
The Last Starship is a 2D space construction game where you design and upgrade your starship. Choose your path: pirate hunter, miner, engineer, spacebus driver, and more, whilst exploring vibrant star systems. Enjoy a growing sandbox world, with regular free updates. Your cosmic adventure awaits!
Modeled estimate, not a reported figure. How we estimate →
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 Jul 21 → 1.4/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
The Last Starship is a 2D space construction and simulation game, where you design and upgrade your own star ship. Use it to explore vibrant star systems, uncover unique resources, and discover hidden secrets. Your choices shape your experience — become a daring pirate hunter, a resourceful miner, a space engineer, a reliable spacebus driver, and more! Dive into colorful star systems in this ever-expanding sandbox environment, and enjoy regular free updates throughout the development process. Your journey through the cosmos is just beginning!

With your crew awaiting orders, it’s time to bring your starship to life. Build the vessel of your wildest imagination, or recreate legendary ships from iconic movies and fiction. Stop by the local space colony to gather equipment and supplies. Start with a reactor to power your engines, and then lay down crucial pipework and electrical systems. Keep life support steady, or your journey may be cut short.

Unleash the full potential of our community’s creativity through ship sharing on the Steam Workshop. If you can envision it, you can design it, share it, and let others engage in epic adventures and battles with your creation.

Take full command of your starship’s arsenal. Will you mount lasers for precision shots, or railguns for devastating impact? Do you favor heavier armor for resilience, or enhanced agility to outmaneuver foes? Opt for stealth to slip by unnoticed, or load up on raw firepower to dominate the battlefield. The Last Starship isn’t just about firepower; it’s a test of tactical thinking, where each encounter demands careful planning, adaptability, and precise strikes.

The sector map opens the gateway to a vibrant, procedurally generated universe brimming with missions, anomalies, and unexpected discoveries. Meet a diverse array of characters — some allies, some adversaries — each with their own compelling stories and requests for help. Embark on daring rescues, deliver vital cargo, or hunt down notorious pirates. Every decision you make shapes your path, carving your unique journey through an ever-changing galaxy full of wonder and peril.

Space is cold, dark, and vast. To survive, you must gather essential resources — water, oxygen, and fuel — to maintain your ships and sustain your crew. Whether you’re deploying drones for space wreck salvage, or using lasers to extract raw materials for a massive mining rig, establishing a seamless operation is crucial. Only then, can you secure the resources needed to thrive in the depths of space.

The Last Starship is the latest creation from acclaimed indie developer, Introversion Software, best known for the BAFTA winning game, Prison Architect. The game launched in February 2026 and is being updated regularly, with new missions, bug fixes, and gameplay enhancements, based on your feedback.
Introversion Software has been developing games since 2001, and stands behind acclaimed titles like Uplink, Darwinia, DEFCON, Multiwinia, and Scanner Sombre. Our most successful game, Prison Architect, launched into early access in 2012, captivated over four million players, and over a 6 year span, received 54 major content updates — averaging one per month.
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 | 1.7Kreviews | 75% | — | $1.3M |
| $16.99−15% | 47ratings | 86% | — | 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 121 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is Everything I wanted FTL 2 to be. It's Like Prison Architect and FTL had a Space Baby
I played for 58 hours at the time of this review and beat everything I felt I would get out of the game. I started with FTL- (without the fan made mods) Loved it, then moved onto Void War- a superior product in that aspect. Much of the complaints about this game is that it doesn't excel in One area very well, and more of a mix and blend of a number of other games. It seems people that play this for space fights chose to play Cosmoteer, and the people that want to build choose to play Space Haven.