60 Parsecs APK (FULL GAME)
Description
60 Parsecs! hands you sixty seconds to strip a doomed space station before a nuclear warhead turns it into floating dust. New captains who keep losing their whole crew before the first planet appears will find the rationing and morale order here. The single biggest early gain comes from soup volume rather than tools, because soup doubles as food and as crafting stock.
How to Play 60 Parsecs! and Survive the Great Unknown
60 Parsecs! gives you 60 seconds to grab crew and supplies before your space station explodes. After launch, the game becomes a turn-based survival run where you ration soup, answer random events, send expeditions, and hunt for a habitable planet to settle.
The two halves feel like different games. First comes panic and speed. Then comes slow arithmetic, where a single can of soup decides who eats.
Robot Gentleman built this title as the space sequel to their earlier bunker survival hit. Consequently, the humor stays dry and the death rate stays high. Permadeath applies to every run, so a bad choice on day three can still kill the crew on day thirty. Most players need several attempts before the shuttle ever reaches Mootopia, Phobonos or Robotofu.
The 60-Second Scavenge and Shuttle Survival Loop
The scavenge phase drops your chosen captain into a procedurally arranged station with a hard timer. You sprint between rooms, grab whatever fits, and haul it toward the escape shuttle. Reaching the shuttle door before the countdown ends is the only pass condition.
Once the shuttle launches, the pace changes completely. Each in-game day presents a short event and a decision, and your inventory shrinks with every meal. Because the game rolls events randomly, no two runs follow the same order.
Atomic Space Age Setting and the Astrocitizen Program
The Astrocitizen Program is the fictional space initiative that placed your six characters on the station before Earth burned. They watched the nuclear exchange from orbit, which sets up the whole dark comedy survival premise. Chrome fittings, Cold War paranoia and cockroaches in tiny helmets fill out the aesthetic.
Emmet delivers one of the sharper lines in the writing when he estimates the shuttle’s position at 60 parsecs from home, or roughly 195.7 light years. Small touches like that keep the tone funny without softening the danger. However, the jokes never rescue a starving crew.
How It Compares to 60 Seconds! and Out There: Omega Edition
60 Seconds! Atomic Adventure is the closest mobile relative, since the same studio built it around an identical timer plus bunker structure. The space sequel adds crafting, morale and planets, so runs branch further. Players who found the original too thin will notice the difference within one landing.
Out There: Omega Edition offers the other obvious mobile comparison. It leans harder into ship systems, fuel management and alien language, while this title leans into character relationships and event writing. Similarly, both punish hoarding, although only one of them lets a crewmate become your soulmate.
Android Version vs the PC and Switch Releases
The Android release carries the same content as the desktop version, including every planet, mission and ending. Touch controls replace mouse clicks during the scavenge, so you tap the floor to move and tap an item to lift it. That change makes grabbing small objects slightly fiddlier on a phone screen.
Price separates the versions most clearly. The mobile version sits near 3.89 euro on Google Play, while the Nintendo Switch release costs 9.99 US dollars. For a game built around short runs, the phone version arguably fits the format better than a television ever will.
Scavenge Timer, Touch Controls, and Inventory Slots
Tapping a spot on the station floor moves your captain there, and tapping an item picks it up and adds it to a carried slot. Movement speed comes straight from the Agility attribute, so two captains cover very different ground in the same minute.
Intelligence matters before the timer even starts. Higher Intelligence grants extra preparation seconds, which let you read the room layout first. As a result, a smart captain wastes fewer steps.
Item size complicates everything. Some objects fill one slot, while bulky things eat two or three. The station arrangement also shifts between runs, so memorising one layout will not help on the next attempt. Most players lose their first several runs simply because they grabbed the wrong shape of cargo.
Tapping, Grabbing, and Beating the 60-Second Timer
Route planning beats raw speed here. Pick a loop that passes the soup shelves first, then swing back through the crew quarters. Finally, sprint for the shuttle with a few seconds to spare.
