
Explore a living galaxy in Stars Reach. Discover new planets, build settlements, and shape environments that react to everything you do. Players work together to transform untamed worlds into thriving civilizations across a single shared universe.
Modeled estimate, not a reported figure. How we estimate →
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.
Same day: best US #59, worst AU #93 · 3 markets collected
About

An entire universe awaits you in Stars Reach. In this science-fantasy MMORPG, you'll visit strange, new worlds, become an explorer, and build a life on planets that react to everything you do. Your choices will change your world. And, you'll do it with every other player on a single server. Leave your mark on the galaxy!
Each world responds to your actions. A deep, reactive simulation allows water to flow naturally, forests to burn, and lava to harden into new materials and land masses. From lush forests to winding rivers to perilous mountains, every planet has its own ecosystems, resources, and challenges. Your decisions determine what resources are available to you, how wildlife reacts, and ultimately which settlements prosper.
Planets are living systems. Your decisions determine what resources are available to you. Climate changes, creatures migrate, disasters strike, and the world reacts in ways you can’t fully control.
Travel through wormholes to discover new worlds, explore, build, survive, and thrive. Every planet begins untouched. What it becomes is up to you.
Master one of dozens of skill paths, and live the galactic life you’ve always dreamed. Whether you want to protect settlers as a ranger, build a trade empire, or offer your services as an architect, Stars Reach offers many skill paths that allow you to chart a course through space that fits your play style. There are different weapons to master. There’s a career path just for you in Stars Reach.
You’re not locked into any single playstyle. Experiment with different skill paths and find the combination that suits you best. Build your own class from different skill sets and define your role in the galaxy.
Your first steps onto a new world take you far beyond the familiar. You’ll need to adapt to your surroundings by learning to survive. Every skill path has accompanying equipment, which you’ll gain proficiency with by using those tools.
More importantly, your contributions to the community will increase your proficiency. A camp you build will earn you experience when others rest at it. Community means survival, and we’ve built Stars Reach to support pro-social behavior and limit the ability for other players to ruin your experience through griefing.
You can build a cozy cottage on a remote hill, and carve out a living by yourself. But if you crave community, team up to build settlements and cities, shape how they grow, and decide how they are governed.
Team up and claim a large plot of land that isn’t just a home base. You and your friends can cluster your homesteads, build a community, and govern together.
The resources you gather can be sold in a unified galactic economy driven by players. Or, you can use them to craft tools and technology to supply distant worlds with vital goods necessary for their survival.
Trade with players across the galaxy, specialize in what you make, and become a master of your craft and earn renown across the galaxy.
Your choices determine what comes next.
Cities grow or decline, ecosystems shift, wildlife becomes extinct, and resources are used up or recover based on what you do. Protect the environment and its inhabitants, or strip mine it for profit. Other players live with the results of what you leave behind.
This is Stars Reach! What will you become?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 317 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is the shining example as to why Steam needs to put a limit on how much an early access game is allowed to charge. Will it be good in five years? Maybe, but this wasn't ready for EA yet.
If there is any hope in this hobby for ambitious projects from independent developers, people who are backers of early access games will need to learn what they are actually participating in. This project is hardly a year and a half out of its initial crowdfunding launch and the Playable Worlds team has not been slacking on updates. They are clearly a talented and deeply invested group of people trying to make something great outside of the confines of the gargantuan monopolies who currently lord over this industry, especially with the narrowing market of the traditional MMORPG (not monetized to hell and back). You cannot reasonably ask for a thing and then be immediately angry when someone is honest about what it might take to bring it to you. As a day one crowdfunding backer, I have not at all been dissatisfied with my experience following and participating in this project. In fact, I've enjoyed doing so from a [b]reasonable distance[/b], with the understanding that a project like this will need a lot of time and while keeping in mind that there are human beings trying to make it happen. You should, too. Greatly looking forward to the future of Stars Reach. Here's to keeping the sandbox dream alive, Raph and team.
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Languages: English
Hours played at review time, across 317 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just found out to own a base in game you will need to pay a sub on top of buying the game. Non subbed players will not be able to own their own base. In a survival crafting building game.
