Solar Smash MOD APK (Unlocked Everything)

2.7.2
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Updated
Sep 17, 2026
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192 MB
Version
2.7.2
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7.0
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Description

Solar Smash builds every world out of individual voxels, so one laser pass carves real geometry out of the crust instead of playing a canned animation. This post is written for new players and for returning ones who want more than random tapping. It covers the weapon categories, every secret planet unlock method, the achievement and XP system, and the mistakes that quietly block progress.

How to Play Solar Smash: Planet Smash Basics

Planet Smash is the primary mode, and it puts one voxel planet on screen with a full weapon panel beside it. Players tap a weapon, then tap the planet, and every strike removes real geometry that stays gone until the reset button runs.

There are no lives, no timers and no fail state. Instead, the sandbox simulation hands over the arsenal and steps back. Paradyme Games released the title in January 2020, and it has since passed 100 million downloads on Google Play with a 4.5 star average.

The target list runs far beyond Earth. Mars, Europa, Ganymede, Ceres and Machine World all sit in the planet menu, and each one reacts differently to the same weapon. Some worlds carry force fields, so raw firepower alone will not finish the job.

How Voxel Planets Break Apart Layer by Layer

Every planet in this destruction simulator is built from stacked voxels rather than a hollow shell. Therefore a nuclear strike does not simply blacken a texture. It digs a physical pit, exposes the mantle beneath, and leaves molten edges glowing around the rim.

Deeper hits reach the core, and that changes everything. Once a quarter of the mass is gone, gravity finishes the work on its own. The remaining chunks collapse inward, and the world crumbles without another shot fired. Patience often does more damage than firepower here.

The Space Sandbox Premise and the Population Counter

No story frames the action, and no character speaks. A counter at the bottom of the screen tracks simulated population instead, ticking down as strikes land on populated regions. That single number gives an otherwise open ended sandbox a sense of consequence.

Watching the counter also teaches weapon behaviour quickly. For example, a surface skimming laser burn wipes huge population totals while barely denting the crust. By contrast, a drill missile punches deep with a smaller population hit. Both readings help players pick the right tool later.

How It Compares to WorldBox and Melon Sandbox

WorldBox on Android gives players a flat map, civilisations that grow over time, and disasters to drop on them. This title works at planetary scale instead, with no simulated society to nurture first. Consequently sessions here run shorter and start faster.

Melon Sandbox sits at the opposite end of the scale, focusing on ragdolls and small scale physics toys. Both apps share the same appeal, which is experimentation without objectives. However, only one of them lets players pull a planet out of orbit and drop it into a star.

Android Version vs the Windows PC Version

Google Play lists this sim as available on Android and on Windows through Google Play Games. The Windows build runs the same content with mouse aiming, which helps enormously with precision weapons like the focused laser. Touch controls remain faster for rapid weapon swapping.

Performance is the other split. Phones handle single planet chaos well, although heavy debris fields can stutter on older hardware. Desktop hardware holds a steadier frame rate during large collisions. Both versions cost nothing to install, so price is never the deciding factor.

Controls, Camera Modes and Weapon Strength Settings

Dragging one finger across the screen rotates the target planet, and pinching two fingers zooms the camera in or out. Weapon selection sits in a vertical panel, while planet selection, settings and the reset control sit around the edges.

Three camera options change how everything reads. Orbital camera locks to the planet, free camera floats anywhere, and portrait mode suits one handed play. Speed controls slow time down, which turns a meteor entry into a genuinely beautiful sequence.

Weapon settings hide the real depth. Most weapons expose sliders for strength and quantity, and those numbers decide whether a strike scratches the surface or reaches the core. New players often ignore them entirely for weeks.

Aiming, Zoom and the Free Camera

Aiming works on direct touch, so the strike lands where the finger lands. Zooming in first tightens accuracy considerably, which matters for small targets like orbiting ships or a single country. Additionally, the analog aim control added in later updates widened the usable range.