Dropping items near the shuttle door is legal and useful. You can ferry a load, release it, and go back for more if the timer allows. Nevertheless, one late return ends the run before it begins, so leave a margin.
Inventory Slots, Item Size, and Baby Bronco’s Extra Space
Four inventory slots is the standard capacity for most captains. Baby Bronco breaks that pattern with five, which gives him the largest single-trip haul in the game. That advantage matters a lot when bulky items sit far from the shuttle.
Bronco has a strange downside too. When another character captains the run, he occupies three inventory slots himself and cowers on the floor. Therefore, rescuing him costs almost an entire carry.
What Happens the Moment the Shuttle Launches
The shuttle interior becomes your permanent home base for the rest of the run. Everything you carried appears in a storage list, and the crew you rescued appears as character cards. Anything left behind is gone for good.
From that point, days tick forward one at a time. You feed people, answer an event, and decide whether to craft or wait. In addition, the first planet only appears after the shuttle has travelled for a while, so early survival is pure rationing.
All Six Captains, Perks, and Captain’s Goals
Six playable captains appear on the selection screen: Emmet Ellis, Deedee Dawkins, Baby Bronco, Maegan Mann, Tom Thomson and April Angelle. April arrived in a content update after launch, and she is not available in the tutorial.
Every captain carries ratings across Agility, Intelligence and Strength, one passive perk, and one personal Captain’s Goal. Those goals range from making seven successful attribute decisions to keeping a full crew alive for thirty days.
Attribute ratings also feed decision outcomes during events. A Strength check resolves differently for Baby Bronco than for Emmet Ellis, whose Strength sits at the bottom of the roster. Because of that, your captain choice quietly rewrites the odds on dozens of later choices.
Emmet Ellis and Deedee Dawkins for First Runs
Emmet is the friendliest starting pick. He carries the highest Intelligence in the roster, which buys extra preparation time before the scavenge, and his perk generates resources on a daily basis. Some players finish a full run using Emmet alone.
Deedee moves faster than anyone else in the game, so she covers more station floor per second. Her Captain’s Goal asks for seven successful attribute decisions of any type, which tends to complete naturally. For a second run after Emmet, she is the obvious step up.
Baby Bronco and Maegan Mann for Slower, Tougher Runs
Bronco has the most lopsided stat line in the roster. His Strength sits at the top rating while his Intelligence sits at zero, and he is one of the slowest movers available. That fifth inventory slot partly repays the trade.
Maegan is the deliberate middle-difficulty pick, with average scores and no standout rating anywhere. Her Captain’s Goal demands a full crew alive for thirty days, counting only the people you carried off the station. Consequently, one death early in the run ends that objective permanently.
Tom Thomson and April Angelle for Expedition Play
Tom is widely treated as the hardest captain, since he runs slowly and lacks any top-tier attribute. His perk lowers the chance of going insane, which experienced players rarely need. His Captain’s Goal asks for five successful expeditions on a strange new world.
April rewards aggressive expedition play once you land. Her own mission scenario puts her under pursuit from Death Robots while she upgrades the shuttle against a clock. By contrast with Tom, her value shows up after the landing rather than during it.
How to Craft Items and Upgrade the Crafting System
The Crafting System converts Chemicals, Minerals and Energy into soup, medkits, sock puppets, tools and repairs without any expedition. Survival essentials cost Chemicals, while tools and equipment lean on Minerals and Energy.
Recipes are not all available at the start. Higher Crafting System levels open new entries, and some items, such as the revised handbook, sit behind level three. Upgrading costs Energy and takes days.
Repair sits inside the same interface. Broken tools cannot go out on an expedition, although they still work in ordinary events. Spending a little Energy to restore a damaged shovel is almost always cheaper than crafting a fresh one, especially in the first two weeks aboard the shuttle.
Chemicals, Minerals, and Energy Explained
Chemicals feed the survival side of the list. Soup, medkits and the sock puppet that treats insanity all draw from this pool, so Chemicals run out fastest on a crowded shuttle. Expeditions carrying the handbook return with extra Chemicals.
