
Start with your Command Center and expand it into a colossal modular flagship, module by module. Design custom warships from the ground up, grow a thriving civilization, and command powerful fleets across the Solar System in tactical real-time battles.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 1.43/day in the week to Aug 26 → 5.14/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
Your Command Center is only the beginning. Expand it into a vast modular space fortress and shape it into humanity's new home among the stars. Every module you add shapes the growth of your civilization, from industrial production and resource management to ship construction and defense. What begins as a single stronghold can evolve into a colossal mobile city, carrying thousands of inhabitants across the Solar System.

The player can construct their own base using a set of assembly modules, with no limit to shape or size.
Extensive Base Customization: Era One offers a wide range of options for base construction and customization. Players can design and build their bases from scratch, choosing the layout, structures, and aesthetics that suit their playstyle.
Resource Management: Building and maintaining a base requires effective resource management. Players must gather and manage resources such as raw materials, energy sources, and workforce to construct and upgrade their bases. Proper allocation of resources is essential for the growth and sustainability of the base, ensuring its survival in the game world.
Defensive Structures and Strategies: Bases in Era One must be fortified against external threats. Players can construct defensive structures such as turrets, and traps to protect their bases from enemy attacks. Choosing the right defensive strategy, positioning defenses strategically, and upgrading them over time are crucial aspects of base building in the game.
Research and Technological Advancement: As players progress in Era One, they can unlock and research new technologies to enhance their base-building capabilities. Advancements in areas such as construction techniques, resource extraction, and defensive systems provide players with additional options for base expansion and fortification.

Players can build their starships according to their preferences.
Vast Ship Customization Options: Era One offers a wide array of ship customization options, allowing players to design and personalize their vessels. Players can choose from different ship types, sizes, and aesthetics, customizing various aspects such as hull design, paint schemes, and exterior decorations. This level of customization allows players to create unique and visually distinct ships that reflect their individual style.
Modular Ship Components: Ships in Era One are built using modular components, offering players the flexibility to tailor their ships for specific roles and functions. Players can select and install various modules, such as propulsion systems, weapon systems, cargo holds, and utility modules, based on their playstyle and objectives. The modular nature of ship components enables players to experiment with different configurations and optimize their ships for exploration, combat, trading, or other specialized tasks.
Upgradeable Ship Systems: As players progress in the game, they can acquire new technologies and upgrade ship systems to enhance their performance. Upgradable systems can include engines for increased speed, shields for improved defense, weapons for enhanced firepower, and scanners for better exploration capabilities.

From the ashes of a shattered universe, a young woman's quest for salvation sparks a journey of intrigue, danger, and discovery. In a future where Earth's resources were depleted, humanity embarked on The Great Colonization, expanding to other planets. The rise of mining corporations led to conflicts and the emergence of space piracy. A wealthy magnate discovered a powerful energy source, leading to the construction of the Navi Mondo, enormous fortified and self-sustaining cities in space, and the formation of the Free Federation of Worlds. Centuries passed, and the population was pushed to abandon planets, living only on the Navi Mondo. However, genetically engineered biominers mutated and posed a threat. With resources nearing exhaustion, the Free Federation planned to migrate using Hyperspace Leap technology. The colonizing ships Victrix and X Gemina encountered a gravitational anomaly, causing a breach. Chaos ensued as resources depleted, wars resumed, and the political system collapsed. Alya De Shars sought to steal a power source to launch a secret ship and start anew. This sets the stage for a story of humanity's struggle, the rise and fall of an empire, and the hope for a fresh beginning beyond the Solar System.
We asked Alberto Selvaggi to read Era One's lore and compose based solely on his inspiration and years of passion for music and piano. The result is a unique and emotionally touching soundtrack that will accompany us throughout the story, adding depth and making everything deeply engaging.
