
Design, build, or pirate spaceships. Build bases on planets. Explore endless randomly generated universes, travel through black holes, command your crew, survive cosmic events, collect and trade materials, battle epic bosses, and much more. The sky is the limit, literally!
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 1 → 0.71/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
Early Access note:
Out of Orbit is unfinished, buggy, and unbalanced. I'm a solo developer working on it alongside a demanding job and family, and I use Early Access to test and improve the game with your help. Looking for a more stable experience? Please consider wishlisting and waiting for the full release. Otherwise, you're very welcome to join me and help shape the game! ❤️
Take on an epic adventure of cosmic proportions in Out of Orbit. Design, build, and manage your very own spacecraft. Raid, destroy, infiltrate, or steal enemy spaceships. Befriend or jeopardize factions. Build bases on planets to expand your influence and resources. Command your crew. Collect raw ores. Travel through wormholes to unlock new randomly generated universes. The sky is the limit. Literally.


Build spaceships, space stations, and planetary bases.
Assign a variety of room types.
Raid and pirate other spaceships to expand your fleet.
A massive selection of stations and objects to choose from.
Fully destructible ships.
Manage your power and fuel supplies.
In-Game Editor with Steam Workshop Support.


Harvest resources from asteroids and comets.
Keep yourself alive with an advanced health system.
Illnesses and Diseases.
Manage your oxygen, fuel, thirst, hunger, and radiation levels.
More than 500 unique items.


Build a sustainable habitat for your crew.
Assign your crew different roles and jobs.
Set a schedule for your crew for micromanagement.
Maintain your crew’s happiness, loyalty, and mental health.
Recruit crew members to join you in raiding ships.


