
Build the most efficient intergalactic factory in space simulation strategy game Dyson Sphere Program! Harness the power of stars, collect resources, plan and design production lines and develop your interstellar factory from a small space workshop to a galaxy-wide industrial empire.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 7.63/day in the week to Jul 21 → 12.8/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

Dyson Sphere Program is a sci-fi sandbox construction game with space, adventure, exploration and factory automation elements. In the future, humanity creates a supercomputer known as the "CentreBrain" with the hope of utilizing its powerful computing capabilities to further expand the application of virtual worlds.

You are a space engineer in charge of a project launched by the space alliance COSMO, tasked with a massive undertaking: constructing Dyson Spheres (a megastructure that would orbit around a star, harnessing all its power and energy) to produce the energy that CentreBrain needs.

Each game features a unique and one-of-a-kind universe
Start with a small workshop and improve it until it spans the whole galaxy
Engage in battles, construct defensive structures to repel enemy attacks
Explore a vast universe with various celestial bodies, including neutron stars, white dwarfs, red giants, and even black holes
Automate production beyond planetary surfaces, transporting resources across star systems
Develop your very own Dyson Spheres
Perfectly show the constructions you've completed on a planet's surface
Blueprint allows you to save important plans
Customize the mecha to create unique designs and traverse the universe with your creation

To construct a Dyson Sphere, you need to utilize automation. Start simple and gradually increase complexity. Maximize the stable output of resources through automated facilities.
Connect resources with conveyor belts, transporting raw materials to processing facilities, and then conveying the products to the next stage. Progress from basic transport lines to elaborate plans for factories with diverse outputs. Utilize your production to drive technological advancements, meeting the necessary conditions for building the Dyson Sphere.
During the construction, buildings will automatically snap to the grid. When laying conveyor belts, the use of snapping allows for automatic alignment, significantly improving efficiency. This enables the creation of large-scale automated production lines. The construction of the Dyson Sphere relies on vast and efficient factories.
The convenient blueprint technology allows you to save your essential plans. You can save factory designs as blueprints and deploy them directly in other locations, eliminating the hassle of repetitive operations.

You can construct Dyson Shells on multiple orbits, and each layer of the Dyson Shell can be customized. Connect various nodes on the Dyson Shell, creating the patterns you desire. Each Dyson Sphere is a unique masterpiece crafted by you.

Each planet will have unique mineral distribution and ecological characteristics. Every time you enter the game, you can experience a randomly generated and entirely new starmap, with landscapes and resource deposits changing accordingly.
Each planet has its own orbit, experiencing the gravitational effects of its star with rotation and revolution, resulting in day and night changes influenced by the star. In addition, there are unique celestial bodies such as neutron stars, white dwarfs, red giants, and even black holes, awaiting your exploration in this vast universe.

The resources on a single planet might be insufficient for such an extensive project. You can harness the abundant resources of other planets. Overcoming the constraints of surface transport, establish your interstellar transportation routes. Interconnect planets with fleets of transport ships, tapping into the unique resources of each planet to ensure an uninterrupted supply of raw materials for your factories.

Not only can you paint Icarus in your favorite colors, but you can also customize every component, creating your vision of a futuristic light industrial mech.

The Dark Fog has arrived, resenting countless challenges to your factory construction endeavors. In addition to pursuing the goal of building the Dyson Sphere, you must also focus on defending your factories in Rise of the Dark Fog. The Dark Fog will do everything possible to hinder the progress of the "Dyson Sphere Program," with Icarus also being a target of their attacks.
Be prepared!
Don't rely solely on Icarus to face the overwhelming numbers of the Dark Fog. COSMO has devised contingency plans to assist you in repelling the attacks of the Dark Fog. While constructing factories, you'll need to deploy essential defense structures. The more active your operations, the more frequently the Dark Fog will launch fierce assaults.
Utilize your defense facilities to unleash "fireworks" and disperse the Dark Fog.