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 156 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Огромный потенциал!!! Она и сейчас уже хороша,НО... как же утомительно медлено все происходит ((( Да и постоянные ограничения по максимальным зданиям в миссиях,просто не дают разгуляться( Подсказка для новичков: Не пытайтесь все впихнуть на корабль! Для этого есть коммодули развертывания (стационарной базы). И разберитесь сначала с технологиями-это ускорит понимание и фан.
For an early access game it is a great game. There are currently only two factions used in the game currently; players are Federation and CPU is Pirates. A lot of maps to choose from and most match settings can be changed, though not all. It has great promise, but they are already behind on the in-game roadmap to launch (supposed to be released this month). The only bug I have encountered is when your main ship gets too close to other objects (e.g., asteroids, wrecks, etc.) it fires emergency brakes (cool!) but then I have been unable to move after this occurs (not so cool). I have used the warp drive to jump so that I can maneuver again, or if I didn't have it I had to start a new session. All in all keep an eye on this game if you don't buy it before official v1.0 release.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Italian, Spanish - Spain, Russian, Simplified Chinese, French, German, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America*languages with full audio support
Hours played at review time, across 156 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I think they have the skeleton of something really special. This is what i figured the next step in homeworld would have been. I have officially bought the game just to support this project cause I'm very curious what we will get out of it. Goodluck guys! +Runs good +very pretty +excellent RTS systems +cool ship management system -is pretty early access -no campaigns or galactic map stuff -this is more of demo then a true game right now
I like the concept, but it needs to cook more. First, the bad: * UI design is a weak point. Fleet management isn't overly intuitive or easy. Needs to be more gui based and drag-and-drop (combine fleets, separate fleets, that sort of thing). The whole interface is kinda clunky and unintuitive. * You basically just get some popup screens that basically tell you how to use the interface. Better than nothing but expect to spend your first hour just trying to figure out how to drive the game at all. * The AI isn't a "real player". It doesn't farm resources or particularly try to harass yours. It's pretty basic. So it won't be good practice for multiplayer and you're mostly trying to stay ahead of the waves it pops out. * Sometimes ships don't seem to do what I expect them to do and I have no idea why. e.g. I tell them to mine something and they sit there. I tell them to attack something and they sit there. I made them a facility to turn in resources but they fly back to my ship across the map (sometimes, apparently if they feel like it). Bugs? Me not understanding something? Can't tell. * I'm surprised that the game lacks a "blueprint" mode, where you just go in and make blueprints. There is a sandbox part of the game for doing this but you still have to mess with power, crew, and income while you work on your blueprints. But I'll give it a thumb-up anyway because I do like what they are trying here. You can create several types of craft. Small fighter-types which I actually don't think are all that useful in single-player because they should be great at harassing and defending against harassment but, as per above, this isn't really relevant vs the AI. Larger fixed-shape warships where you just pick what weapon loadout you want before you start the build. "Module" ships, which is the core of the game, where you build them part by part in whatever configuration you want. The module ships can be saved as a blueprint so that next time you don't have to assemble it piece by piece, and there are a number of blueprints shipped with the game to give you some ideas and starting points. The pace of the game feels about right for "big lumbering ships". Feels a bit like Sins of a Solar Empire. I think you can get some decent playtime just from messing with different configurations for the modular ships to see what works and what doesn't, and there is a grayed out campaign mode that's apparently coming, and there is a decent variety of maps and "comp stomp" scenarios to play with, so it's entertaining enough. We'll see if they can iron out the "quality of life" issues that make the game just so-so right now.
Literally cannot find the button or ability that allows me to deconstruct build pieces on my ship after i've built them. If there is a flaw in the design I cannot go back and fix it, the delete keybind doesnt work and everywhere I look online no one seems to know anything about this game. This game needs time to cook and to make it possible to delete build pieces. Combat feels like a 10/10 imo.
Amazing concept...absolutely horrible implementation. Controls are horrible. UI is an unorganized mess. Balance is hilariously bad. Hoping they figure it out as it's idea is excellent.
