
Stationeers puts you in control of the construction and management of a space station to run by yourself or online with your friends. Complex atmospheric, electrical, manufacturing, agriculture, and gravitational systems require your thought and management at all times!
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): 1.14/day in the week to Aug 31 → 3.43/day in the week after.
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 2,404 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
Stationeers puts you in control of the construction and management of a space station to run by yourself in single player, or online multiplayer with your friends. Complex atmospheric, electrical, manufacturing, medical, agriculture, and gravitational systems require your thought and management at all times!

Stationeers is designed for hardcore players who want a game that is systems oriented. Full utilization and optimization of these complex systems will only come from great knowledge and practice. The game presents a variety of science-based survival problems that you must address. Resource and time pressures will drive your initial designs, but the demands of a thriving station will guide you later.
Construction system rewards well-designed architectural, atmospheric, and electrical plans.
Atmospherics system for temperature, pressure, combustion, gas mixtures, water, and fire.
Physics on dynamic items in the world such as wall fatigue and explosive decompression.
Dangerous environments to explore & develop including exotic planets, and asteroid belts.
Deformable voxel terrain on worlds and asteroids that enhances mining and exploration.
Construct complex factories using machines, conveyors, and computers.
Ubiquitous logic system to automate every aspect of your base.
Write programs using Integrated circuits & assembly code to automate your systems.
Farm livestock and grow plants as a integral part of the station’s ecosystem.
Many aspects of the game offer full modding support via the Steam Workshop.
Designed from the ground up for multithreading to improve performance + scalability.

Space is empty and the planets are unforgiving to human life. You and your friends initially must decide how to meet your basic needs. Longer term, you will need to engineer solutions to power, heat, resource, and atmospheric problems. Build the most efficient systems you can by utilizing machines and programmable computers to develop automated systems.

Whether on a distant lonely planet, or deep inside an asteroid field, you control every aspect of building & running your station. Harvest nearby resources and use a wide range of tools to construct the ultimate station. Everything your station requires will be built and managed by you and your friends.

What do you do with all that ore you mine? Process it through machines and turn it into goods for more construction of course! There are lots of specialist machines to build and configure such as smelters, sorters, centrifuges, stackers, conveyors, fabricators and more.