Uninstalled--Very incomplete, even for an Alpha. Stars Reach has some interesting ideas, especially its terraforming, crafting, simulated environments, and player-driven systems, but at this stage it feels much more like a development build than a game ready for paid Early Access. Stars Reach's player base is DEAD, and it has only been four days since its release. WTF?! Steam needs to share responsibility for dead Early Access games, and companies abandoning games like Amazon's New World. Players put up the money and take all the risk. If development stalls or the game is abandoned, we are left with an unfinished product while Steam keeps its cut. Why should players carry 100% of the risk while Valve profits either way? Early Access should not mean, “Give us your money and accept whatever happens.” Steam profits from this system and should be accountable when developers take our money and fail to deliver. When are players going to stop accepting this en masse? Ok, I'm off my soapbox and onto the review. One of the basic UI rules I followed as a software developer from the 1980s onward was: try not to put something on the screen that the user cannot actually access or use—especially menu items. Stars Reach repeatedly violates that principle. The skill interface, for example, displays portions of skill trees marked WIP (Work in Progress). Showing unfinished, inaccessible functionality directly in the normal player interface constantly reminds the player that substantial portions of the game simply are not there yet. There are other signs of the same problem. Systems are incomplete, content is thin, parts of the interface feel provisional, and the player population is already very small for something intended to be an MMO. I say this as a retired software developer and someone who has been gaming since 1976: Stars Reach was released prematurely. I understand what Alpha and Early Access mean; I do not expect a finished or polished product. But there is a difference between an unfinished game and a game whose basic systems and interface still openly expose development placeholders. There may eventually be a very good sandbox MMO underneath all of this, but right now it feels as though I paid to participate in an extended development test rather than bought an Early Access game that was ready for players.
Plays like a pre alpha. Very laggy, constant jerkyness, cant see other players models just a shadow thing, it needs a LOT of work.
First off let me say that despite me initially thinking about giving a negative review I will probably continue to play this game a lot. I've been with the game since the kickstarter early playtesting groups and I am hopeful the devs will eventually fully fix and polish the game. As it sits now the game is more in a playable alpha state than an EA or even beta state. I completely agree with the discussions and other reviewers that say the EA release was rushed and the game should have been playtested and fixed quite a bit more prior to the release. That being said games like this are expensive to develop, especially considering the eventual scale and such that the devs are aiming for. It would be my guess that Playable Worlds would also agree that the EA release was a bit premature, however by pushing into EA they open up at least some income stream for the game that they can then use to continue to develop. Am I disappointed in the state of EA release? Sure Will it stop me from continuing to play? No Should you buy the game right now if you want a polished mostly bug free EA release game? Also no Most of the negatives are likely going to be from people who either never playtested and are just now playing for the first time, or those who are going to compare it to SWG and are mad that its not. I myself would give it a neutral review if I could, but and preemptively leaving positive because I'm confident and hopeful the devs will treat the continued development right. I fully expect a No Mans Sky situation. Over promise and under deliver at release but turn into a success over time.
Bad stuttering unit collision with small plants that shouldn't have it making some areas impassable lots of players have no heads, or fractal like bodies game lags when you swap tools tutorial is absolutely worthless. when you get out of the tutorial you just do missions from a kiosk, no just going off and building as advertised. you don't manage anything other than your tool battery bar game is no where near an early access state
The developers are focusing on the wrong things, which will ultimately make this game fail. There are three major issues that really must be solved before anything else. The Graphics Most people are probably going to take one look at this game and never give it a second glance. It looks like a hobby project by a new dev who is just screwing around. The character models are so juvenile that it gives the impression that the game is for little kids. And the animations are just awful. The UI/UX I don't understand this. There are so many ways to make a pleasing and coherent UI, yet the one they have literally looks like it was thrown together in paint. The three resource bars look like engine placeholders that are used for prototyping. The Clunkiness This may be the worst offender of all. A lot of games have gotten passes, or haven't been judged as harshly, simply because they control well and feel good to play. Here it feels like you don't even Want to keep playing because of the friction and fatigue from controlling it. Magnifying this issue is the absolute extreme lag. There's not a lot to be said regarding this, it just shouldn't be this bad and for some reason it is. I've followed this game for a long time. Played and loved SWG on launch, and seriously want to see its resurgence. I believe the devs do as well, but it seems they are completely ignorning the most important things to make a successful game. They've had 40 million dollars in funding, and over 8 years of development, and this is what they have to show. There are solo games with tiny budgets that look and play drastically better than this. There's just no excuse for it.
I can't recommend this game in its current state. I'm the sucker who spent 70$ + to back this project. I guess I thought it was much further along for such an outrageous price tag. I am coming from SWG, No mans sky, and so many others. I'm not sure what these guys are thinking, but good lord....27 hours into this mess and I still can't figure out how to place a proper home, Build any of the refinery's, Place said refiners in my homestead...What a disappointing mess. Also if you want to fly a cool little saucer around forget it. The game tells you that your given a spaceship key, you then end up having to EVA to portals...super bland boring and dry. Oh and get ready for a massive inventory overload with 0 way to store much of anything like valuable recipies you may be trying to hold onto, or resources your tired of carrying around on your toon. Like I get it....Its Alpha...But guys WTF
Frankly I'm embarrassed for the studio that released this game in such a state. This would be a reasonable attempt at a free playable alpha weekend but it's certainly not ready for widespread release. The UI is terrible, optimization is terrible, animations are terrible, interacting with the world feels amateurish and barely functional... the words "train wreck" come to mind and I can only assume this was pushed out by an abusive publisher and hopefully not the people actually working on the game. In any case, it's ugly and broken and barely works and in no world is it worth the price being asked.
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Active players
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Players by region
Where this game's players are, estimated from review languages.
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