
Star Trek: Voyager - Across the Unknown is a story-driven survival strategy game in which the fate of the iconic starship is in your hands. Take the helm, manage the ship and resources, and make difficult decisions. Will you be able to bring home the ship and its crew?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 99 reviews with recorded playtime.
Reviews
Themes across 99 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
I was a proponent of this game, I purchased the deluxe edition to show my support for a quality Star Trek game but that stops here. The fact that you have a 'season pass' like a predatory AAA title is bad enough, but the fact that they have the gall to make it cost more than the base game is absolutely disgusting. This business model is absolute cancer and I refuse to support it. Dont abuse the small fanbase you have created by trying to drain their wallets with this nonsense.
best said by another steam user WreckWren 1 hour ago My first criticism of this title: No discounted expansion pass for deluxe owners is a middle finger. It's not cheap, the base game was expensive, and you're giving new buyers a $15AUD discount on the DLC. The fact the devs have specifically gone and disabled bundle pricing for the new bundle (meaning you can only buy the full bundle, no discount for items you already own) means this was deliberate. ♥♥♥♥ these guys
Pretty boring game. It's just following along with an interactive story, but your interactions don't mean anything. You're just going along with the motions, collect all materials in the sector, build/upgrade everything you can afford, move on. The story continues with or without you and doesn't change in any meaningful way.
So I agree with the others. This game tries to sell you as the commander and TAKE the helm. ummmm...... at best your an untitled assistant who's decisions influence pathing in the game. But dont get confused. Its not like there are TONS of paths or options. Also at no point do you take the ship, you chat with the commander basically the whole time. There are other games much better that dont lie in their advertising. I would start there as the whole rest of this game left me wanting more. The time/gate on repairing your ship, meaningful choices all seem to be locked into the story and their narrative and choice. This is by NO means any version of a high choice open sandbox with you commanding a ship. NOPE
Voyager: Across the ... Unfinished After an entire playthrough, to keep it short and a bit bitter: As a Star Trek and Voyager fan, this game hints at excellence but ultimately plays like an unfinished board game. On a technical note, the lore is spot-on. But on a narrative and character level, it misses the mark so drastically that if you stripped away the Trek skin, it would feel a bit like the Alters minus Jan Dolski and everything that makes that game good. In Voyager, there is virtually no character development, and the overarching story is barely integrated into the design. Dialogue and event progression rely entirely on RNG dice rolls. Finally, to understand the game design is a simple equation of (Ant Farm) - (Ants) + (Xia: Legends of a Drift System) + (Nemesis) = (Voyager: Across the Unknown). Here's the thing, I'm not going to bash that design equation, this could still be fun. If, and only if, any visual or audio artistry were present in immersing you into the world or the story or something! But the presentation is incredibly barebones (despite what the trailer might lead you to believe) and the immersion into Star Trek is mostly ignored. The audio remains completely static regardless of story outcomes; there is no dynamic musical shift to match the stakes of what you are doing. A reactive soundtrack is the lowest-effort way to build immersion, yet it is entirely absent, amongst any other more complicated immersion tool. Frankly, the original Pokémon Red and Blue on the Game Boy handled narrative immersion and character stakes better. This failure is impossible to ignore because Voyager is inherently built for high-stakes drama -- it’s literally Homer's Odyssey in deep space, and they turned it into a spreadsheet. Compounding this, the combat is abhorrent -- a clunky, third-person view of the ship with minimal command controls and terrible graphics for a modern space battle. I’m giving it a thumbs-up solely for the concept and their ability to obtain the Star Trek license. The dual-layer gameplay mechanics between galaxy exploration and internal ship management are a great start, but the execution falls flat everywhere else. It didn't make me want to play more; it just made me want to rewatch the show, and apparently get a Paramount+ subscription -- was this the plan all along? This is an unreasonably priced unfinished indie title ($50 Retail) that completely ignored the most important parts of the franchise's allure. Unless you love point-and-click, dice-rolling grinds with zero narrative depth, pass. A short letter to the Developers, I don't want to be crass, but it feels like the momentum for this project entirely relied on securing the Star Trek license. You got the technical lore right -- which is great -- but for a Trek fanbase, that is the bare minimum. But forget about the Trek fanbase for a second, if you had attempted even a single interesting choice regarding immersion, combat, or character depth, this would be a completely different review and monetary outcome (because I'd recommend it to every single one of my friends). Instead, the game either played it too safe, or the budget was entirely drained paying for the IP rights. If there are actual Star Trek fans on your team, I have to ask: where was the love? Ultimately, the game felt the most like Voyager on the title screen, right before hitting "Start."
