
Equipped with cutting-edge salvaging tech, carve & slice spaceships to recover valuable materials. Upgrade your gear to take on more lucrative contracts and pay your billion credits debt to LYNX Corp!
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): 2.14/day in the week to Sep 3 → 4.43/day in the week after.
About



Genres
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; PlayStation, Xbox, GOG, 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 | $34.99 | 22.4Kreviews | 89% | — | $27.2M |
| $39.99 | 2.1Kratings | 83% | — | 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 943 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
you can easily get lost in the shipbreaking. very addicting.
Allows you to switch off
Controller support took about an hour to figure out, by default, the controller flips in and out of control, like someone is unplugging it and plugging it back in once every 5 or so seconds. Not a controller issue. I had to right click on the game in steam and enable all controller support, not just the xbox one by default. The game itself is simply sorting objects into one of three bins, which is fine. But it's very frustrating when that's all I want to do. Endless uninterruptable dialogue, walls of text. Fine, have some lore, but let me skip it if I'm not emotionally invested with the other dull shipbreakers. About 3-4 missions in, suddenly an arbitrary time limit starts to get imposed on actually going out and doing the job with no explanation, making small missions take 2-3 runs to actually finish them off, which is very frustrating and I really couldn't see the point. What's the advantage I'm getting by being able to break a ship down fully in a single sitting compared to teleporting me back inside to listen to some more dialogue before I can just go back out and carry on? I get that 6 DOF is a tricky thing to get right, but it didn't feel right, thrusting forward would cancel out vertical thrust eventually, so it had some dampening some of the time. But if you were tethered to the ship you were breaking trying to pull it apart, but the chunk you tethered to wasn't small enough yet, your thrusters did nothing, so you'd just drift. The time limit thing was the final straw, imagine playing power wash simulator, and every 10 minutes you get interrupted, spawned back to your base to have some dull dialogue you couldn't care less about fired at you for 5 solid unskippable minutes before you could get back to cleaning. The whole wild west mining town theme, with the southern boss man and banjo music...in a game where you're breaking down derelict spaceships...weird choice man, had to turn the music off after the first hour.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3/day in the week to Jul 21 → 5.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Simplified Chinese, Russian, Italian, Spanish - Spain, Portuguese - Brazil, Traditional Chinese*languages with full audio support
| $39.99 |
| 2Kratings |
| 76% |
| — |
| not modelled |
| $10.49−70% | 110ratings | 88% | — | not modelled |
| $34.99 | — | 90% | — | 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 949 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of the greatest hard sci-fi games out there that immerses you in a cyberpunk corporate hell setting without showing a single moment of it during gameplay. The game is truly fantastic and deserves all the ratings it received. Hopefully one day we can get a sequel and/or a multiplayer update.
Chill
Great game, relaxing 3D puzzle
the game has improved ill keep it this time
After spending a hundred hours in this game, finishing the story twice, and getting literally every single achievement, I can pretty confidently say that the game is good. Gameplay is insanely satisfying, and actually allows for a handful of playstyles. Me personally, I like to do everything in my power to salvage every single credit off of a ship. It's tedious, sure, but I find it rewarding. Some people, however, have taken the way of (I'm not sure how to spell it) hakuchido, where instead of thoughtfully cutting and removing pieces, you just cut with reckless abandon in an attempt to get as much salvaged as you can in the 15 minute shifts you're given. However, this game is nowhere near "immaculate dome from God himself" levels of good. It is impossible, for multiple reasons, to actually 100% any given ship. Various cuts make material disappear, the designers at times force you to destroy salvage (ECU coolant pipes, my mortal enemy), depressurizing ships becomes less of "careful thought and planning" and more of "cut the doors, hang on tight, and hope for the best", and some ship designs... well, let me tell you about the two I have gripes with. First one is the Javelin class: a long dong of a ship that is able to carry cargo or fuel, and it's really more of a pain in the ass to actually do. Every time you want to take off a chunk of the outer hull, you have to use up an extra tether to pull it away, lest the piece gets caught on the aluminum skeleton and sends it all twirling across the yard. On top of that, some Javelin designs feature a massive fuel tank in the middle, and while on paper it doesn't seem so bad, you have to realize that this thing is caged