
Build, crash, rebuild! Explore new planets in co-op multiplayer with your fully modular spaceship made from whatever bolts together long enough to fly. Mount giant thrusters, annoying cables, and everything in between. Complete wild missions, face the dangers of space and argue with your crew!
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About
Approximately Up is your best chance to experience spaceflight in whatever you and your crew (singleplayer or co-op multiplayer with up to 4 players) can bolt together! Build epic spaceships or barely flying trashcans — it’s entirely up to you. Control your creation from a first-person view right from the deck of your ship. Complete challenging objectives, hunt achievements, face the dangers of space, and collect new components to expand your current spacecraft — or build hundreds of new ones. One is never enough!
Everything begins with a single piece of frame and grows into a massive, complex ship built from thousands of components. Create automated systems, experiment with different input controllers, sensors, and meters — connect them to whatever you need, and let the magic (or chaos) happen! Once it looks ready (or not), hit launch and see what happens!

Experimental power sources that need to be delivered to a station on another planet — causing unexpected power outages mid-flight? Some strange energy crystal charging up like a ticking time bomb? Or maybe it’s just a massive, ridiculously heavy submarine this time? Can your spaceship handle that?

Is the planet covered in oceans? What’s hiding beneath that thick atmosphere? Can you see the surface through those massive clouds? Everything’s waiting for you to find out! Explore 15 unique planets, each with its own look, feel, and dynamic soundtrack that changes in real time as you explore and make new discoveries!

Who forgot to connect that cable? Who mounted the thruster backward? Who forgot the solar panels? Or the door-opening button? Is the radar working? How about the batteries? Enjoy the hilarious chaos in co-op multiplayer with up to 4 players — and find out once and for all... WHOSE FAULT WAS IT?!

