
Space RTS with base building and ship customization. Personal passion project. More than 200 available ships, weapons and modules to design your fleet with. Contains a small campaign, several single and multiplayer game modes and a coop game mode. Also contains Wave defense!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Aug 23 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
This classic style RTS is a passion project with tons of ship customization and complete 3D space movement. It features several automation options so that players can choose to automate part of their RTS experience, which is ideal for us who love space battles but who dislike having to do 50 things at once!
Inspired by RTS games such as Red Alert, Homeworld and Supreme Commander. Find loot, compose your fleet and use it to face off against other players or the AI in this unique sci-fi experience!
Build an economy, build a base, capture space stations and spawn units to fight the enemy. Stellar Warfare plays very similar to how Red Alert used to play, but with tons of building and unit options!
Enemies you destroy occasionally drop blueprints for ship frames, weapons or modules. You can use these to modify your units and compose a fleet to defeat your opponents with.

These units can then be bought in-game like you would in a traditional RTS. The big difference is that these units are tailored to your own play-style. Fast raiders, tanky bruisers, building killing sneaky units or swarms of small ships are all possible!
There are currently 60 ship frames, 50 weapons and 25 modules to find which result in over a million possible combinations!
Power-plants, refineries, turrets, resource enhancers, artillery buildings, repair stations and many more. Choose from over 40 buildings to place & 5 different neutral buildings to capture.
Singleplayer wave defense, campaignette, base assault and skirmish
Multiplayer skirmish and battle royale
Coop wave defense (added by community request)
Coop wave defense infinite waves mode (added by community request)
Resource collecting
Base building
Physics based projectiles
Full 3D space to build and move in
Ship customization (add your own modules and weapons)
Over 200 ships, weapons and modules in total
Resource buildings that can be captured
Smooth and intuitive combat controls
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 432reviews | 83% | — | $228.9K |
| $9.99−50% | 8ratings | 58% | — | 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.
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I play Skirmish, bot 45, and if I haven't taken out the enemy outpost in the first 10 minutes of the game, (Which is me rushing Habitats and throwing a large wave of corvettes at the base) I'm overwhelmed with infinite destroyers spewing fourth from the bot. It's a little absurd that my opponent seems to have infinity resources at all times, even when I have more resource structures. Other then the bugged bots, the game seems fine.
At first I was going to rate this game low; the game is pretty jank in many ways. Buildings dont construct sometimes because future buildings intersect with their location. The UI is pretty odd. The controls are sometimes a bit wack. I was even thinking about refunding the game. But then I started getting into the ship combat, and this is where the game truly shines. It's just pure fun to build ships and watch the space battles take place in real time. It's cool seeing all of the different weapon and ship types. You can have truly cinematic moments with your reinforcement fleet jumping in last second to save a dying outpost and retreat ships to repair that are at less than 1% HP. Where I would criticize the game is it's near total lack of explanation of what some buildings do or how to use them. I had to look online on how to jump ships. I had to figure out what the hell the unmaker is. There are buildings to speed up construction time but it doesn't say how much. There are buildings to "take advantage of out of system shipyards" that don't really explain that what it really does is create duplicate ships which is immensely powerful. The UI also has tooltips that fall off the edge of your screen so you can't read them (poor edge detection). You can tell that while not perfect, this game is definitely a labor of love and is worth playing. You just have to give it an honest chance past the tutorial. I hope the developer works on polishing the game, since I think the core gameplay is actually really good.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian +5 more
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game. Unlocking stuff feels rewarding. Combat is neat. Basebuilding and resource management are a struggle, which makes it more fun. The only issue I have is...no allies in skirmish?! Only you vs AI.
After playing for sometimes. i am changing my recommendationt to avoid for now. a few things they need to urgently address NOW 1) skirmish is 1 VS 1/2/3 only 2) AI just spam with infinate resources there is really no balance. 3) huge imbalance to unit and type. 4) need a map design selector not just random name 5) loadout limit need to increase at least 20? it gets really really boring after sometime 6) the AI in skirmish is like wave attack it spawns bigger stuff overtime is not a True 7) the storeage building cost going up is really silly same for the amount of power plants. 8) once again EXTREMELY UNBALANCE AND UNFAIR AI GAME PLAY. bonus 1) i would like to see ships with more weapons and hitpoint slot. i try liking it. i really did but really. avoid this for now. very unpolish and full of potential. i really want this game to succeed.
