
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?
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.
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): 2.86/day in the week to Sep 2 → 4.14/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 4.7Kreviews | 79% | — | $5.1M |
| $39.99 | 285ratings | 80% | — | not modelled | |
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 916 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Whatever moron thought it was a good idea to not allow you to skip the 30+ minute forced tutorial whenever you start a new save file needs to never work in game design again. Why the ♥♥♥♥ can I not just hit "Skip Tutorial?" and then go straight into the real game and not have to sit there and be told what a Warp Core does or have to talk to the fraking Caretaker EVERY DAMN TIME. Furthermore this game is just kind of a bad take on the survival space sim genre. Firstly the amount of hoops you have to jump through just to upgrade rooms is wild. Not only do you have to sometimes luck into upgrades through random encounters you also have to first research, then upgrade each room. And if you don't have that rank unlocked first you also have to research the next rank of research upgrades in order to research an upgrade then upgrade said room. Which means upgrading some rooms will take hundreds of hundreds of research points and materials. Just to hold stuff in a cargo bay slightly better. And when the resources in the game are so scarce on normal difficulties it makes it a pain in the lirpa just to get your ship in fighting shape. Secondly the power management aspect is horribly underbaked, frustrating, and just all around bad. Like say you turn off your shield rooms while exploring because, well, you're not in a fight why would you have combat shields up? Well if you are in a fight? Nope, no way to turn them back on, you're just fighting with your shield rooms down. Which, you know, I seem to recall every frakking Star Trek show always having the line "Red Alert, Shields up!" as, like, the first thing they say in a fight. But apparently Temu Janeway here didn't learn that at Starfleet. Finally the "skill checks" are anything but. Every choice (Like say how to gather some fuel from a PoI) you make is supposedly using a percentage chance but it never tells you what your odds are. It just gives you some vague colored bar and refuses to tell you how your ship effects it, if at all. It makes it feel like every encounter is entirely random chance and not dependent on your actions as a captain. All in all it seems clear to me this is a game rushed out before it was fully done. Had they done more playtesting to dial in the balancing it might have been enjoyable. But as it stands I say save your money. If you're looking for a better space survival sim I suggest the Battlestar Galactica Scattered Hopes game. Much better gameplay and much better theming with a lot less frustration.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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.
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, Russian, Simplified Chinese, Japanese*languages with full audio support
| $27.99−30% |
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| $34.99 | — | — | — | $0 |
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.
Hours played at review time, across 919 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
This game is too random for how long it is. Or too long for how random it is. For the choose your own adventure style they're going for, it should be much faster to get in and get out of a run. Instead, you're spending 30 hours to find out that a decision you made or upgrade you didn't get 15 hours ago will hose your outcome now. The decisions I [i]did[/i] make I was fine with, and quite enjoyed. But the decisions I [i]didn't[/i] make got more annoying as the game went on. It didn't matter that I had succeeded on the 7 steps of the away mission so far -- it only mattered that at the end the Transporter Room wasn't level 2 so Seven, Chakotay, and Pelk are dead now. Gone, on [i]one[/i] bad roll. I don't mind if a game is hard -- even punishing -- for the consequences of my actions. What I mind is when a game is hard in a non-interactive way, and this game is just on the wrong side of that line. So why the thumbs up? Because it's not a [i]bad[/i] game. Especially if you like [i]Voyager[/i], there's a lot to like here. Plenty of speculations and theorycrafts about what could Janeway have done different. If you're not into the franchise, or you have low tolerance for RNG, this isn't the game for you.
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
Was excited to see this come out but it is not fun. If you have a bit of negative against your rolls, it will pretty much give you a fail about 80% of the time. On top of that, if you don't do EXACTLY what was done in the show, it will punish you in some manner. So you want to be more like that one ship where they just killed just about everything, nope. Your crew will get upset. Sent Tom instead of Harry, Tom's getting hurt. They just stack the cards against you if you try to make your own way.
