
You’re a castaway stranded in the middle of nowhere. Storm is gone, the worst certainly not. Look for food and resources, craft gear, make shelters. These are the basics, you need much more to stay alive on this cut-off-the-world, yet not desert island. Build & burn, sail & explore, be Out of Reach!
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.
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.
About



Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Temu-Rust
this is an absolute pile of trash game not anything like whats advertised.
Absolutely trash. It doesn't look even remotely close to the advertise.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish*, Russian*, German*, Spanish - Spain*, Czech*, French*, Traditional Chinese*, Simplified Chinese*, Japanese*, Korean*, Danish* +2 more
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I don't think I've ever posted a negative review to a game except this one. Do not buy it. It's completely dead, as far as I can tell, devs basically abandoned it years ago and what's left doesn't even function well. The "single player" option is a joke, it still runs as if you're on a public server (inability to pause properly, timers for "logging out," etc.) and once you start a "local server," as far as I can tell, you're locked into it, no restarting. You get one chance to customize your character and then you're stuck with them forever. Customization is buggy too, ended up with a hairstyle that I didn't choose, and have yet to find any way to reset their appearance despite even digging into the game files themselves. Animations and gameplay seem extremely janky and unintuitive. UI is atrociously ugly and hard to parse. The building options seem like they could be really cool in a better-designed game. From what I can tell the devs abandoned this game to try to create a battle royale version of it which has also been abandoned. Don't even bother buying it at a discount, just steer clear and play something better. If you want an actually cool pirate/sailing themed survival adventure type game that's still getting updates and looks absolutely gorgeous try Salt 2 instead.
Very janky and unintuitive. Rough to get engaged in any way early on. There are so many better offerings, but on a deep discount it might be fun with friends if you can suffer through the start.
- Spawned in the dark - Have no idea what's going on or what I should do - Immediately eaten by tiger that I couldn't see - Get a tooltip that reads "Don't die" ♥♥♥♥♥♥♥ stellar.
Out of Reach is an ambitious open-world survival sandbox developed and published by Space Boat Studios that places players into a rugged island archipelago where survival, exploration, and player-driven conflict define the experience. From the moment you awaken as a castaway with little more than your surroundings to rely on, the game emphasizes self-sufficiency and freedom. There is no heavy-handed narrative guiding your actions; instead, Out of Reach thrives on emergent storytelling shaped by the choices you make, the structures you build, and the encounters you have with the world and its inhabitants. Survival mechanics form the backbone of the experience. Hunger, exposure, and vulnerability are constant pressures, especially in the early hours, forcing players to prioritize gathering food, crafting basic tools, and constructing shelter. Resource collection feels purposeful rather than decorative, as nearly every material gathered feeds directly into progression. Wood, stone, hides, and metals all serve essential roles in crafting weapons, armor, and increasingly complex structures. This gradual climb from fragile survivor to well-equipped settler gives the game a strong sense of progression, even without traditional quest systems. Exploration is one of Out of Reach’s most compelling elements. The archipelago setting encourages curiosity, with islands varying in size, terrain, and danger. Dense forests, rocky hills, caves, and ruined structures hint at past activity and provide incentives to venture beyond safe zones. Sailing expands this sense of scale considerably, turning the ocean into both a pathway and a threat. Learning to navigate boats opens access to distant islands and rare resources, while also exposing players to ambushes, ship battles, and unpredictable encounters. The sea becomes as important to survival as land, reinforcing the game’s identity as an island-based sandbox. Crafting and base building add strategic depth beyond simple survival. As players unlock advanced recipes, they can construct fortified bases, defensive walls, traps, and workstations that support long-term habitation. On multiplayer servers, these systems take on greater importance, as territory control and base defense become central concerns. The ability to build siege weapons such as ballistae and trebuchets pushes the game into large-scale conflict territory, allowing organized groups to raid or defend strongholds in ways that feel distinct from many other survival titles. Combat evolves naturally alongside these systems. Early encounters focus on wildlife and environmental dangers, but later stages introduce human threats in the form of hostile NPCs and other players. Weapons progress from simple melee tools to firearms and cannons, creating a noticeable shift in how conflicts are approached. Ship-to-ship combat and coastal assaults add variety, especially in PvP-focused servers where alliances and rivalries emerge organically. While combat mechanics are functional rather than refined, their integration with exploration and building gives confrontations real stakes, as losing a fight can mean losing territory, supplies, or hours of progress. Out of Reach shows its age in places, particularly in presentation and overall polish. Animations, interface design, and visual fidelity are modest compared to newer survival games, and some systems feel rough around the edges. However, these limitations are often outweighed by the freedom the game offers. Its sandbox nature allows players to define their own goals, whether that means peaceful exploration, cooperative settlement building, or aggressive domination of territory. Servers with active communities tend to deliver the richest experiences, as player interaction fills in the gaps left by minimal scripted content. The game’s mixed reception reflects this dual nature. Players who value structure, guided progression, or high production values may find the experience uneven or dated. Conversely, those who enjoy open-ended survival, experimentation, and emergent multiplayer stories often discover moments of genuine excitement and unpredictability. The lack of handholding can be intimidating, but it also allows for a sense of ownership over one’s journey that more tightly designed games sometimes lack. Overall, Out of Reach is a survival sandbox defined by freedom and player agency. Its blend of island exploration, crafting depth, base building, sailing, and PvP mechanics creates a framework where memorable stories arise naturally from interaction rather than scripted events. While technical roughness and uneven content density prevent it from standing alongside the most polished survival games, it remains a distinctive experience for players willing to invest time and imagination. For those drawn to emergent gameplay and the challenge of carving out a place in a hostile world, Out of Reach offers a rugged and often rewarding adventure shaped as much by its players as by its design. Rating: 5/10
Out of Reach — игра совсем не оправдала ожиданий. Идея интересная, но реализация оставляет желать лучшего: неудобное управление, сыроватый геймплей и ощущения, что проекту не хватает доработки. К сожалению, не смогла увлечь, поэтому возвращаться к ней желания нет. Оценка: 3/10 (РУС)
A Bit difficult but great game.
cheaper and can do multiplayer version of ATLAS. Very fun if you want to play with friends.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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