
Embark on a space voyage with your ragtag crew of civilians in search of a new home. Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony simulation.
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Embark on a space voyage with your ragtag crew of civilians in search of a new home. Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony sim.


Customize - Complete freedom to build a spaceship or station of your own desire. Place every piece of ship hull, wall, door and facility wherever you want.
Functional - All facilities serve a purpose. Crew members will sleep in beds, use toilets, be disturbed by a noisy room and praise you for an arcade machine.
A functional spaceship can be built tile-by tile, giving you the opportunity to shape a spaceship of your own desire. It can be symmetric and streamlined, or an asymmetrical whimsical looking thing. It does not have to look like a conventional spaceship depicted in sci-fi literature, you are free to design your own, the choice is yours!


Oxygen and CO2 - Keep optimal Oxygen and CO2 levels by building life support modules for your crew members.
Hazardous gases - Certain facilities and explosions can release hazardous gases. Build scrubbers to purify the air.
Temperature and power - Build thermal regulators to maintain an ideal temperature for your crew. Build power nodes and set up power distribution throughout the ship.
Comfort - Building a bed right next to the ship core will disturb sleep. Design your ship for crew comfort.
The isometric tile-based gas system simulates various gases, temperature and crew comfort on your spaceship. Humans, plants and facilities react to the conditions surrounding them, giving meaning to how you design your ship and the living conditions you create. Secure facilities, optimize crew survival and well-being, but also think of possible future accidents and chaos generated from crew combat or environmental hazards.


Skills and traits - Every crew member has their own set of skills and traits. A wimp might get scared shooting a gun, while an iron-stomach can eat anything unaffected.
Mood - A happy crew member needs food, sleep, comfort, safety and friends. Take something away and their mood will be affected.
Conditions - Crew members might feel adventurous, suffer from starvation, feel unhygienic, or they simply ate too much. Various conditions affect how they feel.
Mental breaks - When the stress is too much for a crew member they may suffer a mental break. Some will vent themselves out of the air lock, while others might start a fight.
In Space Haven characters aren't mere robots. The game simulates needs, moods, health and skills of your crew members and they develop relationships with each other. Their past life occupation and hobbies will affect their skills and know-how, and they have both positive and negative traits. Witness joyful moments, depression, and drama surrounding different crew members as you journey onward seeking a new home.


Away missions - Equip your crew members and organize away teams to explore derelict ships or visit stations or spaceships of other factions.
Draft - Draft and move your crew members to attack enemies and save their friends.
Inventory - Each crew member has their own unique inventory. Equip them with pistols, rifles, grenades and more.
Equip your crew with space suits and weapons and organize away teams to explore derelict ships and stations. Explore and salvage resources and items; find activated cryopods with someone frozen inside. Visit spaceships or stations of other factions and find data logs telling stories of past spacefarers searching for a new home.

Crew combat - Engage in combat with enemy factions or an alien species.
Aliens - Watch aliens incapacitate your crew members and capture them alive. See them suffer in the alien lair and decide if you want to try to save them or not.
Aliens capture your crew members and cocoon them against walls in their base. See them suffer in the alien lair and decide if you want to save them or not. Explore derelict ships and discover someone from the original crew of the ship captured by the aliens. Events like these create interesting back stories to new arrivals to your crew.


Battlestations - Watch your crew take battlestations as you engage the enemy in ship-to-ship battle. See your crew load turrets with projectiles, put out fires from explosions, patch hull breaches and repair vital facilities in the midst of battle.
Tactical - Target the enemy ship engine and stop them from fleeing. See them do the same to you. Engage their turrets directly or try to focus on the enemy ship core and see their ship go pitch black. Build shields to protect your most vital segments of your ships.
Build turrets and engage in tactical ship-to-ship combat, where a hit and explosion could cause a snowball effect of fire, smoke, hazardous gases and even hull breaches for either party. All crew members need to work together to win the battle.