An infinite star map.
An infinite number of multiverses.
Explore a variety of landable planets.
Different and unique sectors to explore.
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I am enjoying my time with this game. However. the amount of Sputniks that appear durring the tutorial is staggering. With so many tasks to do during the tutorial, having your pod blown up every now and then just becomes boring. Maybe have a task where you fight 5-10 of them, and then stop them from spawning so you can focus on the tutorial, as there are quite a lot of things to learn. Trying to mine titanium for your ship, only for a sputnik to appear every 5 seconds after destroying one gets repetitive. Otherwise, the game is great so far and scratches the itch I've been searching for.
I can't fully recommend this game as it is. THERE IS A HUGE AMOUNT OF POTENTAIL THOUGH!! At the moment there just isn't enough meat on this game to pay more than $10 for it. There isn't even a real main story at the moment and there are only really two side missions you can play. Either you run cargo or you do bounties, and the bounty missions are buggy so there is really just cargo runs. For the bounties you have the option to capture enemies dead or alive. The problem is that if you take them alive, and put them on your ship, your crew mates will shoot them even though they are cuffed in an operational jail cell. On top of that even if you do manage to lock them up where your crew members can't reach them, the people on the marshal ship where you are supposed to drop them off will shoot at you for bringing them back alive. Like I said this game has an ENDLESS AMOUNT OF POTENTIAL, but that's on the developer to bring it to fruition. Edit 5/24/26 I've never seen a solo developer move so fast! I cannot begin to describe how much hope this gives me for this game. I fully recommend this game and can't wait to see what the final product will be. Gamers would be much better off if more developers were dedicated like this! THANK YOU
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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**languages with full audio support
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
bruh, nobody is expecting you to be AAA. The bugs are so bad, it's wiped 3 save files from bugs exclusively in 1.5 hours. If you play test your game AT ALL, you should see them immediately. I feel lied to by the youtube videos i saw lol. They must have re-recorded several times to cut out all this glitchy mess or it's become wildly unstable since. I wanted to like it, and i might keep trying to advance past the bugs, but i am very on the fence for refunding it, because even on sale, def don't feel it was worth the price
It has a special niche but I just can not see past the design decisions made to make the UI have a long travel time between buttons, annoying single-click and multiple tabs when there's much smoother implementations avaliable. Shifting control scheme when walking or driving were phased out during the very first GTA release, back and forth between menu's to click buttons far down and shifty, combat with jerky controls and movement speeds that shift greatly just makes the entire experience rather unfun for someone who expects people to have learnt at least the basics from prior games released. This product has 90's issues and need a complete overhaul in it's UIX to help it reach a broader audience. I did not encounter any real bugs, I tried playing longer but the longest I could stay in the game without feeling I was wasting my time were a couple of minutes at a time so I just can not see how this will get enjoyable without A LOT more work, like 2033 maybe for a solo dev.
Out of orbit is a game with a lot of potential. I’ve played about 20 hours and I still think it’s too early for me to review. This game just gives you so much do and fun little things to achieve and ways to play that it can be played in its current state for 100 hours plus. This game is a huge puddle of content that can turn into a lake content over time. There is no end to what the dev can do over time and that’s rare for games. The dev is solo so it’ll take time to really get content added but he is communicative and appreciating of new ideas and bug fixes that can help the game. I would 100% pay even more for this game if it cost more and look forward to the content it drops in the future past 1.0 and would gladly pay for DLC to support this dev if the dlc is made right. 7.5/10 would recommend and it would be 10 but it’s early and there is QOL and other things that can be added to just inhance the game. So if you’re hesitating I’d say do it. Even if you get 30-40 hours out of it it’ll be a blast I promise and I trust the dev will continue to love and support this game.
Hidden gem with an active dev
Rough around the edges - but there's something here worth rooting for I'm having genuine fun with this game, and that matters. The core loop is not bad. The tutorial does something I really appreciate: it throws you straight into the real game while still guiding you through the basics - a great way to onboard new players. That said, it's Early Access in the truest sense of the term, and there's real work to be done. The save system needs serious attention. Saving mid-session (save & exit, then load) resets a surprising amount of state - for example, a ship you've already infiltrated will act like you were never there. The developer seems to be aiming for intentional save restrictions (checkpoint-only, at the ship's computer), which is a valid design choice - but right now it creates more frustration than tension. On top of that, there's no autosave. Lose power, hit a game crash, forget to manually save after two hours? That's on you, apparently. The UI has bugs. Quest text is sometimes flat-out wrong, which can leave you confused about what you're actually supposed to do. Quality-of-life needs a pass. Small things add up. Dragging an item onto an occupied inventory slot doesn't swap them - you have to manually clear the slot first, then place the new item. Not a dealbreaker on its own, but there are several of these paper cuts, and together they make the game feel clunkier than it should. None of this is unfixable - in fact, most of it sounds like a solid patch or two away from being significantly better. I'd watch this one closely. The foundation is good. Now it needs the polish to match. Recommended with reservations - check back in a few updates.
For a game that is about designing and building your own space ships, not being able to move furniture/crafting stations after placing them... is a big no from me. Can't even load a save after misplacing something, because ironman is the only way to play it. Game also lacks polish when it comes to UI/UX, like for example there is a way to quickly tansfer a stack between inventory and storage (uses non standard ALT instead of CTRL), but not from crafting station to inventory. Splitting stacks is just 1 item at a time and really odd, because you need to hold the stack with LMB, then you press RMB and it will drop 1 item from the stack at the inventory grid slot you are hovering. Similar thing with applying bandages - you hold them with LMB, drag over to the body part and while still holding with LMB, you press RMB... who comes up with those ideas? Crafting stations have different way of crafting, one you just select what you want and press "craft", another one requires you to drop ingredients into a slot and guess what will come out once you start crafting. Hotbar for items has bad UX too, because when you place there some consumable, then pressing this key will equip said consumable and only use it when you press RMB (or maybe LMB). Bruh, just use it when I press a key? There are more issues with UI/UX of this game, but I just don't feel like explaining more, nor did I see everything that is wrong with it, I'm sure of that. It is as if developer of this game has very little experience with modern UI/UX.
Bad interface and user experience: * Switching building type requires 3 clicks as pressing ESC drops multiple menus up * Demolishing does not return resources, found only way is to slowly destroy it with laser * No stack splinting, or its unclear how to activate it * Shortcuts for item movement do not work in crafting stations * buggy targeting, sometimes laser points at cursor, sometimes its offset * 'Press E to exit pod' in front of screen obscuring view
To the Dev...Are you planning to adapt an xbox controller support? I liked the game but without that o can't play
Players by region
Where this game's players are, estimated from review languages.
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