
A space survival open world terraforming crafting game, designed for 1 to 10 players. Alter the ecosystem of an inhospitable planet to render it habitable for humanity. Survive, gather resources, and build your base. Then, generate oxygen, warmth, and pressure to create a brand new biosphere.
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.
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.
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): 30.86/day in the week to Sep 1 → 44.43/day in the week after.
About







Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $23.99 | 74.1Kreviews | 96% | — | $29.6M |
| $23.99 | 2.1Kratings | 78% | — | not modelled | |
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 2558 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I went into Planet Crafter with little to no expectations. My favorite games were automation and factory-focused. When I first spawned in, the graphics were so bad I thought the game was made in 1996, next to the triangular breasts of Lara Croft. I tried changing the settings to maximum, but unfortunately it didn’t help. Still, I persevered. For the first few hours, I thought the gameplay was just: go steal from some things from wrecks and bring it home. Then the base started steadily growing, stages progressed in the background while I was exploring, building, and farming. Walking around was pretty slow and boring, so they gave me a jetpack. Nice. Then I made a car, and even considered laying roads around. Right when I started, they gave me a teleporter, though I had to build a nuclear plant to support all that infrastructure. The water level suddenly rose and I became “one of us.” I guess it’s part of the experience. The desert wasteland was rapidly becoming greener, sweeter, and much more appealing than before. After 100 hours in one save, I terraformed several planets, built floating factories to farm a quarter million tokens, and successfully left what was supposed to be my place of punishment as a space vigilante. It was a nice journey. After so many hours, seeing the barren wasteland become a lush paradise for all kinds of plants and animals, leaving it feels a bit sad. It is now my planet, with animals I created myself, with a cookie factory bigger than some starter bases. I would love to return for more adventures soon. Good luck on your path, Planet Crafter.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best FR #76, worst UK #99 · 11 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 31.75/day in the week to Jul 22 → 41.75/day in the week after.
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*, French, German, Spanish - Spain, Simplified Chinese, Russian, Polish, Portuguese - Portugal, Korean, Japanese, Portuguese - Brazil, Italian +2 more
| $23.99 |
| 841ratings |
| 95% |
| — |
| not modelled |
| $11.99−50% | 414ratings | 88% | #53 | 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.
Hours played at review time, across 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
grindy but fun like a dry subnautica
.
Very good
Very chill game, and the transformations you make on the planet have real impact. The game takes it's time to unlock quality of life features, so bear with it to begin with - the start is a struggle, but it makes unlocking the features feel earned. 100% recommend playing blind first time, just one tip: exploring is very much part of the progress, and as the planet changes, so will the things you can find.
Este juego es ARTE PURO. Lo disfruto cada segundo y que aveces sea un poco lento de avanzar con los TI siguen habiendo muchas cosas que hacer. Lo mejor el juego es cuando empiezas a automatizar todo y el juego se convierte en algo tan bueno que es imposible describirlo. No importa, Demo o Completa Las dos son increibles. Vale totalmente el precio segun lo que te dan.
Great survival game. The world actually visibly becomes more habitable to life as your progress with the systems and the progress in those systems are what leads to the games unlocking of new buildings and craftables which leads to an overall great pacing.
It's like Eden Crafters but with curved terrain, it's a more active game, and the terraforming is more detailed and also less detailed. Oh also basically dungeons to salvage resources from (aka wrecked ships) and less QoL features, wierdly enough. First off, targeting ores that are underwater while you are unable to have your view also underwater takes a second or two for the multitool to actually mine said ores. Otherwise it's more or less instant which is nice. I like how mining is a single click, and while the items being unstackable is really cool, the inventory is very limited at just about all phases of the game. Second, I'm really not a fan of how everything is only interacted with Left mouse button. The fact that recipe pinning is very limited kind of sucks out loud, the game fully lacks anything like a Crafting Guide, requiring you to mentally keep track of the specific resources you need to find amid all the myriad of other resources the game will gleefully throw at you on the easy planet. I'm not a fan of how Iron looks very similar to Titanium from a distance on account of the fact that Iron can look nearly identical to Titanium, despite the icon of Titanium being a dark brown/black color as oppose to Iron's light brown/black. Honestly if Iron was light brown and rusty red instead, it would help distinguish them, but as it is, looking for Iron in the early game is severely annoying. Another bit of QoL the game sorely needs is that when you deconstruct a doodad within a wreck that ends up dropping a blueprint chip for that doodad, simply holding one of those chips should disable the dropping of additional copies of that chip. Yet another this game badly needs is multi-crafting. Repeatedly crafting items one at a time really sucks when choosing a crafting recipe closes the crafting menu, so if you need to craft something 10 times, well you're clicking 20 times instead of once because you have a multi-craft option (could just do modifier keys). there's also no way to mass-scan blueprint chips, so if you pick up an inventory full of them (like 40 