A selection of all your favourite RTS games have all got together and joined into one, it feels like you're playing a mix of; Star Wars - Empire at War (Combat / Ship Feel) Supreme Commander Forged Alliance (Economy) Sins of a Solar Empire (Combat) Command and Conquer (Voice lines + UI) Homeworld (Scale / Visuals) But also you're watching a movie at the same time, and you get to spend time crafting up devious ship combos and loadouts. It's a really interesting and fun choice to allow you to design your own ships rather than limiting you to faction specifics, that stands out the most from other RTS games, you design the units. The devs are spot on, quick to fix bugs and are welcoming to suggestions or improvements, if you like any of the above mentioned games, especially sins of a solar, then i'd say you'll get on with this game.
A game that sticks out from the crowd in its genre. absolutely worth playing if youve ever enjoyed any 3d space rts. and possibly a good starting point to those who are new as the game can be set to a very easy difficulty in each mode. game is still being actively developed, the devs on thier discord are reasonably active and available. The game has multiple modes available. these include: Wave Survival hectic onslaught of chaos. i still have more to do in this mode but it was replayable and enjoyable. and if my setting choices suit, a challenge. it can go from (in my opinion) very 'easy and chill' to 'this is impossible' with the settings. i havent even tried the endless mode yet. Base Assault A strategic dance of micro and planning to overcome the challenge thats put infront of you. hours and hours of fun for those interested in the challenge. again, has very easy settings that you can with granularity adjust up to damn outright impossible. this mode shocked me the most on how engaging and fun it is. absolutely the best single player mode in any RTS ive ever played. Skirmish Standard skirmish match any RTS gamer would know. you and the enemy AI (how many of which you can choose in the settings, pit against each other to mine asteroid, make buildings and progress through economic choices to make a navy to attack and hopefully win. difficulty again can be adjusted from very very easy to very very difficult. i see some reviews out there stating you 'cant do this or cant do that' if you dont spam lights or dont do X. i was able to, with practice and honestly alot of improvement in my ship customisation and strategy i was able to beat the hardest AI using my biggest ships. absolutely nothing was stopping me from playing however i would like. it boils down to your ability, which is how it should be. The Campaign as stated. ive not tried it yet. im not usually a campaign player, i tend to really dislike train track feeling of them. and quests with specifics often dont spark interest from me. i like a bit more freedom and a bit more sandbox feel to my playtime. something i get BUNDLES of from all the other modes. i decided to write a review before trying the campaign because i just dont have plan to do the campaign super soon. with additional playtime from my 50hours of game time still keeping me interested an happy i see no reason. possibly my loss. Multiplayer i havent tried multiplayer. mostly because im learning the game and enjoying the modes for now. experimenting with weapons. the community is small, so multiplayer is not something youre going to be able to get at any time, any where. but it is available, the discord is vital to getting multiplayer matches with people, and it is possible if you should be interested in a more human vs human challenge. the community is too small to expect anything else. dont forget, if you have a buddy also interested in this. the multiplayer is functional. so you can just join and play each other that way. Additional PROs the dev team and community, although small, is welcoming. the progressive unlocking of ships weapons and modules gives a level of progression and replayability that a game like homeworld could never give. truely a great addition to the game. this happens fast enough that it doesnt feel restricting and slow enough each one counts. the options to be able to turn on colour coded weapon type projectiles or not is great. (for example, a green laser projectile from a weapon you dont own you can know its for anti light unit types as its green) being able to turn this off for a more cinematic view im sure some will want available. adjustable population cap. the population cap going up to 150 is crazy. i dont think my computer could run it at that, but ive not tried. i play most my games at 70 max pop, i often dont hit max pop before im able to win a game so 70 is alot or feel like alot of pop in this game. Modding - under additional PROs there does seem to be modding, with mod support and im pretty sure mods are available already. i havent personally dove into this yet, as theres actually quite alot of content and customisation and such actually in the base game. in my first 50hours i havent felt i need to look into what mods exist yet. but i did see a screenshot of a modded ship hull somewhere i cant remember where. but for those who love a mod, it does seem that is available. side note: If youre new to RTS games or 3D space games, this is an ok game to enter in at, the settings can be at a very easy level and the addition of customisable ships (weapon loadouts and auxiliary modules) means theres personal feel and replayability to any part of the game no matter how hard you have things set. personally i rebound the default keys for moving the camera up and down from Q and E to R and F. R and F feel much more natural