You start on Earth and slowly explore a system of 15 planets, each with its own size, gravity, atmosphere, temperature, and challenges that make every world feel different. Most planets have one or more Planet Stations, which work as checkpoints and garages where you can build ships and start new missions. When you land on a station, it unlocks permanently and becomes a new place you can launch from. To reach these planets, you build your own modular spaceships and experiment with different parts - electric engines, fuel engines, mixed fuels, solar panels, heat-resistant frames, and more. By completing missions like delivering components between planets, you earn new ship parts that let you create better and more advanced designs. All flights are fully first-person from inside your craft, and because distances are huge, your ship design really matters - some trips will take only minutes, while others can turn into long journeys if your ship is weak. The whole game is about exploring planets, upgrading your ships, unlocking new stations, and trying to make it to your destination without crashing.
Note: Demo currently supports English only. Additional languages will be available in the full release.
Engagement
Reviews
Themes across 804 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm gonna be honest. This game is probably someone's jam and I'm not gonna dispute that. This game is just not for me. The ship flies like three different aircrafts in a trench coat. If it just flew like one I feel it would be not only easier but more friendly to new players. I will be refunding but I cannot deny the amazing bones this game has. Also I have to give props to the amazing building mechanics.
This game is severely unfinished. It's like a very early access game, yet it is not marked as early access, so I'm judging it as if it were released. The ship editing is really clunky, because you have to do it in first person. Not in a CAD view, not in a view like Kerbal's editor, you have to do first person. If there's a tight corner you can't properly view in first person, you simply can't edit that area. The wiring is the most annoying part, and takes 90% of the time of building any ship. Every wire has to be done by hand. There is no wire bus possibility -- wires can't be bundled together. If you need 10 data lines, you have to run 10 data lines, and it's tedious as hell. Deleting wires is about 3 times as tedious, because you can't drag to delete a long stretch. You have to right-click for every segment you want to delete. You can select a rectangular prism area to delete, but it will delete parts not on the currently selected wire run. You start out with enough electronics to theoretically make a PID controller, but in practice that's way too tedious. You also don't really get much in the way of practical components, like thrusters and batteries, or a radar altimeter, so there's not that much you can really build. Each component doesn't have much documentation explaining it. They really need a wiki for the components with more details, and more details in game. You start out with 2 available missions on the starting planet, and 2 missions that each require you to go to a different planet. If there are only 15 planets, that doesn't sound like a lot of missions. I can't tell for sure -- there's no official wiki listing the missions. Hopefully they will put up a wiki. The game has no orbital dynamics. The planets don't move at all. There is no maneuver planner or orbital view. I kept crashing into the moon when trying to land on it because there's no way to see your expected apoapsis, or see that it is below the surface of the planet. There is no way to see your ground altitude (only sea level altitude). There is no way to see your altitude when you are not in the atmosphere. When I crash into the moon, my altitude still says "INF" because I haven't entered its "atmosphere" yet. There is no pause, even in single player.
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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, Italian, German, Spanish - Spain, Portuguese - Portugal, Japanese, Korean, Russian, Simplified Chinese, Czech, Polish +2 more
Hours played at review time, across 805 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is fun, but it is way to tedious to go back after a mission and change stuff around. This game needs some serious QoL updates.
Game very good but no invert block control😡😡😡😠👎👎
Good game overall but i would like to invert the blocks like thrusters🥱😡💧
Stationeers + Space Engineers + Kerbal Space Program
Most unique Game I have played in years, both very complex but very intuitive at the same time, you can also add alot of complexity through automation if you need more depth
What I like, in a nutshell: it's complicated, but not too complicated. Every signal travels through a particular wire. Every electrical path needs an actual cable. Cables and circuits have finite ampacity, and push too much current through them, they fail. Wiring has to be routed through and attached to structural components, because electrical wire is famously not load-bearing. RCS thrusters, on the other hand, don't need plumbed propellant lines or power cables. They just kind of magically work. This is the right call. The result is precision where it makes for interesting decisions, and a shrug where precision would just be annoying. The result is a building system that makes you think like an engineer without making it feel like an unpaid internship (looking at you, Stationeers). And everything you build feels tangible, because there's an actual physical system behind it, not a GUI button wired to an invisible variable. What it lacks: The glass is the worst offender. It is inexcusable. Every glass structural piece is full of metal framing and highly reflective, so you can't get a clean view of outer space unless you stick your head out of an airlock. That is not considered best practice for space travel. There are no symmetry tools. Every repeated component gets placed one at a time. Four thrusters, four placements. Want the other side of the ship to match? Build it again by hand, and discover that the first side wasn't quite as symmetrical as you thought. In a genre where symmetrical spacecraft are the default, it's a glaring omission. And the distances are appropriately vast, but fast-forward tops out at 3x, making me yearn for Kerbal Space Program's time warp. A trip to a nearby planet took me a real-life hour of watching a number tick down, which is certainly one way to communicate scale. At one point I was calculating how long I could safely spend in the kitchen. That's not a great sign. So: a good engineering game at its core, and one that gets the "what to simulate vs. abstract" call right. The developer also seems passionate and very active: fast-forward itself was added four days ago, and two new sensors arrived today. If this is a solo project, that's an excellent sign. As it stands today, though, it's fun - just hard to recommend without caveats.
Its great fun when building a ship, but I wish there was more to do for players not piloting the ship during travel. Once you get a good ship that can be operated by a single person, the other three of us just sit in the back alt-tabbed doing something else. Glad to see plenty of QOL updates though that are solving many of my early gripes with building.
Провёл в демке много часов. Удивительно прекрасная игра, в которой есть интересные миссии, вовлечённость в поиск новых планет и попытку долететь до них, а научиться приземляться это самое главное на начальных этапах в этой игре. Отличный эмбиент, нормальная физика, а самое офигенное, что тут нет гринда ресурсов. Тут вообще нет ресурсов, даже за кислородом не надо следить. В отличие от всех симуляторов постройки корабля, тебе не надо часами проводить в обучении, однако ничего простейшего в игре нет. Игра учит, как строить сложные вещи, простыми действиями и словами. Реально редкий вид игр, я их называю хорошие игры, которые умудрились подать сложный жанр легко. Не надо сидеть 200 часов в попытках понять куда ведут все механики игры и наконец то начать получать кайф. В кербале, в спейс инженерах, в x3, в каждой это было. Но в этой весь интерес сходу. Конечно тут многое упрощено, но в этом и прикол, игра соблюдает баланс интереса и духоты. В коопе советую тоже
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