
The Universe is yours. SpaceCraft is an online space exploration and building game. Explore a vast galaxy of solar systems and planets, mine and craft resources, design and build ships, automate planetary bases and interplanetary logistics, trade and cooperate.
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.
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): 8.56/day in the week to Aug 4 → 5.57/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




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 831 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Сервера умерли, офлайн режим добавили для галочки, что бы возвраты не пошли. Обходите стороной, игра в стадии - мертва! Судя по всему разработчики слились. Зря потраченные деньги.
zI have been trying for many hours to like this game... My honest review and recommendation is DON'T BUY YET. Overall I think this game could be good, maybe even great. Especially with the promise of this game being PVE with combat against NPC's. IMHO the devs have made some very detrimental decisions to this game. Some major things need to change or this game is going nowhere. EVERYTHING in this game is extremely time gated... so much so that the a single fully automated item can take between 3-20 minutes to do a single craft. Yes things still craft while your offline sure thats fine but if a single thing in the production chain breaks or backs up then it all crashes down. Money from the vendor is time gated as well to 1000 credits per day, My next unlock is 25000 credits. The player markets(nexus) are not linked at multiple stations even on the same server. Along with a 22% tax on selling any item is a complete joke and slap in the face to people that love selling their found items to other players. Base footprint Is a complete joke and slap in the face to any factory builder enjoyer, even after increasing the overall footprint by 10 The devs want you automate all kinds of things so that they can be crafting all the time but then they limit the player to an overall footprint that is not big enough to even automate simple products. Numerous Assets and buildings are not finished and look absoluetly terrible. This list of things is not complete at this point. This is just how far i can get without getting overly frustrated. I will finish this at a later time.
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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*, French, German, Spanish - Spain, Polish, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 833 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Любителям выживалок и космосимов (даже нет, до космосима очень далеко, просто любителям космической тематики)... ОЧЕНЬ НЕ ОЧЕНЬ!!! По сути игровой процесс крайне однообразен и скучен! Кому все же интересно, читайте дальше! В первую очередь обратите внимание, что разработчики классифицируют игру как М.М.О. И тут нечего сказать, игровой процесс как в классической М.М.О. максимально растянут..., Как во всех М.М.О. взаимодействие с другими игроками крайне ограничено: Видны на фоне, аукцион, гильдия - клан - корпорация, есть возможность создать общую (корпоративную) базу, но нет возможности расшаривать личные для корпорации... Ну о взаимодействии можно долго... На момент Моего обзора в игру прослеживалась закладка оружия, но когда и как она будет реалезована не ясно... Квестов крайне мало, основная фишка во вступительных, или обучающих, после чего следует их же повтор, но в пропорциональных увеличениях... К стати, о насущном, БАГИ есть и их довольно много, присутствуют даже критические, при которых корабль уничтожается, в следствии чего возникают потери ресурсов, времени, настроения и соответственно желания в это играть... В общем прямо говоря складывается ощущение, что некто хитрожопый, побыстрому состряпал ЭТО, назвал игрой и выложил в продажу... Возможно Я не прав, но не думаю, что данный проект будет нормально развиваться и даже не просуществует долго,... ВЕРДИКТ: НЕ РЕКОМЕНДУЮ от слова СОВСЕМ
Love the game, been playing in solo, But its constantly freezing. every other time you go into a space base or use an elevator it freezes. I just bused the bus to fast travel back to my base to get something i forgot and now every time i try to fast travel back it freezes. Not sure what to do now since i cant get back to my ship. 51 hours down the drain?