- neither of which I have tried yet. A third, less talked about option is called Starsector that's supposedly the best blend of all of them, however just not on Steam just yet and I haven't played this one either. Artistically Starsector seems more intimidating, and less visually pleasing than the Last Starship but at $15 it is on my list of games to try. Oh and last but no least- Space Haven which is basically purely like hosptital or prison sims than anything. I'ts pure simulator top down, and less combat. I'll try it eventually, but right now I want more combat. That said this is my review for this specific game. I loved it! The blend is perfect for me, and finishing at 58 hours I want more of it and the end game can be expanded. For me, I consider this to be the perfect blend of all of those other games. Lets start with the Artwork/ Ship Design 10/10- It feels modern, and not overly too much. I'll use Cosmoteer as an example, those ships look so bright and colorful that everything around it is blinded and over looked. This simplistic style for whatever reason was complicated enough that I would design and redesign my ships for a long time getting the pathing correct, or fixing the hull area and making it operational, and then zooming out and knowing everything was working until periodically thing's would get blocked and I'd just have to check up on operations. To me that is the fun part of the game, designing something to operate, expand and get my ships, then fleet, then army to a point where at a microscopic level I'm working on one piece, and then when I zoom out each different ship would have a different function. Not every one is a battleship, and not every battleship is used for mining or personnel safety squads. Again the artistic design is basic, and beautiful. Missions and Variety- 7/10 It does a good job of pacing things and holding your hand through one phase of development to the next. That said, it lacks in variety in this department. I think a good mod team or an update could add to this. Additionally I could have sunk another 40 hours into this game, if the end game provided more combat thing's to do at the end of my fleet building dominance. At this point I just want to test out my builds into either some sort of wave combat system, or a portal somewhere into more of those fortress areas. It has the ingredients but this is where it needs to expand.- All of these games eventually have missions replaced by productions for income. Water Filters are basically the only non mission related thing to farm, other than storage crates and tracks. Bugs and quality of life- 7/10 These are small, Like I never quite got the sewage system down, and mining for water just didn't seem practical or possible. I would like more notifications when something is blocked too, and maybe another screen that shows all ship resources at once without them in the same area where maybe I can just automate buying water for whichever ship needs it the most at that time. Sale limits can still apply doing this for their sector it just reminds me that I need to move my ships to another sector to do them. Another thing, the track system/ Robot arms seemed like a great system, but then I found myself fighting the storage areas, or track backup or arms not working that I pretty much just abandoned them all together and simply worked on adding more crew for less hassle. The Air compressor, 02 scrubber, loader, Reoxygenizer (I forget the game term for it) and Huge tank seemed like it could be 100% self sustainable but I always found something a little off, and it didn't flow right for my ships like it just didn't look organized. Again these are all small things, but quality of life could be better. Final note on quality of Life- maybe I just haven't found it, but I want to be able to just copy the same ship and purchase the exact same layout. That would force me to fine tune layouts that maybe I didn't perfect the first time, and save me time while I'm building a fleet of fighters. Combat- I loved it! It was engaging and kept me entertained, but there needs to be more of it, maybe ship routes routinely needing battled, or main bases under attack. Furthermore they need more tiers of armor, and a bigger emphasis on armoring up one area and having a part of the hull that is specifically there to take a beating. I found that I had to have interior ship capacity to keep up with the weapons. Also I want more combat things, like FTL where they can board your ship and you need to be able to fight them off. Maybe hit them with fire, or knock out their fire supply. It seemed targeting engines or shields or weapons whatever their weakness was seemed more bland and less targeted. They need more rockets, lasers, weapon variety. Combat drones seemed too much of a pain to keep up with as my combat vehicle wouldn't always have motors and frames like my production line would, I'd rather just build those drones on my manufacturer and give my army a pre assembled fleet rather than having that army construct those drones. Story- Not much of one... I kind of expected more to come from the TIDBIT saga. There's a general vibe of good vs evil that Idk that really went anywhere in the end. I think they need to hire someone just to focus on missions and story and get a flow for where this could go. The potential is there, but needs expanding. I know some of these critiques seem like it's negative, but its not. I want this game to be successful and these are small pieces of advice that I think can transform a B+ game to an S tier with the foundation thahttps://store.steampowered.com/app/1857080/The_Last_Starship/#t it's already built. It's definitely fun, relaxing and gives that building and constant progress that I want in these types of games, and I think this game does that mixture of things better than any of those solo games it is consistently compared against. I highly recommend this game, and I hope you all enjoy it. Please comment this review and tell me if it helped you decide to play or what you did or did not like about it.