
Build the most efficient intergalactic factory in space simulation strategy game Dyson Sphere Program! Harness the power of stars, collect resources, plan and design production lines and develop your interstellar factory from a small space workshop to a galaxy-wide industrial empire.
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About

Dyson Sphere Program is a sci-fi sandbox construction game with space, adventure, exploration and factory automation elements. In the future, humanity creates a supercomputer known as the "CentreBrain" with the hope of utilizing its powerful computing capabilities to further expand the application of virtual worlds.

You are a space engineer in charge of a project launched by the space alliance COSMO, tasked with a massive undertaking: constructing Dyson Spheres (a megastructure that would orbit around a star, harnessing all its power and energy) to produce the energy that CentreBrain needs.

Each game features a unique and one-of-a-kind universe
Start with a small workshop and improve it until it spans the whole galaxy
Engage in battles, construct defensive structures to repel enemy attacks
Explore a vast universe with various celestial bodies, including neutron stars, white dwarfs, red giants, and even black holes
Automate production beyond planetary surfaces, transporting resources across star systems
Develop your very own Dyson Spheres
Perfectly show the constructions you've completed on a planet's surface
Blueprint allows you to save important plans
Customize the mecha to create unique designs and traverse the universe with your creation

To construct a Dyson Sphere, you need to utilize automation. Start simple and gradually increase complexity. Maximize the stable output of resources through automated facilities.
Connect resources with conveyor belts, transporting raw materials to processing facilities, and then conveying the products to the next stage. Progress from basic transport lines to elaborate plans for factories with diverse outputs. Utilize your production to drive technological advancements, meeting the necessary conditions for building the Dyson Sphere.
During the construction, buildings will automatically snap to the grid. When laying conveyor belts, the use of snapping allows for automatic alignment, significantly improving efficiency. This enables the creation of large-scale automated production lines. The construction of the Dyson Sphere relies on vast and efficient factories.
The convenient blueprint technology allows you to save your essential plans. You can save factory designs as blueprints and deploy them directly in other locations, eliminating the hassle of repetitive operations.

You can construct Dyson Shells on multiple orbits, and each layer of the Dyson Shell can be customized. Connect various nodes on the Dyson Shell, creating the patterns you desire. Each Dyson Sphere is a unique masterpiece crafted by you.

Each planet will have unique mineral distribution and ecological characteristics. Every time you enter the game, you can experience a randomly generated and entirely new starmap, with landscapes and resource deposits changing accordingly.
Each planet has its own orbit, experiencing the gravitational effects of its star with rotation and revolution, resulting in day and night changes influenced by the star. In addition, there are unique celestial bodies such as neutron stars, white dwarfs, red giants, and even black holes, awaiting your exploration in this vast universe.

The resources on a single planet might be insufficient for such an extensive project. You can harness the abundant resources of other planets. Overcoming the constraints of surface transport, establish your interstellar transportation routes. Interconnect planets with fleets of transport ships, tapping into the unique resources of each planet to ensure an uninterrupted supply of raw materials for your factories.

Not only can you paint Icarus in your favorite colors, but you can also customize every component, creating your vision of a futuristic light industrial mech.

The Dark Fog has arrived, resenting countless challenges to your factory construction endeavors. In addition to pursuing the goal of building the Dyson Sphere, you must also focus on defending your factories in Rise of the Dark Fog. The Dark Fog will do everything possible to hinder the progress of the "Dyson Sphere Program," with Icarus also being a target of their attacks.
Be prepared!
Don't rely solely on Icarus to face the overwhelming numbers of the Dark Fog. COSMO has devised contingency plans to assist you in repelling the attacks of the Dark Fog. While constructing factories, you'll need to deploy essential defense structures. The more active your operations, the more frequently the Dark Fog will launch fierce assaults.
Utilize your defense facilities to unleash "fireworks" and disperse the Dark Fog.