i never played such a boring game, 27 hours of just flying around scanning the same materials just to find one ore you cant find to be able to start, not even close to an MMO, there no inter player interaction this game is pure lame and unworthy of my time
Spacecraft – Die eierlegende Wollmilchsau will viel und macht vieles richtig. Planeten erforschen, Basen bauen, Rohstoffe abbauen und Geheimnisse entdecken: Das ist der Stoff, aus dem gute Spiele gemacht werden. Aber eines ist Spacecraft nicht: ein schneller Selbstläufer. Man muss dem Spiel Zeit geben, um seine Stärken zu entfalten. Es braucht sicherlich einige Stunden, bis man endlich die erste Basis bauen kann – und noch ein paar mehr, um die ersten Teile herzustellen, um das Schiff zu vergrößern. Typischer Ablauf: „Ich will meine Basis vergrößern, dafür brauche ich mehr Ressourcen, dafür brauche ich mehr Laderaum, dafür brauche ich ein größeres Schiff, dazu brauche ich Ressourcen, die ich nur im Asteroidenfeld finde. Okay, habe ich gefunden. Kann ich aber nicht abbauen, weil mein Laser zu schwach ist. Außerdem treffen mich ständig diese doofen Steine im Feld. Davor muss ich mich schützen. Also brauche ich ein Schild aus Ressourcen, die ich nicht habe. Was wollte ich nochmal machen?“ Wer ein Fast-Food-Spiel mit vielfältigen Quality-of-Life-Features sucht, ist bei Spacecraft falsch. Spacecraft ist am Anfang vor allem Handarbeit und Geduld. Dafür wirken diese Mechaniken – besonders für ein Early-Access-Spiel – schon komplett ausgereift und gut balanciert. Und angesichts der riesigen Wishlist darf man gespannt sein, was noch alles kommt. Fazit: Für Spieler, die komplexe Systeme und langfristige Ziele lieben, ist Spacecraft ein absolutes Highlight. Gerne könnt ihr uns beim Aufbau unserer Kooperation helfen. Frei nach dem Motto Carpe Diem düsen wir durchs All und haben Spaß. Unterwegs sind wir in Segovant. Ihr könnt mir gerne eine Nachricht mit eurem Ingame Namen schicken. Dann lade ich euch ein. Gemeinsam können wir bei dem Spiel noch viel mehr erreichen, als solo.
Game has potential but the devs severly missed the mark when it comes to content realistically you finish the game in about 3 -4 weeks of daily play. This game once you hit the end game has zero reason to be played you cant quit if you do you lose everything so you have to log in every few days to hand in contracts so your corp doesnt abandon. This is a massive floor you cant actually do anything other then this after 3-4 weeks of playing, thats really poor planning on behalf of the developer the trading system is non existant becuase know one can tell what anyone actually wants and for what price theres no global chat trading chat ect theres no requests for players to fulfill player orders ect its literally pointless also with the game being more then 2 months old guess what no ones trading because no one has any reason to play so at this point its a dead game. Other then the roadmap with no clue on when the content will be fillfulled there is zero idea of when things will actually progress. The game is dead the developer does minor updates for stability and things but sorry if theres no reason to actually play your game is going to die and no one will want to buy it going forward with that kind of reputation. I hope the Dev sees this so they can maybe address the point i dont feel cheated out of money or anything i got over 200 hours of play but it feels extremely wasted which puts a sour taste in your mouth. Too many Devs and businesses in general these days are failing because they simply dont care about how the customer will experience the product and then wonder why they go under or the studio gets shut down its not bugs its not people thinkings its bad its stuff like this where its poor understanding of what a customer is wanting to do with your game.
Listen , it's not perfect , I get that ,BUT it's a long way from what others neg reviews are saying and honestly they aren't being fair. #1 some are saying you don't interract with others other than seeing nametags off in the distance , I mean you are in space and ships are small , so what do people expect lol? , this isn't an mmporg in first person.. #2 , some are saying you can only fill your warp juice at primary stations in each sector , well yeah , seeing as thats the one thing you can't mine or craft which is by design , I like it , btw , it doesn't really cost very much to stay toped off every time you hit a new station. Common sense actually. #3 This is basically a space survival mmo , from what I see so far it's pretty fun , each sector had tons of suns with like 4-5 planets per sun , it's already huge and getting bigger. There's i think 3-4 different level sectors so far and more coming. #4 some are saying it's dead , it is not , some people need to have everything handed to them like right now and this isn't that type of game , you're gonna work for every ship/base upgrade ( and I do mean work for them) , it's rough starting out but once you learn it you're good , just like every other survival game , this game hands you nuthing , you work for every inch of progress. summary - if you like difficult survival games on steam and you like space , being able to totally change every aspect of you're ship , this game will scratch that itch I promise. It's already fun , give them time to grow the game and it'll get even better , plus right now it's only like 23 bucs (american) , pretty cheap compared to others , literally less than a trip to mcdonalds. In short , i've read the neg reviews and most of them are bashing on the game for no reason or are outright lies , which I dunno why people have to be like that , just mad for the sake of being mad I guess. Maybe I'm wrong , dunno , but give it a shot , if anything else it's just another game in the library. Editing my original review : some 48 hours in at this point and after searching for the answer as to why my brother and I couldn't group or trying to find the hidden answer to making a corp ( guild ) , had to actually jump on discord and friggin ask , turns out you infact cannot group up to do what most people would call "co-op". what this companies idea of co-op is , (once you're don with a quest somewhere in my future) and you finally get to make a corp...you still cannot group up at all. you basically drop a faction " community" chest everyone can dump ♥♥♥♥ in and/or take out . That and doing some kind of corp quests are the extent of the term " mmo /co-op" for this game. THEN anyone who wants to join the corp has to do the same questline , that's right folks , you're time gated to even join a crappy corp. O and you basically have to join the corp or be punished for playing solo. FUN RIGHT!!!? SO , the company barely has the right to have the mmo or co-op tags on thier store page. look at it like this , you're selling a dog , i call you and arrange payment , then i show up to pick up said dog and see it's actually a hyena , when i question you about it you're like it's a dog and i'm like um no it's technically not a dog...they're kind of the same but not really. i'm still gonna play it because well..space and adjustable ships BUT if you and a friend are thinking about it because you like to play together....maybe look for another game.
