Core Systems
Petit Planet Strength System: How Energy Works and How to Refill It
Strength is the action budget for every gathering trip. Knowing what drains it and what refills it is the difference between a productive afternoon and a walk home with an empty bag.
At a glance
- Used for
- Gathering, fishing, bug catching, tool actions
- Refilled by
- Cooked dishes and resting
- Cap
- Not published
- Separate from
- Star Anchors, the daily Starsea travel allowance
- Plan around
- Cooking before you leave the house
What Strength is
Strength is the action budget for anything that involves physically working the planet: swinging a tool, casting a line, catching a bug, planting, watering. It is not a cooldown and it is not tied to the clock. Every action has a fixed cost, the bar drains as you work, and the only way back is food.
Because the cost is per action rather than per session, the interesting decisions happen before you leave the house. Whether you can clear a grove, hit the coast, and still have enough left to water the crops is arithmetic, not reflexes.
What spends Strength
These are the costs recorded in the Final Beta. They are small numbers, which makes the difference between a 1-cost and a 5-cost action much bigger over a full bar than it looks.
| Action | Strength |
|---|---|
| Chop a tree (one swing) | 1 |
| Mine a rock (one swing) | 1 |
| Plant a crop | 1 |
| Water a crop | 2 |
| Cast a fishing line | 2 |
| Catch a bug | 2 |
| Plant a tree | 5 |
| Dig up a tree or plant | 5 |
A tree takes three swings, so felling one comes to 3 Strength plus the walk. A tree that still has fruit on it has not been chopped yet, which is the fastest way to tell at a glance whether you have already worked a node.
Watering is the quiet drain. Nine crops watered every morning is 18 Strength before you have gathered anything, which is why a large plot and a long gathering trip do not fit in the same session without a meal in between.
The 1-Strength edge case
Strength behaves oddly at the bottom of the bar, and the rule matters enough to state plainly: at 1 Strength you can still begin an action that costs 2 or more. At 0 Strength you cannot act at all, even with an action that costs nothing.
So the last point of Strength is worth more than the number suggests — it buys you one more cast or one more bug — but the moment the bar reads zero the session is over. Plan to stop with a point in hand rather than draining to empty somewhere far from your plot.
How to refill it
Cooked dishes are the efficient refill. Fruit works, but a single piece restores only 15 Strength in the Final Beta, which is roughly seven chops or three casts and change. Eating fruit as your main source means carrying a bag of it and still running short.
Two quality-of-life details make refilling painless. Fruit can be placed in the portable pouch from the start of the game, before the tutorial even finishes. And when the bar hits zero, the refill button appears directly on screen — you do not need to open the inventory and find the item.
What is not documented: the Strength cap, the regeneration rate if any, and whether sleeping restores the bar. None of these have been published, so this page does not state a number for them. If a launch build adds passive regeneration, the whole route-planning calculus changes.
Which refills are worth carrying
Refill value scales with what you cook rather than with the ingredient. Cheap multi-ingredient dishes beat single-ingredient ones, and the juicer adds a whole category of drinks that use fruit you would otherwise eat raw.
Recipe mastery complicates the math: a dish's mastery rises by at most five points per day, so cooking the same recipe repeatedly hits a ceiling quickly. Spread cooking across several recipes if you want better output from the same ingredients. The recipe list groups dishes by station and by what they restore.
For a gathering day, the practical kit is a stack of cooked dishes in the pouch, a small stack of fruit as backup, and enough empty bag space that you are not forced to abandon a haul.
Planning a route around the bar
- Water first, gather second. Watering is a fixed 2 per crop and it protects the harvest. Doing it last means doing it tired, or not at all.
- Cook before you leave. A full pantry is what lets a route continue past the first bar.
- Group your wild trees. Digging wild trees up and replanting them in one area turns a scattered 3-swing tax into a single loop. Digging costs 5 per tree, so do it once and then farm the grove forever.
- Take the cheap nodes first. Shellfish, fallen branches, and loose pickups usually cost nothing; sweep them while the bar is full rather than after a long walk.
- Save fishing and bugs for last. At 2 per attempt they are the most expensive per action and the most dependent on timing, so they belong at the end of a route when you know how much bar is left.
- Voyage with a meal, not on an empty bar. Star Anchor tickets are limited per day and a trip that ends early wastes the ticket. See Starsea Voyage.
Common ways players waste it
- Chopping trees that have already been harvested. Look for fruit on the branches before you swing.
- Re-watering by habit. Watered crops do not need a second pass; check before spending 2 per tile.
- Digging up every plant you see. At 5 per tree, a decorative dig can cost more than a full fishing session.
- Gathering with an empty pantry. The bar is not the limit — the food you brought is.
None of this requires optimization to enjoy. The system is forgiving as long as you keep a meal in the bag, and the cost table above is mostly useful for deciding whether one more tree is worth the walk back.
Baseline: Final Beta 0.95 (Starsea Call). Action costs are from player measurements during the Final Beta; cap and regeneration are unpublished and intentionally left blank.