
THIS GAME IS OPTIMIZED FOR VR*, BUT DOES NOT REQUIRE IT. Frantically attempt a delivery across space in a freighter. Unfortunately, your ship is constantly falling apart. Trade spare parts, find stashes & evade pirates along the way. Succeed to unlock challenges!
Modeled estimate, not a reported figure. How we estimate →
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
game works now and it's pretty fun! Developer was quick to fix the issues.
After a few tries: this is a real rogue like game. At 50% of all attempts, you will die very early. But its addictive and the mechanics work really good. It gives a good feeling of urgency and stress. Positive: + works well for VR + real rogue like + addictive + especially VR makes a feel of stress because you have to do multiple things at the same time + cheap Negative: - you will lose very often without having done anything wrong - i will replay multiple times but the variation is to few to have a really long replayability
It's a cool style of game! I left my grip with it and the dev addressed the issues so double thumbs of for the dev!
Frantic Freighter is a tense, systems-driven space survival game that trades spectacle for immediacy, placing players inside the fragile shell of a cargo ship where every action carries risk. Developed and published by Phr00t’s Software, it focuses less on exploration or combat in the traditional sense and more on the constant struggle to keep a failing vessel operational while inching toward a distant objective. The result is a tightly scoped but distinctive experience that thrives on pressure and improvisation. The core idea is deceptively simple: transport cargo across space and reach your destination. In practice, this journey becomes a juggling act of system management, navigation, and survival. Each warp jump, which is necessary for progress, comes with a high likelihood of damaging critical components of your ship. Life support, navigation systems, shields—any of these can fail at any moment, forcing you to scramble across the cockpit to repair them using limited resources. This creates a constant push-and-pull between advancing toward your goal and maintaining the fragile balance of your ship’s systems. Moving forward is essential, but doing so too aggressively can quickly lead to collapse. What makes this loop compelling is how hands-on it feels. Rather than interacting with abstract menus, you physically engage with the ship’s interior, manually fixing systems and reacting to failures in real time. This design is particularly effective in VR, where the act of reaching out to repair a panel or stabilize a system adds a layer of immersion that reinforces the game’s tension. Even outside of VR, the structure remains intact, though it loses some of that tactile immediacy. The sense of being trapped in a small, malfunctioning space is central to the experience, and the game leans heavily into that feeling. Navigation adds another layer of uncertainty. Instead of guiding you with clear waypoints, the game provides only minimal feedback—typically a distance indicator—leaving you to determine the correct direction through experimentation. Each warp becomes a calculated guess, and progress often involves adjusting your trajectory based on whether you’re getting closer or farther from your destination. This system introduces a subtle but effective sense of exploration, as you piece together the correct path through trial and observation rather than following explicit instructions. Complicating matters further are external threats and environmental hazards. Hostile ships may appear, forcing you to rely on whatever defensive systems are still functional, while the ongoing risk of internal failures ensures that you are rarely in full control of the situation. The game excels at creating moments where multiple problems demand attention simultaneously—repairing a critical system while under attack, or deciding whether to risk another jump with already failing equipment. These scenarios capture the essence of the game’s design: controlled chaos where success depends on prioritization and quick thinking. However, this same unpredictability can also be a source of frustration. Much of the challenge stems from randomness, and there are times when failures feel less like the result of poor decisions and more like unavoidable bad luck. A sequence of unfortunate events can quickly end a run, sometimes before you’ve had a meaningful chance to recover. While this reinforces the game’s tension, it can also make progress feel inconsistent, particularly for players who prefer more clearly defined cause-and-effect systems. The game’s scope is intentionally limited, and this becomes more apparent over time. The core loop—jump, repair, survive—remains largely unchanged throughout, with few new mechanics introduced to expand the experience. While this simplicity keeps the game focused, it also means that repetition can set in after multiple runs. There are additional modes and variations to explore, but they don’t significantly alter the fundamental structure of gameplay. Visually, the game adopts a minimalist approach that prioritizes function over form. The cockpit is compact and clearly laid out, ensuring that players can quickly identify and interact with key systems during moments of stress. The lack of visual complexity works in the game’s favor, as it keeps attention on gameplay rather than aesthetics. Audio design is similarly restrained, with ambient sounds and subtle cues that enhance the sense of isolation without becoming intrusive. Despite its limitations, Frantic Freighter succeeds in carving out a unique identity. It captures a specific kind of tension that few games attempt—the feeling of barely holding things together while pushing forward into uncertainty. It’s not about building power or expanding capabilities, but about surviving with what you have and making the most of each opportunity to progress. In the end, Frantic Freighter is a focused and unconventional experience that rewards players who enjoy high-pressure gameplay and don’t mind a degree of unpredictability. It may lack variety and long-term depth, but it delivers a distinct and memorable loop that stands out within its niche. For those willing to embrace its chaotic nature, it offers a compelling take on space survival. Rating: 7/10
