
Spacebase Startopia captivates with its original mixture of economic simulation and empire building strategy paired with classic RTS skirmishes and a good dose of humor.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 1 → 0/day in the week after.
About
Genres
Sums Steam only; Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nope... nope... nope... just nope... the original Startopia is far superior to this buggy travesty!
Das ursprüngliche Startopia habe ich geliebt. Auch wenn dort am Ende die Tiefe gefehlt hat, die es durchaus hätte geben können. Der Remake unter dem Namen Spacebase Startopia hat sich am originalen Startopia orientiert. Das merkt man. Nur leider kommt da nicht viel bei rum. Es hat noch weniger Tiefgang. Es fühlt sich alles einfach schlechter an. Obendrein wirkt es unfertig. Offensichtlich wird auch nicht mehr dran gearbeitet. Und was noch viel schlimmer ist: Der Publisher ist Kalypso. Die können gerne bankrott gehen, bei dem was die auch in der Vergangenheit verzapft haben. Jeder m² unter einer Brücke ist für die noch zu gut...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.11/day in the week to Aug 4 → 0/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Russian*, Polish*, Portuguese - Brazil*, Simplified Chinese*, Korean, Traditional Chinese, Japanese**languages with full audio support
| $9.99−75% |
| 18ratings |
| 46% |
| — |
| not modelled |
| $49.99 | — | — | — | 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 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Nejde z mé strany ani tak o recenzi jako o informaci. Na stránkách Lokalizace.net je ke stažení čeština kterou jsem vytořil za vydatné spolupráce technického ředitele Realmforge Studios bez jehož pomoci by nebyla česká lokalizace možná. https://lokalizace.net/cestina-do/spacebase-startopia Vřele doporučuji dobrá hra kterou jsem hrál i v první verzi z roku 2001
A tentative yes. Aside from improved visuals its lost alot of its spark from the original.
Really enjoying this game, very polished, looks great, tongue firmly in cheek to keep things interesting & fun. The aesthetic gives me vibes from the Two Point series (which is good), but on a starbase in orbit around various planets, which dictate the various missions in the campaign. Really don't get the mixed rating or the negative reviews as this feels like a really well thought out and surprisingly complex game that keeps you busy with everything it throws at you as the campaign progresses. One of those games I suspect they had as much fun making as I've had playing it so far, happy to recommend.
Jeu sans intérêt , il est en dessous du jeu dont il est tiré et qui a 20 ans sur pas mal de points. Quelques très timides changements . 5/20 . C'est malheureux car j'en attendait beaucoup
Sim City in Space with various scenarios
fajna gra
[h1]TLDR :[/h1] Une [b]vraie[/b] déception pour moi, manque de personnalité, trop lisse et perd ce qui faisait le sel de Startopia. [h1]Positif :[/h1] - Déjà, le jeu est [b]beau[/b], et représente ce que j'attends d'une expérience moderne de Startopia. Par contre, la DA, c'est autre chose, on va en reparler... - Le nouveau système du Biodome est [b]beaucoup mieux[/b] que l'original, plus clair et fonctionne sans galérer à comprendre quel niveau de température et d'humidité il faut mettre. Certains parleront de casualisation, je dirais plutôt [i]qualité de vie[/i]. - Quelques options de qualité de vie très appréciables ([u]contrôle du temps[/u], [u]menu de construction lisible[/u] ou encore [u]l'embauche rapide[/u]). [h1]Négatif (Attention c'est salé) :[/h1] - Abandon partiel du système de caisses. Avoir un menu de construction dès le début de la partie, [b]ce n'est pas le concept[/b]. Startopia se démarquait par sa gestion si particulière des bâtiments, l'achat à Arona, puis l'émancipation par l'usine, la recherche et le quai. [b]Investissement = bâtiment moins cher en bout de course[/b]. Là, on perd [b]TOUT l'intérêt de la série[/b]. D'ailleurs, le système de recherche est [i]vraiment claqué[/i] dans celui-là. Dans l'original, ce n'était pas incroyable non plus, mais au moins, c'était original... - D'ailleurs, vous vous rappelez d'Arona ? [b]Plus là ![/b] VAL alors ? [b]Remplacé par Glados wish édition[/b], extrêmement mal écrit et surtout [b]PAS DOUBLÉ ![/b] MAIS LES GARS VOUS ÊTES FOUS Un personnage aussi central, qu'on écoute tout le temps, doublé par un synthétiseur de voix artificiel. Pas de mauvaise facture certes, mais assez [i]insupportable à écouter[/i], vide d'émotion et rendant le passage "sarcastique" bizarre. On n'est pas Glados qui veut, et je ne comprends pas pourquoi ce changement d'écriture. VAL, avant, c'était le majordome anglais, le pince-sans-rire, mais en même temps assez attachant et finalement un peu "bon" au fond. Là, c'est juste une IA, pas fun, mais qui essaie d'être fun. - La direction artistique. [i]Disons que c'est trop clean[/i]. La DA de Startopia était un peu "sale", alors que là, c'est très aseptisé, très plat. L'interface répond mal et clique pas trop. - Le système de combat. Pas le point fort du premier, même ce qu'il y avait de pire. Bon, eh bien là, c'est toujours assez nul, même si je dois reconnaître qu'ils ont essayé. - Les aliens. Encore une fois, [b]pourquoi jeter tout par la fenêtre ?[/b] Le cast original était vraiment bien, caricature de différentes parties de la société, et honnêtement, elles sont encore toutes valables aujourd'hui. Mais le problème, c'est qu'ils ont voulu gommer un peu le côté [i]irrévérencieux[/i] du jeu. Oui, les sirènes, ça passe peut-être moyen aujourd'hui, mais ce n'est pas pour rien que le jeu était 16+ à l'époque... - La musique. Dans Startopia, la musique était assez... spéciale. Très [i]catchy[/i] et clairement quelque chose que tu n'entends pas souvent. Des sons très electro futuristes des années 2000, petit twist funky. Pour cet épisode, je dirais juste : [i]le futur[/i]. Eh bien ce n'est pas assez. Franchement, elle n'est pas top. - En vrac : la [b]variété de bâtiments[/b], les [b]missions de campagne[/b], le [b]menu principal[/b], [b]VAL[/b], le [b]système de qualité de l'air[/b]... et plus encore qui ne me viennent pas. [h1]Conclusion :[/h1] Ce jeu, vraiment, il m'attriste. Sachez que je l'ai précommandé. [b]Grave erreur de ma part.[/b] [u]N'oubliez jamais, les gens :[/u] [b]On ne précommande JAMAIS ![/b]
