Getting Started
Petit Planet Beginner Guide: Your First Week on the Planet
The first week sets the pace for everything that follows: how quickly your Luca Arbor grows, which tools you unlock, and whether you enter the Starsea with a stocked pantry or an empty one.
At a glance
- First goal
- Finish the tutorial and unlock the Luca Arbor
- First spend
- Tool upgrades before decoration
- First Neighbor
- Pick a resident whose Loves item you can farm
- Hold back
- Cosmetic furniture and bulk seeds
- Daily habit
- Water crops, check Commissions, cook before gathering
Pick a galaxy before you do anything else
The first choice you make is not a name or a look — it is the galaxy your planet sits in. In the Final Beta, the opening offered Taffeh and Hexia, and that choice changes two things that follow you for the whole run: the terrain style of your planet and the identity of the second Neighbor you meet.
The terrain difference is bigger than a color swap. Hexia's warm, plant-heavy palette suits players who want an overgrown, garden-first planet; Taffeh's drier landscape leaves more open ground for building and reads better if you plan to flatten large areas. Crops, bugs, and recipes also differ, so the two galaxies do not play the same farming game with a different skin.
Pick the one whose screenshots you prefer. The genre does not reward picking from a tier list, and the content behind each galaxy is comparable. The galaxy comparison covers the confirmed four names and what is still unknown about the rest.
Day one: what actually matters
The tutorial ends with a seed in the ground and a Luca Arbor you can level. From there, day one has three jobs: get the basic tools, plant something you can harvest tomorrow, and meet your first Neighbors. Everything else is optional.
A useful pace marker from the Final Beta: a player who spent the day on quests and planting reached Luca Arbor level 6 by the end of day one. That is a reasonable target, not a requirement. If you end the day at level 4 with crops in the ground, you are not behind.
- Finish the tutorial without skipping dialogue. It hands you the Mattock and the basic gathering loop.
- Plant the starter seeds immediately. Crops grow on the day cycle, so anything planted late costs you a day of yield.
- Water everything before you leave the plot. Skip it and the harvest slips a day.
- Walk the coastline and the tree line once. Beachcombing and fallen branches are free Dough for almost no Strength.
- Talk to every Neighbor you pass. Meeting them is the gate to later invitations, and the first conversations do not cost anything.
Days two and three: the unlocks that reshape your routine
Almost every system you will use daily arrives in the first three days. If you know what is coming, you can avoid spending Dough on things that are about to be handed to you.
| Unlock | When | What changes |
|---|---|---|
| Starsea Voyage | Day two | Five Star Anchor tickets on the first day; three per day afterward |
| Third Neighbor | Day two | A new resident appears; which one depends on your galaxy |
| Commissions level 2 | Day two | Three orders per day instead of the day-one allowance |
| Juicer | Day two | Fruit and vegetable drinks become available as Strength refills |
| Tomato and wheat seeds | Day two | Shop stock expands after the planting quest |
| Daily tasks | Day two | The repeatable task board opens |
| Oven | Day three | Baked dishes, including the cheap fish bakes that carry early food supply |
Two of these are easy to miss. The daily tasks are repeatable and sit outside the main quest line, so players who only follow the story leave Loomi on the table. The juicer also changes how you think about fruit: once you have the station, a drink is a better use of a harvest than eating the fruit raw.
How to spend your first Dough
Dough is the general-purpose currency, and the early game gives you far less of it than your build plans want. The first rule is to spend on production, not decoration.
- Seeds and ingredients first. Anything that produces a harvest or a dish pays itself back within two days.
- Tool and station upgrades second. These are permanent, and they widen what you can gather or cook.
- Cosmetics last. Furniture is the largest sink in the game and the least useful in week one.
Commissions are the main Dough source early; selling produce takes over once your plots are producing more than you can cook. Before a voyage, carry 200 to 1,000 Dough — Resource Planets have unmanned carts that sell tools and consumables, and running dry mid-route wastes the ticket. See currencies for the full source list.
Which Neighbor to befriend first
If you care about progression, the answer is Yunguo. The cultivator's Growth Level feeds the farming side of your planet, and raising it early compounds through every harvest afterward. Yunguo also hands over bamboo seeds during the first week, which is a free crop line.
If you are playing for the social side, pick the Neighbor whose Loves list you can actually supply. A cheap loved gift beats an expensive liked one, because Bond Level gains scale with preference rather than price. Check the gift guide before you spend materials.
The one thing worth doing regardless of strategy is accepting every invitation to visit. Visits build Bond Level, and the Planette beside each Neighbor's house only starts paying out once you begin upgrading it.
Strength mistakes that cost you a whole day
Strength is the resource that decides how much you get done, and new players lose most of it to three habits.
- Gathering before cooking. Cook first, gather second. A stocked pantry turns a Strength bar into a longer session; an empty one turns it into a hard stop.
- Living on raw fruit. A piece of fruit restores a small amount — 15 Strength in the Final Beta — which is not enough to fund a real gathering route. Meals are the efficient refill.
- Selling ingredients instead of dishes. A cooked dish is worth more than its parts and doubles as your refill supply. Sell the surplus, not the raw material.
The Strength page explains what is confirmed about consumption and recovery, and what the game has never documented.
Why everyone plants in 3×3 blocks
The standard early layout is a 3×3 block of a single crop, repeated as many times as you have seeds. It keeps watering and harvesting to one pass per block, and makes it obvious when a plot is missing a plant. Mixing crops inside one block gains nothing and makes the daily route longer.
Once you have the oven and a stable Dough income, the profitable early loop is beachcombing plus cooking rather than pure farming. Fish soup and steamed seafood are the two dishes most often cited as early money-makers, and recipe mastery rises by at most five points per dish per day, so spread your cooking across several recipes instead of repeating one.
Five small tricks that save real Strength
None of these are explained in-game, and together they remove a meaningful slice of the daily bar.
- Dig the holes first, then sow. Preparing empty plots and then scattering seed costs no Strength at all, which makes field work a zero-cost task rather than a Strength sink.
- Press and hold to pick up. A held pickup collects in a radius instead of one item at a time, which matters when a felled tree drops several things.
- Wait for the lobster's claw. When catching the wood-bringing lobster, pause while its claw is raised, then move — trying to catch it mid-swing is what usually fails.
- Approach the red lobster while it looks away. It has effectively no static vision; move only while its gaze is elsewhere. If it notices you, it launches you away rather than simply fleeing.
- A line that snaps on the bite is not a bug. Some fish are coded to break the line on a slow reaction. Click the instant the bite registers and the catch lands.
The last one is worth internalizing because it looks like a connection problem. It is a per-species trait, so the fix is reaction speed rather than a new rod.
Your first-week checklist
- Galaxy chosen; first Neighbor met
- Luca Arbor at level 5 or 6 by the end of day one
- At least one 3×3 plot planted and watered every day
- Commissions picked up daily once level 2 unlocks
- Juicer and oven built by day three
- First Starsea voyage taken with Dough in your pocket
- One Neighbor's Loves item identified and gifted
- Pantry stocked with meals before any long gathering run
None of this is timed content. The game does not punish a slow week, and the systems keep unlocking in the same order whether you finish them on day three or day ten.
Baseline: Final Beta 0.95 (Starsea Call). Pacing observations come from player progress logs during the September 2026 test and may shift at launch.