
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 → 2.4/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 1124 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I only played for a bit i swear
先说结论:它仍然是你能找到的画面最精致的太空船建造模拟器(除了自家的SE2),但不能当做合格的太空探索游戏来玩。 先说结论的前半部分,作为模拟器,游戏自带了海量的方块可以使用,旋转,伸缩,折叠,各种可动功能都有,星球,太空,无缝衔接,编程块更是实现了要啥功能自己做的可自定义性,如果还不够,还有创意工坊来供玩家选择,建造这一块可以说同类领先,画面曾经过多次改进,现在看也仍然不算落后,美术风格也算得上美观。 然后说后半部分,作为太空探索游戏,十年过去了,它仍然不及格,即使经过了近几年的修修补补,其本质仍然还是当年那个造完船就几乎没事干了的造船模拟器,现在的更新更像是加进去了几个挑战任务来让你测试飞船,还远远谈不上真正的游戏体验。 最后是针对开发组的开发态度,如果说他们没在开发或者不知道玩家想要什么,那是假的,但又很难说得上勤奋,差强人意这个词,可以说是对他们最好的形容,也就是仅仅略微高于及格线,没完全摆烂的程度。 总而言之,就像开头说的,截至目前为止,合格的造船模拟器,失败的太空探索游戏。(顺便祝我自己能活到后半部分也合格的那一天)
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $29.3M | 71.5K | 95% | $19.99 | |
| $29.2M | 26.9K | 66% | $39.99 | |
| $29.2M | 20.9K | 71% | $49.99 | |
| $29.1M | 104.4K | 84% | $17.99 | |
| $29.1M | 27.3K | 84% | $29.99 | |
| $29M | 35K | 92% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $22.3M | 34.4K | 78% | $19.99 | |
| — | 0 | — | — | |
| $6.3M | 5.6K | 75% | $23.99 | |
| — | 4.2K | 55% | — | |
| $222K | 382 | 61% | $14.99 | |
| $94.7K | 266 | 42% | $9.99 |
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
884 hours till now. Yeah, must be a bad game. Guess I´ll ad another 800+ hours, just to be sure. Damn. Those pesky riaders come in a second time. Lost my left thruster-phalanx, my aft-shield and most of my turrets in the first encounter. Really should have put more point-defences at the end of this ship. Trying to land on the nearby planet maybe my only chance. Not that I got much of a choice anyway. Planet´s gravity already got me in it´s grip and my remaining thrusters won´t do the trick of escaping it. Especially since I see them burning right now. Fire and smoke pass by my command center, along with some raider´s shoot, that missed me. I hear the metal of my hule bending. Could get out and try to repair the thrusters, but there is little time left before planetary impact. And with the newly arrived raiders shooting at my ship, would be suicide. Should use the small escape ship I build and got in my hanger. Leaving my command chair and heading down the corridor. Rockets hit my ship, first amor layer went away. Not many more such hits, and space will get in. Better close my helmet already. I make my way through the shield-generator-room, red lights are flickering everywhere. Shields got no more power. Onwards to the generator room. Gee, reactor A got hit and is gone. A huge hole where it once was. Glad the heavy glassing I build still keeps the space away from me. Batteries will be drained soon. Well thought through, I did build in an emergency generator. Down the ladder to second deck, turning on my hydrogen-emergency-generator. Won´t reload the shields, but keep me afloat. Now onwards to the hanger. Damn, they pierced that hangar with their massdrivers. Along they pierced my little ship, my hope of escape. So I got to take the crash. Back to the cockpit, running through the corridor, which shakes with every hit I get from rockets and artillery; the right side of my ship now vastly ripped open, I can see the stars. Gravity generator fails, I turn on my magnetic boots, make my way to the command center. I turn the ship around, remaining thrusters facing the surface. Speed of 104... don´t get any slower... I open the airlock, climb up onto the front window of my command center and wait for impact. Surfing a burning hulk, making planetfall... that´s some serious gameplay, I can tell you.
rocket go fly
チュートリアルがゴミ
Super fun game that I keep coming back too. Still releasing new affordable DLC even while they work on SE2.
Lots of creative ways to have fun! 10/10 reccomend!
It's an alright game, I dabble. O.O
This game isn't good. They could start by fixing the feature that makes it so getting in a vehicle chooses a random direction to start trying to move without allowing the player to control it. Good game design. idiots.
dumb game to complicated
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.