
Build and explore in a true space sandbox survival adventure. Construct mighty capital vessels, sprawling planetary settlements, and vast space stations in your galactic journey to discover the mysteries of Empyrion!
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): 1/day in the week to Sep 1 → 2.14/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 866 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Something of note. Most of the positive reviews are from people who no longer play the game based on their own gameplay hours from the times of their reviews. I booted this back up after being away from it for a few years. EAC is now required and cross-play is forced through the Epic Client. IF you do not enable this, there are fewer than 50 total players across all game servers. The game is effectively dead. Not worth the price tag.
Empyrion – Galactic Survival Review as of 2026 Final assessment: One and done. It can provide one enjoyable playthrough, but better games exist. After playing Empyrion throughout its 11-year development cycle, I can safely say that it still does not feel finished. Despite officially leaving Early Access, it continues to feel like an alpha. It has a great concept and attempts things that very few games do at this scale, but it lacks the depth and polish needed for long-term play. The biggest problem is the endgame. Once you have constructed a capable capital ship and secured the resources you need, there is very little meaningful content left. For most players, that is effectively the point where they have beaten the game. The primary way to continue playing is to restart and repeat the progression from the beginning. Exploration eventually becomes boring and repetitive. The galaxy is enormous, but it mostly functions as a procedurally generated backdrop filled with copied-and-pasted planets, settlements, enemy bases and resource deposits. RNG rearranges the pieces, but it does not create meaningful variety. Once you have the ship and resources you need, there is little reason to keep exploring. Scale is meaningless when the game gives you no compelling purpose for engaging with it. The only way I can see a campaign lasting significantly longer is with a large group of friends attempting to grind their way toward defeating or taking over an enemy faction—and I mean slowly grind. Even then, Empyrion lacks the empire-building systems necessary to support that scale properly. You cannot recruit functional NPC crews, command subordinate ships, establish automated mining operations, manage supply routes or operate a real faction. You can build the infrastructure of a space empire, but you cannot actually run one. The AI is extremely primitive. NPCs commonly stand still, charge directly at you, become stuck, fire through awkward openings or spawn unexpectedly. Clearing enemy bases often feels more frustrating than tactical. Infantry combat is also poor and stiff, with weak weapon feedback and surprisingly short engagement ranges. The enormous galaxy cannot hide how frequently everything repeats. Empyrion is procedurally broad rather than handcrafted and deep. Eventually, planets and locations blend together because very little stands out or carries lasting significance. The user interface is another serious weakness. It is ugly, cluttered and unnecessarily difficult to navigate. Managing inventories, logistics, devices and ship systems is more frustrating than it should be. For a game built around complicated construction and resource management, the UI desperately needs a complete redesign. Empyrion remains an impressive concept. Building your first base, escaping the starting planet and constructing your first capital ship can be genuinely satisfying. Few games combine planetary survival, voxel construction, custom spacecraft and a massive explorable galaxy in quite the same way. Another problem is that Empyrion’s progression is heavily front-loaded. The early game is easily its strongest portion. Starting with very little, surviving the environment, constructing your first base and gradually developing vehicles can be genuinely satisfying. However, later progression mostly asks you to mine larger quantities of resources so you can build larger versions of things you already have. The complexity increases, but the actual decision-making does not deepen alongside it. Many of the game’s systems feel unfinished or disconnected from one another. Trading exists, but there is no convincing dynamic economy. Factions exist, but there is little meaningful diplomacy, politics or territorial management. Crew members exist, but they are mostly decorative. Large vessels exist, but there are no proper fleet-command systems. The galaxy contains thousands of locations, but few of them have any persistent strategic importance. The flight model and ship physics are also relatively shallow. Empyrion allows you to construct extremely detailed vessels, but those designs do not always produce equally interesting performance differences. Ships frequently feel like differently shaped containers for thrusters, weapons and storage rather than machines