
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There is a real gem in the making underneath all the frustrations. Would I recommend the game to a friend that I know very well, know his interrest in the genre and know his tolerance for unfinished products? Yes I would. Anybody else, beware, it's not ready. You won't start to really enjoy it before 20h ish into the game. Which is WAY too late for any sane person. But if you push through, don't hard lock yourself from bugs or questionable design, you'll have a great time. It all opens up when you have your base, your shipyard and corpo missions going. Before that, you're playing a hardcore game with perma death without knowing it. It's all chill until you missjusdge a jump, explode and go into debt, unable to continue playing. Original negative review at 10h: There are multiple ways to hard lock yourself and lose everything with no possibility of recovery. Example, if you run out of fuel, you'll explode and need a tow with an exhorbitant fee. Now that you're negative in money, you can't repay the debt, repair nor refuel so you can't grind your way out. It's game over, thanks for playing. The docking cinematic can bug out into a black screen. Upon restarting the game, your character can spawn floating where it shouldn't, with no possibility to move. Fortunatelly, the ESC menu has a respawn buttong akin to any "unstuck" button comon in games. The catch is this button will delete random items from your inventory. It deleted my first base kit, which took me 10h to obtain on my first play through, through no fault of my own. It's like playing a hardcore, no respawn game and dying to a bug, without knowing you were playing hardcore to begin with.
Media

Related
Related
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.
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 855 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Das Wichtigste vorweg: **SpaceCraft ist ein extremer Zeitinvest.** Wer ein Spiel sucht, das man mal eben für 30 Minuten startet und danach riesige Fortschritte gemacht hat, wird hier wahrscheinlich nicht glücklich. Dieses Spiel belohnt Geduld, Planung und langfristiges Denken. Der Kern des Spiels besteht aus Basenbau, Ressourcenmanagement und Logistik. Man muss sich Gedanken darüber machen, wo man seine Basis errichtet, welche Ressourcen man abbaut und wie man seine Produktion effizient organisiert. Gleichzeitig sollte man sein Schiff immer im Blick behalten – wer unvorbereitet strandet oder sein Schiff zerstört, verliert wertvolle Ressourcen. Das sorgt dafür, dass Entscheidungen tatsächlich Konsequenzen haben. Die Forschung kann gerade am Anfang etwas frustrierend sein, weil sich nicht alles sofort freischalten lässt. Gleichzeitig finde ich das Balancing der Basen und Extraktoren sehr gelungen. Die Produktion ist weder zu langsam noch übertrieben schnell. Wäre nach einer Stunde bereits genug Material vorhanden, um nahezu alles bauen zu können, würde das den Sinn des Spiels komplett zerstören. Gerade weil das Spiel stark auf Zusammenarbeit in Corporations ausgelegt ist, passt dieses langsamere Fortschrittstempo meiner Meinung nach sehr gut. Mein einziger wirklicher Kritikpunkt ist die Kommunikation. Direkte Nachrichten fehlen aktuell noch, was die Zusammenarbeit teilweise unnötig erschwert. Ich hoffe, dass dieses Feature im Laufe des Early Access noch nachgereicht wird. Natürlich merkt man an einigen Stellen, dass sich das Spiel noch im Early Access befindet. Gelegentliche Serverprobleme oder kleinere Bugs kommen vor, hielten sich bei mir aber absolut im Rahmen und haben den Spielspaß nicht wesentlich beeinträchtigt. **Mein Fazit:** Wer Spaß an Planung, Struktur, Basenbau, Ressourcenmanagement und einem langsamen, aber stetigen Fortschritt hat, bekommt hier ein richtig starkes Spiel. Das Gefühl, sein Schiff Stück für Stück aufzurüsten und sein eigenes Produktionsnetzwerk aufzubauen, macht unglaublich viel Spaß. **Aber noch einmal ganz deutlich:** Dieses Spiel ist **nichts** für Spieler, die nach 30 Minuten riesige Fortschritte erwarten. SpaceCraft ist ein Marathon, kein Sprint. Wer genau so ein Spiel sucht, wird hier vermutlich viele Stunden Spaß haben.
