
Fight through alien worlds, obliterating relentless foes, and forge your own path to unlimited power. In this third-person roguelite shooter, harness the power of deep customization. Adapt, experiment, and break the limits of power as you carve your legend across the stars.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 22 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Alone in the Stars: Survivor is an action rogue-lite where you destroy hordes of aliens and bosses using custom load-outs and synergies between power-ups.
In this third-person shooter, harness the power of deep customization—choose your stats, abilities, weapons, and upgrade paths to create unstoppable synergies.
All power-ups stack and scale infinitely.
Synergize different power-ups together with different elemental effects, explosions, on hit, on shoot, and many more unique effects.
3 unique utility abilities and 4 damage abilities.
Mix and match different pools of power-ups to find your preferred builds.
Mix together and build your own character to match your play style with:
9 guns & 1 sword to pick from.
Freely change your base stats and equip unique passive abilities.
4 unique utility abilities and 4 damage abilities.
Choose the pool of power-ups available to you in a run.
Customize the look of your alien before each run. Change body types, colors, and more.
Unlock new power-ups, passives, abilities, weapons, levels, and cosmetics.
It'll feel different every time you play with:
5 planets, unique enemies for every planet, and different layouts of each planet.
4 elite emotional variants of every enemy.
100+ power-ups to find different synergies with.
Random weapons in each run.
Genres
Engagement
Reviews
As for someone who hasn't really been playing roguelite shooters, this fast-paced game was surprisingly fun. The game had a good balance of difficulty, not too easy that it still felt rewarding to kill the monsters. Options of guns were cool and terrains nicely coloured.
Great game, but still a few bugs need ironing out. Main gripe for me is that the key mapping changes I made to "interact" don't seem to work and it remains 'F' no matter what it's set to.
This game is pretty good at a fair price. This has the makings of being an addicting survivor game that you can pick up and play easily. So far, I've been able to play through the first level and beat it on the second try, but it was a bit tough. The game is fast paced, but you get into a rhythm and evade the enemies. I think overall, the game is good, and will need continued balancing and could use a bit more game juice. Definitely looking forward to continuing to play this
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 36 reviews with recorded playtime.
sim apenas não escolha aprimoramentos de velocidade de movimento
There is no cows to abduct 0/10
Good game! Hope controller settings come soon :)
Game changed quit a bit since release and i would say it changed for the better. There is a lot of potential for this game would recomend :)
here we are, played it for a decent amount of time now and i must say i dont regret this purchase! i can see a big roguelike adventure evolving from this excellent base! cant wait for the frequent updates to continue!
There are a lot of things this game does well. Unfortunately, it's just massively unpolished. From literally the first step I took, I knew that the game would feel unfinished the entire time I played. It feels like the game is still in early development, as key gameplay elements simply don't feel finished. The walking is a little janky, the tutorial could use a lot more, and the weapons are just terrible to play with. They all have tiny magazines, so you almost spend more time reloading than shooting, the aiming is completely unintuitive, and there aren't enough upgrades that directly affect the weapons. The most fun I had was a run where I was able to get to the boss without shooting, using abilities, or moving, but that was cut short when the boss wasn't able to pathfind the 20 steps to get to me and I had to end my own challenge because the game isn't polished. If this game gets some QOL and polishing updates (LOTS of polishing) then it will definitely be worth playing. Right now, it's just a mess.
I do not recommend this game in its current state. I received a key through a platform like Keymailer/Lurkit some time ago. Back then, I gave the game a quick try and noticed several issues, but I did not want to be too harsh, because I know that indie games can have flaws, especially when they are still new. But looking back, I find the current state of the product difficult to defend. The problem is not simply that there are bugs. Every game can have bugs. The real issue is the accumulation of unfinished or poorly polished elements that make the game feel like it was released too early: UI elements with unnecessary scrollbars, interface panels that appear in front of absolutely everything and hurt readability, shots that do not seem to properly come out of the weapons’ barrels, confusing visual hierarchy, and assets that feel poorly integrated. Even the use of assets sometimes feels very rough, as if some elements were placed without a clear art direction or without checking how they looked in the final result. Using purchased assets is not the issue; many indie games do it very well. The problem is when their integration lacks coherence, polish, and care. What bothers me the most is that a game can be sold in this state without any visible follow-up to at least fix the most obvious issues. Selling a game, even an indie one, comes with a minimum level of responsibility toward players: fixing, improving, listening to feedback, and not leaving the product in a state that makes it feel abandoned. I am not saying this because I enjoy tearing down an indie developer. On the contrary, I know that making a game is difficult. But that is exactly why, when a game is sold, players have the right to judge the final result, not only the intention behind it. In its current state, I cannot recommend Alone In The Stars: Survivor. It would need serious polish, visible bug fixes, improvements to the interface, visual feedback, and overall integration before I could consider it recommendable.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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