
Build, crash, rebuild! Explore new planets in co-op multiplayer with your fully modular spaceship made from whatever bolts together long enough to fly. Mount giant thrusters, annoying cables, and everything in between. Complete wild missions, face the dangers of space and argue with your crew!
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About
Approximately Up is your best chance to experience spaceflight in whatever you and your crew (singleplayer or co-op multiplayer with up to 4 players) can bolt together! Build epic spaceships or barely flying trashcans — it’s entirely up to you. Control your creation from a first-person view right from the deck of your ship. Complete challenging objectives, hunt achievements, face the dangers of space, and collect new components to expand your current spacecraft — or build hundreds of new ones. One is never enough!
Everything begins with a single piece of frame and grows into a massive, complex ship built from thousands of components. Create automated systems, experiment with different input controllers, sensors, and meters — connect them to whatever you need, and let the magic (or chaos) happen! Once it looks ready (or not), hit launch and see what happens!

Experimental power sources that need to be delivered to a station on another planet — causing unexpected power outages mid-flight? Some strange energy crystal charging up like a ticking time bomb? Or maybe it’s just a massive, ridiculously heavy submarine this time? Can your spaceship handle that?

Is the planet covered in oceans? What’s hiding beneath that thick atmosphere? Can you see the surface through those massive clouds? Everything’s waiting for you to find out! Explore 15 unique planets, each with its own look, feel, and dynamic soundtrack that changes in real time as you explore and make new discoveries!

Who forgot to connect that cable? Who mounted the thruster backward? Who forgot the solar panels? Or the door-opening button? Is the radar working? How about the batteries? Enjoy the hilarious chaos in co-op multiplayer with up to 4 players — and find out once and for all... WHOSE FAULT WAS IT?!

You start on Earth and slowly explore a system of 15 planets, each with its own size, gravity, atmosphere, temperature, and challenges that make every world feel different. Most planets have one or more Planet Stations, which work as checkpoints and garages where you can build ships and start new missions. When you land on a station, it unlocks permanently and becomes a new place you can launch from. To reach these planets, you build your own modular spaceships and experiment with different parts - electric engines, fuel engines, mixed fuels, solar panels, heat-resistant frames, and more. By completing missions like delivering components between planets, you earn new ship parts that let you create better and more advanced designs. All flights are fully first-person from inside your craft, and because distances are huge, your ship design really matters - some trips will take only minutes, while others can turn into long journeys if your ship is weak. The whole game is about exploring planets, upgrading your ships, unlocking new stations, and trying to make it to your destination without crashing.
Note: Demo currently supports English only. Additional languages will be available in the full release.
Engagement
Reviews
Themes across 809 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Yes?
So this game is fantastic. If you like any vehicle building game (Space Engineers, Stormworks, Trailmakers, Scrap mechanic etc.) this will instantly click with you. This game gets rid of all the tediousness of all mentioned games and lets you straight up build spaceships as you go along, all with visual wiring and programming, rewarding you for thinking of clever ways to efficiently build/upgrade your crafts. Apart from trailmakers this feels like the only spaceship builder where building and tuning your vehicle doesn't feel like a grind or chore, but rather your personal DIY spaceship project. You build, you (try to) do a mission with your ship and you'll probably find points of improvements and add them to your list. You may or may not be able to complete the mission with your current ship, but you'll take on the adventure of trying before making V2. It also works great on the steam deck. No controller support yet but i've made an all-inclusive control scheme and uploaded it for public use. It will take some getting used to and maybe tinkering to your own needs as the game is definitely better with mouse and keyboard, but to me it's an awesome title for the Deck. Being able to continue building my ship, leave the Deck in sleep mode for real life obligations and continue later on is very well fitting and compensates for the awkward controls.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Japanese, Korean, Russian, Simplified Chinese, Czech, Polish +2 more
Hours played at review time, across 810 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I played since the demo and spent SO many hours on it and there will be many many more. For me the game is a 10/10 because its incredibly fun to build your own spaceship and fly it, its easy to get invested, google alot of things to understand the math and even apply physics. It has many missions already where some are easy and some are very hard but its good to have a challenge so its perfect. Besides the game, the developer is an amazing guy who actually cares about the wishes of the community, i had many chances to text with him on the discord server and he actually fixed bugs that I found and changed the game by my suggestions and i see it every day for many people, he is super nice and so is the community. He also will continue adding things to the game for many years so there will always be new content. I can very much reccomend if you like to build spaceships and flying them with interesting planets to find.
Really scratches the space/spaceship autism itch. All the fun bits of space engineers without the tedious grind, very fun with friends 10/10
I am currently writing this review as I am on a 1 hour journey to the "second nearest" planet in the system. There is absolutely NOTHING to do in game as you watch the planet grow closer for over an hour, outside of slightly deaccelerating once in a while. The journey takes over an hour. You can not even play a video or something in game to pass the time because that was not added (think of VotV). Great. Two, all the planets in game are static in position. There are no day/night cycles, no orbits, nothing, you just fly in a straight line to planets in multi real life hour journeys. Three, roll is mapped to the X axis of the control stick and yaw is mapped to the twist... come on.
I’m really enjoying it. It takes time to optimize stuff but its so satisfying when you figure it out
What I like, in a nutshell: it's complicated, but not too complicated. Every signal travels through a particular wire. Every electrical path needs an actual cable. Cables and circuits have finite ampacity, and push too much current through them, they fail. Wiring has to be routed through and attached to structural components, because electrical wire is famously not load-bearing. RCS thrusters, on the other hand, don't need plumbed propellant lines or power cables. They just kind of magically work. This is the right call. The result is precision where it makes for interesting decisions, and a shrug where precision would just be annoying. The result is a building system that makes you think like an engineer without making it feel like an unpaid internship (looking at you, Stationeers). And everything you build feels tangible, because there's an actual physical system behind it, not a GUI button wired to an invisible variable. What it lacks: The glass is the worst offender. It is inexcusable. Every glass structural piece is full of metal framing and highly reflective, so you can't get a clean view of outer space unless you stick your head out of an airlock. That is not considered best practice for space travel. There are no symmetry tools. Every repeated component gets placed one at a time. Four thrusters, four placements. Want the other side of the ship to match? Build it again by hand, and discover that the first side wasn't quite as symmetrical as you thought. In a genre where symmetrical spacecraft are the default, it's a glaring omission. And the distances are appropriately vast, but fast-forward tops out at 3x, making me yearn for Kerbal Space Program's time warp. A trip to a nearby planet took me a real-life hour of watching a number tick down, which is certainly one way to communicate scale. At one point I was calculating how long I could safely spend in the kitchen. That's not a great sign. So: a good engineering game at its core, and one that gets the "what to simulate vs. abstract" call right. The developer also seems passionate and very active: fast-forward itself was added four days ago, and two new sensors arrived today. If this is a solo project, that's an excellent sign. As it stands today, though, it's fun - just hard to recommend without caveats.
My "friends" keep debating on whether to add a door under my seat whilst forcing me to crank a manual generator named "The Hog". 10/10
Its great fun when building a ship, but I wish there was more to do for players not piloting the ship during travel. Once you get a good ship that can be operated by a single person, the other three of us just sit in the back alt-tabbed doing something else. Glad to see plenty of QOL updates though that are solving many of my early gripes with building.
Incredibly good game. I don't know why so few people are playing it. For the cost of a McDonald's you really can't fault it.
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