basic materials, early jobs and onboarding loot |
| Demo Solar System 2 | Harder worlds with heavier waves | Better material spawns and tougher extracts |
| Treacherous Planets | The deadliest worlds in the demo | The best materials (official store description) |
| Hostile Worlds | Every planet is treated as hostile | Swarm pressure plus the loot that comes with clearing it |
| More Worlds (EA) | Details not yet confirmed | Roadmap promises additional worlds after launch |
Planet Cards
Demo Solar System 1
The gentler training ground of the demo, where the loop is easiest to learn.
Demo Solar System 2
Harder worlds with heavier waves and noticeably better material spawns.
Treacherous Planets
The deadly worlds that hide the best materials behind the hardest waves.
Hostile Worlds
Every named world in GRAVHOUNDS starts hostile to your pack by default.
More Worlds (EA)
The roadmap promises additional worlds after the Early Access launch.
Core Mechanics
Every planet in GRAVHOUNDS is treated as hostile territory and defended by the alien swarm. Deploying onto a world means landing, gathering materials, building a base and running the extraction clock while the swarm escalates. The demo structures that experience as two solar systems containing seven planets: the lower-risk worlds teach gathering and defense, while the more hazardous worlds change the math — the same swarm escalates faster, materials are richer and the extraction window feels much tighter. The developer's store description confirms the core trade-off: treacherous planets offer the best materials, so higher risk genuinely buys higher reward. Worlds also define your material access, so planning which planet to drop on is part of job preparation.
Advantages
Starting from the official two-system, seven-planet framing gives the Planets page a trustworthy backbone for a pre-launch wiki. Instead of inventing world names or biomes, we document the confirmed structure — two solar systems, seven demo planets, hostile by default — and explain the difficulty ladder through the developer's own risk-reward language. That makes the page genuinely useful for demo players who need to decide where to drop for beginner-safe runs versus better materials. The archetype system also scales cleanly into Early Access: when the roadmap adds named worlds, each entry simply fills a slot in the same risk-reward framework readers already know. The connection to the Resources page is a bonus — material spawn logic and volatile cargo risk are world-dependent, so players can plan extraction hauls by planet type.
Challenges
This page cannot yet do the one thing players most want: name the seven planets and rank them from easiest to hardest. Official material confirms two solar systems and seven demo worlds but publishes no names, biomes or per-planet difficulty stats, so today's best available picture is archetypal. Community discussion fills some gaps but remains small-sample and impression-based, exactly the kind of data we prefer to label rather than trust fully. Because planets and extraction rewards are tightly coupled, readers who plan material runs from this page must also cross-check the Resources & Materials guide. We promise the page will grow the moment official sources publish world names, hazard data or an actual planet list.
Frequently Asked Questions
How many planets does GRAVHOUNDS have?+
Why are treacherous planets better for materials?+
Will new planets come in Early Access?+
Quick Tips
Choose your first demo drops on the gentler worlds of Solar System 1 to learn gathering and defense before touching treacherous terrain. The swarm escalates everywhere, but the material payoff curve is far friendlier when you are still learning pipeline placement and turret lanes. Two or three stable runs build the fundamentals you need to survive the harder second system.
Cross-reference planet type with the Resources page before you commit to a haul plan. Better materials spawn on treacherous planets, but volatile cargo is risky to transport and the clock is harsher. If your extraction route or loadout cannot handle a long carry, a modest haul from a calm world beats a spectacular loss on a treacherous one.
Keep your escape route alive on every planet, especially hostile ones. Pipelines double as your extraction corridor, so a pipeline knocked out mid-shift is a direct threat to your escape. Guard the line that leads off-world, and treat 'we can still leave' as a non-negotiable condition on any drop. Repair a broken section the moment a wave breaches the outer line.
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