
Embark on a journey to greatness. Get ready for adrenaline-fueled battles and a chance to claim your place in the galaxy. Grab the controls of your ship, gear up for the fight, and unleash your ambition to conquer and build a new empire in the vastness of space.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
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.
About






Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 5.2Kreviews | 76% | — | $4.1M |
| $19.99 | 46ratings | 74% | — | 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.
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 839 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Revised Review. This is one that is very difficult to say yes or no to. Spacebourne 2 is a hybrid game that combines elements from many different genres that many of us wish were in more space games. Everything from ship to ship combat, ground fps, to faction ownership and management and galaxy conquering. There are not many games out that combine these elements like this game has, with starfield or the fabled Star Citizen being the closest contendors. Infact I have a strong feeling that star citizen was one of the largest influencing factors for the devs when they decided to create this game. The game is functional. It is fully playable, and the features mesh well effectively making the game itself a full experience, however there are several issues that make it difficult to fully enjoy. The most obvious and straight forward one is bugs. The amount of bugs that will get in your way is not terribly expansive, but some of them are downright gamebreaking, and at times it's very difficult to tell if it's a bug, an oversight, or a bad design choice. Some of these things will cause you to lose 20 or 40 minutes of gametime due to having to reload, not because you made a bad choice and died, or not because you glitched through terrain or something that one would expect, but there are several game-halters that can occur through completely normal means of gameplay, that force you to have to reload the game. The biggest ugliness about this, is that when these occur, they often occur in periods where you are locked out of being able to save your game for long periods of time, so if you hit one of these, tough luck. IE, there are places in dungeon exploration that can fall into with no way to return to the walkable surface, and saving is not allowed in these dungeons. Another major one is that you can have a suitable combat ship warp into a mission that has no trouble normally, but due to some circumstance, you are unable to complete the mission for either stalemate combat, or being unable to damage an objective with your choice of combat approach. The problem here is that you are unable to warp out from a mission, so you are simply trapped there, losing all progres you have made up to that objective as you reload your game from a save before the mission. The last guff, and ultimately the reason I chose to side with red on this one, is due to features and options being removed and even replaced with other things. The latest update was quite large, introducing several new ships along with a new swarm drone feature where you launch hundreds or even thousands of tiny little things that fire their weapons at your targets. Swarms are pretty nifty, and they would be, but this came at a cost of the one reason I was playing this game to begin with. The game does not have a huge selection of ships, but it does have several various roles. This means that these roles are divided amongst the available ships. The biggest probllem for me was that I spent the first 10 hours grinding out the money to be able to buy my first combat drone ship. I love drone ships, i love carriers that launch fighters, i'm just that kinda way, and this game seemed to offer that. But as I played further and further, i started to realize, i was still in that one single combat drone ship. Tens of hours went came and went, and I was still flying that one single ship i bought near the start of the game. Why? Because while there are.. Correction.. [i]were[/i] 5 combat drone ships in the game, this one ship is the only one that happened to be able to equip a drone upgrade module which is the equipment slot that drones use. Despite the other ships using combat drones, they could not obtain that slot even through slot upgrade - it's just simply not available. That was okay though... because the biggest, most beautiful ship in the game, was a mothership. This thing came with two docking platforms to allow you to dock two of your other ships, and a whopping 15 combat drones. That had me [b]sold[/b]. So i spent the next week doing nothing but playing this game. I loved it, and I was going to love it even more once i had earned enough money to buy that ship and fly it. One single day before I had enough to purchase and fly this thing, an update dropped. A swarm update that added swarm drones, added a bunch of new ships, and [i]removed combat drones from the mothership in favor of these.[/i]. The decison was made that combat drones would no longer be present on larger ships, and restricted only to fighter sized ships (which is what i had). I think the biggest draw here, is that as I believe, this large project is being run by two developers. I can understand that that means there's a lot to do, and new ships can't just be thrown into the game overnight, especially when they have walkable interiors, but there was no reason to make this change. Replacing content with others is just not very friendly, especially when you are pulling from limited options already. While I have every belief in my mind that these devs are passioante about this project, and that it's not about to be ended or dropped any time soon (as far as i know), I just feel like this is probably too large of a project for such a small team. There's too much here for how little is here. I just simply have no desire to fly the same ship I bought at the start of the game for the rest of however long I play, but that is about how it goes.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Turkish, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 839 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really liked the game and its concept. In some ways, it reminds me of Freelancer. But this game—oh my god—is so full of bugs that it's driving me crazy. Unfortunately, they released it too early. It should have stayed in development and testing for a few more months, maybe even a year. Few days later... This is hands down the most broken, garbage-tier game I've ever played.
