
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
这游戏还在抢先体验阶段,我就玩了300小时,这要是推出正式版,我都不敢想。
Llega un punto en el que no puedes avanzar porque se manejan términos muy complejos y no tienen traducción al español (Llevo esperando la traducción como 3/4 años). Es una lástima porque el juego tiene muy buena pinta pero la tontería esta de no traducirlo al español y sí a otros idiomas menos hablados es para hacérselo mirar. Hasta que no lo traduzcan voy a mantener la reseña negativa.
Media

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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
I've been trying to figure out what to say about Dyson Sphere Program for weeks now. I haven't touched the game in that same amount of time. DSP is good. A lot of aspects of the game are really, really cool, like flying from planet to planet as your big robot self to harvest resources, or the truly excellent feeling of making a couple of machines that make Solar Sails and hooking them up to the launch cannons, functionally giving you infinite energy anywhere in the system. Unfortunately, a lot of the systems don't feel that great. Mining nodes are finite, meaning that you have to constantly be building new factories on the planets you're on, and unfortunately this never felt good, at least to me. I am certain I was not playing the game correctly, as I had too many times where I was simply... waiting. And in a factory game that's how it goes sometimes! Sometimes you have set up your machines and your only option is to wait. But in DSP everything felt like waiting, and none of it felt cohesive enough. Your starting planet is the only one with oil (at least in the starting system), so a majority of your manufacturing has to be on that starting planet no matter what. And while there is plenty of room, the various tools for moving items from place to place on a planet are not quick enough to actually make most of this engaging. Even the fast conveyor belts (which are expensive to produce) only go so quickly. So most of my time in DSP was spent walking away from my computer while my robot recharged and my factory produced what I needed in order to progress. Additionally, the UI in this game is pretty miserable overall. I was fully 20 hours into the game before I understood that the same building which produced my Tech Tree Upgrade Resources was *also* the building which you could feed those resources to in order to accelerate the research speed. This was explained by the tutorial, but the UI for those buildings is so bad that I genuinely did not know this was how it worked. I had to google it, and I encountered other players with the same problem. Frankly, it should be a separate building, because it's not as though you can use the same building for Making The Resource and Using The Resource, so combining them is just confusing. Part of the joy of a factory game is that you start out hand-making everything, and then as your tech gets better and you get better at the game, you start customizing your factory to do the menial labor tasks. And I'm sure if I get far enough, the power of the Dyson Sphere will make everything easier, but... I wasn't even playing with combat turned on. I expect that the combat in the game is decent at giving you something to do while you wait for your factory to actually do things, but I already was spending a ton of time just trying to make the factory work the way it was supposed to, without worrying about enemies showing up and wrecking my stuff. Frankly, I can't imagine the combat adding to a pretty miserable overall experience. I know the game is in Early Access, and maybe I'll check in when it gets updated again, but as things currently stand, this is probably the least-enjoyable factory game I've tried my hand at. It's not bad! It's just not.... better than its compatriots.
As a big fan of factory/automation games, I couldn't ignore this one and the overwhelmingly positive reviews...but my god, this software is just a nightmare to engage with. After configuring the UI to make it readable, it often remains indecipherable. Placing buildings/conveyers/sorters is so finicky and unintuitive, I couldn't believe it. With the existence of Satisfactory, StarRupture, and Factorio, I would only recommend this game to a factory fiend that already has hundreds of hours in those games.
Doesnt look like it will cross the finishline. Started out great and its a semi novel idea. But the further time has gone the seemingly less coherent the development has become. While the bones and meat are there the meals not ready yet and the chef isnt looking so hot. Wait for 1.0 is my advice.
No está en español (485 millones de hablantes nativos en el mundo) pero sí en alemán (95 millones) o francés (80 millones). No sé si las compañías las dirigen subnormales profundos o algún hispanohablante les detonó el orto y ahora nos tienen manía.
I'mma be real with you. Is it a bad game? Probably not. But the early and midgame are extremely boring as an intermediate Factorio Player and Veteran Satisfactory Player. Coupled with an extremely hostile community, I don't think I'll come back to this.
Without a doubt, if you like satisfactory and factorio but want factorio with MORE automation then this is it.
