
Space Engineers is a sandbox engineering game where you design and build ships, stations, and planetary bases in a fully destructible environment. Explore planets and space, mine resources, survive hazards, and engage in combat alone or with friends in Creative or Survival modes.
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.
About
Space Engineers is an open world sandbox game about designing, building and testing your own space machines. Construct ships, stations and planetary bases in a fully destructible environment, then explore planets and space, mine resources, survive hazards and engage in combat alone or with friends in Creative or Survival modes.
Play solo or in multiplayer, from small co-op outposts to huge community servers. Start with a simple lander, grow into a mining and industrial empire, or focus on warships and planetary fortresses – the game gives you the tools and physics, you decide what to build.
Space Engineers uses a volumetric physics engine: every block and voxel has mass, inertia and damage. Ships break apart, stations crumble and terrain can be drilled, carved and reshaped, so your engineering choices really matter.
Space Engineers is grounded in real engineering and hard science fiction, driven by realism and plausible near-future technology. Think modern space programs extrapolated into the future: realistic ships, stations, tools and systems where everything is built and simulated block by block. It’s about the machinery you build, not about magic or scripted set-pieces.
10+ years of active development with many free updates every year – and still ongoing
Huge Steam Workshop with thousands of ships, bases, mods, scripts and scenarios
Stable, feature-rich sandbox ideal for long-term saves and big community servers
All DLC is cosmetic-only – everyone plays with the same gameplay
Active player base, dedicated servers and modding community
Design and pilot small and large ships, asteroid stations and planetary bases
Over 200 functional blocks: thrusters, rotors, pistons, turrets, conveyors, production blocks and more
First- and third-person building, symmetry tools and blueprints for fast large-scale construction
Manual building in Survival: weld to assemble blocks, grind to disassemble and reuse components
Voxel planets, moons and asteroids with atmospheres, gravity and climate zones
Drill, cut and blast terrain; carve tunnels, craters and underground bases
Ships and structures take block-by-block damage and can break into pieces
Deformable and destructible objects with real mass, storage capacity and integrity
Creative – unlimited resources, instant building, no death
Survival – manual assembly, resource and power management, death/respawn
Singleplayer or multiplayer (co-op or competitive) with privacy settings and dedicated servers
Scenarios, Workshop worlds and custom worlds so you can start in exactly the kind of universe you want
Super-large worlds with procedural asteroids and exploration encounters
Exploration systems that add ships and stations to discover, capture and conquer
Visual Script Editor to create your own missions, game modes and campaigns
Cargo ships, factions and AI-controlled threats to interact with – or defend against
Deep Steam Workshop integration for worlds, blueprints, mods and scripts
Modding API in C# to change game behaviour and add new systems
Programmable block for in-game automation and custom logic
Support for custom textures, models and many other mod types
Electricity, power grids and generators powering your entire base or ship
Oxygen and hydrogen for life support and thrusters
Weapons and combat blocks for ship-to-ship battles and base defense
GPS, remote control, voxel hands, controller support and more quality-of-life tools
Extensive language support with official and community localizations
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; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−50% | 134.4Kreviews | 89% | — | $29.3M |
| $19.99 | 4Kratings | 70% | — | 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 1119 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Space Engineers is still a good game, but it's hard not to feel like Keen has spent the last few years turning it into a DLC machine. A lot of the DLC content could have easily been part of the base game instead of being split up and sold separately. What's even harder to understand is that Space Engineers 2 has been out for a while now, and there really hasn't been much to show for it. Updates have been slow, major features are still missing, and progress feels incredibly sluggish. Meanwhile, they keep pumping out more DLC for Space Engineers 1. I get that development takes time, but when players are being asked to buy into a sequel, you'd expect a steady stream of meaningful updates and new gameplay systems. Instead, it feels like SE2 is barely moving while the focus remains on selling more content for the original game. The frustrating part is that the core gameplay is fantastic. That's why people are critical. Most of us want to see the game succeed, but it's hard to stay excited when years go by with limited progress and a constant flow of DLC. At some point players start wondering whether the priority is building great games or just finding the next thing to sell.
Media

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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): 12.86/day in the week to Jul 30 → 9.71/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, Spanish - Spain, Czech, Danish, Dutch, Polish, French, Italian, Finnish, Hungarian, Norwegian +4 more
| $19.99 |
| 2.9Kratings |
| 69% |
| — |
| 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very scummy and annoying (at least for a beginner) when half the items in the creative inventory are greyed out to advertise the DLC they're from with no way to turn them off. Didn't make me want to buy the DLC at all (or the second game which I was considering buying), made me want to refund the game instead if I hadn't already spent more than 2 hours on it.