The time I played was low when I wrote this review: I love this game already! It is a ship managing game where you go aroung communicating with ships, stations, and planets, to get help getting to XAX in one peice. When you use your warpdrive, there is a chance that one of your ship's systems may break. Your starting planet tells you to look at how far you are from XAX because they cant tell you the location. One the number starts to decrease, look for really close places to warp to or keep going in that direction. You'll be there in no time. This game is sorta easy and sorta hard at the same time. The easy part of it is how you can get parts from almost anyone. That's assuming that planet/station/ship is friendly, and they can give you spare parts and very useful tips! The hard part is time management. You move pretty slow, you have little time to do things and dragging parts to their systems is sometimes difficult. But still, the game is easy. I managed to beat the game in one sitting!
Frantic Freighter is a somewhat unambitious tech demo/student project tier effort. It's a simple adventure game where you're on the bridge of a courier ship and you have to complete the delivery. This means running around the small low poly bridge and doing little puzzle tasks in glorious VR (although it's not required to play this, 90% of the game is resting on the premise that it's a VR game). One important note is that even though this is an amateur project, it does seem to be sincerely and genuinely made. I couldn't find any flipped assets, plagiarism or any other kind of insincere actions from the developer, but unfortunately genuine intentions alone are not enough to produce a brilliant PC gaming experience. The game is very simplistic, small and limited in scope and ambition. This feels more like a tech demo, proof of concept or student homework assignment rather than a fully fledged product designed for PC gamers. As such it doesn't offer any real value as a serious PC game. On the upside, the game does feature customisable controls and resolution, so at least some of the basic, minimum requirements have been met. Unfortunately there's a number of other technical defects and shortcomings which contribute to the game being difficult to recommend to gamers. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the 1990s. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. This was designed primarily for VR (but it will work without a headset, not that anyone would want to try). The VR focus of the game is a major crutch here, because without VR, this compares poorly to professionally developed games. Developers must learn that while VR is great, if the only thing that makes the game great is the VR, then the game isn't great at all. These technical defects push this game below acceptable standards for any modern PC game. You don't have to take my word about how bad the game is, we can measure the interest in a game by how much people bothered to play it. Frantic Freighter has achievements, and they show us a very clear picture that the game absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is "Destroyed", for, you know, being destroyed, trivial to achieve, but less than 8 percent of players bothered to get that far before uninstalling the game. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a modest spike in player counts for the game. But this only happened once, and isn't consistent with the achievement stats, that show less than 8 percent of players bothered playing the game for any reasonable amount of time. How is it possible for this game to have so many concurrent players who didn't bother engaging with this game? Trading cards. People will use card idling software to collect the cards and sell them, but this won't trigger any achievements in-game. That tells us people only really bought this game for trading cards, and that's a damning indictment of the woeful quality. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with little merit as a serious game, that only generate sales from people idling and selling the trading cards. So, should you buy this game? Is this one of the best of the 110,000+ games on Steam? Frantic Freighter is relatively cheap at $3 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. This is also competing with over 14,000 free games available on Steam, many of them far better than this paid product.
Świetna gra, polecam! (Sorry for polish)
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gezegenler arası kargo simülasyonu ,sürekli bozulan uzay aracı ve tamir etmek parça aramak zorunda olan sen, vr modu da mevcut değişik gideri var
marazmatic
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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