with meaningfully distinct handling characteristics and battlefield roles. The vanilla experience also depends heavily on community-created blueprints and scenarios. Workshop content is one of Empyrion’s greatest strengths, but it also exposes how underdeveloped the base game is. Community scenarios can provide additional progression and more difficult encounters, but players should not need community content to give the official game a satisfying endgame. Multiplayer can extend the experience, but it introduces another collection of problems. Server configuration is unnecessarily complicated, updates can create compatibility issues, and bugs or desynchronization are more damaging when several players have invested significant time into a persistent world. Running a server requires considerably more administrative effort than the game’s level of polish justifies. Workshop blueprints are convenient, but they can also undermine the main progression loop. Once you know which optimized vessels to download, much of the construction challenge becomes gathering materials and waiting for a blueprint to finish. Players can intentionally avoid this, but it demonstrates how easily the game’s strongest mechanic can be reduced to another resource grind. At full price, Empyrion asks players to overlook years of accumulated bugs, primitive AI, poor combat, an unpleasant interface and an unfinished endgame. No Man’s Sky offers a more polished exploration experience, Space Engineers provides a stronger engineering sandbox, and X4 offers vastly deeper fleet and empire management. Empyrion combines parts of all three, but it does not execute any of those areas with comparable depth or polish. That does not make Empyrion completely worthless. Its early and middle game can provide a memorable survival and construction experience, particularly with friends. However, you should purchase it with the expectation of completing one campaign, reaching a capital ship and then moving on. That is why I only recommend Empyrion during a deep discount. At a sufficiently low price, the enjoyable early progression can justify the purchase. At full price, its unfinished systems, technical problems and lack of meaningful endgame are too difficult to excuse. Unfortunately, the game is a perfect example of scale without sufficient depth or meaning. It is worth experiencing once—especially with friends but after reaching a capital ship, you will likely realize that you have already seen most of what the game meaningfully has to offer. Recommendation: One and done. Potentially worth buying during a deep sale, but I cannot recommend it as a long-term space sandbox. Not bad for a cardbox temu version of similar games.
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Reviews, worldwide (the counter carries no country): 1039.4/day in the week to Jul 16 → 5.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, German, French, Russian, Italian, Portuguese - Brazil, Simplified Chinese, Greek
Hours played at review time, across 867 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
⭐⭐ Bad A Budget version of Space Engineers. The game where your imagination works harder than the engine. Empyrion is a sandbox survival game that promises you the galaxy, then hands you a shovel and says, “Figure it out.” On paper, it’s everything: space exploration, base building, vehicles, combat, freedom. In practice, it’s like duct-taping Minecraft, Space Engineers, and a 2010 Unity demo together and hoping nobody looks too closely. The building system is honestly the best part. You can design ships so complex NASA would ask questions. Unfortunately, the game runs them like it’s doing trigonometry with a crayon. One wrong angle and your FPS leaves the solar system faster than you can say “CPU overload.” (Seriously though, my GPU Fans were blowing harder than my vacuum cleaner.) Combat exists. That’s the nicest thing I can say about it. Enemies have the tactical intelligence of a confused toaster, and gunplay feels like both you and the weapon are surprised it fired. PvE is either brain-dead easy or randomly punishing, with no emotional middle ground. Exploration is vast but hollow. Planets look different until you realize they’re all just the same planet wearing different hats. POIs repeat so often you start recognizing rooms like old coworkers you don’t want to talk to anymore. Performance is the true endgame boss. Not pirates. Not drones. Not aliens. Your PC. You’ll be mining ore at 60 FPS, open your inventory, and suddenly your computer starts negotiating its will and testament. Somehow, it’s addictive. Despite the jank, the bugs, the questionable design choices, Empyrion keeps pulling you back. Because when it works, it scratches an itch no other game quite hits. It’s the classic abusive relationship: terrible most of the time, amazing just often enough to keep you hoping. Verdict: Empyrion is a brilliant concept trapped in a stubborn, janky body that refuses to evolve at the same speed as its ideas. If you love space survival and can tolerate pain, you’ll sink hundreds of hours into it while loudly complaining the entire time. Recommended for: masochists, engineers, and people who say “It’s fine” while everything is clearly on fire. 🔥🚀
