
Design and simulate the starships of your dreams! Command your ship or fleet in epic battles and manage your crew while exploring a dangerous galaxy. Play alone or with friends, test your ships in online PvP, and let your imagination reach for the stars!
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.
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): 2.43/day in the week to Aug 28 → 2.71/day in the week after.
About





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 902 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I enjoy the ship building. It's simplistic, but polished. But the campaign is empty and dull. I think this is a lesson all of these voxel vehicle games need to learn. The building part can't exist in a bubble. You need an engaging campaign or sandbox... not as a second thought... not as a tack-on for final pre-release polish... but it needs to be core to your vision and placed on equal footing with the build mechanics, rich and interesting enough to feel like the player has a reason to be here. Cosmoteer has so far not achieved this.
Having owned this game for a little over a year I discovered this game with extreme excitement. In that time my disappointment has only grown with every update. The entire flow of the game design and balance feels catered towards the 1% PVP player. Ship design has been stagnant since I first looked into high-end design and any suggested updates to shake up design have been shot down instantly with reasoning generally stating it would break existing ship designs, built in or otherwise. Additionally, any balance suggestions are only considered if a group of players known as the balance council deem them relevant, ignoring the input of the broader player base, regardless of the popularity of the suggestion. Soft design ideas such as how enjoyable a specific weapon or ship is to engage with in game play are disregarded in favor of how well the ships perform in internal testing with experienced pilots. As the game is in early access with a content roadmap, new content is to be expected. There was, however, minimal content drops throughout the last year. The majority of content released in my time with the game involved more built-in ships and balance updates that had little tangible effect on gameplay. In the past year, a new faction was added to the career mode (the single or multi-player "campaign"). As the current focal point of the road map, this was a disappointment. This update also included two new mechanics: thermal controls and over-clocking. The thermal controls also brought the only new weapon of the year, the thermal resonance lance which, after all is considered, is just another beam weapon that does not change the way ships fight. An honorable mention is the thermal missiles which set parts of the ship on fire, which is also the most annoying mechanic to interact with as a player because it forces you to divert crew to handle the fires. In PVP this isn't an issue, however in single-player crew is your limiting factor for ship growth and general progression. The other aspect of the update is overclocking. Overclocking is a multi-player update. Its implementation in career is frustrating and boring. In order to overclock a single part, you need to unlock the part, the idea of overclocking, and the overclock blueprint for that specific part. I would not recommend anyone pick up this game in its current state. The release cycle is criminally slow. The development style prioritizes spreadsheet optimization over fun. Any suggestions are met with "there's a mod for that" rather than serious consideration regardless of the scope, purpose, or quality of the suggestion.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 173.2/day in the week to Jul 16 → 1.57/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Spanish - Spain, Japanese
Hours played at review time, across 910 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Feels like the game doesn't know what it wants. Sandbox with nothing to build. PvE/Career that can be beaten with one strategy. PvP where only handful of meta strats can win. Feels like its years away from any meaningful gameplay loop, if it ever will get one. Outside of gameplay issues, game is pretty good
This game is thoroughly hampered by its idiotic AI. Once you get the point where you manage multiple ships it's a requirement that you micromanage each and every movement, and I do mean every shuffle and rotation of each individual ship. Then once you tell them to attack a ship, they will disregard those commands, which means you have to reissue them. Forget to micromanage and you will find your support ships buggering off to who knows where while your other ships get shredded. If you do decide to play this, make friends with the quicksave button.
我真的、真的很不想给这个游戏差评,因为它在2d星舰建设方面做得很不错。你在设计星舰时,需要思考如何摆放这些组件,才能发挥它们的功能,而不是无脑堆叠。这很好。但是我绝对无法接受,一个能使用激光武器、超光速星际航行的游戏,一个以星舰设计为核心玩法的游戏,飞船里没有一根电线,所有设备的供电,靠人手动从发电设施搬运电池、送到用电设备那里去。太蠢了。我无法接受这个设定,我无法接受搬运电池。我宁愿降低船员的运力,也希望能够自动输送电力,哪怕需要手动铺设电线,花费线圈之类的。
i have spend hours disigning ships, first in career and later just building and letting them clash. after some time the gameplay wil feel a bit old 'go there destroy the pirate or clear the field and get reward. my advice to make it more fun is to play into the power we have disigning ships and stations. add build missions. maybe a tower defence aspect to the game. "this station has trouble defending against the cannon clan, build 3 defence pladforms to help the station out." as exemple. and maybe a big personal trading station that makes money for you by having mining drone's clearing out a system, but wil get sieged by tougher enemys the bigger it gets. traiding docking space for defence quarters or the other way around. i love the game and i am eager to see more!
This game really isn't going to be worth playing until phase 6 on the roadmap ( https://store.steampowered.com/news/app/799600/view/3391799364882219760 ). That being said, both it and the developer of the game deserve all the support they can get! If you're okay with just building ships and having them fight in a battle simulator-like arena, this game will be a blast for you. There are lots of mods and the existing shipbuilding mechanics are an excellent foundation. however, if you're looking for anything else, Cosmoteer can be skipped without fear of missing out on anything.
I really, REALLY want this game to succeed, but it's taking absolutely forever for it to get to a point where it's worth spending more time into. Do not get me wrong, I absolutely understand the pressure of a solo dev, and I feel bad about giving this a negative review. But, I mean, I played the game when it was an off-steam demo, and it's changed a bit, but it still feels almost exactly the same. The heat system that was just added is cool and all, but it feels almost unnecessary. What everyone's waiting for is Career Mode 2.0, and while it seems like Career Mode 1.5 is currently in progress, it's been years and still pretty much nothing. My friends and I are starting to joke about this game only being finished when the dev's children inherit the development and our children actually being able to play the game. Anyway, I do really like this game, and I absolutely want it to prosper, but the incredibly slow development, while understandable, really just brings the game down. I recommend buying this when Career Mode 2.0 comes out. It should release about the same time as GTA 6.
Very few meaty feature updates in the last 18mo with the bulk being balancing and bug fixing. Not technically abandoned but development happening at a glacial pace.
I enjoy the game, but the biggest hurdle is variety. The way you build your ships are basically going to be the same. You need flak, you need shields, you need lasers, and you need ballistic weapons. There's not really a reason to specialize unless you have multiple ships, but even then they ALSO need the above to really work in combat. Also, combat is kind of janky. You can control individual ships in your fleet, but there's rarely a reason to until you get to the harder fights. The enemies and your ships just kind of do a dance while shooting at once another without any strategy involved. I think you can target certain systems with your emp weapons, or your missiles but every time I try my entire arsenal just focuses on that specific ship section. Trying to have a fighter squadron just isn't viable ether since the only way to do it is to manually fly the ship and that is a bit... unwieldy imo. Also there's no carriers, so every ship you build WILL BE a battleship, capital, or destroyer. No sorties or screening really. Just very rudimentary combat. The career mode is pretty lackluster too. Just do basic procurement and attack missions until there are no more missions in the area, then move on to the next system. There is a faction system but it's kind of meh. So that's a lot of negatives, so let's look at the positives: I enjoy the progression a lot. Your ship and fleet size scales with how many missions you've done, and what your reputation is. As such there's a clear goal to achieve. I love the physics, and how asteroids can be broken apart to provide an "arena" for you to fight in to defeat some of the harder pirates. The ship builder is a lot of fun, and it reminds me of Rimworld crossed with Factorio. The music is a bop. I love the art style and how you can tell at a glance which enemy ships are going to be annoying to deal with so you can counter them.
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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