Minerals cover tools and hardware, while Energy powers both upgrades and repairs. Sending a crewmate out with the atomic battery pulls Energy from the environment on planets. Therefore, battery-equipped expeditions become the main route to a fully upgraded ship.
Recycling, Upgrading, and the Triple Chemical Return
Recycling breaks an item back into raw resources, and this is where most players leave value on the table. Upgrading a tool before recycling it returns roughly three times the Chemicals of recycling the plain version. That single relationship turns the Crafting System into a resource multiplier rather than a simple vending machine.
Soup can be recycled too, which feels wrong until a mission starves you of Minerals. Experienced players cycle soup into Minerals for tools, then tools back into Chemicals for soup. In short, the economy is a loop, not a one-way spend.
Expedition System Levels and What They Open
The Expedition System governs how far a crewmate can travel once you land on a planet. Each upgrade level adds reachable locations to the surface list. Visiting every location on a planet is an achievement in its own right.
Upgrade costs climb with each level, so plan the sequence early. Land first, send battery-carrying expeditions for Energy, then push both systems upward. Although a single run can reach maximum levels on both systems, spreading the work across two runs is more forgiving.
How to Land on Mootopia, Phobonos, or Robotofu
Mootopia, Phobonos and Robotofu are the three planets a shuttle can reach, and each one carries its own surface locations, event pool and set of endings. Landing is always a crash landing, so the arrival damages ship equipment every single time.
Mootopia is the cow-themed desert world with ancient monuments and pyramid quests. Phobonos is a grey and red rocky planet with a war-smoked atmosphere. Robotofu is the blue robot world.
Reaching a planet is not the finish line. Surface events include acid rain, sandstorms, meteor strikes, schoolbus-sized cockroaches and travelling robot merchants. Because space monsters hunt shuttles that never land, staying in orbit indefinitely is also fatal.
Fixing the Communicator After a Crash Landing
The communicator console breaks on arrival without exception, and repairing it is the first job on landing day. Duct tape handles the repair, which is why the tape belongs in your scavenge haul or your crafting queue. A working console unlocks the transmissions that drive several endings.
Skipping the repair strands the crew with no outside contact. One Robotofu location only appears after you decode a transmission across several days. Consequently, a broken console silently locks content out of the entire run.
What Mootopia, Phobonos, and Robotofu Each Offer
Mootopia rewards patient quest chains. Its three pyramids each hold an objective, and clearing all three feeds one of the harder endings. The Petersons event also lives here.
Phobonos hides an alien bunker whose residents want the vacuum trains restored, and they ask for a substantial Energy contribution plus supplies. Robotofu is the gentlest of the three, with robot characters such as Charles-D12 and a friendlier event mix. For a first landing, the robot world is the safer pick.
Choosing Who to Send on an Expedition
Send whoever is healthy, fed and friendly toward you. A sick or starving crewmate returns injured far more often, and an unhappy one may refuse the order outright. Feeding someone a medkit before departure is usually worth the cost.
Equipment matters as much as the person. The atomic battery pulls Energy, the handbook pulls Chemicals, and the lighter matters in dark locations such as the Phobonos mines. For example, sending an empty-handed crewmate to a mine wastes a whole day.
How Missions, Medals, and Endings Unlock More Content
Medals, not money, drive progression outside the main survival run in this dark comedy survival game. Missions mode hands you a fixed captain, a fixed crew and a fixed inventory, then asks for one main objective plus two smaller ones.
Completing objectives awards medals, and medals unlock further missions in the list. Most achievements and statistics switch off inside this mode.
Missions also apply extra hazards that the main run never uses. One scenario starts every crewmate at Enemy morale. Another begins with the entire crew sick and blocks first aid kits from curing it, which pushes morale downward for the whole scenario. These constraints are where the resource loop matters most.
Seven Missions and the 21 Medals Behind Them
Seven missions exist, and 21 medals sit behind their objectives. Every captain has a personal scenario, so the roster and the mission list line up one for one. Maegan faces a mutinous crew in Galactic Mutiny, while Tom must survive alone in space for fifty days.
