
This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat.
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.
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): 6.14/day in the week to Sep 13 → 11.86/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.99−80% | 78.8Kreviews | 95% | — | $4.5M |
| $9.99 | 520ratings | 92% | — | not modelled | |
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 1101 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
thebest
https://lorerunner.com/familiar-6#FTL
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.5M | 9.5K | 76% | $19.99 | |
| $4.5M | 11.4K | 90% | $19.99 | |
| $4.5M | 8.7K | 85% | $19.99 | |
| $4.5M | 3.4K | 92% | $29.99 | |
| $4.5M | 4.3K | 89% | $29.99 | |
| $4.5M | 33.8K | 91% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 4K | 94% | $19.99 | |
| $1.4K | 10 | 100% | $4.99 | |
| $1.1M | 1.4K | 77% | $25.99 | |
| $186.8K | 1.4K | 68% | $4.99 | |
| $5.9K | 51 | 61% | $3.99 | |
| $2.7M | 7.4K | 94% | $14.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 2669.83/day in the week to Jul 17 → 9.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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*, French*, Italian*, German*, Spanish - Spain*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Japanese**languages with full audio support
| $9.99 |
| — |
| 96% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
the ship's burning and oxygen depleted and hull's health is critical and no power left and enemies are boarding
Been playing this for many years, and it's always one of those games you come back to. Simple game, but so addicting and fun
fun :)
Small game but addictive. Not for you if you don't like loosing.
Amazing game. Hard to say anything that hasn't already been said. Quite literally the only downside is the lack of an official endless mode.
A maddeningly well-balanced game, where after an initial learning curve, the balance will be at, "you will lose the game, but you will come close to winning." I assume that eventually, one might actually win. But there are a lot of systems to learn, and most of them are easy to use poorly at first. At first, you'll likely attempt the game at Normal difficulty. This is a mistake. The game has eight sectors, and I often lost by sector 2 or 3. Eventually, I realized I should try Easy difficulty instead. That helped. I made it to Sector 5, and the next time, all the way to the boss in Sector 8. To be honest, it was a small miracle I'd made it that far, and the boss quickly reminded me that I had no business being in Sector 8. The next time, I was more successful, and reached the boss stage with missiles firing. I was quite chuffed with how things were going, until I realized that while I was making progress, I was also almost out of missiles. Once they were gone, my progress nearly ceased, and my ship was a sitting duck. Closer, but no cigar. The third time didn't go as well; I conserved missiles, but with inadequate defenses, was unable to make use of even as many as the prior time before my ship was destroyed. Deciding to switch things up, the next attempt got off to a fantastic pre-boss start, so I bought a Crew Teleporter module and attempted to engage in some boarding action. This proved to be a horrendous mistake. The first teleportation was onto a weak rebel ship, but I forgot that it was an autonomous ship, with no oxygen, and my boarders quickly asphyxiated. I hired more crew at the next station, and tried again, this time being sure there would be oxygen. Unfortunately, my weapons were too successful, and the rebel ship broke apart with my boarders still on it. I did eventually manage to successfully board a ship with my two last crew members, but I have since steered clear of teleportation, not because there are no rewards, but having learned the risks of the maneuver. Back on a stay-on-the-ship strategy, my fourth attempt that reached the boss was my most successful, and I still think I may have defeated the boss had I made better use of my drones. But ultimately, the boss dodged my last volley and then destroyed my ship, at a time when it had only two hitpoints, no shields remaining, and only one functional weapon. The margin of defeat was so slim, yet it was still defeat. Attempt five was my first with top-level cloaking against the boss. This proved useful, but using it most effectively proved difficult. Just because one [i]can[/i] hide one's ship right now doesn't mean one [i]should[/i], as it depends on what the enemy's offensive strength is at that time. But in the heat of battle, it is all too easy to overlook it when the optimal time arrives, because there are fires to put out (literally), breaches to patch, and the oxygen level in the ship has fallen to 1%; it's a miracle that the breach was repaired in time and only one of my crew asphyxiated. And that's the beautiful chaos of the game. Everyone thinks they have a plan, until they realize that the oxygen module has been out of commission for far too long because they were focused on getting the weapons and drones back up and operational. The tradeoffs are numerous. Which module should be upgraded next? Or should one save to buy a weapon, augmentation, crew member, or whole new module? How much to keep in reserve for random events, versus spend immediately to maximize the odds (and minimize the damage) in the next battle? Should one seek out danger and potential reward, or avoid it? Many decisions are situational. If I'm low on fuel or my ship is damaged, my willingness to spend on anything else is reduced, and sometimes all stops must be pulled in order to reduce damage and survive a bit longer - it does the Federation no good if the Kestrel is destroyed trying to be the hero in an inconsequential battle. So, twelve to fifteen attempts in (more than half did not reach the boss sector), I'm still learning the game, and there's a lot more to learn. I've unlocked two non-default ships, and quickly realized that they play very differently than the base one; they will be a process of discovery all their own. And I haven't even touched the Advanced Edition content (which is disabled by default); the last thing I need right now is for a promising campaign to be derailed by a new alien species. It's hard enough dealing with teleporting Slugs. Highly recommended so long as you accept that losing is fun.
The music is awesome. The game is hard and rewarding.
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.