
A unique space strategy game where thousands of players participate in one shared galaxy.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.

About
Genres
Stats
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
This might be a good example where deciding on a game by recent reviews would be a mistake. Just note how most of the negative reviews are from veteran players. That's because they were in love with the status and power they had in PvP and to some extent in PvE, no matter that it mostly consisted from unimaginative meta play to straight abusive exploitation of game imbalances. Methods available to a considerably greater degree to higher level players. See where this is going? So when the dev decides to address these issues, the most impacted players claim he is hating them? /facepalm The only thing he actually seems to dislike is unsportsmanlike behaviour. As to the game itself. It has been re-balanced, progress towards the start is faster than before, and slower than before towards the end. New tech added, new max level. Ship action feels slicker, new and more engaging tactics but also faster paced than it used to be. At its core, the game still remains a long term power growth sprinkled with rewarding tactical play, with a focus on 10 min pve co-op matches, with optional 3 min pvp or 5 day pvp matches. Balanced for cca 30 to 60 min of active play daily (maybe a bit more if we count the 5d pvp matches). Btw: The monetisation is unobtrusive and optional. Which seems rare nowadays, and is in my experience sign of a thoughtful and mature development team.
This game had so much sauce before Dark Nebula. A good structure for a long-term base building CoC type game. Good visuals. Fun combat and ship variation. And the persistent clan battles. Oh god. Checking to see the progress and replanning throughout the day. I'd wake up at 4am just to change my course or attack someone in war, it was awesome. I've never played a game like it, and I'd love to find another. It still might have that sauce. But the decision to change every aspect of the game until it resembles the original only by visuals is downright idiotic. I tried to like the changes, but it killed it for me and a lot of the people playing with me at the time. And now years after post DN, it doesn't seem to have been a new start for the game. Changing the core gameplay mechanics of every function and game aspect made the game an unrecognizable and shallow clone of its former self. It makes me sad, because if they reverted this game to the pre-DN days I'd want to come back. But the disregard/disrespect the DN update brought on it's active userbase made me never want to play again. Just make a second game ffs, don't just keep rewriting the first until its a different thing entirely.
mobileslop.. "Don't waste your life, I did. Go home," -John Rambo ⣴⣿⣦⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣼⣿⣿⣿⣷⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣼⣿⣿⣿⣿⣿⣿⣿⣦⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣶⣤⣤⣶⣶⣿⣿⡗ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠀ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠃ ⣿⣿⡇⠜⠙⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⠀Got a cat here ⣿⣿⣿⣶⣿⣿⣿⣿⣿⠋⡹⠙⣿⣿⣿⡇⠀ Friends passing ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣶⣾⣿⣿⠛⠀⠀by can touch her ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠛⠁⠀⠀and click Like to pet ♡ ⣿⣿⡿⠻⠿⠿⠿⠿⠛⠹⠑⠀⠀ Award for good luck, Take My Points for infinite pets ♡ ⠟⠁⠀
プレイヤーは与えられた恒星系を物凄く時間をかけてじっくりと開拓、発展させていくゲームです。 戦闘はシンプルですが、戦略を練った戦い方を求められます。 プレイヤーが使える艦艇は【輸送船】【採掘船】【戦艦】の3種類です。 【輸送船】 自分の恒星系を発展させるのに必要不可欠な存在。攻撃能力がなく、撃たれたら轟沈する。 【採掘船】 艦艇の動力である水素を集めることが主な仕事。攻撃能力がなく、撃たれたら轟沈する。 【戦艦】 唯一攻撃能力を持った艦艇。様々な作戦の要となる。多種多様なモジュールで敵艦と戦おう。 舞台となる恒星系は4種類あります。 【イエロースター】 プレイヤーの本拠地。敵に滅ぼされることはない。じっくり開拓していこう。 【レッドスター】 プレイヤーが主に出撃する不安定な恒星系。制限時間内に他のプレイヤーと協力して敵艦を撃破し、発展に繋がるアーティファクトを回収しよう。(ソロor他プレイヤーをチーム内のメンバーのみにすることも可能) 【ホワイトスター】 チームのPVPVE戦が行われる不安定な恒星系。時間の流れが非常に遅く、最も戦略を練らなければならない戦場。レリックを沢山回収しよう。(ホワイトスター限定艦艇あり) 【ブルースター】 個人のPVPVE戦が行われる不安定な恒星系。バトロワのように、外側からエリアが迫ってくる。中心の恒星は攻撃能力を持っている。(専用の戦艦で出撃) 専用のステーションを建造すると、他のプレイヤーの恒星系と接続することもできます。 イラストもすごくカッコイイので是非。
the blue star matchmaking system is terrible. Don't even consider playing it. If you want to progress faster you have to do it but playing blue stars makes me want to quite the game entirely
不要玩,不要玩,不要玩。纯挂机游戏,氪金都氪不明白
