
In Battlestar Galactica: Scattered Hopes, take command of a fleet escaping the annihilation of the Twelve Colonies. Manage crises on board as you prepare for the next encounter with the Cylon Fleet. Times are dire, and hard choices must be made. Your only hope: rejoin the Battlestar Galactica.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
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 Aug 31 → 2.14/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
Battlestar Galactica: Scattered Hopes is a survival fleet-management roguelite with procedural narrative design and real-time space battles. Shoulder the heavy burden of leadership as you make critical decisions for your fleet’s survival under constant pressure.
You command a fleet of survivors relentlessly chased by the Cylon Fleet. Each new run represents another desperate attempt to rejoin Humanity’s last hope: the Battlestar Galactica.
Prepare, fight, and survive at all costs.
So say we all.

Fleet Management phases offer limited turns to prepare until the next inevitable Cylon assault. As the enemy draws closer, designate priorities to ensure your fleet’s survival:
Dispatch expeditions to nearby points of interest for resources
Allocate supplies and personnel to resolve urgent situations
Upgrade ships for survivability and firepower
Train crew to improve efficiency in and out of combat

Your decisions continuously affect the Fleet’s overall status: faction politics, healthcare, and maintenance levels. Each indicator dynamically triggers narrative events tailored to your fleet’s condition. Your fleet’s fate can evolve in drastic ways if you’re not careful: epidemics, critical system malfunctions, or even a full-blown civil war.
In times of crisis, the Fleet looks to you to make hard decisions. Given your limited resources and time, determine if your fleet can afford to solve a crisis immediately or suffer its negative effects over time.
Perhaps the most challenging crisis you’ll face will be discovering a Cylon has infiltrated your ranks: investigating suspects will cost resources, but taking too long will cost lives.

The Cylon Fleet overwhelmingly outnumbers you. Each encounter is about survival, not victory. Fight high-risk tactical battles while your fleet prepares an FTL jump to safety.
Coordinate frontline squadrons with powerful Gunstar strikes in real time
Use Tactical Pause at any time to preview your attacks and enemy movements
Create synergies to deploy enemy-specific strategies by leveraging your unit strengths and unique abilities.

