
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 →
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.
Reviews, worldwide (the counter carries no country): 8.56/day in the week to Aug 4 → 5.57/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.
About




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 852 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game grind is heavy, especially for solo players. As a solo player, you setup a couple bases (because you're limited to 2 bases until future unlock). Then logoff for those resources to gather. Progression is painfully slow. The game seems to be balanced around using the market but even the use of the market is semi-gatekept. There's a lot here that is unnecessarily behind walls of progression/grinding which will severely hinder any solo/new player. During this stage of development, it's even worse because of the lack of players further making the lack of access to tech and markets even worse. THIS GAME IS NOT DESIGNED FOR SOLO PLAYERS. That's not inherently a bad thing but it needs to be further emphasized so that new players are aware.
Game banks are all conected so sell to one you won't get more on another staion. They recover only 1000 credits a day and start with a small 10000 credits. In other words the trading system is completly useless. Also joining corpo feature is broken in my game. It simply is not there at all.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, German, Spanish - Spain, Polish, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SpaceCraft shows a lot of promise as a space exploration, crafting and building game. Going through the motions of mining minerals, building parts to build ship modules feels rewarding and the progression itself is pretty well paced once you've upgraded your ship with more cargo space. The gameplay itself is also on a decent level with semi-auto targeting mining lasers and somewhat slow economy However in it's current form it's too early to recommend a purchase. Most of the currently available game mechanics are wide as a lake, deep as a puddle. From maneuvering your ship, through managing ship modules, farming resources, tech tree size, navigating planets, it all feels nice, but missing something. Early access is what it is, and for people who like taking the sneak peek into what the game may one day become this one's definitely not the worst candidate. I'd still suggest holding off until the next two major updates (or respective ~1 year development from now), those should give a clear picture on how this game will continue.
They never should have released the single player until they had rebalanced it for solo progression.
I liked the game. I’ll be following its development. Recommended. I really like the modular ship-building system. Progression is enjoyable and feels rewarding, and unlocking new recipes gradually opens up more possibilities. I also like the idea of planets having a permanent dark side. Some planets feel more like small spheres or individual locations than actual planets because of their scale. It’s also unclear what happens if you run out of both money and fuel and get stranded in some random system. Does the game allow you to recover from absolutely nothing and eventually make your way out? There’s no convenient way to remotely access storage on your base. Manual crafting can use the storage in the Command Center, but when constructing buildings, only resources from your ship are available. It feels like the game could use an additional structure, something like a “portal gateway,” that would provide base-wide access to resources stored in all warehouses. I understand the industrial production chains and drone logistics, but I don’t understand why resources can effectively “teleport” from the ship into the construction/crafting inventory, while resources stored in warehouses cannot. You can work around this by loading everything from your warehouses into the ship, even overloading it, then crafting and constructing whatever you need and putting the remaining materials back into storage afterward. That just creates unnecessary busywork. If ships had a hard cargo capacity limit similar to warehouses, this would be a nightmare. Manual crafting also makes it difficult to inspect production chains. If a product requires several intermediate components, you constantly have to go back and search for each one in the recipe list. Once a recipe has three or more component types, it becomes difficult to keep the whole chain in your head. The interface simply doesn’t support multi-stage production planning very well. In the Workshop, hovering over a recipe shows a tooltip describing the final product, but it doesn’t show the ingredients required to make it. It’s also impossible to browse recipes and plan your next steps while something is being crafted, because clicking another recipe stops the current production process. The market has no text search or item filter. There is only a dropdown list, which essentially duplicates the list that is already displayed in the market window. Shipwrecks being tied to fixed locations is also questionable, since you can simply look up their locations online instead of searching for them yourself. Most of the time their black boxes are already gone, because players tend to take only those. And even if you completely clean out the entire wreck site, the marker remains on the map, which is misleading. At the moment, planetary exploration feels mostly functional: you land, collect a resource, and leave. I’d like to have more reasons to land and explore on foot — caves, abandoned structures, unusual discoveries, ancient ruins or traces of alien activity. PvE combat activities could also help support that side of the game.
Really wanted to like this game - but its just boring. After an hour you pretty much get the loop of things and there's really not much to offer. I don't want to spend $30 just to hope a game gets better over time with slow updates. Listen to the reviews on this one. Worth $10 in its current state.
(OnlineOnlyMode) purchase=false (OfflineSoloMode) purchase=true
Hay que darle tiempo. Lo compré de calentada por el roadmap. Por ahora un ñordo, cuando se pone más interesante el juego es cuando te limitan la base y no puedes hacer nada. Es como una cita picante con cenicienta, ya sabes que a las 12 se pira y te quedas con las ganas. Cuando avancen cambiaré mi opinión si lo merece. A ver si algún día hacen un juego mmo espacial en condiciones que por ahora ninguno logra el equilibrio, todos pinchan por algún lado xD
Zunächst mal, das Spiel hat Potential. Wenn dem Spiel ein Ziel hinzugefügt würde, wie z.B. Planeten, wo man eine Basis errichten kann, wo alle materialien innerhalb einer Basis automatisch und schnell gefördert werden könnten, womit man dann die Möglichkeit hätte, eine Hauptbasis zu bauen, in der man vieles vollautomatisieren kann. Dann müssten die benötigten Materialien aber wesentlich weniger sein als bisher. Das Spiel besteht aus genau zwei Dingen: - Material farmen - Komponenten / Teile herstellen Nach ner Woche ist das sehr langweilig. Man kommt auch nicht wirklich voran. 40-70 Techpunkte pro Tag bei zwei Basen macht halt nichts her. Erkundung macht auch nichts viel, bei 5 - 10 XP pro Planet. Forschung kannste auch vergessen, bei diesen Unmengen an Zeug was man braucht um weiter zu kommen. Dann muss man 18k und 30k Credits farmen um den Skillbaum weiter zu machen. Dann haste n Schiff voll Zeug, da mna verkaufen könnte und das Spiel zeigt dir den Mittelfinger und sagt "Nö, du darfst nur 3-4k / Tag verkaufen". Es gibt weder einen Ablauftimer, denn "pro Tag" ist nicht korrekt. Wenn ein neuer Tag (0 uhr) beginnt, ist das nicht resettet. Auch steht nirgends, wieviel man denn aktuell wirklich verkaufen darf. Man braucht sehr viel Material um Kleinigkeiten herzustellen. Das Spiel ist reiner Grind. Mehr nicht. Kein Langzeitspaß, keine effektiven Ziele, der Basenbau ist immens teuer von den benötigten Materialien, und XP, egal in welchem Bereich, bekommt man gefühlt kaum welche. Das sind schonmal einige Gründe, wieso ich das Spiel nicht empfehlen kann. Hinzu kommt, daß gerade aktuell wieder viele Nutzer Windows den Rücken kehren und es dennoch keine native Linuxversion gibt.
First of all, I get it that the game is still in EA. I like it so far but the reason why I got the game was because it said "Single Player" as an option to play it/ Indeed it has a "Offline Mode" but, I am still connected to a server for whatever reason. I get occasional disconnect from the server when landing at my base. I am not particularly happy about the fact that I still have to rely on them to have the servers running for me to be able to play the game that I paid for, by the way.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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