
Interact with strange new worlds in a unique and tactile way, molding the environment itself as if it were clay in your hands. Build your base, master resource management, automate your production lines, and more as you unravel the mysteries of the universe, alone or with friends.
Most likely between $27.3M and $77.4M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 92% | approximately $45.5M |
| Xbox | $29.99 | 78% | — |
| PlayStation | $29.99 | 83% | — |
| Nintendo | $7.49 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1617 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
There are an embarrassing amount of bugs and glitches for the age of the game. You can lose tons of items progress by simply falling through the world alongside your vehicle. Sometimes your character will fall from a minor height and take critical fall damage and die. Sometimes items will just launch off into the sun for no clear reason. The game can be enjoyable at times, but considering that I've seen complaints about these types of issues for more than 7 years, I really can't recommend this to anyone until these type of bugs are fixed.
Being able to recommend this game is tough. The style and foundation / idea of this game are both great. The moment-to-moment gameplay however drags this game down a bunch. To finish the game you need to explore each of the 7 celestial bodies' surfaces and core. Navigating these planets is HORRIFIC. There are vehicles you can access which makes progression 'easier' but every single little pebble can stop these vehicles in their tracks. They flip over constantly. And I can't stress enough how they get stuck on EVERYTHING. It is simply not fun to traverse with vehicles at all. This was a total miss, and grates on you the whole time you are trying to use them. There are tools in this game where you can technically surpass these problems, but there is no point to employing them. They take resources to make, and there is no need for roads- as there is no incentive to build them as you won't need to constantly go back and forth between two places on the planet. Additionally, the terrain is often just too insane that building these roads would take exponentially longer than is reasonable. Traversing on foot is just as hard if not harder. The only way to traverse the surface of the celestial bodies can only be unlocked way into the game, after most of these issues and you'll likely only get to use it for 2/7 planets if not less. The gravity mechanics around the core are interesting on their face but are just terribly implemented. You CANNOT escape the core without insane difficulty. It is clear that no one ever tried doing this when designing the game. You just cannot escape the gravity there. The flipping gravity also disorients you terrible, even more so in a co-op session where the frames drop to the single digits when this is occurring. This all leads to deaths and loss of inventory. There is lore and story to this game, but encountering HUNDREDS of paragraphs of text throughout the game is very taxing and boring to the point that I totally ditched trying to get through it all. The game is telling you what is happening / what happened but they rarely show it to you. There was just too much text. It's a shame because towards the end of the game it's clear that there are interesting things occurring in the world of the game, but the buildup to this point was not satisfying or natural. Spamming missions is also not fun, it's just tedious. Overall the game was somewhat of a letdown. I wanted more of the interesting crafting system and base building because those aspects were done well and in a unique way. However, everything around those aspects puts a sour taste in your mouth. At least, getting 100% achievements did not deviate too far from a normal playthrough beginning to end.
小时候就喜欢这个画风和治愈的建造探索,现在如愿了还是很高兴的,游戏内容充足值得一试
Fortnie
ASTRONEER is a gentle, wide‑eyed sandbox that turns planetary survival into a quiet act of creation. The moment you step out of your lander and breathe in a new world, the game hands you a simple set of tools and a huge invitation: shape this place, learn its rules, and make something that feels like yours. The core loop explore, dig, craft, and building never feels repetitive because every planet hides a different rhythm and a new surprise. What I love most is how the game rewards curiosity. The terrain tool is pure joy: sculpting tunnels, carving vistas, and connecting distant outposts becomes its own kind of play. Progression is satisfying without being punishing; each new module or vehicle opens up possibilities rather than gating fun. The visuals and sound design give the game a warm, lonely beauty there’s a real sense of being small in a vast, living universe, and that feeling is oddly comforting. Coop amplifies the best parts: teamwork turns base building into choreography, and shared discoveries become the stories you tell later. Even solo, ASTRONEER has a meditative quality—those long drives across alien plains, the quiet hum of your rover, the small victories of a well‑planned base are the kind of moments that stick with you. It’s a game that encourages experimentation and forgives mistakes, which makes every success feel earned. If you want a sandbox that blends exploration, creativity, and a gentle sense of wonder, ASTRONEER is a beautiful place to get lost for a few hours. It’s not about frantic survival so much as about making a home in the stars and that, somehow, feels exactly right.