of them because of the above point not being a thing), you literally have to click into the Unlocks Screen and then click the "Scan Blueprint Chip" button" every single time, have fun clicking 80 times. This game seriously hates you if you have carpal tunnel syndrome. Another QoL it needs is the ability for holding your mouse button to essentially "turbo-mode" the act of mining and gathering items like Algae or dropped items. The wierd part of comparing this to Eden Crafters is that both are ultimately very similar games. Your player character looks pretty similar as does the multitool itself, but it's weird. This game is less jank in terms of movement of vehicles, but it also in many ways feels less satisfying in the realm of terraforming power fantasy. There's no aspect where you get to see your growers slowly spreading life across the barren planet surface, or see the toxic oceans slowly purify, but you can grow plants, insects and eventually animals and even launch rockets to speed the terraforming process. Inventory Management is extremely jank. Because every building costs individual resources instead of certain amounts of said resource within a stack, mining mass amounts of a certain resource is, in simple words, annoying at least. The worst part is when you need to craft Super Alloy, a material that costs 1 Aluminum, Iron, Magnesium, Titanium, Cobalt and Silicon each, and later buildings will cost 3 of these things. On the easy map you never need ot craft them, you just need to explore enough and you'll inevitably find naturally-spawning Super Alloy and there's enough of them that you functionally never need to craft them. On harder maps, you will have to craft most of it and it's then when the jank of inventory management in relation ot recipes and crafting will become more known to you. Namely playing the smaller moon map (which really isn't smaller than the other map by the way, it's actually larger even if most of it is more or less huge hallways until you get better mobility options). Also there's a bug that occurs pretty frequently for me, when you hover your mouse over interactibles, there's a chance that your selection will hang over items your cursor is no longer over. This happens most often when you have Golden Effigies on the floor under Desktops that hold Screens ontop of them. Sometimes you'll pick up the effigy instead of clicking on the screen that you are point at. This happens much more often with the nameplate of a locker which is another way in how the "left click to interact with everything" design completely sucks my ass raw because you could just have the name customization be an option used while looking at a container's inventory and it wouldn't even be hard to implement for controller either. Lockers are massively jank due to this because sometimes if you accidentally click on the name plate, the cursor selection will hang on the nameplate until you move your cursor off the locker entirely, which isn't a big deal until you're late-game and moving rapidly throughout your storage room(s) and the hanging on nameplates repeatedly happens and annoys the piss out of you. The progression is fantastic though and it's a genuinely addicting game that always rewards you for exploring (except the moon map in most cases honestly. The facility needing you to lift the lockdown with all you get is a chest with basically trash in it, really sucks. I get that their contents are random, but I think proximity from the spawn location should more heavily value the in-the-open chests more than the "wrecks next door to the spawn point that require nothing to access" chests. I have other critiques, but it's probably more personal preference, like how expanding power eventually gets really annoying because everything costs sulfur and the cost in common metals basically falls to 0 outside of Super Alloy costs which itself falls in favor of Sulfur, plant and Irridium/Uranium costs. Another would be how you can't place storage buildings outside or you can't place most of them outside when you will find at least container chests outside very frequently. Honestly though, I would like if there was some form of global storage by the Osmium stage, it would make crafting and building a lot less tedious when you're literally juggling multiple different recipes ontop of going on resource runs for resources that spawn in very little amounts like Zeolite. Also the inability to pin a map Point of Interest to see where the game is expecting you to find those areas would alleviate some player-frustration. My recommendation is to honestly play this and pace yourself, and probably bring some friends with you. Unlike Eden Crafters, you can actually do that, and I'd say at the very least the Toxic DLC is worth it if you get it on sale for cheaper than the bundles would give. Idk about Humble, it just seems like a more tedious moon map with a much more confusing environment on account of you having to get most of your common materials via breaking down a map-exclusive ore into said common materials, and the idea of adding yet even more individual-item crafting to the Super Alloy loop is genuinely only an idea that developers who don't play their own game enough would come up with. Finally, the one thing I'm not a fan of is the fact the torch upgrades barely feel worth it. The T2 torch barely illuminates more than the T1 and it's not like it has a greater range, the range of the torch is pathetic to begin with, and the T3 Exoskeleton really takes too long to unlock. I also hate that there's no building hotbar. The lack of inputs for players to use compare to other games in the genre genuinely keeps giving me the feeling that I'm either missing numerous huge and important controls, or the game's not finished. It's only a good game.
Играта влиза в моя топ 10,за всияки времена! Силно препоръчвам на феновете на Subnautica!(лчно на мен ни харесва повече)
ni me dí cuenta que lo habia estado jugando por mas de 20 horas, es muy bueno el tener que descifrar como funciona todo y cada rato hay un objetivo nuevo.
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.
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