Free camera removes the planet lock and lets players circle debris fields. As a result, collisions look far more dramatic from a low angle than from the default view. Slowing time while in free camera produces the cleanest screenshots the game can offer.

Laser Strength Sliders and Missile Counts From 1 to 100

Nuclear missile strength runs from 0.5 up to 5, and the volley size runs from 1 missile to 100. Firing a single missile sends it exactly where the tap lands, which makes it useful for shooting down alien craft. Larger volleys scatter around the tap point instead.

Laser strength behaves the same way. A laser set to 5 slices clean through terrain, while lower settings scorch the surface without cutting. Several secret worlds depend on that difference, because carving needs a precise cut rather than a wide burn.

What the Reset Button Actually Does

Reset restores the current planet to its untouched state, and it also switches targets cleanly. More importantly, it checks the planet’s condition at the moment it fires. That check is the hidden engine behind most bonus worlds in the collection.

Ads appear on roughly every other reset, which is worth planning around. Because unlocks require repeated resets, batching attempts saves real time. Turning off the connection removes the interruption completely, since every mode runs offline once installed.

All Weapon Types in the Planet Smash Arsenal

Over 50 weapons sit behind category tabs on the side panel, split into impact objects, missiles and bombs, energy weapons, alien craft, and monsters. Defensive tools share the same panel, so shields and attackers live side by side.

Each tab holds several entries, and most entries hold their own variants. A single laser entry, for example, covers continuous beams, burst fire and a dark version that ignores force fields. Variants arrive through profile levels rather than through payment.

Seasonal content widens the list further. Christmas updates added a tree shaped drill, gift boxes and snowballs, and those items stay in rotation for returning players. Weapon colour customisation applies to lasers and laser swords too.

Missiles, Bombs and the Antimatter Missile

Nuclear missiles handle general demolition and tear through force fields quickly. Meanwhile the drill missile bores toward the core, making it the efficient pick when the goal is total collapse rather than surface damage. Remote detonation missiles let players choose the blast moment.

The antimatter missile sits above both in raw output, erasing a large section of crust in one hit. A fusion sphere adds another heavy option, and it survives defensive fire better than standard warheads. Save these for shielded worlds where lighter ordnance stalls.

Lasers, Freeze Beams and the Planet Killer

Energy weapons cover the widest range of uses. A continuous beam holds indefinitely and cuts deeper the longer it runs, while the rapid fire laser strips surface detail across a wide band. Dark energy versions pass straight through shields.

The freeze beam is the odd one out, because it coats a world in ice rather than destroying it. That effect leads directly to one of the bonus worlds. Similarly, the Planet Killer probe overheats a core and triggers a delayed explosion, which creates a timing window players can exploit.

Alien Ships, Monsters and Celestial Entities

Ship weapons summon craft that attack on their own. UFOs, laser satellites, fighter squadrons and battleships all bombard the surface without further input, and enemy craft can be shot down mid flight. Kinetic fire works well for that.

Monster entries bring the strangest content in the arsenal. A Space Worm burrows through the crust, the Space Shiba bites chunks away, and Celestials punch a world apart with bare fists. Polygon Entities cut clean holes with concentrated beams, so they suit surgical work.

Shields, Defensive Satellites and Healing Weapons

Defensive tools flip the whole premise. Blue and green hexagonal shields block incoming fire, defensive satellites intercept missiles, and shield ships protect a target while players attack it with something else. Many players build defence puzzles this way.

Healing weapons form their own small set. The optional Healing Pack, priced near $2.99, adds healing versions of the Black Hole, Laser and Laser Satellite. One of those healing tools also serves as the key to a hidden world, so the pack carries practical value beyond repair effects.

How to Play Solar System Smash and Reshape Orbits

One tap on the star chart loads Sol, TRAPPIST-1 or Tau, and each system runs on live gravity. Players drag a planet to change its orbit, then release it to send it into a neighbour or the star itself.