Enjoy the railroad! The interstitial card tells you everything you need to know -- you're going in one direction and you're not able to take any other route. You're fixed to some of the major plot points of the series, with a lot of the smaller one-off episodes relegated to side quests. A lot of the resolution to major plot elements is either through text dialogue or through rock-paper-scissors tests, meaning that your agency here is pretty limited. The space combat is super limited too. So stripping that all away, you end up with a simple resource allocation game where you're trying to navigate the Voyager series without running out of deuterium. If this included some wildly different scenarios -- allying with the Kazon Nistrim, ignoring Neelix and the Ocampa, doing a cannonball run right for the Alpha Quadrant, etc. -- I'd be more inclined to like this game. However, it really just feels like you're watching a clip show instead.
It's a good trek game but your choices are not as open or impactful as they make out in the marketing materials. There are 12 sectors which are based on 12 episodes, no matter what you choose you'll be playing these in order so the game will railroad you. You can make minor decisions during an episode but overall it will play out like the show did. For example you can keep tuvix, but he has no plot or development and no story beats afterwards. Sometimes he can be used as a Vulcan or a Talaxian, sometimes not. I completed 1 and a half playthroughs and feel i just about got my money's worth, ignore my hours on record, I like to leave games paused.
This game has a lot of good idea but very poor execution on a lot of them, the "What if" system feels more like a lie yes you can choose a different direction such as not separating Tovok and Neelix and keeping Tuvix. But that just ends up on labeling both Tovok and Neelix as Dead and Tuvix has 0 input though the rest of your gameplay. Yet there are still dialog options displayed for both Tovok and Neelix though the campaign, but them being classed a Dead they can not be used when Tuvix should replace both of them. Your choice is there for wasted and invalid and a massive negative being Punished for making deviations from the normal story, just makes me not want to explore different options. The next disappointment is the structure of the main quest to get to the next sector in the later game areas. They force you to get upgrades and craft systems that you "need" to get to the next step Issue being you need to grind to get the mats then you have to wait about 17 turns for 1 upgrade and another 10 turns for the building to be built then another 24 turns to build the items and then after you completed that you ask you to get at least 110 ship attack level so now you have to try and build 5 more buildings that will take you another 50 + turns to get everything and build. Because most of the game you have just been trying to balance your resources and crew rather then focusing on combat, so now you are stuck in a sector over the 160 turns. Which causes you to loose morale by -10/20 and it gets worse and worse every 10 turns after that, and the needs just get worse and worse after that if you haven't upgraded the correct buildings prior to getting to this sector you will be massively ♥♥♥♥♥♥. Leave next to no room for your own play style and just comes down to checking boxes. As you get deeper and deeper into the game it seems to just get more and more linier very upsetting. I doubt it will get better but i will finish it sick of having to try and save my ship via save scumming, because there is next to no way to beat it legit without prior knowledge of what is to come or playing it on the easiest difficulty. The game doesn't even run that well despite very low quality game i am guessing it has something to do with the shaders and lack of graphics options seems like the game was really built for consoles not pc, cant change graphics during game play has to rebuild the shader cache every time to change something just to test. should be getting over 120 fps on 4k with how low grade this game is yet some times it drops to like 20 fps when i zoom in on the ship areas and that is on high with all AA low cause you can't turn it off and no FSR. Could of been an amazing game happy I haven't bought the DLC because there is no way I am getting my money back on this but wish I could and i bought it on a 30% off still not worth it maybe worth 60% off.
I was very excited about this game coming out, I loved the idea it was being sold as: Star Trek FTL. It's not that. It's a Visual Novel with a star trek skin. You can kind of build things on the ship, but for some reason 99% of your ship starts broken and you cant "clear" those areas unless you find random resources around the map. The resource production is weird and kind of bad. The Visual Novel problem really shows up in the third sector where the enemies can just shoot through your shields because of the traitor which then shuts down half of your ship arbitrarily. Just watch the show, the creators of this game were incredibly uncreative and this game ended up trash because of it.
I should've returned this game when I had the chance. It's grindy af. Choices have no consequences. Just a retelling of voyager with some neat what-ifs scenarios. Very cool they're doing DLC and season passes now. /s I miss when games were finished at release.
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Audience
Languages: English*, French, German*, Spanish - Spain, Polish, Russian, Simplified Chinese, Japanese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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