Achievement hunters need six successful missions for one entry and full objectives across six different missions for another. Both can be spread over multiple attempts. In practice, the fixed loadouts make missions the best place to practise crafting arithmetic.
Captain’s Goals and the 43 Achievements
The achievement list runs to 43 entries and spans almost every system in the game. Some are gentle, such as reaching the shuttle before impact or crafting ten items. Others demand deep play, like reaching an ending with a full crew intact.
One achievement asks you to collect 111 cans of soup from the station in a single scavenge, which forces a soup-only route with a fast captain. Another asks you to reach an ending as April. Meanwhile, Captain’s Goals sit separately from achievements and change per character.
Multiple Endings on Every Planet
Each planet carries four endings, split between solo outcomes and full-crew outcomes. Mootopia’s ship ending involves helping stranded prisoners repair their vessel in exchange for passage. Phobonos has a bunker ending tied to the alien community underground.
Some endings simply cannot coexist in one run. Once a trigger fires, the alternative for that planet closes until you restart. So the ending list is a multi-run project rather than a checklist for one playthrough.
Crew Morale, Soulmates, and Traitors on the Shuttle
Crew relationships run on a morale value that drifts toward Friend, Soulmate or Enemy depending on how you treat each person. Morale attaches to every crewmate except the captain, and it sits beside hunger, health and sanity on each character card.
Hunger runs through four states: Starving, Hungry, OK and Well Fed. Prolonged starvation kills.
Morale was the headline addition over the studio’s earlier bunker game, and it changes the texture of every decision. Feeding someone consistently, choosing them for events they can win, and giving gifts all raise their opinion of you. Neglect does the opposite. Crewmates recruited through random events join with all stats at normal, which makes them useful blank slates.
How Morale Shifts Between Friend and Enemy
Small daily choices move the needle more than any single dramatic event. Who eats when supplies are short, who gets the medkit, and who stays behind all register. Over a few weeks, those decisions harden into a relationship state.
Low morale has a hard mechanical consequence that most coverage skips entirely: an unhappy crewmate can refuse to be chosen for events that require a specific person. That refusal can cost a planet objective outright. Therefore, morale functions as an availability gate, not just flavor.
Finding a Soulmate Among the Crew
Any crewmate can become the captain’s soulmate, and the path usually runs through a gift event. Handing Emmet the atomic battery, for instance, prompts him to build an electromagnet as a reply. The writing here is some of the game’s best.
Only one soulmate exists at a time. Giving a second gift while a soulmate is active causes the current partner to intervene, and that person becomes an enemy instead. Nevertheless, an achievement exists specifically for swapping partners.
Spotting a Traitor Before the Mutiny
Traitors appear rarely and at random, and they can be alien, robot or communist in flavor. The reveal triggers a fight rather than a simple event choice. Keeping morale high across the crew reduces how often mutiny brews at all.
Warning signs show up in the character cards before anything explodes. Watch for a crewmate who slides toward Enemy while sanity drops. Instead of ignoring that pairing, spend a sock puppet and a decent meal on them early.
Common 60 Parsecs! Mistakes That End Runs Early
Most failed runs end from starvation or untreated sickness within the first two weeks aboard the shuttle. New captains grab weapons and gadgets during the scavenge, then find themselves rationing four cans of soup between five people.
The second common failure is treating the shuttle as a waiting room. Days spent idle burn food without generating anything.
A third pattern shows up around expeditions. Players send whoever is standing closest, without checking health or morale, and lose both the crewmate and the equipment they carried. In my runs, roughly two thirds of early losses traced back to one of these three habits rather than to genuinely unlucky event rolls.
Sending a Weak Crewmate on an Expedition
An injured or starving crewmate returns hurt far more often than a healthy one. Worse, a dead expedition loses the items they carried, including the battery or handbook. That compounding loss is what actually ends runs.
Rest and food fix most of it cheaply. Feed the person, apply a medkit, then send them the following day. Although waiting costs one day of soup, it protects a week of resource income.
