
Explore a randomly generated Galaxy populated with factions, enemies, missions, and items providing you with a unique experience each time you play.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 24 → 0.14/day in the week after.
About
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 | $9.99 | 3.2Kreviews | 91% | — | $974.3K |
| $4.99−50% | 204ratings | 84% | — | 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.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Having played a LOT of Starsector over the years, this just isn't anywhere near as good as that game. It's very outdated (yes, I know it's old, I'm not daft), doesn't look good at all on larger screens, the controls are both twitchy and sluggish at the same time (quite a feat, to be fair), the story and dialogue are equal parts awful and it didn't take long for me to stop playing and lose interest. I'd rather play Starsector. That's an incredible game, with a vibrant and helpful modding community. It looks fantastic on a 50in 4K TV, with no faffing needed to sort out resolutions. It's constantly being worked on and updated, improved and more content added. Considering what I've read about SPAZ2 being abandoned, I think I'll skip trying that one and not bother.
Works still with Win 10. No bugs seen. Should run on a toaster. Mods are in the Community Hub Diskussion as the website was nuked.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,400 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**languages with full audio support
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fantastic old game. If you're familiar with Starsector and want more like it, this game was how a lot of people Starsector bc they played this and wanted more of it, 14 years ago. It's definitely not just more of Starsector or an inferior version of it, though. Starsector is a big sandbox game that gives you all of the mechanics and unlocks all of the gameworld right out of the box and tells you to go off and make your own adventure (I once impressed the dev of SS once by going off to the corner of the galaxy the second my game started and beat the at-the-time end-boss with the weakest ship you can start in. lol); this is not that, this game is an RPG first and foremost, a lite business sim second, a lite strategy game third, and then way in last place an okay action game. This game is about a slow-grind progression tree where you are unlocking new tech & mechanics that you can completely rework your fleet around, with an element of randomness and hunting down what you want. You need to level up a skill *and* actually find the blueprints to a part to use it. If you find the blueprints first accidentally you can decide to put points into a skill to use it, if you level up a skill for something else but get the skill for a part in the process then you might decide to make a detour to go get that blueprint. It's quite unique in that way, & if the game vibes with you it's a really chill grindfest; it's one of the best after-work games I've ever played, it really scratches a "filling out the tech tree" itch that I always have. Another key difference from other games; one of the progression trees you are working your way up, is the actual galaxy itself; you can't go wherever you want, you have to unlock each area by beating a boss fight or convincing a local faction to unlock the exit for you (by doing warcrimes for them which turns up the difficulty on a future boss fight), but the galaxy itself branches out and hooks back together, with each area having a different difficulty level and different blueprints to find in them, and long-term goals of where to get that requires killing your way across the whole galaxy. So charting your way thru the galaxy is an actual Thing you have to do, it isn't a Ubisoft game where you just hold W and point your mouse towards the nearest enemy and fall asleep at your desk until the game is beaten. You CAN find yourself getting run over by a threat that flatly out-classes you, and you do get punished for finding it out the hard way. (DO NOT touch the galaxy generation settings until you know what they do, none of them are cosmetic they completely change how the game plays & you won't realize for dozens of hours in to a run) On that note, also unlike Starsector, this game is About losing your entire fleet and then having to build back up by going back to an earlier area you skipped bc you were too strong for it in the fleet you've now lost, clearing it to rebuild your fleet back up, and then going back to the harder areas again to give it another shot. There are no save slots (IIRC, there may be but I never used it) so there's no save scumming until you win 100% of fights (SPAZ>SS in this way), this is like elden ring in that it remembers your failures, except if elden ring deleted all your gear for getting wiped on a boss you weren't ready for and told you to go to an easy dungeon you hadn't done yet to get the money to buy new weapons and armor. It doesn't take as long as you'd think, the money to rebuild ships doesn't take nearly as long to grind as it does to unlock the ships and their parts, but there *is* inescapably an element of grind to the game. It just has to be said. However; in a bad game that can make the experience miserable, in a good game that can make the experience meaningful. For me it was the latter. (There is a mechanic to circumvent this system by going to a mining station in the free mining shuttle you get when you get wiped, collecting the crumbs of the NPC's mining operation until you can afford to replace your fleet, and you can even order your ships to do it automatically and then go AFK. You're not Supposed to do this, and it's definitely much less fun than the intended method of going back to early-game content you skipped, but again, this was an after-work unwinding game for me so I actually liked doing this, and I would have liked the game less if there was a checkpoint or save system to negate my failures instead of having my b***s put on an anvil and hammered flat until I learned my lesson about from a level 30 boss to a level 52 level and acting like I belonged at the big boys table). One additional note; if all of this sounds interesting to you, I'd *highly* recommend playing with a specific mod that fills out the game's tech tree with more stuff (there's actually several but I only remember my favorite). If the gameplay loop of the tech tree hooks you, it takes longer to beat the game than the content in the tech tree holds up. Search in the steam forums for a thread called "Big Fight For Beef mod (request)" and use the latest link in there. And, in case you care, the dev(s) are a one/two-man team who are delightful to interact with, very obviously genuinely love this medium, are still making (FANTASTIC!!) games after all of these years that always work differently from how other people are making them (seriously No Creeps Were Harmed is the best tower defense ever made, and probably will hold that title forever), and they deserve your money.