up in both aluminum and nanocarbon, there's no way you can just cut off the blocking pieces. No, what you have to do, after flushing the fuel system, is [i] plant explosives around the tank [/i] so that way you can free up the nanocarbon around it. That's right, you plant explosives right next to the other giant explosive. Just plant them at the furthest point you can, and you're good. The second ship, the Atlas, was designed by a sadistic engineer who probably was inspired by American automobile engineering and thought "they didn't make it hard enough". The main part of the ship is fine, I don't even remember how those go. It's those stupid thrusters that I hate. See, what this engineer thought whilst sitting upon his demonic throne was "I'll put the fuel flush valve [i] behind [/i] the thruster core, and to take out the thruster core, they'll have to cut [i][u] four [/u][/i] fuel lines in quick succession! [b][i] MUAHAHAHAHAHA! [/i][/b]". Of course, this alone was not enough for the demon prince, and he added but one extra layer to his evil: "And when they finally flush the fuel, the surrounding case will cleave itself in twain, hurtling salvage directly towards the furnace! Genius!" And lo, the design was submitted, but the developers, be it through malice or incompetence, left a cherry atop this sundae of hot sauce. When the case splits, for some reason, you become in danger of being crushed. I do not know why two pieces splitting apart registers as "Oh god I'm about to get squashed", but what do I know. That does lead me into another problem I have with the game, the physics does tend to spaz out and send very important stuff flying. Mind you, this is not due to depressurization, this is simply detaching parts with your grapple. On multiple occasions, tables have gotten stuck inside floors, computers have gone flying, and I think once or twice I've gotten smacked with a terminal. Not really a dealbreaker, but it's a bit of a nuisance to do everything right and still lose those credits. Welp. Guess I gotta talk about that stupid story. Honestly, I can't really add anything new. On my first playthrough, the second I heard "they used to form these groups called unions", I checked out on the story. I knew from then on that this story was going to be super canned with a dash of cringe. Really, the major problem I have with this story, besides the dumb dialogue, is that the player character is just a cardboard cutout. Everyone talks [i] at [/i] you, not [i] to [/i] you. I feel like there was a seed of good that got snuffed somewhere by a suit, because there's all this design and mystery around [spoiler] AI nodes [/spoiler], seriously, where was THAT story? That story is ten times better than the trash we got. Oh well, you can either stomach it or install Cheat Engine and fast forward through it if it's really that bad. So, that's about the long of it. A really good game design principle with satisfying gameplay, marred by physics bugs and a writer who should be nowhere near a video game. Or a word processor, now that I think about it. But anyways, buy this game. It's worth it.
Taking apart the ships is probably the most satisfying job sim gameplay loop out there. The story is on the other hand genuinely one of the worst portrayed messages I have ever experienced in a game. And they make you pay attention to it. It is a critique of capitalist power structures and unfair labor laws, the corporation is cartoonishly evil and everyone there is stupid and all it takes is [spoiler] the public finding out and instantly the labor union has an advantage over the company and can demand whatever they want????? [/spoiler] This entire story is about unions vs corporations yet is completely uninterested in the actual history of these labor disputes and how they can play out in tragic and catastrophic ways. The narrative ends up coming off as starship trooper levels of propaganda but for left leaning beliefs, Good gameplay though
To paraphrase Tenacious D's "Pick of Destiny" - I f*cking love this game, it is the best game ever. PERIOD! But in all seriousness, this is an amazing game. The storyline in and of itself is irrlevant, though adds world immersion to the experience which makes a really nice addition, and I throughly enjoyed going through it, but it is really superfluous to the final experience, being fork lift certified in space. Ater one completes the story the playability remains unaffected. The simple truth is that this is a game for people looking to challenge themselves to reach peek efficiency. The income counter becomes merely a way to keep score, the more important statistic is what percentage of each ship does the player successfully recycle. I have spent hours sitting dismantling one ship after another chasing the stickers while Star Trek, the expanse or some other sci-fi related television programme carry's on in the background, it is the ultimate in relaxed gaming experience. I will definitely be keep an eye out for Hardspace 2, but until then this will continue to scratch the itch I need scratching, at least until Elon calls on me to join him on his mission to Mars.
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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