
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.
Reviews, worldwide (the counter carries no country): 5.71/day in the week to Sep 14 → 0.5/day in the week after.
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 1120 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sorry, it's just too much for me to get into, and there isn't exactly a fun tutorial to try to learn more about it either. Great job on the game tho! Recommended for anyone who loves in-depth engineering and building games.
Game crashes the moment gunfire goes off, and the dedicated server hosting has no native Linux support. The official guides to playing this game being youtube videos is also discouraging, and there's a lack of written guides in general.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
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Started with a friend, hated it due to me not knowing what to do. Watched Splitsie on youtube, got inspired, started building, kept building. This game will not hold your hand at all, you learn by making mistakes and praying to KLANG that things don't explode. Every time I restart a save I build better, and bigger! Will keep building until the next game launches...then I will build some more!
While there are positives to space engineers, I've always found it lackluster in many ways. Poor user experience, clunktastic UI, naive physics to framerate limits, and the real dealbreaker: NO PROGRESSION. There is no PvE mode that lets you start from nothing to make progressively better ships, to go progressively more interesting places, to get resources to upgrade your ships- and repeat! You make one thruster seat for platinum ore and you've unlocked all content, unless you want prototech stuff, which is a finite and finnicky resource. The biggest reason to avoid the game now, in my opnion, is the simple fact that Space Engineers 2 is out, regardless of how many layers of early access it is in. Any content purchased for SE1 will certainly not make it into SE2. And with how SE1 has been around for 13? years with no real overhauls to gameplay and UX I'm skeptical SE2 will be a wise purchase either. Oh, also, fk AI. I'm sure the SE2 team uses it for making everything now. Do you think they use their GoodAI model for it or did they give up on that too?
Space Engineers is a genuinely good game with excellent mechanics and a very interesting concept. The building system, engineering mechanics, and overall freedom the game offers are very well designed, and the concept itself is something I really enjoy. There is a lot of potential here, and when the game works, it can be incredibly fun. However, there is one major issue that seriously hurts the experience: the game feels extremely empty in terms of content. The core mechanics are polished and high-quality, but there simply isn't enough meaningful content to go along with them. Instead of expanding the base game with more substantial content, the developers seem to have compensated for this by releasing a huge number of paid DLCs. And this is where I have a problem with the game. When you pay the full price for the base game, you would reasonably expect a significant amount of the essential content to be included. Instead, there are so many DLCs that add features, blocks, cosmetics, and other elements that the overall package starts to feel incomplete without them. Honestly, considering how essential some of the DLC content feels to the overall experience, I would expect at least half of the DLCs to be included in the base game. The fact that there are so many separate paid additions makes the full-price purchase feel less like buying a complete game and more like buying the foundation of a game that you are then expected to build up through additional purchases. It's a shame, because the underlying game is actually very good. The mechanics are one of its strongest aspects, and the concept is something I genuinely enjoy. But the lack of content in the base game, combined with the enormous amount of paid DLC, significantly lowers the value of the overall package. Great mechanics, great concept, but an unnecessarily empty base game surrounded by far too much paid DLC.
「はっきり言うと最高のゲームである。(私にとって)」 宇宙と惑星をシームレスに往来でき、ワープも行えるゲームはあまり見たことがない。 しかも、ダメージを受けるとちゃんとブロックが破損するという仕様もリアリティがあってよいし、自分のオリジナルの船やアニメ作品をモデルにした船も比較的容易に作成できるのも高評価である。 最近は日本人コミュニティでサバイバルサーバも開催されているし、クリエイティブでの戦闘イベントを開催しているところもある。 以下にメリットとデメリットを記述する。 <メリット> ・惑星と宇宙をシームレスに移動できる ・ワープ中に読み込み画面が入らない ・多様なブロックがあり、建造の自由度がある ・動力のチューニングなどは無いので、必要なブロックを適切に配置すれば直ぐに船を作成できる ・ブロックの値が細かく設定できるようになったので、プログラムを書かなくても複雑な挙動を実装できる ・AIブロックが利用できるので、誘導ミサイルを作成できる <デメリット> ・日本語に対応していない ・ブロックの種類が増えすぎたため、ツールバーに収まりきらない ・ブロックの種類は増えたが、そのほとんどはDLCを購入する必要がある。1つ1つは安いが、10年以上前からあるゲームなので種類が多すぎて初めてプレイする人には何を買ったらいいかが分からなくなる ・目標が立てにくいゲームなので、一人でのサバイバルはし辛い ・ブロックが破損したり、物理演算がわりかし働くゲームなので、ちょっと重い
The explanation on how to play is riddiculous. It says refil your hydrogen and use the bottle at the terminal. There is no bottle and no hydrogen and at the terminal if you press "K" or "L" it's the same, no difference.(???) It just makes me goose bump knowing they made Space Engineers 2. Probably its the same crap.
I had some fun, but as an Engineering student Calculus Homework gives me less of a headache xD
Just needs more to explore... Seriously only 5 planets and 3 moons?! Not saying it has to be the next No Mans Sky but come on, really????
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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