
Equipped with cutting-edge salvaging tech, carve & slice spaceships to recover valuable materials. Upgrade your gear to take on more lucrative contracts and pay your billion credits debt to LYNX Corp!
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.
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): 2.14/day in the week to Sep 3 → 4.43/day in the week after.
About



Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 22.4Kreviews | 89% | — | $27.2M |
| $39.99 | 2.1Kratings | 83% | — | not modelled | |
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 944 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I didn't know it was possible to feel zen and stressed at the same time, but this game somehow manages it with the perfect combination of calm, precision, and tension. A nice progression system too, with upgrades just around the corner to make me want to play "just one more shift"; while also slowly ramping up the difficulty and variety of challenges. It really is a masterclass in how to fully develop one core idea in a "small" game. A bit heavy on the corporations-exploiting-workers dystopia though. It's not a novel idea, and doing in such a heavy handed manner gets tiresome fast. Would be nice if someone would make a sci-fi game with different lore, just for the sake of variety.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3/day in the week to Jul 21 → 5.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Simplified Chinese, Russian, Italian, Spanish - Spain, Portuguese - Brazil, Traditional Chinese*languages with full audio support
| $39.99 |
| 2Kratings |
| 76% |
| — |
| not modelled |
| $10.49−70% | 110ratings | 88% | — | not modelled |
| $34.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 949 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This little game is at least in my top 3. Please give me more.
fun and satifying but whish there were more ships
one of the best games ive ever played tbh. it does get a little repetitive after a while, but its a good game to chill out to at the end of a workday
Hardspace: Shipbreaker surprised me far more than I expected. At first, I thought the basic idea was simply neat: dismantling spaceships in zero gravity, sorting the parts, improving your tools, moving on to the next ship. I honestly wondered how long that could remain interesting before turning into pure repetition. Quite a long time, as it turns out. The game does an excellent job of constantly increasing complexity without making the core gameplay unnecessarily complicated. Ships become more demanding, systems begin to depend on each other, and suddenly you are no longer just cutting metal apart. You have to understand pressure, fuel lines, electrical systems, cooling systems, reactors, structural connections and the consequences of doing things in the wrong order. And when something goes wrong, it usually feels fair. I have had reactors drift away while already entering meltdown, pieces of ship suddenly break loose and smash directly into my helmet, objects disappear into space after a badly planned decompression, and entire situations escalate simply because I was careless for a few seconds. What I particularly love is that these moments often do not feel scripted. They emerge naturally from the systems and physics of the game. That is something I value enormously in what I personally call experience design: creating situations where meaning, tension and memorable moments emerge from interacting systems instead of being completely predetermined by the designer. Hardspace: Shipbreaker does this extremely well. The story initially interested me less. I mainly wanted to dismantle ships and found some of the unavoidable dialogue slightly annoying. But over time I changed my mind about that as well. The story gives the work meaning. The absurd debt, the corporation, the working conditions and eventually the growing labour conflict create a context around everything you are doing. The game does not merely tell you that you are trapped inside an exploitative corporate system. It lets you experience that system mechanically. When the narrative finally escalates, the later events therefore feel earned rather than simply imposed by a script. That combination is probably the game’s greatest strength for me: gameplay, physics, worldbuilding and narrative all reinforce each other. It creates something surprisingly immersive out of what could easily have been nothing more than a relaxing spaceship dismantling simulator. Hardspace: Shipbreaker is not an enormous game, and it does not need to be. Its basic gameplay loop is clear, focused and extremely satisfying. But underneath that simplicity is a remarkably well-designed systemic experience with an excellent learning curve and a surprising amount of emergent storytelling. One of the best examples I have played in quite some time of how strong experience design can turn a simple activity into something memorable. Absolutely recommended.
Hardspace Shipbreaker is a solid game that hits so many highs. Firstly, the gameplay is fantastic. Every ship you break down is a puzzle you can approach however you like, with some well-designed layouts and mini-puzzles. Diving into a quasar thruster to flush the fuel lines always feels like a leap of faith, and the payoff of pulling that lever feels incredible. Secondly, I have to praise the characters, worldbuilding and story. Campaign mode delivers a thought-provoking story about a shady organization, and the people affected by it. I grew to love each of the characters on my crew, and I both want to strangle Hal and apologize to him. (this is a compliment, he is written very well). 10/10.
its a fun and addictive gameplay loop. however there is allot of un-skippable dialogue that isn't terribly interesting that can go on for close to 4 minutes at a time. minor complaint tho.
This game is REALLY freaking awesome!!! You really have to carefully plan-out your salvage approach, especially on higher hazard levels. Shipbreaking is actually a real-life profession, just for derelict ocean ships. Really makes you think what those guys go through.
My go to detox for a stressful playthrough through a Dead Space game.
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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