I originally reviewed this game with very poor marks, from the lack of voice overs and any shimmering cinematics, and the blatant disregard for the true Star Trek Voyager timeline, I had a very difficult time enjoying the game at first and had to set it aside. I thoroughly enjoyed the old Star Trek Armada (1 and 2) Star Trek Elite Force (1 and 2) and Star Trek Dominion Wars; and the recently-pulled-from-the-shelves Star Trek: Resurgence. It was only a matter of time util this avid PC-Gamer Trekkie came back to try again. I've done one run-through now, mostly sticking to canon, but making choices I think Janeway should have made. I was thrilled that Lt. Carey made it back in my playthrough. It was the most reviling part of the Star Trek Voyager timeline to me. They beamed Carey back seconds after a gunshot wound to the chest. With all the technology of the 24th century and the Doctor's brilliance, he should have survived, and there is absolutely no reason he could have possibly not been revived. Picard was stabbed through the heart in a bar like 50 years prior and lived. Neelix survived without lungs for the better part of a day and then several more days with holographic lungs before receiving a donated lung and then never exhibited any pulmonary challenges for the remainder of the journey home. Paris and Janeway were de-evolved from their giant salamander forms back into human. It was so cool to see Mr. Carey on Voyager. He was stationed on the Enterprise for a while. He was even on the bridge during one of their early missions (Season 1, Ep 8 "Justice") You could argue it was just the same actor, but since the bridge officer wasn't named, I just decided it was Ensign Joe Carey :P I digress. Needless to say, I had a lot of fun with this game.
Review by [url=https://store.steampowered.com/curator/34633003-Gaming-Masterpieces/lists/] Gaming Masterpieces [/url] - The greatest games of all time on Steam. Is this game a masterpiece? Nah, but you are the captain! In this case, the captain of the U.S.S. Voyager, responsible for every aspect of the massive starship on its adventures in the depths of space. And this alone is rather cool, even if the game has a few limitations. Personally, I’m more of a fan of the original Star Trek episodes, but Star Trek: Voyager, which aired from 1995 to 2001 with a total of 172 episodes, also has a considerable fan base. And it is within this part of the Star Trek universe that the new game is set. There have been quite a few Star Trek computer games over the years, but only a handful have become true hits. My favorites are still the older MS-DOS point-and-click adventures Star Trek: 25th Anniversary and Star Trek: Judgment Rites, as well as the real-time strategy game Star Trek: Armada. However, this new game leans more toward starship simulations like Bridge Commander, Starfleet Command, or Star Trek: Legacy. So what does Star Trek: Voyager – Across the Unknown offer? The announced mix of a survival game and a starship simulator certainly sounds promising. Let’s head into the Delta Quadrant! At the start, you choose the difficulty level. You can select between Adventure, Survival, and Years of Hell, which influence resource availability, the difficulty of combat and missions, as well as your crew’s homesickness. You take on the role of Captain Kathryn Janeway, commanding the Voyager. Harry Kim, Tom Paris, B’Elanna, Tuvok, and other familiar crew members stand by your side when, during a mission in the Badlands, the Voyager is suddenly thrown 70,000 light-years across space and reappears as a wreck in the (procedurally generated) Delta Quadrant. Will you ever make it back home? This is where the game begins: you scan nearby planets for resources—deuterium, duranium, tritanium—for fuel, repairs, and reconstruction. You travel there and choose from several options for your approach. Safe but low yield, or risky with potentially higher rewards? The choice is yours. The Voyager consists of countless stations—from the warp core to crew quarters, bio-labs, cargo bays, transporter room, engineering, sickbay, bridge, shield generator, torpedo room, shuttle bay, holodeck, cafeteria, and much more. You decide which rooms to repair or rebuild and how each station operates. Emergency rations or full meals? What should research focus on? Where should your construction teams be deployed? For missions outside the Voyager, you first choose up to three crew members, beam them to the location, and then decide how they should proceed based on their feedback. The game shows the level of risk for each choice, and the outcome is then essentially “rolled.” Progress is presented through text and small