Planet Clicker 2 in 30 seconds
Planet Clicker 2 is a browser idle clicker where energy is the only currency. You tap a planet to earn energy, spend it on machines that earn while you wait, then save enough to travel onward. The run spans six worlds with 36 machines in total, plus comets, awards, a Rebirth system for Dark Matter, and a single leaderboard based on lifetime energy.
This page is about the Coltroc browser game. It plays differently from the original Planet Clicker, which has three worlds and no prestige reset, and it is unrelated to the Roblox title that shares the name Planet Clicker 2 and focuses on codes and cash.
Fast start: what to buy first
Do the Earth opening in this order:
- Tap Earth to about 15 energy. Early taps are worth 1 each.
- Take the Kinetic Tap for 15. It doubles tap value, so the next steps go twice as fast.
- Take a Campfire for 60. This is the first source that earns with no tapping.
- From there, keep picking the shop card with the shortest payback time.
Payback time means how long a purchase needs to run before it has repaid its own price. A smaller number is better. A low-cost machine that repays in 40 seconds will usually move you forward faster than a costly machine that repays in 70 seconds, because you can buy several of the cheap one now and let them fund the bigger one.
Two habits carry the whole run:
- Spend instead of hoarding. Energy left in the balance does nothing. If something useful is affordable, buy it.
- Buy a few, then look again. Each extra copy of the same building costs more than the last. After a small batch, another line in the shop is often better value.
Tap hard for the first minute or two, then let automation take over. Once farms and later generators are running, manual taps add only a small share. An early tap boost is worth getting, but the long game is automatic output.
All six worlds: unlock order and costs
Reaching a fresh world takes a lump sum of energy. Each destination then offers six new purchases, while older machines keep running in the background.
The gaps between worlds are huge — each border feels like starting a new scale of numbers, not just the next upgrade.
| World | Energy needed | Tap strength | What you find there |
|---|---|---|---|
| Earth | Free start | x1 | Starter tap plus early idle buildings up to Factory and Fusion Plant |
| Mars | 350 thousand | x4 | Oil, coal and nuclear options plus terraforming, alien tech and an empire multiplier |
| Venus | 4 billion | x16 | Iron, lava and cloud-pressure buildings plus future tech and an empire multiplier |
| Jupiter | 47 trillion | x70 | Gas, storm and helium extraction plus a moon tap and an empire multiplier |
| Saturn | 540 quadrillion | x300 | Ring, ice and Titan processing plus collector arrays and an empire multiplier |
| Neptune | 6.3 sextillion | x1400 | Wind, deep-pressure and cold-plant systems plus a singularity tap and a final empire multiplier |
These thresholds and tap values are reported in a detailed fan guide for this browser edition. Treat them as a planning ladder and check the live shop in your build, since exact figures can vary by portal. The useful pattern stays the same: most players can afford Mars quickly, often in the first quarter hour, so avoid pouring too much into Earth once that trip is close.
Repeat the same choice later. When the next trip is within reach, steer savings toward the unlock, then buy that world's generators first instead of backfilling old planets.
Tap strength, home bonus and empire multipliers
Three bonuses are easy to confuse:
- Tap strength: raises only what each manual tap on the planet pays. A new world makes taps feel strong for a few minutes, then idle machines dominate again.
- Home bonus: a modest lift for machines on the world where you are currently parked. In most cases that means staying on your newest world, where your latest spending sits.
- Empire multipliers: one special building per world after Earth, one per outer planet through Neptune. It makes nothing alone. Instead it lifts output from every machine you own, on every world, including ones bought long ago.
Prioritise those empire-wide buildings even when they look costly and stop at ten levels each. One lift applied to the entire setup beats extra output from a single production line, and the advantage grows as the run gets bigger.
Rebirth and Dark Matter: when to reset
Around the first billion of lifetime energy, the Rebirth tab begins offering Dark Matter. Choosing it returns you to an empty Earth with no spendable energy, no machines and no worlds held.
The trade is a lasting bonus for all future runs, described as about 2% extra output per Dark Matter point.
These parts carry over untouched:
- lifetime energy total, which sets the leaderboard rank
- awards and their output bonus
- comet count
- banked Dark Matter
Dark Matter pays on the all-time record, not on the run being cleared. Rebuilding the same total and resetting again does not pay twice. Reset only when the lasting bonus outweighs the setup being cleared.
Do not reset for one or two points — that swaps a full setup for a tiny lift. A commonly suggested first goal is near 25 points, worth roughly a 50% standing lift, with later resets spaced further apart because each doubling costs far more energy. Always read the live offer in the Rebirth tab first.
Comets and awards: free extra output
Comets: about every minute or two a comet streaks by for roughly eleven seconds. Tapping it in time triggers a strong temporary lift — seven times normal output for 45 seconds in the guide account. It will not wait in line and it will not show while paused or when the tab is hidden.
Plan around it. Have a costly purchase saved up, start the bonus, then buy, so the boosted period applies to the higher rate. Extra manual tapping during the window helps far less than buying well.
Awards: the guide lists 49 of them, each worth about 1% lasting output, for up to roughly 49% when complete. They track natural goals such as energy totals, tap totals, owning many of one building and visiting each world. The Awards tab shows what is still locked, a couple are often one short detour away, and they stay with you through Rebirth.
Save, offline earnings, controls and leaderboard
Save: the browser stores progress automatically. Wiping browsing data removes it, as does the delete option in Stats or Settings, which can also clear the server entry and commander name. Choose a commander name with care, since changing it later may require clearing the save.
Idle earnings: machines keep working after the tab or browser is closed. On return the game reports time away, rate and banked energy, with nothing extra to claim. The guide puts the idle cap near twelve hours — enough for overnight, not for several days. Manual taps and comet lifts do not build up while away, and the pause button earns nothing. For an overnight break, close the tab rather than leaving it paused.
Controls and devices: use the left mouse button on desktop or a finger tap on phone and tablet to work the planet. The same shop, world arrows and stats controls run in mobile browsers with no install. The browser edition needs no account, download, codes or shop payments.
Leaderboard: all players share one board ordered by total energy ever made. Buying things never cuts the score and resetting never cuts it. The total only rises, so hoarding protects nothing — reinvesting raises both income and rank. Browser saves that claim impossible machines or jumps are rejected by server-side checks.
Quick answers
What first? Cheap tap doubler, then first idle building, then the shortest payback time.
When to leave Earth? As soon as Mars is affordable. Extra Earth rows after that point slow the trip.
Are the costly multipliers worth it? Yes. The empire-wide buildings lift every world at once.
When is the first reset? Not for a point or two. Grow the lifetime record first and use the Rebirth tab offer; near 25 is a widely used first target.
Does closing the game still pay? Yes, up to a limit. Bank the night, then spend it right away on return.




























































Comments(4)
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