
Star Trek: Voyager - Across the Unknown is a story-driven survival strategy game in which the fate of the iconic starship is in your hands. Take the helm, manage the ship and resources, and make difficult decisions. Will you be able to bring home the ship and its crew?
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.
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 Sep 2 → 4.14/day in the week after.
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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; Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 4.7Kreviews | 79% | — | $5.1M |
| $39.99 | 285ratings | 80% | — | not modelled | |
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 925 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While there are aspects of this game I like, I think it is very limited. It basically takes some of the highlight moments from the series and turns them into missions. If you know the series, then you pretty much know how to resolve the issues. Seems like there was no storyline creativity at all. I finished the game in about a week. Maybe if they added more randomness to the storyline, and especially if they came up with their own branching storylines based on the series and the different challenges within that series, maybe this would be a better game. As a fan of Star Trek, and one who misses some of the older games that had much better potential, I don't think I can recommend this game.
Grinding game with 1980's style boring dialog choices. Tried to love it because it's Trek but just tedious. Do not recommend unless you love Trek and grimdark resource insufficiency.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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*, French, German*, Spanish - Spain, Polish, Russian, Simplified Chinese, Japanese*languages with full audio support
| $34.99 |
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| $27.99−30% | — | — | — | 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.
Hours played at review time, across 928 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I remember being a kid, watching TOS. I was homeschooled and I'd hurry up to finish my Math so I could run to the couch and watch Spock, Bones and Kirk off on some distant world getting into trouble, or in space defeating a planet eating monster. I remember watching Picard debate the crew on the merits of the Prime Directive, whether or not to save a little girl on a dying planet, or hold true to Federation Ideals. I'll never forget the movies, the series and all the original games. Nobody who loves Star Trek could ever forget the Voyager series, with all of its grand themes of family, search for home and values. Voyager was definitely one of the best. Something happened after Voyager, Star Trek perhaps lost its way. It seems to me like some corporate suits somewhere noticed people attention spans had shrunk. There were no more discussions like those with Spock about logic and the meaning of life, no debates like those with Mattox about what it is that makes Data alive, or sentient. Star Trek became an action movie. It became easily digestible. It became boring. This game is the first Star Trek content I have seen in as long as I can remember that returns to ACTUAL Star Trek. It's simply, just terrific good Star Trek fun. REAL Star Trek. True to the franchise, and its original vision. True to the characters. True to the story. A story you write as you play, to be sure, but damned good Star Trek, nonetheless.
Ein super tolles Spiel mit einem klasse Konzept, das wahnsinniges Ausbaupotential besitzt. Das Spiel ist ganz klar kein Tripple A Titel und das ist auch in Ordnung für das Geld! Die graphische Aufbearbeitung des Innenlebens der Voyager ist liebevoll, die Sternsystemdarstellung macht auch Spaß zum Ansehen. Das Missionskonzept mit unterschiedlichen Ausgängen, die den Spielverlauf beeinflussen ist einfach aber Innovativ. Es macht einfach Spaß die Voyager schritt für Schritt auszubauen und viele der aus der Serie bekannten Ereignisse im Spiel wiederzufinden. Wer keine Lust auf das Lesen der Optionen und Geschichten hat und an durchgängige Sprachausgaben gewöhnt ist, ist hier Fehl am Platz. Was ich mir Wünsche: Einen zweiten Teil mit dem gleichen Spielkonzept und dann mehr Tiefe in den Missionen, mehr Ausbaumöglichkeiten des Schiffs, mehr wirklich unterschiedliche Spielverläufe (z.B. Open World) und ein weniger Linearer Spielablauf. Ein besseres Schlachtensystem (@ Entwickler, siehe Klingon Akademie) Zusammen Fassung: Ein echt toller Schritt für hoffentlich den ersten Teil einer Serie! Mit einem Mega ausbaupotential. Weiter so leibe Entwickler!!!
As a long time Star Trek fan, and someone who liked Voyager this is a solid "yes" from me. Being able to try alternate "what ifs" from the series is really cool. Recent updates have added a manual save feature - use this smartly; save scumming will rob you of some of the fun if you're not careful.
I see a lot of people say that your choices don't matter. This is untrue. While you are an a pretty straight track headed straight for the end of the game, the way that you get past obstacles and who makes it home are 100% up to you and the choices you make. GAME SPOILERS BELOW (if you've seen the show, it doesn't matter) - - - - - - - - EXAMPLE: In the show, (in short) there's an episode where Neelix gets gets his lungs stolen while on a away mission. The crew then encounters a friendly alien that helps them transplant another character's lung into Neelix to allow him to live. However, in the game, when I got to that mission, I did too good of a job beating it. The crew got in and out of that away mission without Neelix losing his lungs. The kicker is that later in the show, (again, in short) B'Elanna gets split into two people, her klingon side and her human side. B'Elanna needs her Klingon side to live, so the doctor ends up putting her back together by the end of the episode. HOWEVER in the game, when I got to the end of the mission that had B'Elanna split in two, I didn't have the alien tech that I would have received from the whole Neelix-lung situation. Thus, the doctor's chances of reintegrating B'Elanna were so low, that she ended up dying. Now Joe Carry is the chief engineer again. Choices matter.