The game, graphically, is not demanding. Runs at a steady 120fps on my admittedly not great hardware. Space seems better polished than the ground. Ground combat is simple and easy, and can be eternal. Missions are not well documented and are often glitched. Bugs abound in this game, and often require a save/load of the gamestate. The ships are quite pretty and well-thought out, but its clear that that's where the dev spent almost all of their time. voices are flat and show very little emotion, but at least they are there. It's clear that this game is about quantity over quality, with lots of planets to explore, but they all feel flat and sad. I want to like this game, and indeed its clear that an incredible amount of work went into it. It's like a luxury car but they forgot all the leather interior and the paint job, all the details are just unpolished and frequently broken. The first contract I accepted was to rescue someone's mom. Great, sounds fun. Enemies literally just spawn behind you during your time in the "town". They also never end. I got an achievement for 100 kills before I realized this, I just thought there were alot of them. The mom is the only civilian in this entire place, it makes no sense at all. She doesnt follow you out, you just walk close to her, then walk out of the town. That's it. I thought this was a rescue mission, not a walk in the park with some light bullet rain. Ship combat falls into the same trap of most space games, where it's basically ww1 dogfighting. This isnt an issue, that's fun, and I dont know how to make it better. Whatever, lasers kill shields, bullets kill hull plating, missiles are a thing, yadda yadda. I do quite like the power system, where you can easily redirect power to the guns, engines, or shields using the arrow keys. That's a neat feature I havent seen before. Anyway, the game is super cheap, and I think at $12 it's monetarily worth it. But, if you are on a limited time budget like me, I dont think it's worth the time to play it. It's SO CLEAR that the dev's had a grand vision for this. Big dreams. But they failed in the details of it. Devs, if you read this, please keep trying. Dont get discouraged because I didnt like your game. I can see you poured your heart and soul into it, and its got the greatest bones of any game i've tried so far. But that's all it is, is bones. I'm not refunding this game, but nor will I recommend it.
My goodness Spacebourne 2 is a whopper of a space game, and I love it! Frontier Developments (Elite Dangerous), Bethesda (Starfield), and Roberts Space Industries (Scam Citizen, yeah I said it) go eat your hearts out! Those corps can only wish to do their space games even close to this. And SB2 started with a single dev. This is the game Freelancer lovers always wanted with so much more than we thought at that time would be possible. PROS: * Everything? =) Open galaxy space game where you can get out of your ship anytime (including in space; you have jet pack) and there's a fully designed ground-combat system. Designed with "no load screens" in mind. So many fun & interesting systems designed into SB2. For example when you register with the Miners Guilds they give you a mining 'gun'. Yes, the really money is made when you buy a mining ship (you can own multiple ships), but you can anytime go up to an asteroid, get out of your ship, EVA over to a rock, [i]land[/i] your feet on it (gravity boots) and start laser-drilling into it by hand! Efficient mining is done by piloting a lil mining drone which has several tools to get deep into an asteroid. * It's an [b]RPG[/b] -- you have your Soldier, Pilot, and Explorer skill trees. You get the appropriate XP from tasks, and from there each has 3 skills with talents you can acquire. (I love on the Solider side of things having gotten the ability to drop a turret every minute.) * Likewise ships have Tiers and Levels, which can be increased with credits thus increasing the overall stats of your ship. Ships you see to buy are not all the exact same: notice a ship model here might cost less? And notice why: it's not as