This mode trades weapon variety for orbital physics. A blue icon in the corner switches between move mode and orbit mode, and orbit mode draws the projected path as a visible line. Dragging that line redirects the world.

Star behaviour matters just as much as planet behaviour. Heat beams add mass to a star and swell it, while a freeze beam or a black hole can tip it into a supernova. Moving the star wrecks every orbit around it at once, which is exactly the point.

Sol, TRAPPIST-1 and Tau Star Systems Compared

Three preset star systems ship with the mode, and they differ in more than scenery. Our Sun is a Class G star at 5,448 Kelvin with eight orbiting planets plus dwarf worlds and the asteroid belt. That belt exists nowhere else in the game.

TRAPPIST-1 is a Class M red dwarf at 2,548 Kelvin with six tightly packed planets, so collisions chain quickly there. Tau runs far hotter as a Class B star at 16,548 Kelvin with five planets. Consequently Tau punishes small orbital nudges much faster than Sol does.

Black Hole Drags and Orbital Physics

System weapons include a black hole, a wormhole and a gravity generator. Placing a black hole near an orbit path bends every nearby body toward it, and nothing escapes once the pull takes hold. It remains the fastest way to clear a full system.

Subtler methods produce better results though. Nudging two planets onto crossing paths destroys both without a single weapon, since the collision does all the work. Slowing time first makes the approach much easier to judge, especially in the crowded TRAPPIST-1 layout.

Building Custom Star Systems From Scratch

Custom systems start empty, and players place a star before adding worlds around it. Each added body accepts its own orbit distance and speed, so stable arrangements are achievable with a little trial and error. Star colour and size are adjustable too.

Instability is usually the goal, however. Setting two large celestial bodies on near identical orbits creates a slow motion disaster that plays out over minutes. Because saves persist, a carefully built system can be revisited and wrecked whenever the mood strikes.

How to Unlock Secret Planets in Solar Smash

Secret planets unlock when players reshape a normal world into a specific form and then hit reset while that form holds. The game reads the damaged shape at the moment of the reset, so eight bonus worlds come from timing and precision rather than from purchases.

That single rule explains the entire set. No article state it plainly, yet it turns eight separate procedures into one repeatable habit: sculpt, verify the shape, then reset. Grid sliders and laser strength do the sculpting work.

The reward set is worth the effort. Flat Earth, Donut Earth, Cube Earth, Blockworld, Snowman, Gingerbread Man, Ghost World and Trick or Treat all join the planet menu permanently once earned. Several also trigger matching achievements, which feeds the XP total at the same time.

Flat Earth, Donut Earth and Cube Earth

Flat Earth comes from a laser set to strength 5. Shave the top and bottom off the planet until only a middle disc survives, then reset. Donut Earth uses the same cut with less material removed, leaving a ring shape behind.

Cube Earth works through the grid sliders in the corner of the screen. Move the X, Y and Z values to centre, drop each one a notch, then destroy everything outside the resulting box. Once the remains form a scorched cube, reset the planet and the cube world appears.

Snowman, Gingerbread Man and Ghost World

Snowman is the simplest of the set. Coat the entire planet in ice with the freeze beam until no bare surface remains, then reset. Consequently this one doubles as an easy first attempt for players testing the reset rule.

Gingerbread Man requires Snowman first. Fire the Planet Killer at the frozen world, wait until it glows orange, then reset before the explosion completes. Ghost World follows a different route, since it needs a sustained assault using only Celestials until the achievement notification appears.

Blockworld and the Healing Missile Method

Blockworld sits behind Cube Earth, so that shape must exist in the menu first. Select the cube, then fire a Healing Missile at it and watch for the green regenerative mist that lingers on the surface. Timing matters more than damage here.

While that mist is still visible, press reset. The check reads a healed cube rather than a damaged one, and Blockworld unlocks. Because the healing tools arrive with the optional pack, this is the one hidden world tied to a purchase rather than to skill alone.

