
SPACEPLAN is an experimental piece of interaction based partly on a total misunderstanding of Stephen Hawking’s A Brief History of Time.
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): 0.71/day in the week to Jul 30 → 0.14/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.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 75 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Short Review[/h1] SPACEPLAN is a short, charming, incremental game with a story that actually gives you a reason to care, incredible sound design, and a vibe that sets it apart from most games in the genre. The gameplay itself is pretty thin, and the later upgrades lose their punch fast, but the presentation is strong enough to carry the experience to its ending. Worth playing once. Recommended, with some reservations. [h1]Full Review[/h1] SPACEPLAN describes itself as "based partly on a total misunderstanding of Stephen Hawking's A Brief History of Time," which was an interesting premise to drag me in. However, I still went in expecting a basic clicker dressed up in space clothes, and instead, got something that actually has a personality and knows how to use it. [b]The sound design and presentation.[/b] The sound design in this game is genuinely impressive. The first few times you click a button in SPACEPLAN, it feels like you're activating some kind of ancient megastructure, and that feeling is hard to shake. The music backs that up with a soundtrack that fits the mysterious, slightly absurd tone of the whole experience. Artistically and aurally, SPACEPLAN is doing a lot, and it all works together. The overall presentation is the strongest part of the game by a significant margin, and it's what elevates this above a typical clicker. [b]The story.[/b] For an incremental game, the story is a genuine selling point. There's an actual narrative here, there's an ending, and you care about reaching it for reasons beyond just watching numbers get bigger. The writing is silly and self-aware in a way that works, and the mystery of what's actually going on with the planet keeps you engaged in a way that most incrementals never bother attempting. It's not a deep story, but it gives the gameplay a purpose that the mechanics alone couldn't provide. [b]The gameplay.[/b] Here's where things get honest. The actual gameplay is pretty shallow. The incremental loop feels good in the early and mid-game, and there are satisfying dopamine hits as you unlock new potato-based devices and send them into space. But later into the game, the upgrades start to feel meaningless, and the game doesn't communicate that well, so you're just clicking through options without feeling the impact. The mechanics don't stick in your head after you're done. The presentation and story are what you'll remember, not the gameplay itself. [b]Overall.[/b] SPACEPLAN is a short, well-presented, incremental game that punches above its weight because of its sound design, music, and story. The gameplay gets thin toward the end, and the late upgrades lose their meaning, but the experience is brief enough that it doesn't wear out its welcome. If you're looking for a mechanically deep idle game, this isn't it. If you want something weird and charming that you can finish in a sitting and actually feel like you completed something, SPACEPLAN delivers that. [code]If you liked this review, then feel free to check out my [url=https://www.youtube.com/@VinroyIsViral]YouTube Channel[/url] for more reviews. I also have a curator group called [url=https://store.steampowered.com/curator/43774503-The-Completionist-Crusaders/]"The Completionist Crusaders"[/url] that focuses more toward completionists. Thank you, and happy gaming![/code]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Arabic, Japanese, Simplified Chinese, Traditional Chinese, Korean, Portuguese - Brazil, Portuguese - Portugal, Russian +2 more
Hours played at review time, across 75 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Had this on in the background all day. I started in the morning, let it run all day, chilled with the jams and finished it before bed. Super chill and great little experience. Very 2001: A Space Odyssey vibes. This is not an active game. Very light incremental, more about a story with light gameplay elements. It still hit though. This does a lot with very little and the perspectives are great.
一款很惊喜的挂机为主+点击增量游戏,一款会令土豆爱好者狂喜的游戏(划掉)。丰富的剧情让它的挂机和增量玩法成为了达成目的、推动发展的手段,很多同类型游戏就是以数字增长作为目的,而这款游戏的剧情推动给了人对后续内容的极大期待。 游戏简介自称是由对《时间简史》的“误解”而来,出于好奇去搜索了一下这本书,当看到书籍封面的那一刻瞬间就理解了在游戏启动之初所见的那些“点”的含义——这是一种致敬,也是一段神秘旅程的伊始。现代极简风格的操作界面,起初还需要一点探索:稍微思考这个游戏要怎么玩,然后我们就被告知需要发电,而电力来源基本上来自于基因改造过的土豆——各种各样品种的马铃薯,被开发成探针、卫星、发电机,让那个古老的笑话成为了现实,搭载的人工智能还时不时侃两句俄语让你想起曾经西伯利亚和土豆的不解之缘,甚至我们还要向太阳投喂马铃薯,而这才只是开头……薯门! 脑洞很大胆,设想很奇妙,史低价物超所值,强烈推荐!
Very chill. I put this on when I want to read a book or write something. The slow progress in the early game means there's not much to do except click. The music is super soothing. The writing is silly. The little subtitles tend to have potato jokes. One could say the developer has.... an eye for dad jokes.
If you like a wack visual novel this game is for you, unfortunately I didnt enjoy it a bit.
比网页版prototype多了一些内容,然后很贴心的增加了挂机收入,想起来启动一下即可。
演出效果太棒了
A silly and relatively brief incremental. A bit of clicking, a bit of waiting... and an ending worth seeing at least once
我毫无射击天赋。谢谢你,海王星
Boring and not fun
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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