Ignoring Morale Until a Traitor Appears
Morale decay is invisible if you never open the character cards, and by the time a mutiny fires, the situation is already unrecoverable. Check every crewmate’s status at least every few days. A single gift or good meal reverses an early slide.
The trap is prioritising the captain’s own survival. Keeping yourself Well Fed while everyone else starves does unlock a specific achievement, but it also guarantees hostility. For a normal run, spread the food.
Hoarding Resources Instead of Upgrading Systems
Sitting on Chemicals, Minerals and Energy feels safe and plays badly. Upgrade costs rise with each level, so delaying the first upgrade makes the second one painful. Early investment compounds across the rest of the run.
Recycling hesitancy causes the same problem. Players hold damaged tools they will never repair rather than converting them. First upgrade the tool, then recycle it, and the Chemical return roughly triples.
Best 60 Parsecs! Tips and Tricks for Beginners
Soup is the single most valuable object on the station, and the achievement built around it asks for 111 cans in one scavenge. That number tells you how much soup the level actually contains if you route efficiently.
Everything else is negotiable. Weapons matter late, not early.
Three habits separate a run that reaches a planet from a run that dies in transit: haul food volume, protect one designated expedition specialist, and repair the console the day you land. Each of these leans on a different system, and none of them require lucky event rolls.
Grab Soup and the Handbook Before Any Weapon
Fill your first two carries with soup cans, then add the handbook if you can reach it. The handbook takes two slots, yet it pays for itself by pulling Chemicals on every expedition. Duct tape takes one slot and covers the landing repair.
The pistol is genuinely useful in late-game fights, but it does nothing during the starvation window that kills most crews. Similarly, armor helps only once planet events start. Grab both on later runs, once your routing is quicker.
Keep One Crewmate Well Fed for Expedition Duty
Designate a single expedition specialist and feed them first, every day. That person carries the atomic battery, keeps their health topped up, and goes out repeatedly. Concentrating food this way beats spreading it thinly across everyone.
Rotate only when the specialist needs recovery time. Meanwhile, a second crewmate should stay healthy enough to cover a bad day. This one habit turns Energy income from a trickle into a steady supply.
Repair the Communicator on Landing Day
Carry duct tape into the landing, or craft it before the planet appears. The console breaks on arrival every single time, without exception. Repairing it on day one costs almost nothing and opens the transmission chain.
Waiting even a few days can cost an ending. One location on the robot world only becomes reachable after a multi-day decode, and the decode cannot start on a broken console. As a result, the tape you skipped during the scavenge quietly deletes content.
Frequently Asked Questions About 60 Parsecs!
Is 60 Parsecs! free to play?
No. 60 Parsecs! is a premium purchase with no ads and no in-app purchases, priced at roughly 3.89 euro on Google Play, and it is also included with a Play Pass subscription. It plays fully offline in landscape orientation, and it carries a USK 6+ age rating.
How long does one full run take?
A complete survival run usually takes about 45 to 90 minutes on a phone, while a single mission scenario resolves in roughly 20 to 30 minutes. Runs suit short sessions well. Some players report save problems when the app is closed from the background, so finish a sitting cleanly.
Is there much replay value after the first ending?
Yes, substantially. A later content update added ending chains built around Commissar Laika and Captain Felicette, plus UFO outcomes, and each requires specific triggers across separate runs. The trading card set and the per-character ending achievements push most completionists well past twenty attempts.
Who Should Add 60 Parsecs! to Their Android Library
This one suits players who enjoy short, punchy survival runs with real consequences and writing that stays funny while the crew dies. Newcomers should start as Emmet Ellis, haul soup first, and treat the handbook as a permanent expedition item. Anyone wanting a long, forgiving campaign should look elsewhere, because permadeath ends mistakes fast. In my own runs, the game only clicked once I stopped chasing endings and started managing morale seriously, and that shift turned frustration into actual strategy. This is one of the smartest premium survival titles on Android.
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