How Achievements, XP and Level Ranks Work

Achievements pay out between 500 and 3,500 XP each, and every one can be earned only once per profile. That XP raises a profile level, and each new level rank releases weapon variants, planet variants or fresh worlds to target.

Nothing else generates XP. There is no daily reward, no currency and no purchasable shortcut, which makes the achievement list the entire progression economy. Very few articles state that connection, yet it decides how a profile grows.

Cloud saving runs through the achievements menu, so progress survives a device change. Level requirements continue past LVL 14 in the current version, and the reward table spreads across roughly forty entries.

XP Per Achievement and What Level Ranks Give

Low tier achievements are quick. Destroying a planet completely, freezing one solid, or removing a star each pay out on the first success. Higher tiers demand volume instead, and those grind slowly across many sessions.

Each level rank hands over one or more items automatically. Early ranks give simple things such as a soccer ball bomb skin or a terraformed Mars. Later ranks give genuinely useful equipment, so climbing the ladder changes how sessions play rather than just adding cosmetics.

Weapon Variants Like the Darksaber and Mothership

Weapon variants are alternate versions of existing entries, and they behave differently rather than simply looking different. The Mothership variant of the UFO carries far more firepower than the base craft. Similarly, the large black hole variant swallows debris the standard one leaves behind.

Cosmetic rewards sit alongside them. Darksaber and rainbow versions of the laser sword change colour only, while burst fire lasers and nanite locust swarms alter behaviour meaningfully. Fighter squadron variants such as Falcon, Titan, Javelin and Chimera each arrive at separate ranks.

Planets Added Through the TRAPPIST-1 Tiers

Six TRAPPIST-1 worlds enter the roster through level rewards, running from TRAPPIST-1b up to TRAPPIST-1g. They arrive gradually rather than together, so the planet menu keeps growing for hours of play.

Later ranks add stranger targets. Hades with its blue star, Tatenen, Avalon, Aphrodite, Boreas, Adranos, Persephone, Perchta, Machine World and Starworld all appear this way. Megastructures such as the Ringworld and the Orbital Ring also unlock through this route, and they behave nothing like ordinary spheres.

Common Mistakes That Block Secret Planet Unlocks

Most failed unlock attempts come down to timing rather than firepower. The reset check happens instantly, so a shape that collapses half a second early registers as ordinary rubble. Players then assume the method is broken.

Three habits cause nearly all of the trouble: resetting late, letting an ad break the rhythm, and skipping the grid sliders before firing. Fixing all three usually turns a frustrating hour into a productive one.

There is also a knock on effect worth naming. Since ads fire on roughly every other reset, and the collectible set demands many resets, the monetisation layer works against the collection itself. Offline play removes that conflict entirely.

Resetting Too Late on Timing Based Worlds

Trick or Treat and Gingerbread Man both punish slow hands. The Planet Killer overheats the core and gives a short visual warning, which is the orange glow spreading across the surface. Reset must land during that glow, not after the blast.

Slowing time first helps enormously. Speed controls stretch the warning window, so the same attempt becomes far easier to judge. For example, a run that fails five times at normal speed often succeeds on the second attempt in slow motion.

Ad Breaks That Interrupt the Reset Loop

Advertising appears on roughly every other reset or planet switch. During a timed attempt, that interruption arrives at the worst possible moment and breaks concentration completely. Many players blame their timing when the interruption was the real cause.

Two fixes exist. Switching the device to airplane mode stops ad delivery, because every mode runs offline once installed. Alternatively, the ad removal purchase clears the issue permanently. A full run through all eight hidden worlds takes roughly 30 to 45 minutes for someone who knows the methods, and interruptions add noticeably to that.

Ignoring the Grid Sliders Before Firing

Cube Earth and Flat Earth both fail without slider setup, yet the grid controls sit quietly in the corner and get overlooked. They define the cutting boundary, so firing before adjusting them produces a lumpy mess instead of a clean geometric shape.