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Spanish - Latin America*, Italian*, Dutch*, Polish*, Portuguese - Brazil*, Portuguese - Portugal*, Russian*, Swedish* +8 more
Hours played at review time, across 122 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The last Starship - Spielstand Update26E: Das Spiel läuft unter Win11 und Linux Mint super, es gab keinerlei Probleme mit Abstürzen usw. Wie so oft, macht auch dieses Spiel am Anfang richtig Spaß, auch wenn sich hier schon öfters mal Probleme mit der Game-Engine abzeichnen, wie was funktioniert usw. 90 Stunden später sieht es aber ganz anders aus. Ich bin gerade an dem Punkt es wieder von der Platte zu werfen, denn es macht einen unfertigen Eindruck und viele Elemente in dem Spiel verstärken diesen Eindruck enorm. Es gibt aktuell 2 Spielvarianten. In einer geht es darum ein Sternentor zu bauen um in eine zweite Galaxie zu kommen. Das ganze wird in eine Story eingebaut. In der anderen gibt es eine Anomalie, die mit der Zeit alle Galaxien verschlingt. In dem Modus geht es mehr darum, eine Produktunabhängigkeit zu erreichen, da das Angebot mit jeder weiteren Galaxie schrumpft. In beiden Fällen ist es so, dass es nur eine gewisse Erzmenge zum Abbau gibt und wenn diese verbraucht ist, kann man nur noch über dem Markt kaufen. Es wird also nichts neues z.B. durch Meteoriten usw. generiert. Bei der Anomalie ärgert mich, wie schnell diese voranschreitet und einen damit vor sich her treibt. So wären es wenigsten 12 Galaxien die man bereisen könnte. Kämpft man mit Feinden und besiegt diese, sind ruckzuck NPC Schiffe da und klauen einem den Loot weg. Kämpft man irgendwo einen Orbit frei in dem es Metalle zum Abbau gibt, sind ganz schnell zig NPC Miner da und bauen Metalle ab. Der Schiffsbau ist im Grunde eine tolle Sache. Man kann Items per Crew bewegen lassen oder man baut ein Schienensystem auf wo mit Hilfe von Greifarmen die Items z.B. in Kisten bewegt werden. Es gibt sogar Filterarme. Trotzdem mangelt es dem System an Innovation. Es ist am Ende nicht wie ein Factorio im Weltall. Es fehlen z.B.: Wanddurchbrüche wo Items durch eine Wand, also von einer geschlossenen Sektion in eine andere bewegt werden. Man ist auf einem Schiff, es wird mit einem Sauerstoffsystem gearbeitet. Da will ich auch geschlossene Sektionen haben und z.B. die Munition nicht von der Crew durchs ganze Schiff schleppen lassen. Es fehlt die Möglichkeit der Kombination mit den ausgewiesenen Lagerflächen. Es gibt nicht die Möglichkeit Füllgrenzen für Container oder Items zu bestimmen. Entweder der Lagerplatz oder Container ist voll oder nicht. Um zu verhindern das er leergepumpt wird muss man die Greifarme abschalten und verhindern das die Crew zugreift. Mir ist das mal mit Erz passiert. Roherz schön gelagert, Kiste mit Eisenbarren voll, Greifarm ausgeschaltet. Die Crew fängt dann an, die Kiste manuell zu leeren und den Schmelzofen zu füllen. Da die Kiste mit den Metallbarren voll ist, stellt die Crew die Barren jetzt auf die Lagerflächen, bis diese auch voll ist. Jetzt kann man aber keine neue Fracht der Shuttles empfangen, weil kein leerer Frachtplatz vorhanden ist. Das nur eine kleine Macke des Spiels. Die Sache mit den Obergrenzen ist z.B. auch interessant wenn man kleine Items wie z.B. Türen herstellt, kümmert sich mal eben um etwas anderes und weil dann 5 Minuten vergangen sind hat man 30 Türen hergestellt. 30 Türen, die in 30 Kisten verpackt sind und damit 30 Lagerplätze belegen. Man kann also nicht vorher im Spiel festlegen, stelle 5 Türen her. Ich habe auf verschiedenen Wegen versucht mit dem Spiel umzugehen. Hatte ein Mutterschiff mit über 50 Jäger damit es Wehrfähig ist, was auch den Vorteil einer kleinen Crew bietet. So ein Ding braucht aber neben Metalle auch Treibstoff. Die Ressource gewinnt man durch Abbau in einem Nebel. Es macht aber kein Sinn ewig im Nebel zu stehen, bis die Tanks voll sind. Also kleine Schiffe dazu gebaut, die nichts anderes machen als im Nebel zu stehen um den Rohstoff zu gewinnen und dem Mutterschiff zu liefern. Also habe ich ein System geschaffen, in dem es die Basis gab für das Sternentor Projekt und mein Mutterschiff. Dazu noch ca 10 kleine Schiffe die diverse Zulieferaufgaben haben, wie das gewinnen von Erz, Abbau von Schrott, Transport oder Mission. Was mich zum letzten Teil