well outfitted as another model. Same goes for price increases. * The travel systems are speedy & not annoying. Inner system travel is done by spinning up the warp drive and flying straight to your chosen destination, and it's fast. Jumping to different systems is done by going to the stargate in the system (they are always at the right side of the system map; nice)... when you go in one you get sent to that area's central system and if you have another, farther system targeted, the stargate scans you can then sends you to that system. No wormhole travel disguising itself as a loading screen! So convenient & player friendly. And if you are unlawful and the stargate is closed to you in that system, you can always warp fly to the next system; once you clear the outer edge of the system you fly at significantly increased speed. At any time press B to call up the target-able destinations (stations, plants, asteroid fields, other systems) as you don't even need to open the map if you don't want. * So many different types of space stations, after a week of binging SB2 I found a new type of station/model today (and they have their own interior types too). * Arcadey space combat exactly like Freelancer. Third person and cockpit views are instantly toggled at anytime with the C key. * Main story quests are like action movies. Get out of your ship near a disabled, floating cargo ship and then fly yourself over to it and drop into cargo containers looking for a mcguffin to destroy; break someone out of a space station prison; hijack a ship; be in a town as it gets nuked from orbit...! * Station raids happen in real time -- you're in a station shopping and the alarm goes off. As expected if you run back to your ship & take off, the station is being assaulted and you can assist. * Multi-level caves on planets ("dungeons") where you can fight indigenous critters, ending in a boss queen followed by some sweet chests of loot. Bring your squaddies to help. * Recreate the human faction "WRA" where you can recruit humans and thus assign them to raids and operations, giving you 4 wingmen and 4 on-ground squaddies to call in anytime. * Build stations, take over systems... I haven't even gotten to playing that jazz yet. Many big features like this are introduced via a main story mission, and then it's available to do as you see fit. * Engine/Weapons/Shields power distribution with the arrow keys, like EliteD does it. * A radio station with DJs talking about in-universe things that you can mute/unmute via a button in the menu, and in Settings you can select the genre, wow. * Gorgeous! * And yes, you can be an unlawful type no problem. CONS: * The "eurojank". English misspellings galore, some UI elements' text overlays other elements if it's too long. [i]Nothing here is a show-stopper.[/i] Likewise, knowing this started as a solo dev and not in the US, I'm very forgiving and none of it matters to me. Fun is what matters and this isn't trying to be a AAA game. * Rare Unreal Engine 4 crashes. SB2 saves often, recurring slots for Warp Started and Entered New System so if you don't hit Quick Save as often as you really should, you never lose much progress IF it does crash.
I have 1800 hours or more with X4 Foundations with all DLC, 175 hours or more with Starfield (You may check my profile). This game is X4+Starfield in my eyes. Yes, graphics may be a little bit less with this game but many in-game systems are what I always wished to have in X4 or Starfield. I bought the game in mid January 2026, before I bought there were at least 3 updates in the first days of January/2026. I hope The developer continiues to improve the game. A little arcadish to play, not a simulation and some things are repetative but in such a game, these are normal in my eyes. I Have not finished the main story yet but it is going good and I think I will see some twists and some treason after where I am. Yes, as far as I know this game is a one-man developer's game but without a team of programmers, artists and developers, it is a huge success. Congratilations Burak Dabak, teşekkürler.