Not recommended, especially without mods, due to a couple of reasons. First one is unarguable - at some point, this is no longer a game, but a job. You'll have to dig through wikis and reddits, you'll have to use a calculator, notes and probably a spreadsheet, and all in all you'll probably realize you didn't get a game, but an unpaid job. Also, a lot of it is idling or waiting unless you like re-doing the same trivial blueprint deployment over and over again just to see a number grow (I don't), so basically you'll need another game to play in the meantime while you wait for things to happen (no pause nor speed setting... in a singleplayer micromanagement factory strategy game? WHYYYY?)... and you need to spend hours just creating the blueprints, so then you realize - ah, the pros simply _download tested pro blueprint packs from the top players_ xDDD The second one is a matter of dispute - for me, the EA here is done wrong. Key UI/UX enhancements are done at sluggish pace, updates are rare and spaced apart, the possibilities of real automation and ways to decrease manual labor are limited, and overall you prolly shouldn't expect much more than we have now in the base game. The feature creep for useless sugar is painful, and lack of core game development is painful as well. It's the modders keeping the game funky, not the devs ATM. The third one is also arguable - overall replayability is extremely low, and metadata makes no sense as it currently stands. All the runs are basically the same, more or less, and metadata can be cheesed by idly stockpiling huge amounts of research components for 100 offline hours or so, and then putting those 100h of worth of components through a big science hub, one color by one (you don't even have to re-build that hub for every color). Metadata is calculated as per-hour research rate from a single hour, so by pumping 100h of resources into high-speed research hub, you'll break the numbers. Almost all of it can be done idle. Congrats, you can now "win" a game within 60 seconds of starting it. :P Then we have the layout options and "verticality", which should be the key point in a factory game in 2026. However, splitters suck (huge footprint, lame vertical stacking, tedious connection mode - you can't just slice a conveyor with them, you need to deconstruct etc.), almost all (there are some rare notable exceptions, but they are rare) buildings require sorters, which also suck for a game in 2026, from key buildings only warehouses and research facilities stack vertically, but when they do (especially research facilities) they exceed max camera zoom... So basically, there's no real verticality, you can only do conveyor bridges (and those are really tedious and require lots of manual work in non-trivial cases) and that's all. The amount of "upgraded recipes" is very limited (just a couple of them), the hassle with unipolar magnets is retarded (debilitating for new players who overmined them for violet candy, completely redundant for endgame if you knew to wait until high VU), the early game requirement/possibility of microoptimizing the miners is totally lame in a game with no pause even for planning, the hassle with planning DS is completely absurd, the entire concept of fixed DS is basically dumb by itself (it's the Dyson swarm that's the go-to solution we accept as the best solution nowadays), lack of (even in extreme late-game!) teleportation in a game that requires you to have multi-galaxy empire and presents Very Futuristic Technology, the tedium of both low-altitude maneuvers and space travel with Icarus, the broken English in most of the descriptions and texts, only VU being a viable (and actually very much required) late game research (yes, you'll be only researching ONE TECHNOLOGY over and over again in the endgame)... I could go like this all day. I played enough and I hoped enough. I had this game for years, I played for years, I watched the devlogs and "balancing" update notes, changing some random 4.6 value to equally random 4.2, and then to 4.4 in the next patch, I waited for the "AHA" moment, I tried restarting on different settings, I tried different playstyles ("relaxed", speedrunning, metaoptimizing, you name it)... Nope. IMO the unmodded game as a whole works only for people who love hugging numbers without any meaning. The story of the game is "a computer needs big crunching power, so you're an AI mecha that needs to generate big crunching power, INCREASE THAT NUMBER BIGGER NUMBER MAKE IT EVEN BIGGER!!!! Kilowatt, megawatt, gigawatt, TERAWATT WOOOHOOO MAKE IT BIGGER THE NUMBER FACTORY GOES BRRRR". I'm not joking, that's the official backstory, just slightly paraphrased. I'm not one of people for whom that's enough, even in a factory game. Factorio did it better, and I don't even like Factorio that much nowadays :D (can't like 2D factories once you did a vertical/3D one :) But then, you think, "go for the mods!"... And now you have two jobs, 1. base game, 2. mod selection, configuration, compatibility and updates. :D Many other problems were pointed by other reviewers already; tiny spherical "planets" with absurdly high gravity for their size, yet tragically split into different zones making blueprinting miss-or-miss, tons of problems with blueprints or efficient factory layout (the aforementioned 1990's UI/UX vibe), no way to auto-upgrade (you need to do it manually every time, even with an area tool it's extremely tedious for bigger factories), no way to auto-refuel/restock warpers in Icarus, artificial building distance limit, having buildings built not by having base resources but by prefabrication (which essentially forces you to manually create a mall production line for EACH AND EVERY BUILDING... and then to go there and restock repeatedly), terribly unbalanced seeds (a brand new player might get a "dead" seed with terrible rare resource distribution and huge travel distances)... Like I said, I could go on. Unless you played up till 1TW and beyond, you prolly won't notice. By 1TW, you're an addict and you have an additional job. That's it, you wasted your life. At least there are therapies for people overdosing fentanyl, but nobody treats DSP addiction yet :( Also - don't get me started at Dark Fog. The idea sounds great on paper, as a threat and time limitation, but after a while it's just Yet Another Resource Farm. Build a cannon, collect common drops, then build a bigger cannon, collect rare drops, then a Really Big Effing Cannon Shooting Antimatter Bombs and collect Pretty Rare But Completely Irrelevant At That Point Drops... ... I really tried to like DSP. Really. If you like using a spreadsheet to optimize virtual factory layouts - knock yourself out. I'm done with it, 1TW DS, ~100 VU, huge logistic net... and all that didn't give me even an ounce of satisfaction, because the world feels sterile and dead, the task is artificial, and the game is basically as fun as solving one and the same ODE for the entire day, over and over again. --- Now just to get the comments I expect: >inb4 you're playing the game wrong >inb4 you should learn to enjoy the game >inb4 maybe the factory/sandbox genre is not for you my reply to you guys: learn to read, and learn to think. This type of comments only prove you fail at those. When you learn that, re-read this review. You should understand it by that point. But, to preempt: * you can have a factory game without tedious micromanagement and with good UI/UX, with good balancing, good growth curve and good meta, * you can have a fun factory game, that focuses on growth instead of copy-pasting things until you die of boredom, * you can have a factory game that's not just number crunching ad nauseam, * DSP is not one of the above, * just because you haven't played better factory/sandbox/builder games than DSP doesn't mean I haven't. 'nuff said. --- Count of people who told me I need to take a course to learn how to enjoy the game: 2
Game feels abandoned. still in EA...for a long time
Active players
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Where this game's players are, estimated from review languages.
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