Da die Entwickler deutsch sind, mach' ich es mal auf Deutsch. (Autotranslate-Englisch unten) Das ist seit langer Zeit eines der ersten Spiele, was mich mal wieder so richtig gefesselt hat, obwohl das Spielprinzip eigentlich simpel ist. Aber die Story ist genial umgesetzt - auch wenn es hier und da etwas hölzern wirkt (warum haben die Portraits immer den gleichen Gesichtsausdruck? Cpt. Janeway immer lächelnd? Das wirkt eigenartig.). Aber da kommen Erinnerungen hoch und jetzt habe ich auch wieder angefangen, Voyager nochmal zu schauen ;). Einige Sachen an der Umsetzung stören mich aber. Die Zufallsspiele haben die ihnen eigenen Probleme, aber was soll's. Aber seit wann kann man in einem Lagerraum nur ein Produkt lagern? Warum nicht dynamisch? Warum kann ich zwar einige Sachen mit WASD steuern, aber für die Energie muß ich zu den Pfeiltasten? Warum sind so große Teile des Schiffs ungenutzt (und die Breite ist ja schon auf eine Dimension geschrumpft). Macht doch den ausbaubaren Bereich größer und vergrößert dafür einige Räume. Ein verschieben von Räumen wäre auch super. Umschalten zwischen Forschungen auch. Und sollte der Energiebedarf der Lebenserhaltung nicht von den aktiven Räumen des Decks abhängen? Eine Schematische Ansicht (Farbcodiert, Level-Anzeige, Anzeige ob Upgrade erforscht oderoderund möglich) für eine bessere Übersichtlichkeit - immerhin ist hier das Informationsmanagement wichtig. Und auch sonst wären einige Komfort-Funktionen wünschenswert. Eine einstellbare Abschalt-Warnschwelle z.B. um Anpassungen rechtzeitig vornehmen zu können. Eine Notizfunktion mit Timer, um Sachen nicht zu vergessen. Und noch einiges mehr. Insgesamt aber eine klare Empfehlung für alle, denen ein Story-Spiel Spaß macht. Und mit ein paar Verbesserungen könnte es richtig genial werden. Since the developers are German, I'll do it in German. This is one of the first games in a long time that really captivated me, even though the gameplay is actually simple. But the story is brilliantly implemented - even if it seems a bit wooden here and there (why do the portraits always have the same facial expression? Cpt. Janeway always smiling? That seems strange.). But memories come back and now I've started watching Voyager again ;). But some things about the implementation bother me. The random games have their own problems, but whatever. But since when can you only store one product in a storage room? Why not dynamic? Why can I control some things with WASD, but for power I have to use the arrow keys? Why are so large parts of the ship unused (and the width has already shrunk to one dimension). Make the expandable area larger and enlarge some rooms. Moving rooms would also be great. Switching between researches too. And shouldn't life support energy requirements depend on the deck's active spaces? A schematic view (color-coded, level display, display of whether upgrade is being researched or possible) for better clarity - after all, information management is important here. And some other convenience functions would also be desirable. An adjustable switch-off warning threshold, e.g. to be able to make adjustments in a timely manner. A note function with a timer so you don't forget things. And a lot more. Overall, a clear recommendation for anyone who enjoys a story game. And with a few improvements it could be really awesome.
I should like this game. This review will probably be updated later to say "Yes, very good game, loved it. It is, in many ways, a game designed for what I would want. I love this type of survival, the emergent storytelling, I love the option to save Tuvix. It just... For some reason, didn't click. So I can't recommend it in good faith, because for some raeason,r I am exactly the target audience for this game and didn't like it. But, I refunded it. I will probably buy it again later and update this revbiew then. For now, yeah, hope you have more fun than I did.
In the first 15 min used the array to send my ship back to the Alpha Quadrant as I held up a middle finger to the burning husk of the Kazon ship I just blasted through. Then on my way back to Starfleet I threw that traitorous bastard Chakotay and his pirate crew in the brig as I raised a cup of coffee to another successful mission. 5 stars....
endless diaglogue, energy usage out of this world, once systems harvested and your stuck in a sector your screwed, ship destroyed or mutiny from lack of morale. Need to be able to go back to planets to harvest more resources when needed.
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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