We are Youthcat Studio from Chongqing, China. Starting as a team of five, we have grown steadily (though not excessively) as we journey alongside Dyson Sphere Program. Driven by our love for science fiction, we've created this game—taking you from building the first mining machine to establishing automated factories across the cosmos. We hope you find as much joy in playing this game as we did in making it.
Twitter(X): @DysonProgram
Discord: Dyson Sphere Program
Reddit: r/Dyson_Sphere_Program
TikTok: @youthcatgames
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1164 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
虽然好久没打开了,但是考虑到近期吃到的其它shi,就忍不住回来发个评论。 这游戏别的方面不说,起码是一个扎扎实实的游戏,创作者确确实实对自己产出的内容和用户负责。5人团队能做出这么扎实的游戏,打了多少其它内容乏味、优化垃圾、bug修不完的游戏公司的脸。 期待完全体的正式版能够尽快上线,到时再回来玩个上百小时。
额,挺好玩的,以前玩了挺久的学习版,然后补的票,有个小小的建议,可不可以做联机,有联机的话可能会更有趣一些
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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: Simplified Chinese*, English*, French*, German*, Japanese**languages with full audio support
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
From Factory Hater to Cosmic Conqueror (1,000+ Hours Later) Recommended Total Playtime: 1,089.9 hrs (128/128 Achievements) The Hook: From Intimidated to Addicted I’ll admit it: I initially disliked this game. As someone who didn’t naturally possess a "factory-loving" gaming mind, the sheer complexity felt utterly overwhelming at first. I only pushed through because I wanted to explore the gorgeous planets and finally escape Midterra. But once the logic of the logistics networks clicked? I was completely hooked, and I still can’t get enough. The visuals are consistently astonishing, the customization of the factories is incredibly satisfying, and the underlying logic of the game’s automation is absolutely pristine. The 30x Difficulty "Truce" Strategy & Metadata Economy To give you an idea of how far this game can scale, I am currently running a massive endgame setup pumping out 28.8k White Cubes per minute on a brutal 30x Difficulty. If you want a massive tip for tackling 30x difficulty, here is a pro-strat "cheat": Buy a truce with the Dark Fog early on. Use that peaceful breathing room to aggressively build up your factory and your defensive grid. Once your guns are completely set up, betray the truce and wipe them out. Investing around 10k of white metadata to secure a massive 30x return on your investment later on is an absolute no-brainer. The combat makes sense contextually, but it isn't my favorite part of the loop. When I was sitting at under 100k metadata, the extra boost was nice. Now, floating near 1 million metadata, I don’t see much point to it outside of the exclusive enemy drops. And even with that much metadata currency in the bank, I still can’t bring myself to buy the Dark Fog loot that the planetary bases just drop for free anyway. The Endgame Flex: Breaking the Simulation My current setup features an entire planet completely covered in Ray Receivers pumping photons continuously. The optimization in this game is generally incredible—I can maintain a flawless 4K at 120 FPS by hiding my spheres and halting solar sail launches. But if I dare unhide my fully realized Dyson Spheres? It instantly drops my Ryzen 9950X3D and RTX 5090 down to 12 FPS. That is the ultimate performance benchmark. My Biggest Grievance & A Balancing Suggestion What I disliked the most about the late-game loop is the sheer, tedious grind of the eradication phase if you want to permanently clear a system. It mandatorily takes over 2 hours of active micromanagement to completely clean a single system with 3 orbital hives. I strongly feel the developers should introduce an endgame superweapon to automate this devastation. To keep it perfectly balanced, it shouldn't be easy: make it require Core Elements (the ultimate Dark Fog drop) to build and consume, alongside a massive, continuous energy consumption penalty. This ensures no player can just wipe hives out without knowing the grueling struggle of doing it by hand the first time. Even if this weapon takes the same 2 hours—or hell, double the time (4 hours) to charge up—it would be infinitely better if I could just let it charge while I focus on tuning other parts of my supply chain. I wouldn’t even mind being trapped in the same system while it charges; I just want to automate the annihilation instead of babysitting the cleanup. Final Verdict: 10/10 Despite my gripes with the tedious nature of late-game Hive clearing, Dyson Sphere Program is an absolute masterpiece. It took someone who hated automation games and turned them into a galactic engineer obsessed with universal optimization. If you are on the fence because it looks too complex, push through. The payoff is astronomical.
Great little gem. However a big issue is the lack of any sort of multiplayer. LAN and Direct IP official multiplayer would be amazing. Please add Direct IP/LAN multiplayer developers.
学校学的自动化,游戏也是自动化,出来干的也是自动化hhh