to me for up and down. but, this rebound being possible is technically a pro for a small game title. Ok So my 2 gripes with the game (ive played about 50hours, i left the game running a couple of times that why it states 70) i think iv played the game enough to have a good feel for it, whilst having more than enough playtime to of had, in my opinion my monies worth of fun (and theres plenty more gametime for me yet) The Cons the settings page doesnt seem to work in a match, only when i make adjustments to the settings outside of an actual match do they seem to stay adjusted. personally. for a small cheap indie game, this didnt bother me. i was able to just adjust in main menu, and carry on. i only point this out as it may help someone else circumnavigate the issue if they encounter it. the bloom amount in the ship customisation page is quite high. and my bloom adjustments dont seem to effect it on this single screen. not game breaking. but a minor annoyance. im used to game with very very low bloom levels and on that screen the engines and lights just seem radioactively glowing. --------------- hopefully my review helps someone considering to just try it out. if you think youll like a sandbox feel to a homeworld inspired game then this will be your favourite game. i enjoyed homeworld, homeworld2, homeworld deserts of kharak. i prefer this game. i think most strategy gamers would very much enjoy this game. truely a hidden gem i would say. a little rough around the edges gem. but a gem none the less. i cant stress enough, how serious i am when i say i have had more enjoyment from this game than any homeworld game. hopefully the value to that statement is heard. im subscribed to the thread, feel free to ask a question. i should notice the notification and im happy to answer anything on how a player feels about the game for those interested. no time limit, but also no promises on response times. the game really does deserve a little more recognition and for some more people to try it out. :)
If you like RTS wave tower defense with scaling costs for deployable assets this is for you. I found it to be a mixed bag. I love the graphics and the gameplay isnt bad. My issue is not really being a fan of wave based content. 2nd mission in the campaign has you fight 10 waves of progressively harder enemies after only taking out 2 turrets prior and its not my preferred way to play. Im a build it and unleash it kind of RTS player. I much prefer 4x games, so the gameplay for me isnt my normal. I wont not recommend a game because I dont care for that choice. It was fun, but I found myself not really enjoying the hurry up and wait for resources to build the next storage to hold more resources so I can build more stuff so I can build more Storage so I can build more stuff, so I can build more storage, while the cost of building storage goes up every time I build a storage. Not a fan of the choice of rising costs on the infrastructure as a gating mechanic. So for me, Play it it your into those things. For me I dont care for wave based campaigns. I dont like the increasing basic resource structures increasing in cost everytime you add one. The gameplay otherwise felt fine and mostly a solid experience, minus my own preferences for RTS titles. PS I will put some more time into this and try to progress some more of the campaign and see how it feels. Im recommending this on the fact that I didnt feel the need to turn it off, and it really does seem like its fun for the right gamers, I just have preferences against the wave gameplay. PPS I will also try and check out some mods...yes it supports steam workshop!
Stellar Warfare delivers a strategy experience built around the foundations that defined classic real-time strategy games while introducing modern ideas that expand tactical freedom and replayability. Inspired by legendary RTS titles that emphasized large-scale battles, economic management, and careful planning, the game takes familiar mechanics and places them within a fully three-dimensional science-fiction setting where players command fleets of customizable ships across open space battlefields. Designed as an independently funded passion project, it carries a clear appreciation for older strategy design philosophies while attempting to evolve them into something more flexible and personal. The core gameplay follows a structure that strategy veterans will immediately recognize. Players establish an economy, construct essential infrastructure, secure important areas of the battlefield, and gradually build military strength capable of overwhelming opposing forces. Resource gathering remains critical to success, creating constant pressure to balance expansion with defense. Every decision impacts long-term survival, whether choosing to invest in economic growth, military production, or technological advantages that strengthen future capabilities. Where Stellar Warfare separates itself from more traditional RTS experiences is through its ship customization systems. Rather than relying entirely on fixed units with predetermined strengths and weaknesses, players are encouraged to build fleets tailored specifically to their preferred strategies. Enemy ships destroyed during combat can leave behind valuable blueprints containing new ship frames, weapon systems, and specialized modules. These discoveries become essential progression tools that gradually expand customization opportunities and encourage experimentation. The fleet-building system creates remarkable variety because ships are not simply produced as identical copies. Players can design specialized vessels intended for different battlefield roles