Our robust, thriving community has been sharing their creations with us through the Stationeers Steam Workshop since 2017. Join us and build the future of tomorrow... today!
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 902 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great potential, but far too many UI interactions for simple things. IE having to actively swap from inventory to your hands is just too much. The user experience is horrible. The core of the game is great, but I noticed I couldnt play for more than 20 minutes at a time due to how tedious every interaction is. Have a panel you want to open? Drag a crowbar from your toolbelt to your hands, then open it. Then swap it with a screwdriver to tinker some more. (and then drag it back to your inventory) I've read the UI is suppose to work this way because of 'realism TM', now tell me, when was the last time you used a crowbar to open a panel in your house? And being the owner of a real life toolbelt I can tell you, using something from my toolbelt is not nearly as time consuming or as cumbersome as it is in this game. TL;DR Far too tedious and time consuming UI to be fun.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $9.6M | 39.5K | 96% | $11.99 | |
| $9.6M | 26.3K | 92% | $19.96 | |
| $9.6M | 8.5K | 92% | $29.99 | |
| $9.6M | 27.1K | 95% | $14.99 | |
| $9.6M | 14.4K | 79% | $19.99 | |
| $9.6M | 24.3K | 94% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.3M | 2.3K | 63% | $29.99 | |
| $4.4M | 5.8K | 76% | $29.99 | |
| $107.5K | 308 | 74% | $9.99 | |
| $59.1K | 87 | 64% | $19.99 | |
| — | 0 | — | — | |
| $6.3M | 5.6K | 75% | $23.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Russian*, French, Spanish - Spain, Polish, Portuguese - Portugal, Korean, Simplified Chinese*, Traditional Chinese, Italian, Czech +4 more
Hours played at review time, across 906 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
10/10 game Me and my friend blew up the base like 3 times, became unconsious multiple times and died sever times also I had some red rock in my hand, evaporated and when I tried to cook my potato whole base exploded BUY IT NOW IT IS GREEAAAAT
Game has a good bit of false marketing with it showing sci-fi looking Rovers and Flying Shuttles that aren't actually available inside of the normal game without cheating a (barely functional) one in with console commands. It is still rather in depth and has a lot going for it, but it leaves a bad taste in my mouth to see such blatantly false advertising. I really hoped I would be able to get something like this
This game is a labor of love. intimidating at first but very rewarding to play. looking to seeing more content and mechanics, great work devs!
I absolutely love various survival games but this one is something else. Not once inmy life I came across a game that completely revolutionised building in the game itself. On one hand you may say it is a good thing... well let me phrase it another way - if you like standard intuitive building then forget about this game. In years I have not had to go trhough the tutorial. I HAD TO SWITCH ON TUTORIAL TO BUILD A PLAIN WALL. If this is just the beginnig then I say, thank you but no thank you. Good there is 2hrs refuindable gameplay. I just needed 10 minutes of this.
Von wegen deutsche Sprache. Build a Generator. Build a Flächenleistungsregler. Very großer Quatsch!
I actually got this game back in like 2019 or something? Started a world, it was very very confusing with not any tutorial, just dropped to the moon with only the F2 instructions when I had no idea how to even move stuff in inventory and holding things in hand. Was very young back then so I just gave up before two hours and refunded it. Fast forward to 2026, found an interesting video by Largely Unemployed where he's surviving 100 days on Brutal start on Mars, now that I'm a comp-sci student, the programming interested me and here I am after a couple of days of playing with the same Brutal Mars start having grown potatoes in a temp-controlled greenhouse with a tower of auto-tracking solar panels. Currently working towards harvesting martian gas for stuff I guess haven't decided. I have to say that it's a much much better experience now with a tutorial and all. I have to say that young me was very stupid to refund it. making me buy it twice. Definitely not for everyone but if it's for you, you will sink many many hours to making a system that will inevitably fail on first start-up making you scratch your head at 2 AM on why when you're sure you've one everything correctly, only to realize you failed to screw the IC housing correctly and it's pointing to a different thing entirely.