Rejoining the Battlestar Galactica is a perilous mission with no margin for error. Most fleets will fail, but each attempt will provide new ways to overcome the unforgiving odds stacked against your survival.
Unlock up to four starting fleets, each with its own unique playstyle
Clear trials to access additional squadron units, gunstar weapons, and modifiers that will appear in your next run
Invest in valuable meta upgrades that will benefit all future fleets you command
Challenge higher difficulty levels to test your limits as a commander
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 | $24.99 | 1.1Kreviews | 77% | — | $859.2K |
| $24.99 | 34ratings | 78% | — | 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 158 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After 7 hours I won my first run. If you like FTL or the IP you will like this game. I didn't find much wokeness at all since it stays very true to the show.
I initially did not buy this game because of the rating but I am regretting that. Well worth the money if you are a fan and you like hard roguelikes
По началу понравилась, но поиграв 10+ часов понял - скучно, уныло, однообразно. По сути приходится проходить одну и ту же весьма короткую компанию по 10 раз чтобы на каждом новом старте получить чуть больше бонусов, при этом рандом на карте прохождения очень условный да по сути нет никакой карты, просто рандомно генерирующиеся 2 варианта а иногда и вообще только вперед как говорится. Приходится выслушивать одни и те же диалоги раз за разом что сильно раздражает, при этом их можно пропустить (спасибо хоть на этом) но не полностью. Лень подробно расписывать но общее впечатление от игры так себе.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Japanese, Russian, Ukrainian
Hours played at review time, across 158 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have rendezvoused with the Battlestar Galactica finally after my fourth run on normal difficultly. I really enjoy this game. People saying it is similar to FTL are correct, it is also very similar to the beginning of Season 1 of the show! The concept is very well executed. I feel like I'm pushing a fleet and its crew to their limits in a mad chase across the galaxy where every jump is a gamble with life and death. I like the resources and gathering, character, fleet, weapon, and squadron mechanics. They are useful, engaging, and add the right amount of depth to the game. I like the reputation mechanic and how the affects if you get/what crisis you get, or boons, but I do not like how negative events have a larger effect than positive events on reputation. I like the crisis and boon quests themselves too. There are some crisis that are easy, some that are arduous. While there are a lot of crisis and it can get frustrating to get hit over and over by them, with careful decision making and usage of resources, plus some luck, you can overcome! Makes them feel like a real crisis! I think there should be some additional boon quests with more profound weapon or fleet rewards. I think this game is appropriately difficult, especially since it is supposed to a replayable roguelike (roguelite? idk) EDIT: yeah way too many negative minor situations for how many crisis there are. you need to decrease the amount of minor negative situations there are and add in some positive situations because otherwise there is just no semi-regular way to increase relations with factions
As a Battlestar Galactica fan, I appreciate the homage this game pays to the show, and genuinely enjoy the flow of the game loop. If you are a fan, its a must have in your library.
The biggest sin that Scattered Hopes commits is that its pre-title screen intro only plays *half* of the BSG intro theme, and stops right before the "Hup!" followed by quick cuts and Bear McCreary drums. Every time you start the game up, if you're a fan of the show, you're basically given BSG intro blue balls. In a way, this intro issue: having half of what the fan wants, then purposefully making the objectively bad choice to not pay-off a set-up expectation is a perfect description of the overall quality of the game as a whole. Because Scattered Hopes is a good example of a game that starts strong and makes a good first impression, but fumbles hard in its second half until it becomes a frustrating bore. The core set-up is "FTL, but Battlestar Galactica" where you're managing a ragtag fleet of ships desperately running from the cylons - just like in the show! Taking FTL and scaling it up from a single ship to a fleet is a good idea that fits this IP perfectly. Largely, the game captures the show's essential elements and vibe well. You send viper squads after raiders in real-time with pause tactical combat segments, uncover a humanoid Cylon double agent, manage numerous crises and spin plates balancing time and resource decisions between attacks, and there's a mysterious mysticism undergirding this desperate scramble to a finish line that takes a few hours to get to in any single run. These runs are presented well. While it's a bit low budget and "mobile game" to not have VO work, and the DotEmu lowpoly/pixel style (that's shared with their Starship Troopers game) may not be to everyone's taste, the music and graphical presentation are strong overall. Missing McCreary drums aside, the game's original soundtrack in particular is quite good and properly moody. The larger focus on the RNG created "heroes" in your fleet and how they drive with the story based "crisitunity" event segments essentially takes an element of FTL - the story shard textbox encounters you get when hopping into new systems - and expands on them greatly in a way that creates much more detailed and character driven micro-narratives in between jumps. This fits the IP perfectly, and it's a good expansion on this element from the gameplay inspiration SH is borrowing from. And so long as you aren't put off by the absurd starting difficulty obviously meant to make you fail hard in your initial attempts until the game's "Fate" meta-rewards system gives you enough edge to counter the unfair difficulty balance, the game is good fun and captures the show well. At least, until you beat it the first time. And then . . . it's all downhill from there. By the time of that first win (my fifth attempt), I'd seen 85-90%+ of the event narratives and content, figured out how to beat all of the battle set-ups, and dealt with the ham-fisted "forced-to-fail" faction system that tries your patience more than enough. It was already starting to wear thin by then. The game designers then try to entice you to keep playing with (a small handful of) new initial fleet set-ups to play with and "Extinction" levels, which increase the difficulty in specific and incremental game conditional ways to counter-balance all the help the Fate meta-game system grants on replays. But ultimately, they want too much investment out of the player here. To see the "true" ending of the meta narrative that pops up throughout the game, you have to get to Extinction X (10 if you don't speak Roman numeral), which, since you only unlock it on the first win, means you MUST beat the game 11 times. ELEVEN TIMES? It's just absurd. Ain't nobody but the biggest autists have got time for that, and if that's who you're appealing to, you chose the wrong IP to make a game out of. This is not Sonic the Hedgehog. Because nothing else really changes. It's the same crises and events and the same battles over and over and over again. The extra detail and dialogue on the narrative on events becomes a drag, not exciting. The cylon agent becomes busywork. The battles become boring and predictable. Sure, the Extinction levels and more specialized alternate fleets make the margins for victory narrower. You have to walk an already tight rope even more tightly, and you'll likely fall off again too, adding even more runs to the tally and . . . it's just too much of an ask for a game set-up that doesn't bring enough to the table to justify it. Instead, it actively drags down a decent initial experience. The fundamental issue is two-fold: 1) There isn't nearly enough content variation in any of the game's systems. Narrative driven crises need far more variants and more opaque outcomes, and battles need not just more possible enemy spawn set-ups and buffs, but new swing mechanics, objectives and scripting that react to player success or failure mid-battle to make them less predictable. FTL's combat worked because it built complexity out of many simple moving parts and was FAR more variable and dynamic in ways that this system just . . . isn't. 2) The vanilla "No Fate" run should be balanced to be MUCH more beatable, while Fate Boons and Extinction levels and the meta narrative should be tied together. Because the vanilla run is tuned to be too difficult the game FORCES repeat play to earning Fate Boons to beat it rather than making a tough but fair game that would naturally feature repetition via some retries. Then if FORCES more repetition on Extinction levels on top of that. Fate should've worked on a point-buy system from the start, so they're granted if the player takes on more extinction level maluses to counterbalance the boons, and you should've been able to take on Extinction levels up to your Fate level regardless of how many times the player has beaten runs. Then that true ending could have been achievable (not likely, but possible) potentially on your first successful run, not a condition only if the player to beat the game eleven frakking times! Aside from the fact that all the repetition takes the show's arc line "all of this has happened before and will happen again" far, FAR too literally, the devs show an immense insecurity in their game design when they take an element of the game they're borrowing from - FTL is a game you could easily restart many times - and force it on the player rather than create the systems that naturally encourages replayability by having enough meaningful difference between runs to make them feel unique. Which is a shame, because ultimately, this game leaves a much worse impression than the other BSG tie-in that it replaced, "Deadlock," which had the opposite problem that Scattered Hopes has (being hard to get into, but having long legs to stand on once you did get into its meaty and deep gameplay systems). I gave this one a fair chance, but much like the Gaius Baltar presidency on New Caprica, this was a mistake. And if this review feels a bit too long, a bit too repetitive, a bit too confused . . . well congratulations, you've gotten the Scattered Hopes experience, and I've saved you $25! Thank me later.
Fun game with a good mix of realtime and turn based tactics...
12std im Spiel und praktisch alles schon durch. Früher machte man noch richtige, vorallem FERTIGE spiele. das ist nur ein Kriesenmanager ohne grossartiges gameplay. Dies ist ein Grundgerüst für ein richtiges Spiel mehr aber auch nicht
Very Good
A nice "little game", a true homage to the series, if you like the mix of survival management and semi real time space battles, it really gets to you, of course you'll need to replay the same things over and over to progress but there is depth enough to keep you interested in new strategies to go farther every time. I can only recommend a game I've played 20h+ and still want to play more.
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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