
Embark on a space voyage with your ragtag crew of civilians in search of a new home. Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony simulation.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 2.86/day in the week to Aug 27 → 2.71/day in the week after.
About
Embark on a space voyage with your ragtag crew of civilians in search of a new home. Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony sim.


Customize - Complete freedom to build a spaceship or station of your own desire. Place every piece of ship hull, wall, door and facility wherever you want.
Functional - All facilities serve a purpose. Crew members will sleep in beds, use toilets, be disturbed by a noisy room and praise you for an arcade machine.
A functional spaceship can be built tile-by tile, giving you the opportunity to shape a spaceship of your own desire. It can be symmetric and streamlined, or an asymmetrical whimsical looking thing. It does not have to look like a conventional spaceship depicted in sci-fi literature, you are free to design your own, the choice is yours!


Oxygen and CO2 - Keep optimal Oxygen and CO2 levels by building life support modules for your crew members.
Hazardous gases - Certain facilities and explosions can release hazardous gases. Build scrubbers to purify the air.
Temperature and power - Build thermal regulators to maintain an ideal temperature for your crew. Build power nodes and set up power distribution throughout the ship.
Comfort - Building a bed right next to the ship core will disturb sleep. Design your ship for crew comfort.
The isometric tile-based gas system simulates various gases, temperature and crew comfort on your spaceship. Humans, plants and facilities react to the conditions surrounding them, giving meaning to how you design your ship and the living conditions you create. Secure facilities, optimize crew survival and well-being, but also think of possible future accidents and chaos generated from crew combat or environmental hazards.


Skills and traits - Every crew member has their own set of skills and traits. A wimp might get scared shooting a gun, while an iron-stomach can eat anything unaffected.
Mood - A happy crew member needs food, sleep, comfort, safety and friends. Take something away and their mood will be affected.
Conditions - Crew members might feel adventurous, suffer from starvation, feel unhygienic, or they simply ate too much. Various conditions affect how they feel.
Mental breaks - When the stress is too much for a crew member they may suffer a mental break. Some will vent themselves out of the air lock, while others might start a fight.
In Space Haven characters aren't mere robots. The game simulates needs, moods, health and skills of your crew members and they develop relationships with each other. Their past life occupation and hobbies will affect their skills and know-how, and they have both positive and negative traits. Witness joyful moments, depression, and drama surrounding different crew members as you journey onward seeking a new home.


Away missions - Equip your crew members and organize away teams to explore derelict ships or visit stations or spaceships of other factions.
Draft - Draft and move your crew members to attack enemies and save their friends.
Inventory - Each crew member has their own unique inventory. Equip them with pistols, rifles, grenades and more.
Equip your crew with space suits and weapons and organize away teams to explore derelict ships and stations. Explore and salvage resources and items; find activated cryopods with someone frozen inside. Visit spaceships or stations of other factions and find data logs telling stories of past spacefarers searching for a new home.

Crew combat - Engage in combat with enemy factions or an alien species.
Aliens - Watch aliens incapacitate your crew members and capture them alive. See them suffer in the alien lair and decide if you want to try to save them or not.
Aliens capture your crew members and cocoon them against walls in their base. See them suffer in the alien lair and decide if you want to save them or not. Explore derelict ships and discover someone from the original crew of the ship captured by the aliens. Events like these create interesting back stories to new arrivals to your crew.


Battlestations - Watch your crew take battlestations as you engage the enemy in ship-to-ship battle. See your crew load turrets with projectiles, put out fires from explosions, patch hull breaches and repair vital facilities in the midst of battle.
Tactical - Target the enemy ship engine and stop them from fleeing. See them do the same to you. Engage their turrets directly or try to focus on the enemy ship core and see their ship go pitch black. Build shields to protect your most vital segments of your ships.
Build turrets and engage in tactical ship-to-ship combat, where a hit and explosion could cause a snowball effect of fire, smoke, hazardous gases and even hull breaches for either party. All crew members need to work together to win the battle.


Cryopods - Protect your crew from side-effects of Inter-stellar travel. Place crew members into stasis to freeze the progression of a disease or to await rescue.
Medical - Treat crew members for injuries, wounds and diseases. Medical conditions affect crew members in various ways.
Your crew members will become wounded in battles and might catch a serious disease. Set up a medical room, scan for diseases and foreign masses and have your best doctor tend to illnesses and perform surgeries. Hope that your doctor is not absent minded and leaves a surgical tool inside.