Hades' Star, developed and published by Parallel Space Inc., is an unusual blend of MMO, strategy, and empire-building mechanics that deliberately moves at its own pace. Instead of overwhelming players with constant battles or demanding daily commitments, it presents a persistent galaxy where progress is measured over days, weeks, and even months. This slower approach gives the game a distinct identity among space strategy titles, rewarding patience and long-term planning rather than reflexes. From the moment players establish their first colony, the game conveys the feeling of building something that will continue to evolve long after a single play session ends. The core experience revolves around managing a personal Yellow Star system. Players colonize planets, expand industrial infrastructure, establish shipping routes, and unlock technologies that steadily transform their modest beginnings into a thriving interstellar network. The game's economy is surprisingly intricate, requiring a careful balance between credits, hydrogen production, and artifact research. Every upgrade contributes to a larger sense of progression, making each newly colonized world feel like a meaningful achievement. Hades' Star excels at giving players ownership over their civilization, encouraging them to optimize every aspect of their growing empire. Exploration and combat are introduced through Red Stars, timed missions that inject tension into an otherwise methodical experience. These expeditions place players in unstable systems filled with hostile Cerberus forces and valuable artifacts. Since Red Stars collapse after a limited period, every decision carries weight, forcing participants to coordinate movement, manage combat modules, and prioritize objectives before the inevitable supernova. This contrast between relaxed empire management and high-pressure missions is one of the game's greatest strengths, ensuring that the gameplay loop remains varied despite its slower overall tempo. The multiplayer components significantly expand the game's longevity. White Stars offer large-scale conflicts between corporations over several real-world days, emphasizing communication and strategic foresight. Battles are less about immediate reactions and more about predicting enemy plans and coordinating with teammates. Meanwhile, Blue Stars provide shorter competitive encounters for players seeking quicker action. The inclusion of cooperative and competitive modes means there is always another objective to pursue, whether it involves helping allies recover artifacts or participating in organized corporate warfare. Customization also plays an important role in maintaining player engagement. Ships can be equipped with a wide assortment of modules that alter their combat effectiveness, utility, and support capabilities. Experimenting with different builds becomes increasingly important as players reach higher levels of play, and discovering effective combinations provides a satisfying sense of mastery. Research progression is equally compelling, as every technological breakthrough unlocks new possibilities for expansion and fleet management. The game's cross-platform support further complements its design philosophy, allowing players to maintain their empires across multiple devices without sacrificing convenience. Despite its many strengths, Hades' Star can occasionally test a player's patience. Its progression system is intentionally slow, and newcomers may find the early hours lacking excitement compared to more traditional strategy games. Certain upgrades require considerable investment, while the interconnected systems can initially feel intimidating. The interface, although functional, is beginning to show its age after years of operation, and some long-time players remain divided on the impact of major updates introduced throughout the game's lifespan. Nevertheless, these issues do little to diminish the quality of the underlying experience. Visually, the game adopts a minimalist presentation that favors clarity over spectacle. Space environments are simple but effective, allowing players to focus on strategic information without unnecessary distractions. Combined with an ambient soundtrack and clean visual design, the game creates an atmosphere that captures the loneliness and wonder of managing a civilization among the stars. It may not rival larger-budget space epics in terms of graphical fidelity, but it succeeds in establishing a memorable and cohesive identity. Hades' Star remains one of the more distinctive entries in the space strategy genre because it refuses to chase modern trends. It is a game built around persistence, cooperation, and thoughtful decision-making, offering a refreshing alternative to titles that demand constant attention. Players willing to embrace its measured pace will discover a surprisingly deep and rewarding experience that continues to evolve over time. Its blend of empire building, strategic combat, and social interaction makes it easy to understand why it has maintained a dedicated community years after its release. Rating: 7/10
очень крутая игра и весит 500миба байт
I enjoy the simple joy this game brings.
Operations are so easy even for elders.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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