
Build and explore in a true space sandbox survival adventure. Construct mighty capital vessels, sprawling planetary settlements, and vast space stations in your galactic journey to discover the mysteries of Empyrion!
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): 1/day in the week to Sep 1 → 2.14/day in the week after.
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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 868 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ADHD CLUTTER PILE This dev team never met a design challenge they could not simply abandon. The game is in - approximately - early beta state but they have been releasing paid expansions for how many years? With bare-bones simulator physics, graphics from 2007 and a UI from 1998 - EMPYRION is not about surviving the Galaxy - but about surviving the insane crafting and resource system. It is about surviving the game's design. I bought this game because my friend suggested it so we could play together. I have put over 200 hours in, and I have a FEW QUESTIONS": ------------------------------------------- CORE MECHANICS AND GAMEPLAY ------------------------------------------- - WHY is there NO GRAVITY. In a game about space exploration - gravity exists only inside planetary envelopes - outside of it all objects are static. - WHY is velocity limited in SPACE. - WHY does the velocity vector follow the ship's orientation - NO INNERTIA. - WHY do all vehicles top out at 130 in vacuum and 70 planetside - regardless of engine configuration - everything goes this speed. This works against player design choices, which are the heart of the game. rendering them largely superfluous. - WHY is there no fractional thrust!? It is On or OFF - GO or STOP - even some NES games had already figured this out. 'Coasting' with 'I' is cumbersome and does not actively lock the chosen thrust level - it still decays but at a slower rate. It effectively replaces a missing 'Brake' input and adds an arbitrary effect. The sane design would have been: Standard innertial simulation with regulated thrust, and a brake function that produces retrograde thrust. - WHY , on God's green Earth, is there no DAMAGE UI of any kind? You have to open the management screen to see your shields. so you can't pilot and monitor your damage at the same time. There is no locational damage indication of any kind - no way to know how much damage you are sustaining or where on your ship, until you look at it from the outside. REally? have the devs played X-Wing or MechWarrior or Wing Commander? I get it, the Capital ships don't really function as space ships - are not designed as space vessels - but have a up-and-down, left and right - fake gravity design that makes them work more like watercraft in 3d. OK. So, the core mechanic of naval combat is maneuver and damage control by location - how in the F can you do that when there is no damage control UI to speak of? - WHY are the weapon ranges so minuscule? I suspect this was another engine challenge that was solved through closure. Any sections where the devs could not figure out how to make things work - they simply walled things off, or in some cases just left the broken. The result of weapon ranges being only 300 meters - is that there is very little room for maneuver and skill - based play: with velocity capped at 70 m/s - that means you have about 4 seconds after entering the enemy's fire envelope to discharge your forward-firing weapons and maneuver off collision course. The AI accuracy does not vary with range, vehicle size, weapon type, or your maneuver - it is pin-point accurate at any range. Large guns track just as rapidly and accurately as small ones, and there is very little room for any creative tactical play - the only logical option is to build the most resource (and therefore time-) - expensive craft that can simply tank damage and deal enough - and then kite in and out of range, grinding the AI down with firepower and energy. This removes most tactical ideas - piloting, gunnery, positioning and craft design - all are mostly useless. The effective approach by design - is to just have MORE STUFF. Which of course is all about grinding. - Finally, the resource grind is staggering. Intermediate tech already requires absurd amounts of rare resources like Gold or Platinum or Tungsten. And all of this is left for the player to simply run into like an invisible wall after 'unlocking' the designs. It took me about 200 h to get access to these in sufficient quantities to build a somewhat capable craft, which got subsequently cored but a couple shots from an enemy CV. 3 seconds. about 6 hours to build. Another 12 hours to gather the resouces required. No damage indicator. No idea how to avoid getting hit. No clarity as to AI's target selection criteria. I don't think they exist. Oh, and by the way, WTF is 'Sathium'? 'Erestrum.? What is this, middle school? I need to find a restroom? You are aware, possibly, that the periodical elements table exists, and it is called that because every element in it is a possible combination of particles within reasonable half-life ranges. Helium is Helium and not Hydrogen because it has an extra proton and two neutrons. And Uranium has 238. So let me ask again, WTF is 'ZaRCOsiUM'? - Oh, one more thing. All you have to do to become inaccessible to the AI is go underground. It simply does not have the concept of below-ground pathing. Build your base in a tunnel and the AI will simply pump its endless rockets into the ground above your core, and send its soldiers to stand around on this patch of dirt frozen in programming lapse stupor. AI hostile NPCs will also occasionally lose their will to live and fight and simply stand around waiting to be shot. Barring that, they will fire with 100% accuracy at all ranges and targets moving in any pattern just like everything else. Here is how a sane combat design could have worked: AI accuracy decays based on a number of factors: 1. Range / target cross-section / target movement pattern 2. Weapon size - heavier guns have a slower traversal rate. Start neutral and take time to train of target. Also, see above - they should be 'designed' for larger targets. A heavy gun hit on a small craft should be a 'lucky' shot, almost a stray bullet. 