[i]Общее время игры: 48.7 часов. (Играл на другом аккаунте. )[/i] Как человек, который является приверженцем одиночных игр, не могу порекомендовать это. Всё потому, что единственный интерес, который я увидел в ней, это кооператив. В ином случае, я кроме бессмысленности и скукоты ничего не получил. Стоит заранее отметить и момент с двумя десятками DLC. Которые "являются сугубо косметическими и никак не влияют на вашу игру", да-да, конечно. В игре отвратительно агрессивная реклама. Про дополнения сочиться из всех щелей. Да вы доступные блоки будете, буквально, высматривать в куче DLC'ишных. И это никак не фильтруется и не отключается. (Может есть какие-то моды для этого, но это уже какой-то бред.) И влияние на игру имеется, потому что это не просто перекраска моделей. [quote]Есть, например, более компактные кабины для пилота и в мастерской очень много тех, кто использует её.[/quote] Хорошо, если дело только в кабине. Да, конструкцию корабля придётся править, но это ещё можно пережить. Зачастую у меня даже макет не открывался, ибо "отсутствует 8 дополнений" и узнать я об этом мог только после установки предмета из мастерской. И так, порог вхождения. Он здесь несколько высок, что и хорошо, и плохо. Обучение имеется, но оно в общих чертах. Функционал игры же доходит аж до уровня написания скриптов... Впрочем, с трудностями можно столкнуться и раньше. [quote] Например, я построил солнечные панели, первый доступный электроисточник. Сделал это по подобию той конструкции, что видел в обучении игры. Вот только это стало ошибкой, ибо вырабатывались буквально крупицы энергии. На деле же, нужно было строить механизм с ротором и камерой, а затем подключать это всё и настраивать так, чтобы всё это дело отслеживало солнце и следовало за ним. И без туториала здесь не обошлось.[/quote] Выживание — это ужаснейший гринд. Куча беготни между шахтами, тонны времени около переработчика и медлительное улучшение базы. Что всё по-сути оптимизируется, автоматизируется и ускоряется, но, точно не в начале игры, когда тебя выбрасывают с голой попой в открытый мир. До этого всего нужно идти и путь этот тернист, и долог. Пока я построил "верстаки", наладил добычу и хранение электроэнергии (потому что в ином случае ты можешь просто вставать в АФК ночью), стал хоть немного добывать еды, чтобы прервать цепочку смертей от голода. Я настолько задолбался, так меня тошнило, что я даже до постройки добывающего ровера не дошёл, ибо на это ушло бы ещё одно столетие. [quote] Для более понятной картины: было потрачено не пара тройка часов, а намного больше... Как новичок, который разбирался самостоятельно, я потратил на это 20-30 часов. [/quote] И да, всё выше описанное, это не постройка базы, а банальное жизнеобеспечение, которое стояло почти на голой земле. Что-то большее я построить пытался, но там потребовалось такое безумное количество ресурсов, что я бросил эту затею на уровне отстроенного каркаса. В творческом режиме все выше описанные проблемы, конечно, исчезают. Вот только на их место приходят новые. Строить базы смысла уже нет. Ресурсы все при мне, а угроз для жизни нет. Красоты в простой стройке тоже не найти. Без DLC и всяких текстур с торговой площадки, любая постройка выглядит крайне грубо и скучно. Можно построить верфь. Я бы даже сказал [b]нужно[/b] построить верфь. О которой мне, к сожалению, удалось узнать лишь после того, как я вручную, отстроил несколько макетов кораблей. (Это было ужасно.) Однако, верфь тоже то ещё испытание инженера-программиста. [quote]А, да. Помимо DLC многие корабли ещё используют разные модификации и скрипты, которые нужно дополнительно скачивать, а потом ещё и настраивать-подключать в корабле.[/quote] Вот, отстроил я корабль значит, а делать то с ним оказывается и нечего. Мир пустышка. Что, конечно, было понятно ещё на моменте моего выживания. [quote]За всё то игровое время ко мне лишь единожды обращался пират, который отправил один агрессивный дрон в мою сторону. Тот, кстати, не справился с управлением и самолично разбился об землю около моей базы... Даже ни разу не выстрелив.[/quote] Вот только, теплилась во мне надежда, что я просто ещё не на том этапе. Что где-то там есть цивилизации, интересные противники, а не летающий металлолом с агрессивным искусственным интеллектом. Что где-то есть занимательная флора и фауна, а не только волки и инопланетные пауки... Увы. Весь интерес, для меня, сосредоточен в кооперативе. Ибо единственное, что меня зацепило, так это то, как может интересно нарушаться целостность баз и кораблей под гнётом вражеского огня. Противостояние может быть интересным, но быстротечным. Подготовка к ним, похоже, будет дольше самих битв. Публичные сервера даже рассматривать не брался. Не думаю, что там кто-то со мной стал бы сюсюкаться, просто в сопли размазал бы кто поопытнее и всё. В общем-то, вышел специфичный продукт, который свою аудиторию, конечно, нашёл, но явно не в лице меня. Пустой мир, гринд, бессмысленность, агрессивная реклама DLC и то, как они востребованы, хотя и являются косметикой — здесь нет ничего, что могло бы оставить мне положительные воспоминания.