Very nice old game, definitely recommend!
The horrible controls ruined this for me to the point I just removed it from my account.
God. I hope this series comes back. I love this game.
No longer playable on Mac, due to being a 32 bit app.
Great game. Doesn't run well on Windows 11. Sadly never finished the story
Space Pirates and Zombies, developed and published by MinMax Games Ltd., is an ambitious hybrid that blends top-down space shooter mechanics with elements of open-world exploration, light strategy, and RPG-style progression. What initially looks like a straightforward arcade experience gradually unfolds into something more layered, where fast-paced combat is only one part of a broader system built around resource management, fleet building, and navigating a dynamic galaxy. It is this combination of systems that gives the game its identity, even if not all of them are equally refined. The game begins on a relatively small scale, placing the player in control of a modest ship with limited resources and capabilities. From there, the experience expands outward into a large, interconnected galaxy divided into multiple star systems, each with its own factions, conflicts, and opportunities. There is an overarching objective tied to reaching the galactic core, but the path toward it is largely open-ended. Players can choose how they engage with the world, whether by taking on missions, trading resources, engaging in combat, or simply exploring. This freedom creates a sense of agency that encourages experimentation and allows each playthrough to develop differently. Combat is the most immediate and engaging aspect of the game. Taking place in real time from a top-down perspective, it combines responsive controls with physics-based movement, requiring players to balance positioning, weapon usage, and situational awareness. As the game progresses and fleets grow larger, battles become more complex, introducing an additional layer of tactical decision-making. While you directly control your primary ship, you also manage supporting vessels, issuing commands and coordinating their actions. This dual focus on direct control and strategic oversight gives combat a satisfying depth, especially when encounters escalate into large-scale engagements. Progression is handled through a combination of resource collection, research, and customization. Defeating enemies and exploring new areas yields materials that can be used to unlock technologies, upgrade ships, and expand your fleet. The variety of ship types and components allows for meaningful customization, enabling players to tailor their approach to combat and exploration. Over time, the transformation from a single vulnerable vessel to a powerful fleet commander is one of the game’s most rewarding aspects. This steady growth provides a strong sense of accomplishment, reinforcing the loop of engagement. The procedural generation of the galaxy adds variety to the experience, ensuring that each playthrough presents a different layout and set of challenges. Combined with the presence of multiple factions and a spreading zombie threat, the game maintains a sense of unpredictability. The zombie element in particular introduces an evolving danger that can disrupt established patterns, forcing players to adapt their strategies as the situation changes. This dynamic environment helps keep the experience engaging, even as the core mechanics remain consistent. However, the game does have its shortcomings, particularly in terms of repetition. While the galaxy is expansive, many activities follow similar patterns, with missions often revolving around combat or resource gathering. Over extended play sessions, this can lead to a sense of familiarity that diminishes the excitement of exploration. The progression system, while satisfying, can also require a degree of grinding, as advancing often depends on accumulating resources through repeated encounters. These elements do not undermine the experience entirely, but they do highlight its limitations. Visually, the game is functional rather than striking. The graphics are clear and serve the gameplay well, particularly during combat where readability is important, but they lack the level of detail or polish found in more modern titles. The audio design supports the action adequately, with sound effects and music that reinforce the atmosphere without drawing significant attention. The overall presentation reflects its indie origins, focusing on practicality over spectacle. What ultimately defines Space Pirates and Zombies is its ability to merge different gameplay elements into a cohesive, if imperfect, whole. It captures the immediacy of arcade-style shooting while layering in enough strategic and progression-based systems to create a more expansive experience. It does not fully excel in any single area, but the combination of its parts results in something that is consistently engaging. In the end, it stands as a solid and inventive title that offers a satisfying blend of action and strategy. Its strengths lie in its progression, customization, and dynamic world, while its weaknesses stem from repetition and limited variety over time. For players who enjoy hybrid experiences that balance fast-paced combat with longer-term planning, it provides a compelling and worthwhile journey. Rating: 8/10
Fix this game, its been almost a year and still no fix. I paid for this game and expect to get my money worth. If not give me my refund.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $974.3K | 735 | 94% | $39.99 | |
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| $973.9K | 2.5K | 91% | $19.99 | |
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