Satisfactory is 3D and good-looking, but lacks warfare and external pressure. Factorio is complex and has a strong blueprint system (which is essential for an automation game), but it only has a top-down view in 2D, with fairly simple visuals and animations. Dyson Sphere Program has all the best aspects of the other two: - Building possibilities of the 3rd dimension - Stunning visuals; watching your Dyson sphere build itself around a star is magnificent - Scale in this game is literally astronomical - The Dark Fog is the perpetually evolving enemy that scales with your factories; you constantly have to balance production, energy output, defense, technology, base/planetary/system expansions, and more. To me, this is what makes this game so addictive and engaging. - The background music is great, and I found myself humming the melodies while thinking and building. It really adds depth to the universe you are building. - Lots of QoL in the controls, once you get to know them - The devs truly did incredible work on optimizing such a complex game and I very rarely encountered bugs during my playthroughs - Already supports modding. Some QoL mods can really enhance the experience even more. - There is currently no native multiplayer support, but there is a mod that allows it, and it seems to work well. Even though Factorio and Satisfactory are great games, Dyson Sphere Program is by far my favorite automation game. It is still in early access, but has what it needs to be already great. We can expect more content coming in the future.
非常好玩,目前玩的最久的一款游戏。希望正式版能加入流星和彗星,能看到极光,这样前期一边手搓一边慢速拉产线,等待的同时还能欣赏奇观。
能不能开云存储啊,真的太不方便了。玩了300小时就觉得这点不方便
In it's current state this game is quite good. Why do I not recommend it? Because to access that goodness you must deal with unintuitive controls that exist in no other factory game and a lack of QoL in exchange for scope. It takes me 30 seconds to walk across my starter base because the mecha walks so slow from the getgo. That's more time than it takes me to build a blue circuit build in Factorio or a rotor plant in Satisfactory. There's not a balance reason for it. So the game looks like a lot of: "Why am I so slooooooow" and "why do my construction drones SUCK" before you access the goodness that comes with building a dyson swarm or a dyson sphere. Oh and then there's the energy scaling. Yeah... A dyson sphere around a star that should be outputting ~384.6 yottawatts (3.8 × 10²⁶ watts) of power (for just a star like our sun) outputs gigawatts or terawatts. Yeah... It doesn't really feel like a dyson sphere if my power grid in Factorio is bigger. I get that they want to work with units people are familiar with but it does seem kind of silly that a dyson sphere of all things, something that makes a civilization Type II on the Kardashev scale outputs less energy than humanity produces right now (~9.6 terawatts) when we aren't even a Type I. On top of that you cannot change the hotbar. And the hotbar system sucks. You have two options: Press 1-9 for the building CATEGORY and then F1-F12 for the BUILDING. I'm sorry WHAT? Who thought that was a good idea. It's terrible. And your other option isn't any better: Clicking. Yeah. Click menus in a game where you control a character. It's slow. It's clunky. It could be so much better. And you Cannot. Change. The Order. Of the Hotbar. Why.... Basically you're going to be waiting for your mecha to take 30 seconds to walk across your tiny base and suffering through the bad controls, then still dealing with the bad controls to access the cool stuff. Put it to you this way the controls are so bad right now that I'm pretty sure you wouldn't see much of a difference in build rate using a controller versus using a keyboard and mouse. Yeah. Ouch. And right now the combat... Is not really super interesting. Basically you fly at space nests and your fleet automatically takes it out. And you stand around while your autoturret and fighters fire at ground enemies. Yeah... It has potential. Like if you turned it into an RTS where you could command fleets at nests and clear out star systems remotely now THAT would be COOL especially if you could automate it, but right now your two options are to set up planetside turrets that fire at both planetary and space targets or take care of it manually. So basically this game nails: Orbital mechanics Dyson spheres Dyson swarms A unique spherical polar coordinate building system but fails pretty hard at: Intuitive controls Interesting combat that doesn't feel like a chore Menu design QoL Planning for the Factory Gamer (Eg people who play other factory games like Factorio, Satisfactory, etc.) Making scale effortless (Bluprints are kind of a pain in this game) Some other gameplay basics Oh and perhaps the worst offense is conveyor ramps. Yes. You must do silly conveyor ramps which take a ton of space and are pretty annoying to work with when there's no good reason to not have conveyor lifts or give sorters the ability to go vertical. So yeah. There is potential, but right now if you're coming from Factorio, Satisfactory, Mindustry, Shapez, or Captain of industry it's going to feel clunky, slow, and you likely will get pretty frustrated with it before you do anything cool because of these problems. But to be fair and give the devs a shot if they fix these QoL and intuitiveness issues I'll change my review.
自动化游戏中的神中神,对资源和生产线的调配和优化让人十分上头,奔向星海、建设宇宙本身是一件浪漫的事。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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