Cryopods - Protect your crew from side-effects of Inter-stellar travel. Place crew members into stasis to freeze the progression of a disease or to await rescue.
Medical - Treat crew members for injuries, wounds and diseases. Medical conditions affect crew members in various ways.
Your crew members will become wounded in battles and might catch a serious disease. Set up a medical room, scan for diseases and foreign masses and have your best doctor tend to illnesses and perform surgeries. Hope that your doctor is not absent minded and leaves a surgical tool inside.


Generated galaxy - Explore a new procedurally generated galaxy each playthrough, with planets, asteroids, stations and spaceships of other factions.
Factions - Interact with various factions all trying to survive and establish dominance their own way. Meet pirates, merchants, slave traders, cultists and more and develop relationships with each. 
Resources - Mine for raw resources and refine them to building materials. Trade resources with other groups you meet.
Explore a new procedurally generated galaxy each new playthrough, with various factions all trying to survive and establish dominance their own way. You'll meet pirates, slavers, merchants, cults, androids and more. Jump into hyperspace, seek out resources and meet various groups and develop your relationship with them.
Cool things that can happen in Space Haven:
Gain a new crew member by finding a activated cryo chamber aboard a derelict ship.
Have a space burial for your fallen crew member to let other crew members say good bye.
Grow plants with bio mass and water recycled from toilets.
Eat the meat from a fallen crew member or an invader if desperation is high.
Watch aliens capture your crew member and cocoon them to a wall in their lair. Will you go save them or leave them there?
Keywords: space, base building, simulation, strategy, sandbox, survival, management, crafting, open world, indie, build, city builder, sci-fi, procedural, sim.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Spanish - Spain, Italian, Russian, Simplified Chinese, Japanese, Korean, Czech, Polish, Portuguese - Brazil +1 more
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
Hours played at review time, across 94 reviews with recorded playtime.
Reviews
Themes across 94 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
我的船员们简直松弛到了一定地步, 每天就是“嘿!三点几咧,做做卵咧做,饮茶先来”
the game just doesn't feel very well balanced. it is a spiritual combination of rimworld with vibes from oxygen not included and FTL. unfortunately unlike all of these games, this game does not allow for much creative freedom besides the cosmetics and layout of your ship. 10+ hours into a run on normal difficulty i was still struggling with resources to the point i ended up failing. the core resource loop is around food for colonists and 5 main building blocks (early to mid game); hull, infra, tech, and energy. i was consistently out of at least 3 of these constantly and even after looting the entire starting area i could not afford enough sleep pods to let me survive the mid zone. looking back i can see where i went wrong or where i could have improved my run, however this happened 4 separate times. 4 runs ranging from 2 hours (immediately after tutorial) to 10+ (my fourth run). i lost patience after i figured id have to do the early game for a fifth time in a row, i would have tried save scumming, but once you realize you have made a mistake it is too late to go back. i understand the semi-rouguelike format (something similar to oxygen not included) where you get better every time and often lose runs as a new player that don't even scratch the surface, however this game's early game barely changes from playthrough to playthrough and is an absolute slog. if i did a few more runs and put maybe 20 more hours in this game might open up for me, but honestly i've long since lost interest this game does to many things right, it looks good, it sounds good, has some nice quality of life, is well optimized and runs smoothly, however it doesn't feel finished, like an 0.7 or 0.8 build, not 1.0 and beyond. i will probably return to this if it gets a new update, but it doesn't quite feel there yet, like they had a good idea, not a complete vision and they still need to fill holes. lastly this game is lacking in information, it has a hold-your-hand tutorial and a quest system that get you started, but does not have any ready to grab info like, for instance, oxygen not included's in game database. as an example on the room overlay, it tells you if a room is close or what a room is if it is complete, but offers no info on what room types are available or what buffs they give. this problem compounds when you realize that this game does not have a very good wiki. all in all its poorly balanced and the game is about ~75% there, but it needs more work.