**Review Title: I hope you like offline play** There have been plenty of negative reviews about the "grind". This is not one of those reviews. I don't mind things that take time. What I do mind is the *CONSTANT* server disconnects. I'm not interested in playing an MMO offline. I bought the game to play with friends. I can't do that if we are all being dropped from the server constantly. I have exceeded the play time to get a refund, so this game will be an uninstalled barnacle in my Steam library until a time comes where I might be tempted to try it again (unlikely). *** Edit *** After a couple weeks break from the game and a bunch of patches. My friend was persisting with trying to play and reported the server stability had improved. I relented and gave the game another try. I have played around 10hrs without any server disconnects that weren't due to the scheduled server maintenance. I still feel a bit hesitant playing it. I don't want to get too invested in it only to potentially face the same or similar issues in the future. Take this review as a history lesson if needed...
Comprei o jogo antecipado, mas cadê a opção de jogar com controle o jogo? sem opção de jogar no controle ,não vale a pena ter o jogo... esperando incluirem em um próxima atualização essa opção porque senão foi apenas o dinheiro jogado no lixo...
:(
I really enjoy the moment to moment gameplay, unfortunately there are way too many nagging bugs that take away from the experience. 1 - Game does not use your Screen Config on loading. I run 2 monitors on Windows 10 and have the config set to Fullscreen, 1920x1080 on Display 1 yet the game NEVER uses my saved config and I have to adjust Options every time I start the game. 2 - Game routinely hangs on transitions, mainly upon entering a space station. This forces me to have to Task Manager / End Task the game as the screen is locked even though I hear the Audio of the space station as if I have landed. Needing to TM the game on a regular basis requiring a restart of the game and thus resetting on my monitor is a gigantic pain. There are other minor bugs as well but these two cause the majority of my issues.
Хорошая и интересная. Очень качественная графика, звуки, геймплей. Соединение факторио и мморпг - интересное и новое сочетание. Классно сделан прогресс и внутриигровое обучение и информация. Конечно бывают баги, но они играбельные, и достаточно быстро стараются разрабы критические баги устранять. В общем - РЕКОМЕНДУЮ!!! Кайфую уже третью неделю и не могу перестать играть! Особенно поразило исследование новых видов растений, приходится вслепую экспериментировать, как настоящему исследователю - какие условия и удобрения нужны чтобы вырастить новый вид растения. Планирование логистики баз в разных секторах с разными ресурсами тоже очень залипательно и интересно. А если учесть что это всего лишь ранний доступ - дальше будет вообще кайф!
SOOOOOOOOOOOOOOOOOOOO GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOD
SpaceCraft has a fantastic core idea, but right now it lacks too much content and depth to keep me engaged long-term. I'm currently around level 4 in most areas, and I've reached a point where progression has largely stalled. Sure, I can keep mining, selling resources, and eventually become a millionaire, but at that point I'd honestly have more fun playing Sudoku. The biggest missed opportunity, in my opinion, is the market system. By the mid-game, the market should become a central part of the gameplay loop. During Early Access, the developers could seed the market with NPC orders to keep it active, but the long-term goal should be a player-driven economy. Right now, there is very little incentive to actually trade because almost everything can simply be produced yourself. The blueprint system is a great idea. Finding blueprints through shipwreck loot creates exciting moments, but there should be alternative ways to obtain them as well. Ideally, every item should have a blueprint, and players should be able to research and improve blueprints to unlock more efficient recipes and production methods. The shipwreck system itself also needs improvement. Shipwrecks do respawn, which is good, but the map continues to show markers for wrecks that