Generated galaxy - Explore a new procedurally generated galaxy each playthrough, with planets, asteroids, stations and spaceships of other factions.
Factions - Interact with various factions all trying to survive and establish dominance their own way. Meet pirates, merchants, slave traders, cultists and more and develop relationships with each. 
Resources - Mine for raw resources and refine them to building materials. Trade resources with other groups you meet.
Explore a new procedurally generated galaxy each new playthrough, with various factions all trying to survive and establish dominance their own way. You'll meet pirates, slavers, merchants, cults, androids and more. Jump into hyperspace, seek out resources and meet various groups and develop your relationship with them.
Cool things that can happen in Space Haven:
Gain a new crew member by finding a activated cryo chamber aboard a derelict ship.
Have a space burial for your fallen crew member to let other crew members say good bye.
Grow plants with bio mass and water recycled from toilets.
Eat the meat from a fallen crew member or an invader if desperation is high.
Watch aliens capture your crew member and cocoon them to a wall in their lair. Will you go save them or leave them there?
Keywords: space, base building, simulation, strategy, sandbox, survival, management, crafting, open world, indie, build, city builder, sci-fi, procedural, sim.
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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.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 11.1Kreviews | 86% | — | $10.3M |
| $14.99−40% | 211ratings | 84% | #226 | 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.
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 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game--in-depth management system in space environment--hours of replay-ability. Must buy--got a great deal on a Steam sale. Definitely get the mods that support this game.
A review from my 27 hours in the game so far The game is fun, there are a lot of things to do, trading relationship systems are great. BUT, there are issues that absolutely need to be fixed. The tutorial is boring and lacklaster, it doesn't introduce you to enemies and enemy types and only teaches basic combat, this is the leading cause of save-scumming. Combat itself is lacking, the game has enemies that require you to micro, and they are frequent, but the microability is abysmal, you constantly miss-click around because seemingly the icons are shuffled each time you press on a tile or something, or sometimes you want to press on an enemy but instead click on a tile below. The tutorial also doesn't teach ship to ship combat and I got wiped by pirates a few times already. The default crew management and schedules are a nothing burger, gotta add your own. Power management is still confusing, think it is not in the tutorial also(I completed 100% tutorial) The game has too many facilities in my opinion, after a while you get lost and have no idea what to make and where
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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 |
|---|---|---|---|---|
| $10.3M | 22.2K | 95% | $19.99 | |
| $10.2M | 22.7K | 80% | $24.99 | |
| $10.3M | 13.5K | 81% | $19.99 | |
| $10.3M | 28.5K | 95% | $19.99 | |
| $10.3M | 26.1K | 98% | $19.99 | |
| $10.3M | 14.5K | 80% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $5.2M | 10.5K | 80% | $14.99 | |
| $38.7K | 170 | 80% | $11.99 | |
| — | 0 | — | — | |
| $75.4M | 143.9K | 97% | $24.99 | |
| $4.2M | 4.1K | 76% | $20.79 |
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, German, French, Spanish - Spain, Italian, Russian, Simplified Chinese, Japanese, Korean, Czech, Polish, Portuguese - Brazil +1 more
Hours played at review time, across 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
When it goes wrong, it goes wrong quickly, much like space would. Tutorial doesn't cover nearly enough though, so be prepared to save-scum.
Learning this game is a fun challenge. My first run I felt like everything was going well. I was stripping derelict ships and mining asteroids. In retrospect, I had the opportunity to trade for more hyperfuel, but I figured I would keep finding just enough to make it to the next wreck, until I didn't. First the food went dry, then the energerium and finally the oxygen. All I needed was a friendly ship to stop by to trade and I just might salvage the run, but I was in too quiet a corner of the galaxy. The next run, I got too cocky with my first ship-to-ship weapons. I destroyed the 2 pirate cruisers, but they cracked my hull in turn and despite my best efforts I couldnt patch her back up before exhaustion overtook my beleaguered crew and one by one they curled up in their spacesuits unable to continue as their oxygen drained tick by tick. I beat the main quest on my third run. I did a better job managing resources and had a better ability to tell when I could take a fight or just tighten my belt and pay the pirates ransom. Boarding small pirate, slaver, and cultist corvettes is a lucrative way to get resources and so much scrap that you cant process it all, and the potential for new "recruits." I researched botany instead of weapons. I built stations, hauled cargo, turned in prisioners, and reunited freed slaves with their factions. Eventually I reached the point where I felt I could arm my ship, and then build a small frigate gunship to escort me and I dove into the main quest. If you like the loop of rogue-like gameplay then you will like space haven. But if you dont like procedural quests then it may not be for you. The process of building your ship and your crew and amassing resources is fun. But the procedural gameplay gets repetitive quickly, but that is actually fine. you only need to do a couple of quests to get credits and blocks to push you from the early game to the mid game in addition to mining and salvaging. You will either find you like doing the quests, or that you are ready to move into ship combat. Quests outvalue salvaging, and boarding ships outvalues quests, and then you can either board bigger ships, take combats with multiple cruisers at the same time or just keep building cute little stations and then leveraging those stations for more quests. The main quest is there, but is nothing transformative. The difficulty was a little uneven and I had to die and reload a couple of times and then come back after 2-3 hrs to try and do some of the earlier quests. I've played almost 150 hrs so far and intend to play more, I haven't even tried station mode yet so that will be next. There is "new game plus" where you can start over in a new galaxy if you reach the edge which I did by accident one run by just exploring randomly but I was only in the midgame and wasn't ready for the difficulty spike. I have been watching this game with interest for years and I'm pretty happy with how it turned out and I'm excited to play more.