500hrs+ and I would love to recommend this game. The game itself is fun but in recent years it has become plagued by the DLC. I'm not even against the DLCs even despite the fact this game is slowly becoming The Sims 4. Its the fact that if you choose not to buy them the game will still try to shove them down your throat in a pretty scummy way. Normally in most games if you do not own the DLC you play the game without the extra content, in Space Engineers however that content is still in the base game you are just restricted from placing it. Here's why this is a problem: 1. Say you buy a ship at a station, or you find a cool crashed ship, or attack one and disable it hoping you can repair it and take it over as your own. Well think again... the really great part about this game is that most if not all the ships in the base game use DLC blocks which you cannot rebuild when destroyed or missing without owning the DLCs. I think you see the problem now. Even if you manage to get the ship without breaking a single DLC block (for example you buy it from a station), you better never let one of those DLC blocks break, because you will never be able to replace these... unless you buy the DLC that is... Ship gets destroyed or damaged? Want to build another one? Well once again you cannot, even if you save it as a blueprint because the game wont let you place the DLC blocks, which for some reason are out there in the base game. 2. This one is minor but the UI is cluttered with all the DLC blocks. Don't own the DLC? All its blocks are still there just greyed out making finding stuff you can place very annoying. The cool thing is that there already is a system in the game for hiding stuff you cannot place in the form of a progression system. If you don't have a block unlocked in your progression system its excluded from the UI. But if you don't have the DLC you'd expect the same exclusion to apply but nah, let them see everything they are missing out on!
While they've clearly hit something compelling here, it's a bit of a 7 Days to Die situation where an incompetent studio walked assbackwards into a good game idea, unable to bring it to fruition. The codebase is godawful resulting in terrible performance and bugs, and mods are doing the heavy lifting for a game that despite being years out of early access still feels like an early access tech demo in terms of design, performance, bugs, and aesthetic. Add to that the fact that the CEO of Keen is also CEO of an AI company, and Keen recently publishing a AI vibecoding tool for Space Engineers modding (trained on the unwitting modding community's hard work), I have no reason to ever return to this game, let alone buy any of the monthly cosmetic paid DLCs (lol, lmao). I was going to eventually buy Space Engineers 2 once it reached a more complete state, but if any of this is a sign of things to come I think I'll save my money and I recommend you do the same.
Been playing this game for a long time and this is one of the truly limitless sandboxes. ive pushed this game beyond what its built to do and have yet to find a limit. If you want something you can truly explore and feel progress playing space engineers is it.
In its current state, the base game easily delivers around 400 hours of pure enjoyment. However, the modding community unlocks literally thousands of hours of extra playtime (some people have tens of thousands). I have 2,708 hours so far, and the game still feels as fresh and exciting as day one. For almost 2 years now on our dedicated server, we run a model(ish!) of the solar system where it takes a ship ~14 real-life days to travel the diameter of the solar system and we so far we have only conquered the Earth, Moon and Mars. No matter how you want to play this game, there are the community and tools to make it happen.
this game is fun, but i tell you all new players. please take your time build and dont rush your builds and if you do not know how to make things work, well just dont worry about that first, just build the shell first like in away you do in minecraft, then add the important stuff later, after you get done with what you would wanted, then add power or the core to give your ship power so you no your ship has power, the lights will come online. also never start Survival mode first start creative mode to laren how to make things work well you build and just play with what you make and just test things out how you want it, to work. dont be scared of trying things out, you could say your builds and save them as blueprint's or save world, if you f up or you save by accident or have auto save on, just go to your world and go to back up save's then click any back up save's and click the save file and you will load in your world on that last save... okay now for mods dont worry about that yet until you get a hand of the game just baby step's mods are nice but not the important than learning how to make your firt build's also in the settings when making a new world there are options somthing like minecraft dose, when you get there turn off damage blocks as off for now just to get hang of the game, for real so you could have better experience also, comes to bit more advace theres some youtube videos will show you on how to do thing's or ask the community for help also there is SE discord its most likely get help there.. its the best i could explan it to new players
Yeah I'm gonna come back some time in the future to try this game, definitely after watching a tutorial on youtube. I'm pretty sure this game has one of the absolute worst built-in tutorials.
It would be fun if more than half of the stuff wouldn't be locked behind a paywall. Like a mobile game you need to pay to unlock all the options. But then why do I need to pay for the basegame?
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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