
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 855 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wasn't a fan of the online component, but played more once they added Single Player mode. This game is a [b]very[/b] slow burn and at the moment early on in both amount and quality of features. The bones of a great game are here, assuming Shiro Games keeps chipping away at it. If you like grinding games mixed with basic automation and want a chill experience with the expectation that this is a work in progress this might be worth looking into. If you want a more polished experience you might be better off looking into Elite Dangerous, X4, Evochron Legacy, No Man's Sky, Satisfactory, or Underspace depending on what kind of game you're going for.
mega godt og underholdende og masser at lave
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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 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Une petite 10ene d'heures à voler de planètes vides en planètes vides... Pas encore eu la possibilité de construire une base. Long et vide pourtant il y a du potentiel.
So many negative reviews - Game is grindy yes of course it is, but it becomes less grindy with automation, if you do not like grinding and i mean this game is a real real grind then avoid. But if you like building up a corporation then go for it. Seemless transition from space to planet surfaces, flying across the surface of planets is very satisfying. The game is deep real deep and its going to take up alot of your time.
EVE Online pero muchísimo más interactivo. Le falta el combate, pero en su "Road Map" está incluido.
Will this game be for everybody? No. If you enjoy space exploration, mining, building, base management, ship building/tweaking then yes. Getting rare minerals, upgrading and grinding to better your base and ship is the gameplay loop. It is early access and people are reviewing like its a completed game as usual. Its fun, it works/runs smooth, has minimal bugs and great bones of a great future game. Give it a shot if you understand what early access is, if you go "WhY is Early Access GaMe not PerFect?" Maybe wait.
Beginning is a little confusing but once you figure it out thegame is very engrossing.
relax , spaceships , crafting
❌ Not Recommended (for now) I really wanted to recommend this game. After roughly 75 hours of playtime, I can honestly say that SpaceCraft has an incredible foundation and a lot of potential. Unfortunately, its biggest enemy right now isn't the gameplay itself. It's the amount of time the game asks you to spend... simply waiting. Looking back at my playtime, I'd roughly estimate it like this: Around 30% exploring planets and gathering resources. Around 1% actually dismantling shipwrecks. The remaining nearly 70% was spent watching progress bars, waiting for machines to finish, waiting for materials to smelt, waiting for crafting queues, or waiting until I could continue with the next production step... where another timer was waiting for me. Eventually, it started feeling less like a space survival game and more like a loading bar simulator. I understand that SpaceCraft isn't supposed to be a cozy game, and I don't expect instant progression. Slow progression can absolutely be rewarding. However, there is a huge difference between long-term progression and artificially extending playtime. A game should respect the player's time by filling it with meaningful gameplay, exploration, interesting decisions, or rewarding challenges. Waiting is not gameplay. Progression often feels unnecessarily time-gated Many important mechanics are locked behind extremely long progression walls. For example, I finally unlocked Base Builder Tool 3.0 after roughly 70 hours, allowing me to properly dismantle shipwrecks. Wrecks are something players discover very early, yet the tool that allows you to fully interact with them arrives dozens of hours later. The same issue appears throughout the game. Many important mechanics are barely explained, while essential information is hidden until much later. This makes planning ahead unnecessarily difficult. A good example is finding materials that can later be processed in a Recycler without having any indication of when or where that machine will become available. New players constantly have to guess whether they should keep materials or sell them because the game simply doesn't tell them what's coming later. Showing future technologies in the tech tree with a simple "Unlocked at Tech Level X" label would already solve a large part of this problem. Quest progression needs better pacing The quest system also needs another balancing pass. Some quests appear far earlier than they actually feel enjoyable to complete. A good example is the mission that asks players to explore the dark side of planets. Yes, the quest is technically possible with early-game equipment, but at that point most players are still using solar-powered ships because fuel engines haven't been unlocked yet. This turns the mission into an exercise in waiting for sunlight and constantly managing power instead of enjoying exploration. The quest isn't difficult. It's simply tedious, especially for new players who are still learning the game's mechanics. That difference matters. Ship building has potential, but needs improvement Building your own ship is one of the coolest ideas in SpaceCraft. Unfortunately, I also found it unnecessarily confusing. The game barely explains some of the building mechanics, and I was disappointed that structural blocks cannot easily be rotated into different orientations, or at least the game never properly explains if and how that's possible. If certain placement limitations are intentional, they should be communicated clearly. If more building options exist, players should be taught how to use them. Considering how important ship building is, the tutorial leaves too many unanswered questions. Performance The performance also needs work. The game looks good enough, but it doesn't look demanding enough to justify the amount of FPS drops and stuttering I experience, especially near larger player bases or populated areas. My PC normally has no trouble running significantly more demanding games, so this feels like an optimization issue rather than a hardware limitation. Bugs I'm honestly not even going to judge the game too harshly for bugs. It's an Early Access title. Bugs are expected. However, systems like the Recycling Plant currently appear to be broken for many players, myself included, and there are still several mechanics that either don't work consistently or aren't explained properly. Final thoughts I don't want this review to hurt the game. Quite the opposite. I genuinely hope the developers read reviews like this because I believe SpaceCraft has everything it needs to become an excellent space survival game. As someone who considers himself a casual player, I don't mind games that take time. But long-term motivation and artificially dragging things out are two completely different concepts. Right now, SpaceCraft often mistakes one for the other. A player should stop playing because they've had an exciting session and want to come back tomorrow. Not because another progress bar told them to wait twenty minutes. I truly hope the developers continue improving progression, quest pacing, crafting, performance, and quality-of-life systems. If those areas receive the attention they deserve, I'll happily change this review to a positive one in the future. For now, however, I unfortunately can't recommend it.
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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