
The Universe is yours. SpaceCraft is an online space exploration and building game. Explore a vast galaxy of solar systems and planets, mine and craft resources, design and build ships, automate planetary bases and interplanetary logistics, trade and cooperate.
Modeled estimate, not a reported figure. How we estimate →
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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*, French, German, Spanish - Spain, Polish, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 133 reviews with recorded playtime.
Reviews
Themes across 133 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
なんせネトゲなので時間がかかる。 基本素材や部品豊富で、自動化工場作りは挑戦意欲をそそられるけれど、ざっと工場一つ作るのに100時間かかりそうなのが見える。 長い目で付き合うつもりなら、ありかもしれない。 星を巡って資源探すのは StarField に似ているかも。 あっちは惑星降りてから地表をあさる必要があったけど、こちらは資源探査できるのでそこはショートカットできる。 しかし各惑星は StarField よりさらに変化に乏しく、探索の面白味もあんまりない。修行をしているような気分になってくる。 スタンドアロンゲームに負けるのは仕方ないにしても、MO/MMOとしての魅力も乏しく、なかなか難しいですな。 数十人規模のギルド作って遊ぶならありか?
My Thoughts on SpaceCraft SpaceCraft has a lot of potential. The feeling of exploring space, building bases, managing resources, and creating your own path is something that many space game fans have been waiting for. The game has a strong foundation, and the scale of its systems makes it exciting. However, I think the current balance between gameplay and grinding needs some improvement. Many activities require a lot of time and repetitive work. While progression and resource management are important parts of a space simulation game, the game should not make players feel like they are doing a second job. A game should respect the player’s time. Spending hours collecting the same resources, waiting for production, or repeating tasks can quickly become exhausting instead of enjoyable. The challenge should come from exploration, strategy, and decision-making — not simply from increasing the amount of time required. I believe the difficulty and progression requirements should be adjusted slightly. Players should still feel a sense of achievement when they unlock new technology, build larger bases, or obtain better ships, but the process should feel rewarding rather than like a long labor. The best space games make players dream about exploring the universe. They make players excited to log in and discover something new. SpaceCraft has the potential to become that kind of game, but it needs a better balance between realism, progression, and fun. The goal should not be to make players work inside a game. The goal should be to let players enjoy the experience of living in a space universe.
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Unfortunately all games release as EA today which means most expect it to be a complete game in EA which isn't fair. The base of the game is enjoyable for someone who joins space, gathering, crafting and a bit of farming. If you don't no life the game there is at least ~2-4 months of content currently. A lot of the updates have been around optimization so far. I'd argue there isn't a lot of middle tier content. Once you learn the game and get going you're able to get to current end game content quickly. We're approaching a month in and haven't seen any new content. The corporation content is interesting but comes with heavy upkeep to go past the very basic. It needs fleshed out but the baseline has potential. The automation needs significant work. Currently as it stands the most efficient way to play the game is automate single step items and then manually craft as it's significantly faster (2s manual vs. 3m automatic in many cases). I'm hoping this was designed this way in the short-term for balancing purposes as currently one of the best strategies is to leave your computer with the game up during work or sleeping doing a large crafting project.
What a nice MMO Space crafting Factory Game ... Love it !
Macht von Anfang an Spaß. Klare Empfehlung für Fans des Genres.
Gutes Spiel, werde es aber trotzdem erstmal bei Seite legen, da man sich keiner Corp anschließen kann. Es sei denn man kennt Leute die es auch spielen. Es gibt kein Fenster in dem Corps angezeigt werden, denen man betreten kann.
i highly recommend this game if your into space and factory style build and mining
EVE Online pero muchísimo más interactivo. Le falta el combate, pero en su "Road Map" está incluido.
Great game, I thought I would give it a fair crack, so I have given it 100 hours before leaving this review. If you like grindy games, and it can be at times, then this will be for you. Lots of progression to achieve to keep you playing, the planets look great for the early stage, and are seamless entry and exit with no loading screens. It will be great to see what else they can add planet side. This isn't a space flight sim like Elite Dangerous or Star Citizen; it's more of a crafting and building game with the use of a spaceship for travel. Some things are not explained as well as they should be in-game. If you are playing this solo like me, then the game will last you months with the time it takes to craft and unlock stuff. For a base early access game, it's a great start, and this could be an amazing game, well worth the £25 I paid for it, and I will get many more hundreds of hours out of it. I cannot wait to see what they add to it going forward. I managed to set up a rewasd config for the controller; it made the game so much better for an oldskool gamer, and it's publicly available for anyone who needs it.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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