have already been fully looted and deconstructed. So far today, I've visited seven different shipwreck locations, and every single one turned out to be an empty, salvaged site. This turns exploration from an exciting activity into a frustrating waste of time. From both a gameplay and a logical perspective, it doesn't make much sense for a point of interest marker to remain after the wreck itself no longer exists. At the very least, depleted shipwrecks should disappear from the map or be clearly distinguished from active sites. The market should also be connected across quadrants so that it actually feels alive. I've intentionally placed buy and sell orders at a loss just to test whether players are using the market, and unfortunately, the answer appears to be no. The economy currently feels empty. Another major issue is Mag Plasma. Restricting it exclusively to developer-operated bases is not sustainable. That doesn't mean every player should be able to manufacture Mag Plasma, but there should be a progression path allowing players to build and operate specialized bases that can produce and sell it. The automation system is also far too cumbersome. Instead of feeling rewarding, it often feels like fighting against the game. Achieving efficient production chains is unnecessarily difficult, and production times are so long that automation frequently becomes less effective than simply mining with your ship. In fact, if your goal is to get rich quickly, the optimal strategy is often to ignore large automated bases entirely and just mine manually with your ship. You can set up a forge to produce ingots while you're out mining, but beyond that, investing heavily in automation rarely feels worthwhile. SpaceCraft has an incredible foundation and enormous potential. However, in its current state, I feel the game offers roughly a week of engaging gameplay before progression starts to stagnate. Compared to similar games in the genre, I don't think it currently offers enough content or depth to justify the price, unless you view your purchase as an investment in the game's future development. I'm excited to see where the game goes, but at the moment, it is clearly an Early Access title.
Ein positives Review meinerseits nach 126 Stunden im Spiel. Es gab in der Zeit bereits viele Anpassungen des Spieles, es wird fleißig weiterentwickelt und hat viel Potenzial. Kooperationen / Allianzen helfen enorm dabei schnell fortzuschreiten, aber auch eine 1-Mann Kooperation ist möglich. Einige Spieler zeigen bereits, dass sie damit sehr erfolgreich sind. Das Spiel ist neuerdings auch Solospielbar und wie gesagt, auch hier ist die 1-Mann Kooperation der Weg zum Erfolg. Allerdings kommt man aktuell noch so selten mit fremden Spielern in Konkurrenz um Ressourcen, dass man das Spiel auch gut solo auf einem MMO-Server spielen könnte und dort zumindest den Vorteil hat, Zugang zum Spielermarkt zu haben. Credits erhält man bis zu 1000 täglich vom Verkaufsterminal, dieses Limit stört offenbar viele Spieler. Der offenbar vorgesehene Weg an viele Credits zu kommen ist Kooperationsaufträge abzuschließen. Also produziert man die geforderten Items in großen Mengen und gibt diese dann ab um meist sogar noch mehr Credits zu bekommen als man am Verkaufsterminal bekommen hätte. Der Spielermarkt ist ebenfalls nützlich um an Credits zu kommen oder schnell fehlende Items zu kaufen. Was für mich das Spiel auszeichnet ist die Zusammenarbeit mehrerer Spieler in einer Kooperation um gemeinsame Ziele zu erreichen. Manche Kooperationsaufträge sind so groß, dass es einfach mit Zusammenarbeit viel schneller geht. Es fehlen noch so einige QoL-Features und etwas mehr abwechslungsreichen Content, aber es ist noch frühe Early Access und da wird es noch reichlich Entwicklung geben.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| — | 168 | 56% | — | |
| $326.3M | 279.7K | 97% | $39.99 | |
| $2M | 2.7K | 81% | $19.99 | |
| $973.4K | 1.4K | 61% | $19.99 | |
| $110.8K | 235 | 67% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.1M | 20.8K | 84% | $5.99 | |
| $3.1M | 2.9K | 97% | $20.09 | |
| $3.1M | 4K | 73% | $49.99 | |
| $3.1M | 2.6K | 79% | $49.99 | |
| $3.1M | 5.7K | 92% | $29.99 | |
| $3.1M | 8.7K | 81% | $14.99 |