
Create, automate and defend an impenetrable base. Assemble and command a Bot army to combat an entire Piratebot invasion. Build, program and battle your way through five different zones.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 6 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love automation and programming games in general, and the original Autonauts is probably in my top ten of all time. Definitely in my top eleven. I dunno, I'm not going to sit down and make a list, what I'm saying is it's good. The programming is simple enough to be approachable and powerful enough to allow some reasonably complex automation, and the game itself has a winning art style and a difficulty curve that ramps up in a way that keeps thing challenging but never overly frustrating. I would recommend playing the original Autonauts before picking up this one for sure. In particular, you're going to figure some production and automation patterns along the way that will make this game a lot easier. The original Autonauts is about building a self-sustaining colony that can feed, clothe and generally ensure the happiness of its residents in increasingly complex production chains. This game instead uses those automation mechanics to build defensive structures and combat units to retake a colony planet that's been captured by space pirates. The escalation in complexity never reaches the heights of Autonauts' late game, but there is also much more hands-on management of units, and the presence of enemy units means you can't freely spread your base out across the planet like you could in the original. I've only played the standard difficulty and I would describe the challenge there as casual at best (which is not a complaint! I play games to unwind, generally, so a casual challenge is exactly what I was looking for). Pirates rarely attack your settlement, and even the barricades you're able to build at the very start of the game will slow them down enough to make it easy for your units to catch and overcome them. You'll also be able to build a radar unit early on to allow you to see them coming across the map. Furthermore, you have the option to declare a truce which deactivates incursions indefinitely. Once you break the truce by attacking a Piratebot, there's a 30 minute countdown before you can declare another one, but once you do so, even active raiding parties will simply turn around and go home. It honestly felt kind of cruel exploiting the timing of that so I could blow up an enemy outpost and then immediately call time-out before they could retaliate... Between that and ransacking their abandoned (or not so abandoned) structures for spare parts - surprisingly, sending your workerbots into their bases to steal the bricks from their ruined walls does not violate the terms of the truce - I began to wonder who the real bad guys were here. Tbh, the main challenge here was space management - you want your base to be fairly compact to minimize the space you need to defend, but you also need room to build, and reasonably quick access to resources that can be spread out pretty far across the map. You can move most structures around freely at any time, but I still found myself struggling to find space to expand at several stages of the game. I expect after a replay or two it gets a lot easier to plan ahead. I see some reviews claiming that managing troop movements was overly difficult, making it sound like they were reprogramming individual robots to change their targets... I can only assume that these people skipped the tutorials on Teams (whereby a bunch of bots can share the same programming and be enabled, disabled, or reprogrammed all at once) and Banners (movable area markers that can be edited on the fly to direct your bots where to attack without having to reprogram them). Once you've figured out how these things work together, the combat mechanics are pretty straightforward - you'll be using up some cannon fodder in the early game for sure, but those units are cheap and easy to replace. By the late game, once you've unlocked the trebuchet, combat is a breeze - after that point I didn't lose another unit until the final boss battle of the game. The game is certainly not flawless. The main frustrations that I recall are that it is more or less impossible to get your units to prioritize specific targets if they're close to other targetable units, that I could not figure out any way to get robots to use the logic "attack units if any are in range and structures otherwise" even though it seemed like that [i]should[/i] be easy (I wound up just putting attack and demolition in separate programs and switching between them on the fly as needed). and the aforementioned final boss was a little confusing - I had to consult the forums to figure out how to get the battle to progress past the halfway point. There were also some programming instructions that honestly I never quite made sense of and therefore never used, but I don't feel like i suffered from it - on the whole though the game could benefit from somewhat better, or at least more accessible documentation. In the end, this was a solid retrofit of Autonauts' cozy city-building to a combat-focused game, honestly not a thing I expected to work even a quarter as well as it did. I still replay the original from time to time, and I expect I'll be getting a fair amount of replay value out of this one as well.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Japanese, Korean
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The piratebots must be defeated to meet the needs of the expanding pirate-stabbing-factory! Can be a bit finicky and drag in places, but still a pretty fun and freeform factory game.
Autonauts vs Piratebots, otomasyon kurma keyfini bu kez gerçekten sınayan bir oyun. Önce sistem kuruyorsun, sonra o sistemlerin çalışıp çalışmadığını Piratebot saldırılarıyla test ediyorsun. Hatalı bir komut, eksik bir üretim zinciri ya da geç kalan bir savunma anında bedelini ödetiyor. Oyunun asıl olayı bot programlamak. “Yapsınlar” demiyorsun, nasıl yapacaklarını tek tek öğretmen gerekiyor. Bu da her ilerlemeyi kazanılmış hissettiriyor. Savunma tarafı ilk başta sert gelebilir ama aslında oyunu ayakta tutan şey de bu baskı; her saldırıdan sonra sistemi yeniden düşünmeye zorluyor. Görsel tarz sade ve sevimli, ama oyun seni asla hafife almıyor. Hızlı tüketilen bir deneyim değil; sabır isteyen, planlamayı seven ve deneme-yanılmadan keyif alan oyuncular için. Kısacası: düşünmeden oynanacak bir oyun değil, ama düşündükçe açılan ve tatmin eden bir yapım.
Szczerze nie polecam może git na nude ale jak na pogranie na serio to nuda
.......
I love automation games and this one just hits my standards just right as with the original both are fantastic games of learning problem solving skills and basic block coding, with this game including some extra action than the first with enemy bots to fight. Also, having to troubleshoot some of your codes is really fun and teaches some real life skills on seeing where stuff went wrong and then how to fix that problem. There are also some cons where you just have to wait for your programs to work or go about programing more stuff to wait less which can take up some time but that is just something all automation games have. Anyway this game is really fun and you should give it a try if you like automation and coding.
チュートリアルの途中で飽きてしまった。プログラミングの練習?みたいな内容が続く。 1つのアイテムを拾って持っている状態だと別のアイテムを拾うことができず、一度その場に手に持っているものをドロップする必要があり、この持つ、落とす、持つ、落とすという基礎操作がすごく面倒に感じた。 ロボにマクロを記録させるのも同じことの繰り返しで嫌になった。 自動化のことを勝手に最初から自動でやってくれるものだと勘違いしていたのもある。 プレイするまで自分で細かく設定するとは思っていなかった。 結局同じことを繰り返すのが苦手なので向いてなかった。 追記 再チャレンジしたが斧で木を切ったりなどは自動化できていたがゴールドを貯める段階までは進んだが、刃物を持たせて牧草や穀物を取らせようとしても今までの指示では動作してくれない。 刃物は複数持てるのが原因だと思うがそれに対応する命令がわからない。 刃物だけ別仕様にしたわけがわからん。(その後刃物の件は解決した何の命令にしたかは忘れた) さらに進めて自動で穀物を作って、種を売ってゴールドが貯まる状態になり、防衛設備をいくつか作ったところまではプレイした。 チュートリアルはしっかりしているのは最初だけでだんだん雑になるし、自動化させる作業が最初から面倒くさいと思っているのにできることが増える=さらに面倒くさいってことだし、自動化できると言ってもゴールドや素材を貯めていく時間を考えるともう限界。
an strategy game that i played when i bored
和一代一样繁琐,给机器人编程,也没有简化,我是真的服的,所有东西重新再来一遍,没啥意思 省流:py上面key,1.3元
Very good
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Where this game's players are, estimated from review languages.
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