After 300+ hours in [b]SpaceBourne 2[/b], and with well over half of the achievements completed, I feel like I’ve experienced just about every system this game has to offer — and that’s saying something, because there is *a lot* here. This is not a polished AAA production. There is jank. There are occasional bugs. Some systems feel rough around the edges. But if you are the kind of space-game player who values [b]breadth of experience and player freedom over cinematic polish[/b], SpaceBourne 2 is very easy to forgive. What keeps pulling me back is the sheer range of things you can do. You can mine, trade, dogfight, run ground combat missions, build fleets, manage soldiers, develop territory, interact with factions, and gradually grow from a lone pilot into a meaningful power in the galaxy. The sense of progression — both personal and strategic — is real and satisfying. Ships evolve, capabilities expand, and the sandbox keeps opening outward. This game occupies a unique niche. It isn’t trying to be EVE. It isn’t trying to be Elite Dangerous. It isn’t trying to be *that other endlessly ambitious space sim* either. Instead, it feels like a standalone hybrid that borrows ideas from many places and blends them into something surprisingly comfortable and playable. When I get tired of banging my head against more demanding or over-serious space titles, I often find myself returning here and simply enjoying the ride. Combat is approachable without being trivial. Empire management exists without becoming spreadsheet hell. Exploration and trading provide steady progression without forcing you into one optimal playstyle. You can engage deeply with systems or just skim the surface and still have fun. Most importantly, this is [b]not a “make it your whole life” game[/b] — and that’s part of its charm. It scratches a very particular itch: a flexible, moderately deep space sandbox that respects your time while still offering meaningful goals. If you enjoy space games that mix combat, trading, ship progression, faction politics, and light strategy — and you can tolerate some indie roughness — SpaceBourne 2 is absolutely worth your attention. It does something genuinely distinctive, and after hundreds of hours, I’m still finding reasons to undock.
SpaceBourne 2 is what happens when a solo developer locks themselves in a room, drinks 47 litres of coffee, looks at every space game ever made, and says: "Yes." Want to fly spaceships? Yes. Trade goods? Yes. Mine asteroids? Yes. Build an empire? Yes. Lead fleets? Yes. Shoot pirates? Yes. Land on planets? Yes. Get completely distracted from the main quest. Absolutely yes. SpaceBourne 2 is a magnificent, slightly broken spaceship held together by dreams, determination, and what I can only assume is black magic, with not many hours into it I am loving it so far, 10/10 excellent game!!
I tried, I really did. But when a boss in a dungeon below my level killed me for the third time (you can't save inside the dungeon, and it's three floors deep) because this boss teleports right into me and I get stuck inside a wall as a result — I gave up. This isn't version 2.0, and it's not even Early Access. With this many game-breaking bugs, you can't call it EA. And judging by how fast patches come out, it won't become playable in my lifetime. Especially when the dev prioritizes new features over fixing the old ones. And the new ones are just as broken. It's a real, real shame that such a promising and ambitious project is failing. And in my experience as a software engineer, it's failing because of poor management, development process, prioritization, and estimation.
After nearly 500 hours in this game the only regret I have is that I didn't find it sooner and that I cant re-experience it again for the first time. The game has meaningful choices you can make, excellent space/ground battles, beautiful system capture/plunder mechanics, faction battles, dungeon and trade ship battles and so, so much more. Some bugs do effect game play at times as the game is constantly evolving with new features, but the dev team is transparent about it and take/ look for feedback everyday and take the time to respond to us on their discord channel. Couldn't ask for and have never found( i am 44) a better dev team and gamming experience.. i put this game at the pinnacle of games along with my favs like Fallout4, Skyrim, Ark and Palworld
Single developer did more in this game then a AAA title. That is saying a lot. Yea, I love this game. Here is why. You can fight in space, You can fight on ground, it has the old privateer feel which I like, you have different weapons, more ships, you can take over the galaxy, you can be a merchant, you can pretty much do anything you want, you have multiple factions, it's single player, you have different mission types, you have capital ships, and more. Above all, you can make money!!! When I say privateer, I mean you go out into the game with nothing and come back as a rich man. In the original privateer wing command, the best you can hope for is a centurion which is one of 3 ships. Here you have 20+ ships and you can buy a capital ship. Even that you can now take over the galaxy just like Pinky and the Brain. LOL.. :) Yea, it has some glitches but this developer is working on it and that is why I am giving him MY LIKE. I have been playing 63 hours and I am happy playing it. It is a lot of fun. AND YOU CAN GET LEGENDARY EQUIPMENT!!! CAN'T DO THAT IN EVE ON ♥♥♥♥ WITHOUT BEING ROBBED. For those who are still on the fence, I recommend watching youtube fan play through to see if it intrest you. It is up to you.
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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