meines Review bringt. Das Handling mit den Schiffen. Einerseits ist die Automatisierung gut gelöst aber hier hapert es auch an dem kleinteiligen. Man kann z.B. Treibstoff auf 2 Arten zwischen Schiffen transportieren, per Rohrleitung oder per Fass. Jetzt ist es so, dass man in der Automatisierung anklicken kann, Docke an Tankstelle an und fülle Treibstoff bis voll. Man sollte jetzt meinen das Skript macht die Tanks voll und alles schick. Nein das Skript macht 3 Varianten daraus: 1) Es macht nix und geht zum nächsten Punkt 2) Es transportiert Treibstofffässer umständlich von Schiff zu Schiff per Drohne 3) Es dockt tatsächlich an und tankt und machmal ist es so, dass es nicht abdockt weil das Schiff Treibstoff verbraucht und er es nicht voll kriegt und so ewig an der Tankstelle hängt. Insgesamt wird es mit mehreren Schiffen auch unübersichtlich, auf der rechten Seiten stehen ein Haufen Namen und man ist irgendwie immer auf der Suche nach dem passendem Schiff. Andere Spiele haben das irgendwie besser gelöst. Kommen wir zu dem Entwickler. Vor ein paar Wochen gab es ein Patch der dazu geführt hat, dass Tote nicht vom Schiff gebracht werden konnte. Die Leiche wurde an der Schleuse immer hin und her bewegt aber nicht durch das Shuttle übernommen. Es hat mehrere Wochen!!! gedauert, bis dieser Fehler wieder behoben wurde. Das rundet auch mein Gesamteindruck ab, das Spiel hat Innovation und viele tolle Ideen. Es möchte in dem Sinne eine Kugel sein ist aber in Wirklichkeit noch ein Würfel und wenn hier in der Geschwindigkeit weiter gearbeitet wird wie bisher, wird es noch sehr lange dauern bis sich eine Kugel geformt hat. Wenn es mal in Sale ist, können Fans gerne mal einen Blick riskieren, ansonsten Finger weg!
Awesome Sandbox Space game where you can build ships to your hearts content, abuse capitalism and mass produce whatever you want, almost unlimited replayability
I’ve put around 30+ hours into The Last Starship, and overall I’d say it’s worth it—especially if you enjoy sandbox and management-style games. The biggest strength of this game is the ship building and system management. Designing your own ship from scratch, managing power, oxygen, crew needs, and making everything actually function together feels really satisfying. It’s not just about making something that looks cool—you actually have to make it work, which adds a lot of depth. There’s also a nice amount of freedom in how you play. You can focus on mining, combat, transport, or just building the most efficient ship possible. The sandbox aspect is strong, and the game keeps expanding with updates, which is a big plus. That said, it’s not perfect. The game can feel a bit slow or repetitive at times, especially once you understand the core systems. Some parts still feel like they need more content or balancing, which makes sense since it started as Early Access and is still evolving. Also, the learning curve can be a bit rough at first—there’s not a lot of hand-holding, so expect to figure things out yourself. Overall: If you liked Prison Architect or enjoy games where you build, optimize, and manage systems, this is definitely worth trying. It’s not a fast-paced action game—it’s more about thinking, planning, and slowly improving your ship
Feels empty and repetative after the first hour
Would recommend if you like, building in 2D and tactical logistics and ship to ship combat. The Devs are great as is the community. Updates keep coming and the sound design is IMO fantastic.
Lo que más me molestó: Conseguís 5-7 millones en 30 min y ya podés comprar prácticamente todo. La economía se rompe rapidísimo. Solo hay 3 armas en todo el juego: Gatling, Cannon y Railgun. Nada más. Ni láseres, ni misiles, ni torpedos. No hay razas alienígenas, ni facciones interesantes, ni historia que valga la pena. El “endgame” es básicamente hacer la nave más grande, poner más fábricas y grindear recursos para el Stargate. Muy repetitivo y aburrido. El combate es flojo y poco emocionante. Después de las primeras misiones, todo se siente vacío. Mucho espacio, pero muy poco contenido real.
Sometimes overwhelming, but this is soon becoming factorio within spaceships
Give feedback in game leads to steam. So here is a review in short order. The game does not do the tutorial in a way that is sensible. It handholds you to the point of strangulation into the middle of the 2nd mission where it abandons you to die in space with your cargo retrieved because you ran out of fuel because the drone bay which you were railroaded into buying and installing ate all of your power. Plenty of Oxygen to last 10 or so days but nowhere to go because the jumpdrive is inoperable because we did not get enough fuel when we had the chance because railroad tracks suddenly ended in a game over cliff. This is a ♥♥♥♥♥♥ starting experience even if you like this sort of ♥♥♥♥♥♥♥♥.
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.
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