Set the sliders first, then fire. Additionally, keep the laser at strength 5 for cutting work, because weaker settings scorch without slicing. Checking the silhouette from a side angle before resetting catches errors while they are still fixable.

Best Solar Smash Tips and Tricks for Beginners

Efficiency in this sandbox comes from weapon pairing, not from raw strength. Two average tools used in sequence usually beat one heavy weapon fired repeatedly, and they cost far less time.

Progress also rewards deliberate play. Chasing volume based achievements early wastes hours, while shape based ones pay out quickly and add worlds to the menu. That distinction shapes how a new profile should spend its first few sessions.

Defensive content deserves attention too. Machine World carries a force field that stops ordinary fire, and several players quit that target believing it is invincible. It is not, and the counter is straightforward once identified.

Weapon Pairs That Save Time on Voxel Planets

Start with a drill missile to open a shaft toward the core, then follow with a continuous laser down the same hole. The second weapon reaches interior layers that surface fire never touches, so collapse arrives far sooner.

Another reliable pair uses a black hole after heavy fragmentation. Once a quarter of the mass floats free, the pull scatters the rest quickly. By contrast, opening with a black hole on an intact world wastes the effect on solid geometry.

Earning XP Without Chasing the 100,000 Shot Tier

The highest weapon firing tier requires 100,000 shots, and that number is a trap for new profiles. Shape based achievements pay similar XP for a few minutes of careful work, so they should come first every time.

Bonus worlds stack rewards nicely. Freezing a planet earns an achievement and unlocks Snowman in the same attempt, which then opens the path to Gingerbread Man. Chaining unlock methods this way builds level rank faster than any repetitive firing routine.

Beating the Force Field on Machine World

Machine World sits inside a planetary force field that absorbs most incoming fire. Standard missiles bounce, and casual attempts stall completely. Therefore the shield has to fall before the surface takes damage.

A continuous laser held on one spot drains it fastest, while dark energy weapons pass straight through and ignore it entirely. Once the barrier drops, the world underneath breaks apart like any other target. Antimatter warheads finish it in seconds.

Frequently Asked Questions About Solar Smash

Is Solar Smash free to play?

Yes. Solar Smash installs at no cost on Google Play and the App Store, and Google rates it 7+ for mild violence. Advertising covers the development, with one optional purchase available inside the app. The Android build sits near 153 MB, so it fits comfortably on older phones.

Can you play without an internet connection?

Yes. Once the app finishes installing, every mode runs offline, since all physics calculations happen on the device. Google Play lists it as a single player offline title. Browser versions and the YouTube Playables release from July 2025 both need a connection, so the installed app suits flights and long commutes better.

Does the game still get new content?

Yes. Paradyme Games shipped its most recent update on June 10, 2026, and earlier releases added planets such as Ceres, Persephone and the Dyson Swarm plus seasonal weapons. A sequel with multiplayer and Steam Workshop support is in development, so the roster keeps widening for returning players.

Why This Space Sandbox Earns a Spot on Your Phone

This sandbox suits players who enjoy open experiments more than scoreboards, and it fits kids aged seven and up who want space chaos without gore. Newcomers should start in Planet Smash with the laser and the nuclear missile, then move to orbital collisions once the controls feel natural. In my own sessions the best moments came from the freeze beam, because watching a frozen world snap apart under a moon impact never stopped being fun. Players who need goals, ranked ladders or a story will lose interest within a week. Everyone else gets one of the most relaxing destruction toys on Android.

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About Game

  • All planets and weapons in the game are unlocked. Just select the locked ones twice.

What's new

New UI and icon style updates: All blurry and unclear realistic planet and system icons have been renewed.
New Weapon & Planet Meta: A new Weapon & Planet meta progression system has been added, where all planets and weapons work together.
Player Progression Overhaul: Players now level up 80% faster by destroying planets.
Better optimization
Major bug fixes