[h1]Game forever in development while devs delete comments that make them unhappy.[/h1] I wouldn't have left this review if the devs didn't act like collosal ♥♥♥♥♥ and deleted my simple comment on an update thread posted about v1.18, where someone asked for achievements. I supported these ♥♥♥♥♥♥ devs since Early Access back in 2017 and they act like they're doing us a favor while making one of the most generic survival games in existence. Anyway, this was my reply to that person asking for achievements: [h3]"Dear lord, I last played this game back in 2017 (according to Steam), but have installed it recently thinking about trying it out again. I didn't even realize this game had no achievements (well, except for one hidden one?). Eh, I'll wait a little more while they finish adding them. Not interested in playing survival games for hours without a good amount of achievements in them, I enjoy collecting them after-all. Achievements are the only thing that keeps you going when you're done leveling up everything else in SP anyway, god knows it isn't the lack of any interesting lore or world development in these games.. unless this game somehow changed that in 9 years I haven't played it. I guess I'll check back in a few more years when that happens."[/h3] --------- Well, forget playing the game, I'm binning this game in "trash" folder forever and leaving one more negative review this game and its garbage devs deserve. Maybe fix your broken game and make it fun instead of deleting comments on your pointless updates. Never buying anything else from.. oh wait, they've been working on same game for over 9 years at this point. You wanna know why I didn't touch this game since 2017? Because the game was boring. The base building was garbage (even compared to 7 Days to Die back then), enemies felt like generic stock assets put there to just rush the player for no reason, the visuals were ugly as sin and the whole thing felt like a third-rate survival clone of a genre that was already exploding on Steam (there a lot of games like this on Steam nowadays). That was my experience back in 2017, and judging by the players leaving negative reviews now, it hasn't changed. All they've done is added Epic's EAC and forcing it through Epic's client, on Steam. Congrats. Anyway, just take my negative review and add it to the pile.
Been playing this game a long time. I love the idea and most of the implementation, but there are far too many bugs, unfinished scenarios, unfinished this, that, ♥♥♥♥ that has been on their todo list for a decade now. Features that are trivial and must-have QOL features are simply not here or don't work correctly. This game feels more and more unpolished with each update. I simply can't recommend this game whatsoever. Maybe one day the dev will hand this game off to someone who knows what they're doing.
Bought it at its original release on Steam years ago. The game had potential then, it was unfinished but it was early days.. over 6 years later and barely anything has changed. This is a game that will never be finished and is not a complete game. Full of Bugs. It had potential years ago. It is just a money farm for anyone will stilling to give it a chance.
This game is so close to being amazing. Unfortunately there are just too many bugs and balancing issues.
The game didn't tell me about structural integrity but let me build a huge prefab base with 36 plots for plants. I geeked out on buying sprouts and did all the quests (I'm still on the first moon). The seventh plant I tried to place made half my base explode. Dream killer. edit: I thought perhaps I had been too hasty, so I gave the game another chance. I loaded an earlier save (from before the tragedy) and began trying to improve the structural integrity of my base. The first block I added made the base explode again, so I closed the game to reload the save. But, oh, closing the game that way overwrites the current save. I hadn't made another backup. Felt like a sign, so I uninstalled.
Been the same broken game for years. Was super ambitious and interesting at the start but evolved into a running joke. Don't give these guys your money.
In light of the recent negative reviews(looking at you dude with 2.5h into the game but can somehow explain how 60 hours of content suck...): It has its flaws, sure. But it's still an indie game and a labour of love. The devs are trying their best from what I can tell and I keep coming back to just enjoy space. It's better every time, no matter what people say. If you can look past the flaws, it's fundamentally different to its contenders and offers its own unique experience that they do not or cannot. If you can't... Fair I guess. But the rest of us love it! Give it a shot if you haven't.
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Active players
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Players by region
Where this game's players are, estimated from review languages.
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