
StarRupture is a first-person open world base-building game with advanced combat and tons of exploration. Play alone or in a group on this sublime and ever-changing planet, extract and manage resources, create your complex industrial system and fight off hordes of alien monsters.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 6.14/day in the week to Aug 25 → 9.86/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.
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 1197 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nice look, interesting game play idea, but, and this just may be me, the rate from scorched earth to green again, just breaks the immersion, one would think it would take a little time to recover. I get it, that plant and animal may have adapted to the rapid cooling period. This is just my first impression. It might possibly be the resource gathering part needs this rapid turn around, because costs are high at the start. Maybe lower the costs, making what you gather that much more important. Will update after more playtime. For now, it seems like a fun game, and the environment looks realistic and fantastic. Looking forward to more base building, and what looks like maybe some tower defense thrown in, one can hope at least.
After several hours of gameplay—including sessions with friends—here is my review. The game appeals to fans of this genre (myself included). However, there are mechanics that are tricky to grasp; building, for instance, is frustrating—interruptions and poor visibility make the process clunky. There are also issues like getting stuck between rocks, where the only solution is to wait for the glitch to shift you to a spot where you can jump free. Speaking of bugs and glitches, some text elements get hidden behind the player's inventory—specifically when right-clicking items in storage containers; the "split," "destroy," or "take" options end up obscured by the personal inventory UI. Personally, I would add an option for direct supply inputs to defensive turrets and make food crafting a bit easier. Right now, gathering the necessary materials is so complicated that it’s more practical to skip that crafting mechanic entirely—which shouldn't be the case. I’d also recommend an alternative to rails for connecting power between structures; rails are visually unappealing and put extra strain on PC hardware. Underground cables would be a great option—perhaps requiring a special tool to build, and allowing for different power channels with ports and connectors to handle multiple cables. As for the solar flare mechanic, I like it—especially how it forces you to use the post-flare window to venture into caves for quartz. However, I’d appreciate a timer between the first and final flare notifications so I can accurately judge whether I’ll make it back to my bunker in time. Finally, I’d recommend adding a medkit that allows you to revive yourself after being downed by enemies; playing solo becomes incredibly frustrating without one. I would recommend adding an option to retrieve lost gear upon death, as crafting it all over again becomes tedious. This ties into the previous point, given that enemies become very annoying past a certain stage of the game (though that isn't the problem itself, as it adds dynamism and prevents the gameplay from becoming flat). I’ll be playing for many more hours, just in case I spot any other bugs or have further recommendations. Finally, I want to congratulate the developers on the latest update; they’ve made the gameplay more enjoyable—congratulations!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 28: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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*, Simplified Chinese, French, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Thai, Traditional Chinese, Japanese, German*languages with full audio support
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sehr gutes Spiel ich bin sehr gespannt wie es weiter geht.
Super fun so far! Open world exploring is so fun with this game.
I didn't expect this game quite so much, but its honestly a strong 9/10 It looks great, feels great, the art is top notch, the progression is fun, the humour is on point. the only part that I find annoying at times is very occasionally the crafting UI for the habitation crafting stations is a bit annoying (alot of back and forth), but that same UI works really well for the stand alone fabricators etc. Great game, highly recommend. Scratches a bunch of itches, and has good COOP
mhm
Ótimo passatempo, ideal para jogar com mais de 1 pessoa
Came back to this game after a year or so and I am suffering a significant amount of crashes. Seems to happen when the game tries to auto save. Unplayable for me right now. Otherwise it is looking great. Lots of fun.
so Good
virkelig godt spil kan være en smule konpenceret
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 |
|---|---|---|---|---|
| $326.3M | 279.7K | 97% | $39.99 | |
| $247.2M | 489.2K | 95% | $29.99 | |
| $9.8M | 12.2K | 80% | $19.99 | |
| $5.1M | 9.4K | 83% | $19.99 | |
| $2.3M | 2.3K | 63% | $29.99 | |
| $1.9M | 2.7K | 85% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.3M | 28.5K | 95% | $19.99 | |
| $10.3M | 23.8K | 92% | $12.99 | |
| $10.3M | 14.5K | 80% | $29.99 | |
| $10.3M | 20.9K | 98% | $24.99 | |
| $10.4M | 17.7K | 84% | $19.99 | |
| $10.4M | 28.7K | 90% | $14.99 |