We are Youthcat Studio from Chongqing, China. Starting as a team of five, we have grown steadily (though not excessively) as we journey alongside Dyson Sphere Program. Driven by our love for science fiction, we've created this game—taking you from building the first mining machine to establishing automated factories across the cosmos. We hope you find as much joy in playing this game as we did in making it.
Twitter(X): @DysonProgram
Discord: Dyson Sphere Program
Reddit: r/Dyson_Sphere_Program
TikTok: @youthcatgames
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English*, French*, German*, Japanese**languages with full audio support
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
Hours played at review time, across 614 reviews with recorded playtime.
Reviews
Themes across 610 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
这个游戏太费时了,通关以后决定再也不打开
A real stand-out in the character-controlled factory game scene; it's earned its place right up there with Factorio and Satisfactory. I don't know how I feel about the new combat stuff they added, but it's optional. It's a lot of fun turning your first planet into spaghetti, then moving to other planets and specializing the hell out of them. Also, it's pretty, and the way they did grids on a sphere is neat. Overall a real time killer. Note that it is NOT multiplayer.
Beauty and intuition in a game meets a scientific theme that is so wonderfully explored that - game aside, marks this a unique life experience worth having. Very fairly priced for such a detailed and nurtured game. If you are familiar with the factory genre, this game is one to witness, if not for its detail, it's depth, and it's accessible complexity, then for the love the developers poured into making this a great player experience in a compelling world. This game is more suitable for intermediate-advanced computer users - people who have difficulty using computers in general, but especially menu navigation might find that this game's many menus present a barrier to being able to experience the full depth this game has to offer. Doesn't mean you won't enjoy it, and hey, it might improve your efficacy at using computers in general, but I'd feel bad if I let my friend buy it for their young child only for their child to be unable to engage with the media in a meaningful way, for example. This disclaimer probably doesn't apply to you if you're reading this review, but might save someone from making a purchase that doesn't suit them. If this disclaimer didn't apply to you and you're still reading this - you should get the game. Great devs. Great game. get the game. as a little treat. you deserve a little treat. this game could be that treat. especially if you like space, or science, or factory games etc. goodbye. Live life the best you can.
---{ Graphismes }--- ☐ Beaux à en chialer (Quand tout est en Ultra) ☐ Très bons ☑ Bons ☐ Corrects ☐ Mauvais ☐ Très mauvais ☐ À vomir par terre ---{ Gameplay }--- ☑ Très bon ☐ Bon ☐ Moyen ☐ Bof ☐ Mauvais ☐ Passez votre chemin ---{ Audio }--- ☐ Incroyable ☐ Très bon ☑ Très plaisant ☐ C'est potable ☐ Bof ☐ Inécoutable ---{ Audience }--- ☐ Je ne conseillerais pas ce jeu à mon pire ennemi ☐ Les enfants ☑ Les ados ☑ Les adultes ☐ Ma grand-mère ---{ Configuration recommandée }--- ☐ L'ordinateur de ma grand-mère ☐ Entrée de gamme ☑ Milieu de gamme ☐ Haut de gamme ☐ Très haut de gamme ☐ Le PC de la NASA ---{ Taille du jeu }--- ☐ Disquette ☐ Old school ☑ Correct ☐ Gros ☐ Prend 15% de mon disque de 1TO ☐ Il faut acheter un disque dur entier pour ce jeu ☐ Il faut investir dans un trou noir entier ---{ Prise en main }--- ☐ Inné ☐ Facile ☑ Nécéssite quelques heures ☐ Difficile ☐ Nécéssite un nouveau cerveau ---{ Farming }--- ☐ Rien à farmer ☐ Seulement si vous voulez avancer dans les rangs ☐ Pas nécéssaire pour progresser ☐ Comme d'habitude ☑ Nécéssite beaucoup de temps ☐ Il faudrait une vie entière ---{ Histoire }--- ☐ Pas d'histoire ☑ Lore léger ☐ Moyen ☐ Bon ☐ Très bon ☐ Très bon à en remplacer votre vie ---{ Durée de vie }--- ☐ Moins longue qu'une tasse de cafée ☐ Brève ☐ Moyenne ☑ Longue ☐ Infinie (et au-delà) ---{ Prix }--- ☐ Gratuit! ☐ Il faudrait me payer pour y jouer ☐ Attendez une promo ☑ Abordable ☐ Pas cher ☐ À ce prix là, c'est cadeau ---{ Bugs }--- ☐ Bu- quoi? ☑ Quelques bugs ☐ Les bugs ne gènent pas le gameplay mais sont présents ☐ Les bugs gènent le gameplay ☐ Le jeu est une sorte de gros bug en phase terminal ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☑ 9 ☐ 10