Not quite sure I understand the hype on this one.. I get the comparisons to HW, and they're obvious.. but I sort of feel like this is a bit overly focused on the tedium of resource management (managing popcaps, energy, research, RU, etc.) with the primary focus being custom shipmaking. I feel like this lends itself more to people who have an interest in building sims like Space Engineers than it does Homeworld style combat and play. (And I preface this with: I do not like base-building sandbox games. In this case, they're huge time investments generally and the payoff in this context I feel is the same but faster with other RTS formats. Basically, combat doesn't require hours of frontloaded time.) I appreciate this where it is unique, and I appreciate what they've done to capture "cool spaceship architecture", but it does not *feel* like Homeworld to me.. which I think had a stronger focus on specific design silhouettes and "ancient cultural space aesthetics".. and a more concise playstyle. (I guess an apt comparison might be that Homeworld felt lean, sleek, unique and stylized ..with the punchiness and style of Peter Elson .. this feels bulky, mechanical, and slow with an open design style..) After a couple hours I'm struggling on if I want to refund this as I'm just getting into the mechanics (even having spent years prior on and off with the Complex Mod.. so I know what I'm doing, and even then its still so SLOW) -- But I can't and won't spend 1-3 hours in a multiplayer match twiddling my thumbs as I wait for research, mining, and tech'ing up.. this is going to result in very slow games with matches being decided before combat even takes place. Meaning there might be little room for a variety of playstyles or unique engaging combat scenarios. -- All-in-all this has echoes of Homeworld, but doesn't scratch the itch for me. I was skeptical of the block-like modular systems when I saw this being worked on, and while I appreciate the intention, it's 'not' what I wanted from a spiritual successor. It's a real shame Homeworld 3 was marred with a overly human focused story with a messy combat feel, no care to multiplayer, and shoddy AI, because it looked and sounded the part. I digress. Maybe in time this game will feel more like what I want, and I'll consider giving it that time.. as a sign of good faith toward the developers because I do plan to sink a few more hours to see if it's something I like.. then maybe I'll come back next year during 1.0 .. and my "Not Recommended" is purely because of how much it was hyped to 'be' what I had hoped it was.. and because I'm now left wanting still.
Отличная на первый взгляд игра. И постройка базы, а производство юнитов, и красивая графика, всё вроде прекрасно. Есть только одно маленькое "но", которое портит вообще всю игру. Речь про оптимизацию.. это прям ужас. 9 ФПС я даже в таркове не видел, а тут в какой-то момент, доходит до, 15 фпс когда ничего не происходит 9 фпс или ниже, если происходит вообще что угодно. Не, я понимаю, ПК у меня старый, хилый, все дела. Но в игре в принципе нет каких-то невероятно масштабных замесов. А когда на карте, твоя база и 30 кораблей врага, а фпс ниже 10, это извините трандец полный, играть в это невозможно, хоть и хочется.
This is a fantastic successor to the Homeworld space strategy made by the creators of the Complex mod for Homeworld. Beautiful space battles, with fighters, bombers, cruisers, and everything flying around the battlefield. You can even take direct control of a fighter and fly it by yourself (a bit clunky, but interesting—though you probably won’t use it much). What’s also really great about this game is that you can design your own capital ships, equip them with weapons, armor plating, and pretty much anything else you think they need. I really hope they add Steam Workshop support and proper mod support. Add a Star Wars or Star Trek mod to this, and it would be even better.
很不错的游戏,建造模块自由度很高,不过可惜只能造指挥中心(母舰),不能对战斗机、护航艇、主力舰也进行自定义建造。战斗舰艇的造型吸取了《家园2》的设计,又做了些改进;种类有点少,尤其是主力舰,没有超大型战舰(比如战巡)。游戏界面和早年的《银河创世纪:木星事件》有点像,屏幕上下左右的面板都要看,新手一开始会有些手足无措,游戏目前也没有做太好的教程和引导;但适应了就还好,如果以前有玩过《木星事件》的话,上手难度会大大降低。总体非常不错,期待正式发售后的战役内容。在《家园3》扑街后,这款游戏算是《家园》系列的精神续作了。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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