I have a lot of hours in this game, I've really enjoyed the time spent here and i'm quite sad to not place a recommended rating on it to match that time invested. With each update I've enjoyed exploring what's available and trying what's new even if the actual content which has been added shrank with each passing update. This is the beginnings of an absolutely fantastic entry into the space exploration genre, but only the bones. Having reached 1.0 now with the space station update, it feels as-though the dev's have gotten tired of what they've made and just want the ability to walk away when they want. As it stands the game feels very disconnected, unbalanced, and lifeless "even if the written lore in the game is good" It feel's as though the game itself doesn't really live up to the life it want's to portray.
I am putting this as a thumbs down for now in the hopes that the devs might see it. If I get a developer response, I may switch to a thumbs up. (Steam needs a half-thumbs-up option.) The start of the game is amazing, and it seems like an endless adventure where almost anything could happen. However, after 4 or so hours it starts getting very repetitive with little guidance or story to follow along with. Just jump to the next system, mine/explore the derelict ship, try to expand your ship, trade, and jump to the next system. I want to stress this is fine and possibly expected, but it could do with a little more variation in what happens and what you could do. The main reason I am writing this is the following: Drone systems and the tech tree seem short. For example, there is only one type of combat drone; you can't customize it, you can't upgrade it, you can't, for example, create a laser rifle and attach it to the drone, and you can't get it to target something specific. You're stuck with the most basic options with no way to improve. This is actually shocking compared to the rest of the game. Similarly, we cannot have our own drone fighter wing like those that attack us constantly. You would think that if you could study the debris of them and explore and scrap the derelict, you would be able to build your own version. For example, you could make an "AI control center," a "drone fighter computer," a "drone swarm deployer," etc. Weapon systems are similar. I would expect the ability to have a "torpedo room" where you have to design the steps to manufacture different types of torpedoes and have characters carry them to launchers and fire them. This would be way more interactive instead of having various turrets with little going on. Also, why can we not upgrade the turrets to fire different types of ammo? With how complicated the food system is, it is kind of a shock that turrets are this limited. For comms and negotiations, there should be actual negotiations on cease fire agreements. Instead of just rejecting/accepting their offer I should be able to renegotiate if I don't like their deal or press them harder which may make them declare war again. Also if I beat a faction in battle they should not offer me missions or speak friendly for a while, that breaks the game immersion. I know I am sort of nitpicking, but this was my genuine first impression of these systems; they seem like they could be vastly improved upon in a DLC or update to the game. The game is very good in its foundation. I still remember this first time I encountered more than the crawlers and had to rescue a crew member of another ship; that was an amazing sequence of natural events, and that seems to be the type of thing this game excels at setting up. The game just could do with some more expansion of other systems.
There's a lot of cool stuff in here, but it gets dragged down by a collection of things that are downright frustrating and time-consuming, and it just never quite pays off in the end. Spent a lot of time trying to like this game, since I play loads of games in the genre, but I wound up being uniquely frustrated. I'll definitely check out whatever the developer does next, but didn't enjoy this one.
Empty. Boring
Is it bad? No. Is it good? Kinda. Is it worth your time? No, especially not when Stardeus exists with similar elements, far more depth, and an infinitely faster development pace.
What year is it? . . . if you are looking for a fantastic and addictive space colony style game with a smaller learning curb than a certain other colony sim game that rhymes with (slim) world another fantastic game. this is it. Especially if you love the pixel art style. BUT be warry of the time! I have had the game for exactly 7 days now and have racked up 53 hours while also working full time. It is not for the faint of heart.
It's fun but not well balanced. My first star system had 2 asteroids and a derelict. My second had a single derelict but the thermal radiation hazard made it impossible to salvage so it effectively had nothing. Each sector should have at least something to salvage/mine in it.
Played for about a week... loving it! The flow is polished, the AI is good and doesn't do annoying things very often.. I'm just starting to add mods which seem to work well... I recommend this excellent product...
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.