depending on personal strategy preferences. Fast attack ships capable of quick strikes can operate alongside heavily armored frontline vessels built to absorb punishment. Swarm tactics become possible through smaller ship configurations, while stealth-focused approaches or structure-destroying specialists introduce even greater diversity. The flexibility provided by these options transforms fleet composition into a major strategic layer rather than a secondary feature. Customization depth becomes especially impressive due to the sheer number of available combinations. With dozens of ship designs, weapons, and modules available to discover and combine, the game creates enormous potential for experimentation. Fleet construction becomes a creative process where adaptation matters as much as tactical execution. Players can constantly refine strategies based on discovered equipment and changing battlefield conditions, making progression feel rewarding over extended play sessions. Base construction serves as another major pillar of gameplay. Managing infrastructure effectively determines whether an empire thrives or collapses under enemy pressure. Players gain access to a large collection of structures that support different aspects of strategic development. Economic buildings strengthen resource generation while defensive structures help secure territory against hostile attacks. Repair facilities maintain combat readiness while artillery installations expand offensive capabilities. Every placement decision contributes to long-term battlefield control, reinforcing the importance of planning and territorial management. Neutral structures scattered throughout battlefields create additional strategic opportunities. Capturing valuable locations provides meaningful advantages that can influence match outcomes, encouraging players to move aggressively beyond defensive positions rather than remaining isolated behind fortified bases. This constant tension between expansion and protection keeps matches dynamic while rewarding intelligent positioning. Combat itself benefits greatly from the fully three-dimensional movement system. Unlike strategy games restricted to flat battlefield design, Stellar Warfare embraces true spatial freedom. Ships move vertically and horizontally across open environments, creating battles that feel larger and more dynamic. Positioning gains additional complexity because players must consider multiple movement angles rather than simple directional placement. Combined with physics-driven projectile systems, engagements develop a satisfying sense of scale and unpredictability. The game also supports multiple play styles through varied content options. Traditional skirmish battles provide opportunities for direct strategic competition against artificial intelligence or human opponents. Wave defense scenarios challenge players to survive increasingly dangerous enemy assaults through careful preparation and tactical efficiency. Cooperative wave defense expands this concept by encouraging teamwork and shared strategy development. Community-requested additions such as endless wave modes further strengthen replay value by providing long-term challenges built around optimization and endurance. Single-player content remains substantial as well, including campaign-focused experiences and specialized battle scenarios designed to test different strategic approaches. Multiplayer expands possibilities further through competitive skirmishes and battle royale-inspired conflict structures that encourage adaptation against unpredictable opponents. Smooth controls help support the game's larger ambitions. Space strategy games can easily become overwhelming when complexity interferes with readability or responsiveness, but Stellar Warfare aims to maintain intuitive battlefield management despite offering significant depth. The interface and movement systems focus on reducing friction so players can concentrate on tactical decision-making rather than wrestling with unnecessary complications. Stellar Warfare ultimately succeeds because it understands the appeal of classic strategy gaming while introducing enough flexibility to establish its own identity. Economic management, territorial control, fleet composition, and large-scale combat all combine into an experience that rewards experimentation and long-term mastery. By blending traditional RTS foundations with meaningful customization and three-dimensional space warfare, it creates a strategy experience that feels both nostalgic and refreshingly modern for players who enjoy commanding large fleets across futuristic battlefields. Rating: 8/10
Game sucks, ship models are all the same and the AI is horrible. Just play Homeworld if you want a space game.
The game's an absolute blast; being able to design your own ships is so much fun, and I think unique to the RTS genre right now. The full 3d space maneuverability is excellent and implemented really well; it's easy to send ships where you want them, and the ship-to-shop and ship-to-building combat is very satisfying. The dev is super active and invested in the project and community feedback as well, so it's a win all around!
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $59.1K | 166 | 43% | $9.99 | |
| $4.4M | 4.7K | 95% | $24.99 | |
| $1.7K | 8 | 50% | $6.99 | |
| $1.1K | 4 | 50% | $8.99 | |
| $1.1K | 4 | 75% | $8.99 | |
| $520 | 6 | 67% | $3.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $228.9K | 210 | 61% | $34.99 | |
| $228.8K | 567 | 64% | $19.99 | |
| $228.8K | 289 | 65% | $19.99 | |
| $228.7K | 1K | 85% | $9.99 | |
| $228.7K | 3.4K | 87% | $4.99 | |
| $229K | 581 | 72% | $19.99 |