3. Ai 'level' (hostile NPc or craft 'rank') All threats alert the player by default. Hostile wildlife, turrets and enemy soldiers have some sort of squawk before attacking, again, variety may exist between lead times, with the general rule being lead time is proportional to threat level. Some enemies may be silent assassins, or fall athwart this rule in some other ways - but by default the player should have clear visual and auditory cues from threats. A somewhat transparent aggro system, standard in MMO games where team play against AI is a mechanic I am not 100% clear on how explosion damage is modeled, but I suspect it differs from the following: blocks within explosion range should 'absorb' the explosion damage, in proportion to their size and distance from explosion center. Damage dealt by explosions is distributed through the explosion's envelope. Damage does not propagate past existing blocks (I THINK this is currently true but not sure) This means that given an explosion with damage 1000 - if it hits a wall of blocks at 90 degrees incidence - only 500 damage will be dealt, distributed arithmetically by proximity between all affected blocks - this means that block HP DENSITY tanks damage - not block size. Just ask AI to help you model the damage algorithm. --------------------------------------- UI AND GRAPHICS --------------------------------------- - WHY is there a search function from the fabricator but not from inventory> - WHY are item attributes shown in tooltips that frequently exceed the height of the screen and are not scrollable? - WHY are tooltips not on a delay for petes sake - this is elementary UI design - they clutter the inventory and obscure the contents when you scroll - WHY are all the Armored Cockpits internal view shaders broken on the canopy struts material - they glow bright blue for no sane reason. - WHY is there no automated way to commit resources in required quantity to a Factory item? The user must drag and drop, drag and drop .. - I reached char limit. But there are more questions. Shops, ground air-tightness, plant lod glitches, lightsource visibility at range, switches broken, glitches, etc
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 1039.4/day in the week to Jul 16 → 5.29/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 2,402 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Russian, Italian, Portuguese - Brazil, Simplified Chinese, Greek
Hours played at review time, across 869 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Too many damn bugs!
I feel ashamed for having bought this game. the mining is the worst I have seen across several genres and decades. the hoverships feel like piloting a blimp that decided to ground itself. even the walking has issues. I have nothing positive to say about this game with the debatable exception of the base premise having promise.
My initial comment was: "One of the worst games I've ever played. I really don't get the positive reviews. Nothing is clear in this game." Let me have some more game time and come back with an updated review.
The video trailers are lies. The graphics on this game are trash, the key binding is a wreck, and it is a waste of money, even if it's on sale. I'm not going into a long dive over this, just spend your money on something decent.
The building and crafting systems are atrocious. The entire game feels and looks like it was made in 2000. I love the concept, and it definitely has potential. In it's current state however it's basically valheim in space with a way clunkier building mechanic. I couldn't even find an exit button in the UI, had to alt-F4 to leave the game.
I still Rather enjoy Coming back to this game again and again. I love this game Equally as I do Space Engineers. This one has the More RPG Feeling to it. (Note) Everyone has problems with the performance of this game. And I did too until I figured out "My" Issues. All I did was turn off "Vsync" and put my game to borderless window. And it solved alot of my issues. Now i dont get that horrendous lag or stuttering. I also made sure This game was set to "High Performance in the Advanced Graphics settings in my computer and It runs alot better than normal. Its alot more playable to me now than ever befor. The Only time I run into a stutter problem is when I'm using the jet pack in space. Mind you I have a pretty good computer.So Even I run into problems with this game. But luckily I figured My issues out. Maybe it might help you I agree with what alot of people are saying. With this game being this old, There is no reason for them not to focus on Performance fixes. Not to mention it really needs a major overhaul to the animations. But otherwise I still play it alot when I'm not recording.
Its a pity, but this game was more fun a few years back when it was rivalling space engineers and such. The development goes in a very wrong direction.
This game is super janky. Lots of half-finished features even though this game has supposedly "left early access". It automatically overwrites "backup" saves if you load them again. For builds, blocks quickly get too heavy to carry enough to do a build. There's a method of building using a materials from a linked inventory. However, if you use it you can't use any of the tools you need to remove placed blocks (wtf?). So you have to switch back to your regular toolbar, however doing this resets your linked toolbar entirely. There's a "blueprints parts" that is so strangely designed and poorly documented that after spending hours trying to figure out how to copy a couple of blocks and place them again, I have up. It is unclear if the system just doesn't work, like so much else in this game. For a game all about building things, the tool for actually doing so are attrocious. The grid snap mechanics are unreliable and will cause you to fight to place stuff correctly most of the time.
игра просто супер! не ограниченный мир и возможности ! играю более десяти лет, раньше в пиратку но потом купил , так-как она постоянно обновляется , на лицензии автоматом обновы идут :) , хоть и часто меняю сервера , например на европейских забанили , там видишли нашлись пи....... им мой ник не понравился, дятлы ) , но есть наши русскоязычные , они и в топе и вообще , народ в реале мир класс! корабли, миры, базы , всё только ограничивается фантазией ! рекомендую ! ;)
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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