Me gusta
Maybe the most disappointing game I've ever played. It's got a FANTASTIC core, concept and vibe that's ruined by glitchy gameplay, generationally bad UI choices, clunky and unresponsive controls, a refusal to respect the players time, and devs who'd rather put out ♥♥♥♥♥♥ DLC and scummy paid cosmetics ad nauseum than actually polish the glaring issues with the game. I really, truly wanted to like it, but it grinded my friend and I down so hard we couldn't even bring ourselves to finish it after getting 80% of the way through. That's all you need to know. It's a bad open world game, a bad sandbox game, and a bad survival game. You'd be better off playing something else no matter what part of the game you're interested in. I hope it gets better and I get to change this review, but I really doubt it will. Please just buy a different game.
öncelikle çok güzel oyun bu oyunu oynatın oynattırın bu oyunda master oldum yeni adamlar yetiştirdim sonra base imdeki fırına hidrojen koydu patlattı 10/10 oyun (arkadaşlarınıza dikkat edin)
Imagine having to pay cash for cosmetics in a singleplayer game.
Minha análise de Astroneer Eu gostei muito das primeiras horas de Astroneer. A sensação de explorar um planeta desconhecido, aprender a sobreviver e montar sua primeira base é excelente. O problema é que, depois de certo ponto, o jogo para de evoluir. Assim que você consegue uma boa fonte de energia e um filtro de ar portátil, praticamente todos os desafios desaparecem. Daí em diante, o jogo vira um ciclo repetitivo: viajar para outro planeta, pegar recursos, voltar e repetir. O maior problema é que os planetas não oferecem motivos suficientes para construir uma base de verdade. Na prática, minha estratégia virou pousar, colocar um painel solar, um gerador de oxigênio, minerar tudo o que eu precisava, encher o foguete e ir embora. Não existe recompensa por desenvolver aquele planeta. Você não desbloqueia mecânicas novas, não enfrenta desafios exclusivos e não ganha nenhuma vantagem significativa por estabelecer uma colônia. Outro ponto é a distribuição dos recursos. É frustrante ter que viajar para outro planeta porque falta uma única barra de cobre para fabricar um item simples. Isso não torna o jogo mais desafiador, apenas aumenta o tempo gasto indo e voltando. Também senti falta de mecânicas que diferenciassem realmente os planetas. Imagine um planeta de gelo onde fosse necessário aquecer equipamentos para que não congelassem, ou um planeta desértico onde tempestades de areia cobrissem os painéis solares. Isso faria cada mundo exigir uma estratégia diferente. Hoje, a maior diferença entre eles é a aparência e alguns recursos exclusivos. A automação também é muito limitada. Se existisse um sistema mais profundo, como postos avançados que extraíssem recursos automaticamente e naves cargueiras que transportassem materiais entre planetas, haveria um motivo para construir infraestrutura. Em vez disso, a forma mais eficiente de jogar acaba sendo fazer expedições rápidas de mineração. No fim, tive a impressão de que o melhor planeta do jogo é justamente o primeiro. Ele já oferece praticamente tudo o que você precisa para progredir, enquanto os outros servem apenas como depósitos de recursos específicos. Não acho Astroneer um jogo ruim. Ele é muito divertido nas primeiras horas e a exploração inicial é excelente. Mas, depois que as mecânicas principais são dominadas, a progressão fica repetitiva e o jogo deixa de apresentar novos desafios. Para quem gosta de jogos que introduzem mecânicas e problemas diferentes ao longo da campanha, essa repetição pode fazer o interesse diminuir bastante. Recomendação: Não recomendaria pelo preço cheio. Vale a pena se você procura um sandbox relaxante de exploração e construção, mas pode decepcionar quem espera uma progressão mais profunda e variada.