THE SHORT REVIEW: -As a standalone game on it's own merits: It's good, its a solid and fun, creative management game in the mold of two-point hospital and the like. But it has its scuff marks and flaws. But overall, good job devs. -As a spiritual Successor to Startopia(2001): it's alright, some things are better, some things are worse. It's less a straight upgrade and more a diagonally-upgrade. The original is still on steam so I don't see this converting the nostalgic faithful. -Playtime for those that care: 29 hours to get every achievement in the campaign. -Conclusion: This is great sequal material. I think a second iteration of the game could iron out all the problems and really make something great. THE LONG IN-DEPTH FEEDBACK FOR THE DEVS IN THE HOPE THEY MAKE A SEQUAL: The biggest problem, Bad Metrics: The player needs access to graphs, the best metric a player has for diagonsising problem with their station is the Ratings Menu, which is not great because: -It gives you visitor satisfaction by race, which doesn't matter since needs are determined by visitor type not race -It gives you the most and least satified needs for each race, but not how badly those needs are being met -It gives you a themantically approiate but awkward to trawl through comment feed While it's no easy thing to add, the game really needs a menu of bar graphs or the like showing each need and whether its being met or not, one that preferably can be filtered by expectation and visitor type. The matter transporter ZEDUM BLESS YOU I no longer accidently drop something when I missed the thing I was trying to pickup. But ZEDUM DAMN YOU I now constantly drop things when I wanted to pick something up, and fail to put things down because I forgot to click or unclick the button. And now all my pickup actions require twice as many clicks, I wish it just used the old system. ZEDUM BLESS YOU AGAIN, the hold and drag to just pickup crates and leater in a area is a god-send. Expectation and Visitor Types Great idea, slightly flawed execution. This one is a small but impactful flaw in this system. The visitor AI seems to prioritise NEARBY need fulfillment over expectation approiate ones. So my high-end facilities, often built further out because of their smaller traffic and larger footprints, would remain unused as my high-expectation visitors would just use the cheap services instead. A simple flaw but not an easy one to fix. Save-able Room Layouts: Brillent, absolutely brillent addtion. Just one problem: They don't save between missions. So I have to re-create my roomlays every single time anyway. Long walks, an inherited problem This problem hit the original 2001 startopia but its worse here with the larger building footprints and great variety of needs. It takes aliens a long time to walk from place to place. Minimizing walk times is a intended challenge for the player's buidling and layout skills but there is only so much a player could do here. I'd recommend adding some kind of horizonaltal tube transporter or maybe a buildable monorail system so that challenge is more managable but not entirely removed. Performance: This is built on the unity engine which is notorious for struggling once you go beyond a certain number of gameobjects in a scene. Performance holds up for an impressively long time in light of that but eventaully the engine starts the chug especially when opening menus. That said I only start to encounter menu chug about 3 hours into a map with 500 aliens aboard in a half filled large map, with another AI player controlling the other half of the map. This is an engine problem rather than the game so I commend the devs for getting it to run buttery smooth for as long as it does. The Mech AI: Functional but frustrating. Most combat is now done with attack drones and big combat mechs. But the AI for them is clunky, seemingly their need to retaliate against a threat superseeds all other priorities, but only most times. This means you can't pull damaged mechs back, or switch to a more important target. Except sometimes you can do exactly that, and its really inconsistent whether a mech will ignore your orders or follow them exactly. Also it's really annoying that mechs can attack through the breakthrough shield INTO the breakthrough zone but not OUT of the breakthrough zone, so if the enemy parks a mech just outside the zone it can fire into the zone with impunity. Also I swear something is broken in their animation state machine because they'd often close to attack, stop to play an idle animation, close a bit more, then start attacking. VAL and the writing: For the most part the writing is good. I'm glad they tried to do something else with VAL and didn't try to totally emulate the 2001 VAL, the magic of whose friendly woodhousian snips would be near impossible to replicate. That being said, in the campaign VAL really needed more variety in her "organic life is stupid" insults which is strange given that that variety is present in free-play. As for the story: (SPOILER WARNING) I like the ending twist but its frustrating to not get the properly put the boot into VAL after a campaigns worth of negging. I think shodan and GLADOS work as antagonists in an action game because it makes you feel like a rat in a maze, punching up. I don't think that style of antagonist works in a mangement game because it feels more like being a middle manager with a ♥♥♥♥♥♥ boss you can't do anything about. (SPOILER WARNING ENDS) Sound Excellent, not much more to say, I'm not a great sound guy. Visuals Colourful and bright, fitting the style of game. Though nostigia is a hell of a drug and I'm always gonna prefer the more subdued visuals of 2001s. Alien designs: They're great, good job. In conclusion: It's a good game on its own but its directly competing with it's great spiritual forebearer and I hope that it gets a sequal that can surpass that fore-bearer.
Players by region
Where this game's players are, estimated from review languages.
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