images. After several decisions, most missions conclude, and your (surviving) crew members return to the Voyager. Meanwhile, you must manage food, fuel, battery levels, and crew morale, research new technologies, and gradually rebuild the (initially heavily damaged) Voyager as you explore sector after sector of the Delta Quadrant. You’ll fight enemies in hectic space battles using lasers and torpedoes (you issue commands, your crew executes them in real time), and send small teams on away missions. You’ll encounter Borg, Klingons, and other species—and hope the game doesn’t end up in a soft-lock situation where you can do nothing but return to the main menu. Unfortunately, that happened to me twice during testing. Since the game autosaves regularly, it’s annoying, but not a disaster. Graphically, Star Trek: Voyager – Across the Unknown offers 4K support, menus styled after the series, and well-made cutscenes—but not jaw-dropping, cinematic visuals during actual gameplay. You jump between side-view ship sections, navigate countless menus, and experience away missions through text supported by still images. The outcomes of your crew’s actions are… well, largely determined by chance. Your odds of success improve with the right preparation, but ultimately a random number generator decides the result. With bad luck, even important crew members can die quickly. There are no “redshirts” (the expendable characters from classic Star Trek). The story is varied and complex—Star Trek: Voyager – Across the Unknown is a great narrative experience, but not a graphical showcase. What also immediately stood out to me is the lack of elaborate sound design. There’s some series music and a few basic sound effects, but no full voice acting. You’ll be reading a lot of text with very little spoken dialogue. Of course, fully voicing all that text (potentially in multiple languages, possibly even with original voice actors) would be a massive undertaking. Still, the audio presentation is not one of the game’s highlights. Its strengths lie in its complex ship simulation and non-linear storytelling—not in its presentation. [u][b] Conclusion:[/b][/u] Star Trek: Voyager – Across the Unknown is a complex simulation of the (initially nearly destroyed) U.S.S. Voyager. You take on the role of captain, deciding which rooms to rebuild and how to allocate scarce resources while scanning unknown planets for materials and completing frequent story-driven missions. You regularly face multiple-choice decisions, with success probabilities shown beforehand. Detailed overview screens display the status of your starship. This is not a game for “fair-weather captains”—it requires some time to understand the interplay of its many systems and to make informed decisions. However, if you enjoy that—and appreciate the Star Trek atmosphere—there is currently no better way to step into Kathryn Janeway’s shoes and guide the U.S.S. Voyager through the Delta Quadrant. Will you manage to bring the Voyager safely back home?
it gets boring after short time. The entire series of 7 seasons is crunched into 12 sectors with 1 main and 2-3 side missions, which are going from one planet to the other and clicking through text boxes. Combat is, (if you can call that combat), complete nonsense. For a game of 8gb hdd space and 45 euros, i expect much more. With all the tech and engine and developer studious, I do not know why we have gotten a decent Star Trek Game in the past 10 year.
It was such a great premise and I had really looked forward to it. I think this may be my first negative review but unfortunately this game just isn't fun: 1. The core gameplay loop is barely a game. It mostly involves flying to planets because you run out of something, then run out of something else so fly to a different planet ad infinitum. 2. The "missions" are pure RNG with very little in the way of tactics outside of "pick the crew member with the biggest number" 3. The story beats are nothing but clicking through summarised text boxes. The key moments are described in just enough detail that if you remember the episode of the show that it is referencing, that you may feel in some way connected to the "action" but otherwise there's nothing to really grab you.
Entertaining enough but has zero replayability. I's basically a linear, point and click game with very little depth other than choosing the character with highest stats for various missions, and choosing the correct dialogue option. It'll help if you remember the series to mentally flesh out the rather barebones scenarios but that's about it.
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
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