Am Anfang extrem frustrierend – unübersichtliche Verhältnismengen erschweren die Planung Wer von Spielen wie Satisfactory kommt, wird hier anfangs wahnsinnig. Das Spiel erzeugt zu Beginn an allen Ecken und Enden Frust, sodass man am liebsten alle fünf Minuten aufgeben möchte. Das größte Problem ist das Fehlen einer einheitlichen Anzeige für Produktionsraten (wie z. B. Einheiten pro Minute). Stattdessen nutzt das Spiel ständig unterschiedliche Angaben: Mal sind es 2 Teile alle 4 Sekunden, mal X Teile pro Sekunde und an anderer Stelle wieder pro Minute. Eine strukturierte Fabrikplanung wird dadurch unnötig verkompliziert und in die Länge gezogen. Hier muss dringend nachgebessert werden.
Not recommended, especially without mods, due to a couple of reasons. First one is unarguable - at some point, this is no longer a game, but a job. You'll have to dig through wikis and reddits, you'll have to use a calculator, notes and probably a spreadsheet, and all in all you'll probably realize you didn't get a game, but an unpaid job. Also, a lot of it is idling or waiting unless you like re-doing the same trivial blueprint deployment over and over again just to see a number grow (I don't), so basically you'll need another game to play in the meantime while you wait for things to happen (no pause nor speed setting... in a singleplayer micromanagement factory strategy game? WHYYYY?)... and you need to spend hours just creating the blueprints, so then you realize - ah, the pros simply _download tested pro blueprint packs from the top players_ xDDD The second one is a matter of dispute - for me, the EA here is done wrong. Key UI/UX enhancements are done at sluggish pace, updates are rare and spaced apart, the possibilities of real automation and ways to decrease manual labor are limited, and overall you prolly shouldn't expect much more than we have now in the base game. The feature creep for useless sugar is painful, and lack of core game development is painful as well. It's the modders keeping the game funky, not the devs ATM. The third one is also arguable - overall replayability is extremely low, and metadata makes no sense as it currently stands. All the runs are basically the same, more or less, and metadata can be cheesed by idly stockpiling huge amounts of research components for 100 offline hours or so, and then putting those 100h of worth of components through a big science hub, one color by one (you don't even have to re-build that hub for every color). Metadata is calculated as per-hour research rate from a single hour, so by pumping 100h of resources into high-speed research hub, you'll break the numbers. Almost all of it can be done idle. Congrats, you can now "win" a game within 60 seconds of starting it. :P Then we have the layout options and "verticality", which should be the key point in a factory game in 2026. However, splitters suck (huge footprint, lame vertical stacking, tedious connection mode - you can't just slice a conveyor with them, you need to deconstruct etc.), almost all (there are some rare notable exceptions, but they are rare) buildings require sorters, which also suck for a game in 2026, from key buildings only warehouses and research facilities stack vertically, but when they do (especially research facilities) they exceed max camera zoom... So basically, there's no real verticality, you can only do conveyor bridges (and those are really tedious and require lots of manual work in non-trivial cases) and that's all. The amount of "upgraded recipes" is very limited (just a couple of them), the hassle with unipolar magnets is retarded (debilitating for new players who overmined them for violet candy, completely redundant for endgame if you knew to wait until high VU), the early game requirement/possibility of microoptimizing the miners is totally lame in a game with no pause even for planning, the hassle with planning DS is completely absurd, the entire concept of fixed DS is basically dumb by itself (it's the Dyson swarm that's the go-to solution we accept as the best solution nowadays), lack of (even in extreme late-game!) teleportation in a game that requires you to have multi-galaxy empire and presents Very Futuristic Technology, the tedium of both low-altitude maneuvers and space travel with Icarus, the broken English in most of the descriptions and texts, only VU being a viable (and actually very much required) late game research (yes, you'll be only researching ONE TECHNOLOGY over and over again in the endgame)... I could go like this all day. I played enough and I hoped enough. I had this game for years, I played for years, I watched the devlogs and "balancing" update notes, changing some random 4.6 value to equally random 4.2, and then to 4.4 in the next patch, I waited for the "AHA" moment, I tried restarting on different settings, I tried different playstyles ("relaxed", speedrunning, metaoptimizing, you name it)... Nope. IMO the unmodded game as a whole works only for people who love hugging numbers without any meaning. The story of the game is "a computer needs big crunching power, so you're an AI mecha that needs to generate big crunching power, INCREASE THAT NUMBER BIGGER NUMBER MAKE IT EVEN BIGGER!!!! Kilowatt, megawatt, gigawatt, TERAWATT WOOOHOOO MAKE IT BIGGER THE NUMBER FACTORY GOES BRRRR". I'm not joking, that's the official backstory, just slightly paraphrased. I'm not one of people for whom that's enough, even in a factory game. Factorio did it better, and I don't even like Factorio that much nowadays :D (can't like 2D factories once you did a vertical/3D one :) But then, you think, "go for the mods!"