Spacecraft has a lot of potential, and that is probably what makes its current problems so frustrating. At its core, there is a really good game here. Exploring new systems, finding resources, building out mining operations, setting up production chains, upgrading your ship, and gradually expanding farther into space can be extremely satisfying. The scale of the game and the idea of building a network of bases across multiple systems is something I really enjoy. Unfortunately, the further you progress, the more the game's balance and quality-of-life problems start getting in the way of that experience. The biggest issue for me is item and inventory management. Once you have multiple bases producing different resources, the amount of time spent moving, sorting, searching for, and managing materials becomes excessive. Instead of feeling like you're managing a growing space operation, it often feels like you're managing warehouses. There are simply too many situations where you know you own the materials you need, but those materials are spread across different bases, warehouses, ships, or storage containers. The game desperately needs better inventory searching, filtering, sorting, centralized storage access, and improved logistics between established bases. For a game that encourages you to build a large industrial network, the logistics tools don't currently scale well enough with the size of the operation you're expected to create. Base building has similar problems. Building your first few bases is fun because you're figuring out how everything works. Later on, though, many bases start becoming variations of the same setup: extractor, smelters, storage, power, and transportation infrastructure. The limited footprint and power systems can also make some bases feel unnecessarily restrictive rather than strategically interesting. The balance between what a base costs to build, how much infrastructure it requires, and what you actually gain from it could use work. Expanding should feel like you're becoming more powerful and efficient. Right now, expanding can sometimes feel like you're simply creating more locations that you have to maintain and manage. Ship progression also needs another balancing pass. There are a lot of ship parts and different statistics, which initially makes the system look deep, but progression doesn't always feel meaningful. Some upgrades require a substantial amount of grinding for relatively small improvements, while other parts or configurations can make large portions of the progression system feel unnecessary. I would like to see ship construction become more about meaningful choices and specialized builds instead of simply chasing higher numbers or installing whichever components provide the best overall stats. Then there is the grind. I don't mind grinding in this type of game. Resource gathering, automation, and gradually building a larger industrial operation are part of the appeal. The problem is when the grind stops contributing to meaningful progression. There are several points where the game asks for very large quantities of materials or manufactured items without introducing enough new gameplay during that process. At that point you're often just waiting on machines, transporting materials, or repeating production steps you've already completed many times. Grinding can be enjoyable when every major milestone unlocks something that changes how you play. It becomes tedious when the reward is mostly being allowed to do more of the same thing. What makes all of this difficult to rate is that I genuinely like the concept of Spacecraft. The foundation is here. Exploration is enjoyable. Building an interstellar production network is a great idea. The ship-building system has potential. The resource and manufacturing systems can be satisfying. There are moments where you can see exactly what this game could become with continued development. But right now the game needs another major quality-of-life and balancing pass, especially around inventory management, logistics, base progression, ship progression, and late-game grind. I don't regret playing it, and I will probably continue checking back as development progresses, but at the moment I would recommend waiting for additional updates before jumping in. There is a very good space automation and exploration game buried in Spacecraft. The developers just need to spend more time making the player's growing empire easier and more rewarding to manage instead of making the player fight against it.
If you are into games that dangle carrots in front of you, this is the game for you! You start with an upgradable ship that reaches it's limits soon into the game. After that, enjoy the battery not keeping pace with the ship engine and the mining laser. Upgrade them and you start chasing heat problems. You'll need to add more ship parts to offset this. Unfortunately this adds more tedious and time consuming tasks which ultimately creates more issues undermining your efforts. I destroyed more than 6 ships from falling asleep and pure frustration. A lot of hours wasted trying to figure a way to have a steady progression. I literally hate this game and have uninstalled it to never subject myself to this level of frustration and tedious boredom ever again. I now feel free to move on to other things....
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $0 | 0 | — | Free | |
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