I'm a science fiction fan/wannabe astrophysist/cosmologist/etc..... so objectively this game should subjectively be a dream for me me. I am very addicted. so technically thumbs up...I want more of these, I want to support these genres of complex individuality and management, so technically thumbs up. However spacehaven is less and less of a pleasant addiction. And Im simply getting more and more frustrated the more I put in. 200+ hours, I'm still looking things up every 15 mins or so (granted there would be personal mistakes) But I can't remember as many googley-AI answers that didn't begin with 'no, but..' followed by a defensive answer about the game's not very relatable alternatives. So googley AI solutions were mostly about suggesting glitch techniques to accomplish for some strategically real basic things. Same issues registered on sites. which is pretty Dang non 1.0ish. The absolute absurd mess of hull construction system, in which one has to build hulls over the glitched X'd out hull spots and then taking out the glitched floating in space hull pieces that you have to connect to your craft again in order to remove? Okay, another I just remembered. An sometric non-rotatable environment that renders workshops or tools hidden and unaccessable. Followed by the googly explanation of how I have to deconstruct all the things in front of the object to even select the thing. Crew member personalities/relationships are essentially meaningless (200 hours in? It could change). And there's no direct direct control over the non marine drafted. How does Rimworld pull off the direct orders for indiviuals while feeling more natural?. More importantly, how is this lvl. of unfinished business capable of being claimed 'complete'. There is breaking issues (Not gamebreaking with the affective googley suggested glitch techniques). In this game you command your crew to battlestations, they gotta finish their arcade games or kitchen meals to comply (one can use UI tricks to attempt to speed this up) In this game you cannot invade a ship or a station with crew members to destroy any hardware strategically inside... First strategy I had in my head. Probably a lot of player's heads. How many of us looked up 'spacehaven how to take out a vessel's jammer/shielding/weapons with invading space marines... then finding out the inside equipment invincible from inside until it's defeat? Sure I can pretty casually eliminate these enemies at their lvl. Then I can claim the vessel/station's recycable materials . This is great for one's ship in the long run! But is perhaps the ugliest example of matching unfinished nonsense that just just smells worse and worse. Asking the internet literally gave me 'no but you can shoot them from the outside...'. That is a good example of my 'no, but...' experiences with this game, when they really gotta be 'no, period' Sure! I'm doing well in this thing aside from my glitch utilization. ~100K credits, enough resources to keep going all over the place...Defeating everything with little to no strategy. and then just getting more and more frustrated about how more and more limited this game feels. So much less open ended creative abilites that just seem more and more limited and a pain in the ass to deal with. Although I am addicted, and I'm having a recently captivating experience trying to turn these prisoners to my side (albeit they still feel brainless). The general building strategy in the vessels and lvl. of 'hardcore sci fi' designing (or whatever they call it these days) are spectacular in the actual strategy of the space engineering. I love the isometric graphics, and the 'mood'. But the UI/crew orders/control systems, which I can somewhat effectively manage using tricks, are simply absurd. I'd bet I am missing things here, but I am looking up boring unsolvable solutions every~20 minutes or so after 200 hours+. This is the only example of something like that I can think of. This is essentially the opposite relationship than my Rimworld career. I was inspired by the natural ups and downs. Satifying a real story with personal regrets that feel part of that story. I feel captivated by and very little desire to reload, Inventing creative solutions (eg me designing a body disposal/rat infested room, simultaneously getting rid of bodies while keeping the rats healthy in case you have an emergency to eat them...) These increasing variation of 1.0 defined games is getting pretty damn old. This thing is so far from being done. It gets my thumbs up I guess by pretending its not 1.0'd yet, and wanting to support more of these kinds of independent games on the market. But reloading a game every ~10 minutes to delete non dissapearing window over some non existing piece of furnitures or AI mis-communication should not be defined as a finished 1.0 vanilla game. I support developement and the popularity of these games, whatever they should be called. I take the explosion of the modern independent game developers for granted. My personal gameplay issues should be taken with a wee bit of a salt. But I have less salt in this modern 1.0 definition. that just seems to be a marketing phrase by now. With all that said, thumbs up. Very innovative. I want more of these attempts
Clear derelicts, mine area, move on. Boring
Top
Just a gem
This game is a TIME MACHINE...you sit down and start to play it...WHOOSH!!! Next thing you know you've instantly travelled 36 hours into the future!!! Too bad the time skip only works in one direction.
very addicting, easy to pick up the basic mechanics of the game.
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.
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