[h3]Главный враг в космосе - разработчик.[/h3] Здесь действительно можно кайфовать в процессе обустройства базы, потому что это не только эстетически-творческий, но, в большей степени, инженерный процесс, в котором каждый этап представляет собой головоломку. Космические тела - сферические, разрушаемые. С разными условиями на их поверхности и разными подходами в тактике выживания. Газы распространяются по объему, меняют агрегатное состояние при конкретных для них условиях и по-разному нужны и полезны. Вам нужно дышать воздухом правильного состава, поддерживать давление и температуру, удовлетворять другие требования организма. И нужно уметь делать всё автоматизированным, возобновляемым и стабильным, чтобы в какой-то момент прогресс не был потерян из-за истощения ресурсов или по недосмотру за каким-либо показателем. И хоть изначально кажется, что это всё сложно и перегружено, но по факту ощущается достаточно размеренно, т.к. игра прощает ошибки и оставляет возможность манёвра. Так это и ощущалось на Луне, но потом... [h3]Умереть от удушья даже при правильной смеси газов[/h3] Во-первых, игра использует свой уникальный подход при работе с инвентарём, строительством, [i]симуляцией[/i] природных явлений. Но обучения в игре нормального нет. Если вы не понимаете заранее что такое кПа, кто такие Кельвины и почему воздух состоит не только из кислорода, то игра вам не поможет. Более того, даже если вы понимаете, иногда она будет писать температуру в Цельсиях, иногда - в Кельвинах. И нужно понимать где и какая единица используется, иначе ничего работать не будет. Казалось бы - загугли, если что-то не понимаешь. И, да, уроков - тьма. Но...они сделаны 5 лет назад, 1 год назад и т.д. А игра с тех пор катастрофически изменилась и ничего не будет работать. Во-вторых, [i]симуляция[/i], как оказывается, работает не по привычным законам физики, а по законам разработчика. Скажем, фазовый переход в игре не работает так, как в жизни. Вы [u]не сможете сделать кондиционер/холодильник[/u] как у вас дома. Просто потому что в игре вещество при переходе из сжатого состояния в газ не охлаждается. И ваши реальные знания тут вообще не пригодятся. Хотя сам переход в игре реализован, но без этой крайне важной составляющей. Также газ в контурах охлаждения/нагрева не циркулирует. Т.е. у вас с одного конца трубы стоит охладитель комнаты, который за счет потребления электричества охлаждает воздух, но нагревает газ в трубе, далее эта труба уходит на "улицу" и, например, излучением, тепло от этого газа выпускает в космос. Второй конец трубы запаян и никуда не ведёт. И самое приятное, это тот факт, что на Венере, например, вы не можете излучением убрать тепло из газа, пока...газ не достигнет температуры атмосферы планеты. Серьезно? Т.е. на Луне и Венере разные законы физики. И они не совпадают с реальными. По итогу такие глупости и условности приводят к тому, что ты можешь пару часов продумывать что и как сделать, потом отработать устройство на Луне, начать выживание на Венере и жидко обделаться. Еще пару вечеров пытаешься разобраться в чем же ты ошибся и потом узнаешь, что это тут не работает по велению разработчиков. По итогу твои смекалку, идеи и энтузиазм сливают в унитаз, как и потраченное время. В-третьих, игра не предлагает какой-то цели, задач, требований. Ты достигаешь беспроблемного автономного существования и можешь делать что хочешь. Но только если ты сам придумаешь "что". В-четвертых, игра всё же много где кривая, с невысоким QoL. В "станциопедии" поиск на английском, в крафтилках - на русском. И ты постоянно щёлкаешь раскладку. При копании поверхности на планетах с атмосферой в вырытой яме возникает вакуум, из-за чего туда резко засасывает тебя и может разбить скафандр. Много разного инструмента, который постоянно надо брать в руки поочерёдно. Почему бы не сделать пояс, с которого самый нужный инструмент бы брался автоматически? Те же кусачки, отвертка. И такого очень много в разных местах. Как итог, вас может задушить именно странная логика физических процессов в игре и куча мелких бесячих моментов, а не состав воздуха. [b]По итогу "положительно", но на тоненького...[/b]
I spent my first 3 hours fumbling around on Mars building an advanced airlock. Now I have to make sure I don't run out of oxygen, water, electricity and cereal bars
game is in serious need of some quality of life updates. idk why unfinished blocks will only tell you what items they need when you have the wrong (or right) item equipped. even the tutorial says "equip the wrong tool to see what you need to finish a block". why? just put it on my screen, it's not that intrusive. i also don't know why interactive blocks like the autolathe have buttons that are just completely unmarked and unclear as to how they work until you trial-and-error your way into figuring them out. do they not want people to use them? lol i'm also not a big fan of the constant item swapping between hand(s) to backpack. i get what they're trying to do, but in my opinion it doesn't work. it's really unpleasant, especially as a new player. no part of the advertised gameplay loop is "play annoying backpack tetris until you can find the right tiny icon to put in your hand". i've seen some other reviews get into just how frustrating and annoying the basic gameplay is, and it seems most of them agree that the interface is a huge contributor. again, for a new player, this is really bad, since for a game that tries to be a co-op multiplayer thing, the absolute worst decision you can make is "make new players frustrated", because a good chunk of them will just drop it within a few hours. anyone who got into it, hoping to play with their friends, will follow suit shortly after. "hardcore" games do not have to be the same as "cruel" games, just saying. you can have a tough gameplay loop and still be kind enough to let me know that i need a welding torch to build a wall, without me having to stupidly reach into my pocket for a dildo or whatever.
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.