... And now you have two jobs, 1. base game, 2. mod selection, configuration, compatibility and updates. :D Many other problems were pointed by other reviewers already; tiny spherical "planets" with absurdly high gravity for their size, yet tragically split into different zones making blueprinting miss-or-miss, tons of problems with blueprints or efficient factory layout (the aforementioned 1990's UI/UX vibe), no way to auto-upgrade (you need to do it manually every time, even with an area tool it's extremely tedious for bigger factories), no way to auto-refuel/restock warpers in Icarus, artificial building distance limit, having buildings built not by having base resources but by prefabrication (which essentially forces you to manually create a mall production line for EACH AND EVERY BUILDING... and then to go there and restock repeatedly), terribly unbalanced seeds (a brand new player might get a "dead" seed with terrible rare resource distribution and huge travel distances)... Like I said, I could go on. Unless you played up till 1TW and beyond, you prolly won't notice. By 1TW, you're an addict and you have an additional job. That's it, you wasted your life. At least there are therapies for people overdosing fentanyl, but nobody treats DSP addiction yet :( Also - don't get me started at Dark Fog. The idea sounds great on paper, as a threat and time limitation, but after a while it's just Yet Another Resource Farm. Build a cannon, collect common drops, then build a bigger cannon, collect rare drops, then a Really Big Effing Cannon Shooting Antimatter Bombs and collect Pretty Rare But Completely Irrelevant At That Point Drops... ... I really tried to like DSP. Really. If you like using a spreadsheet to optimize virtual factory layouts - knock yourself out. I'm done with it, 1TW DS, ~100 VU, huge logistic net... and all that didn't give me even an ounce of satisfaction, because the world feels sterile and dead, the task is artificial, and the game is basically as fun as solving one and the same ODE for the entire day, over and over again. --- Now just to get the comments I expect: >inb4 you're playing the game wrong >inb4 you should learn to enjoy the game >inb4 maybe the factory/sandbox genre is not for you my reply to you guys: learn to read, and learn to think. This type of comments only prove you fail at those. When you learn that, re-read this review. You should understand it by that point. But, to preempt: * you can have a factory game without tedious micromanagement and with good UI/UX, with good balancing, good growth curve and good meta, * you can have a fun factory game, that focuses on growth instead of copy-pasting things until you die of boredom, * you can have a factory game that's not just number crunching ad nauseam, * DSP is not one of the above, * just because you haven't played better factory/sandbox/builder games than DSP doesn't mean I haven't. 'nuff said. --- Count of people who told me I need to take a course to learn how to enjoy the game: 2
这游戏还在抢先体验阶段,我就玩了300小时,这要是推出正式版,我都不敢想。
The game is incredible like 10/10 factory game. However I am not a fan of the amount of development time. Of course what do I know I don't make games. But even still updates take actual ages and the vehicle update seems like its been worked on for years at this point. I don't even see how vehicles will fit into the loop of this game well. I hope one day they shut my ass up and I hope I am surprised but currently it doesn't look good
I'mma be real with you. Is it a bad game? Probably not. But the early and midgame are extremely boring as an intermediate Factorio Player and Veteran Satisfactory Player. Coupled with an extremely hostile community, I don't think I'll come back to this.
Without a doubt, if you like satisfactory and factorio but want factorio with MORE automation then this is it.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Audience
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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