
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 892 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sktr et bre spacefarer, hangi gün gördün akşam olmamış. Hangi gece gördün sabah olmamış. Bir uzay eşkiyalığı oyunu.
DO NOT BUY. If you like games similar to Dwarf Fortress, play Dwarf Fortress. This is a recycled lazy uninspired game that isn't worth even $4.99, let alone $24.99. The game is riddled with bugs and the developers still released a 1.0 version after basically giving up on early access to increase sales of a very poor product. Avoid.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 894 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
the game just doesn't feel very well balanced. it is a spiritual combination of rimworld with vibes from oxygen not included and FTL. unfortunately unlike all of these games, this game does not allow for much creative freedom besides the cosmetics and layout of your ship. 10+ hours into a run on normal difficulty i was still struggling with resources to the point i ended up failing. the core resource loop is around food for colonists and 5 main building blocks (early to mid game); hull, infra, tech, and energy. i was consistently out of at least 3 of these constantly and even after looting the entire starting area i could not afford enough sleep pods to let me survive the mid zone. looking back i can see where i went wrong or where i could have improved my run, however this happened 4 separate times. 4 runs ranging from 2 hours (immediately after tutorial) to 10+ (my fourth run). i lost patience after i figured id have to do the early game for a fifth time in a row, i would have tried save scumming, but once you realize you have made a mistake it is too late to go back. i understand the semi-rouguelike format (something similar to oxygen not included) where you get better every time and often lose runs as a new player that don't even scratch the surface, however this game's early game barely changes from playthrough to playthrough and is an absolute slog. if i did a few more runs and put maybe 20 more hours in this game might open up for me, but honestly i've long since lost interest this game does to many things right, it looks good, it sounds good, has some nice quality of life, is well optimized and runs smoothly, however it doesn't feel finished, like an 0.7 or 0.8 build, not 1.0 and beyond. i will probably return to this if it gets a new update, but it doesn't quite feel there yet, like they had a good idea, not a complete vision and they still need to fill holes. lastly this game is lacking in information, it has a hold-your-hand tutorial and a quest system that get you started, but does not have any ready to grab info like, for instance, oxygen not included's in game database. as an example on the room overlay, it tells you if a room is close or what a room is if it is complete, but offers no info on what room types are available or what buffs they give. this problem compounds when you realize that this game does not have a very good wiki. all in all its poorly balanced and the game is about ~75% there, but it needs more work.
Hilariously limited content for a space sim/sandbox. Beautiful art and music. Seems unfinished and too expensive even on sale. Repetitive endless grind after 5ish hours.
It's a Temu Rimworld, a hollow copy in just about every way. If it was done as well as Rimworld, that would be forgivable since the space environment is unique and fun. But there are way too many bugs and issues. For example, sometimes your people will decide they want to stop eating, despite there being an algae producer, so they'll just die unless you force them to eat. Or sometimes they'll stop sleeping for no reason and get up and lay down over and over. There are dozens of issues like this, and the UI is unintuitive and a pain to use. I only bought the game because it was a 1.0 release, but this feels more like early access to me.
Acheté le jour de la sortie de la 1.0 après avoir été séduit par le concept et le design. Mon constat : c'est un jeu qui essaye de faire beaucoup de choses, mais sans trop de profondeur. Il y a une gestion de la température, de la fumèe, etc., un peu à la Oxygen Not Included, mais sans la profondeur de ce dernier : la gestion de l'oxygène se fait toute seule, pas de gestion de fluides, gestion de la lumière à sa plus simple expression... Et c'est la même chose pour d'autres aspects du jeu : * Il y a des combats à la FTL, mais en moins bien * Il y a une gestion de l'équipage à la Rimworld, mais en moins bien Et au final, le jeu pêche un peu par ce manque de personnalité. J'aimais au départ bien l'esthétique un peu à la Theme Hospital, mais une fois le premier aperçu passé, c'est un peu plat. Les animations sont très sobres, les objets se ressemblent... Pour reprendre l'exemple de Oxygen Not Included, lui a bien un design très particulier, cartoon, avec des personnages semblant vivre, des objets qui se distinguent; quitte parfois à avoir une surcharge visuelle. Enfin, je ne sais pas si c'est ma partie, mais j'ai passé BEAUCOUP de temps en vitesse x4 : le temps qu'une épave soit démantelée, le temps qu'un truc soit construit... Tout met beaucoup de temps. Je vais essayer une nouvelle partie afin de voir si ces problèmes s'amenuisent dans une difficulté plus élevée, et j'ai bien conscience qu'il s'agit d'un jeu indé avec ses limites, mais je dois avouer que j'en attendais plus.
I love it, its a fun space ship building game with some interesting combat mechanics. I do have to say I would like it if the space ships had 2 or 3 levels and if there were more decos and furniture in the vanilla but otherwise pretty solid game.
It's more of a sandbox game with very little guidance IMO.
Tiene ideas interesantes pero es un juego tosco, donde algo tan básico como girar la cámara es imposible, por lo cual tienes la sensación permanente de no ver todas las casillas, o en ocasiones clicar donde quieres conlleva clicar en varias ocasiones porque cuesta ser preciso. Es repetitivo con falta de automatización, por ejemplo explorar naves abandonadas se vuelve tedioso. Falta información y claridad, por ejemplo, en la vista que te indica la temperatura no señala los objetos que la regulan y tienes que ir buscándolo entre decenas de objetos o de repente surge un imprevisto y apenas recibes información no sabiendo incluso qué esta pasando ...
A very pretty game with a nice aesthetic, it is severely lacking in the depth most of its direct competitors provide. I have several nitpicks about the UI, but by far the most annoying is the flashing objective reminders that can not be minimized or disabled.
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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