
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, Epic, Nintendo 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 925 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Claude convinced me to buy this game: https://claude.ai/share/21ecf41f-05a6-4fd5-b3f3-090cfb0b815a TL;DR Nice, so how would you summarize? 6:24 PM Claude responded: The patch trajectory tells a pretty clear story: Rough launch, fast recovery. They shipped February 18 without manual saves in a 20+ hour roguelike-ish strategy game — predictable disaster. Two hotfixes same-day Feb 20 (one for a Tom Paris progression blocker, one bumping autosave frequency), and a full manual save system nine days later. Compared to most indie devs, that's a fast capitulation. The Feb 27 post explicitly acknowledges "we have heard you – very loudly… no for real, our ears are still ringing." Read between the lines: this was the feature they fought hardest to leave out for design reasons, and they folded fast when sales were on the line. Patch cadence is healthy. 13 patches in 10 months, weighted heavily toward the launch window (5 patches in the first 10 days), then settling into roughly monthly: Mar 19 maintenance, Mar 20 hotfix, Apr 1 customizable difficulty, May 18 the big 1.7 content drop. That's the pattern of a studio that actually has a roadmap rather than abandoning post-launch — which, given Daedalic's recent history (they shuttered their internal dev studio in 2023 and have been operating mostly as a publisher since), is worth noting. What broke vs. what they added. The bug-fix burden was concentrated in three areas: save corruption / questline stalling on old saves (huge thread across every patch), localization breakage for German and Russian, and quest blockers in specific missions — Maneuvers, Friendship One, and Equinox keep recurring across multiple patches. The balance work skews toward making the game less brutal, which lines up with the launch reviews calling early-game "uphill battle until the final third." 1.7 is the inflection point. Up through Patch 1.5 it was bug-fix mode; April's customizable difficulty was a major QoL shift handing players the dials. May's 1.7 is the first real content patch — the Delta Flyer with its own Tom Paris questline, new branches in three existing missions, plus PS gamepad support and a Bridge UI rework. Free content, not DLC. That signals they think they have legs. What it tells you as a buyer: gameXcite is responsive but the game shipped underbaked. If you'd bought day-one you'd have been miserable; three months in, the game in May 2026 is meaningfully different from the one that shipped — and probably the right time to jump in if the premise interests you. The "Mostly Positive" 79% score on Steam was earned through patches, not the launch build. You said: People complained about RNG...any adjustments there? 6:25 PM Claude responded: Yes — and it's actually one of the cleanest threads through the patch history.Traced RNG adjustments across three major patches and player customization optionsTraced RNG adjustments across three major patches and player customization optionsYes — and it's actually one of the cleanest threads through the patch history. Feb 27 (Manual Quick Save Update) was the first real RNG pass. Three explicit changes: -"Reduced chance of terrible POI outcomes for Shuttles" — direct probability tweak -"Adjusted phenomena spawn chances in later sectors" — reducing how often late-game systems would dump storms/anomalies on you -"Reduced maximum size of storm phenomena" — variance reduction (caps the worst-case) -Plus difficulty-specific changes: Adventure got "Increased chance of positive POI outcomes", Survival got "Slightly increased chance of positive POI outcomes" The framing in that patch matters too — they explicitly said the Adventure tier had been "adjusted to feel a little less stressful," which is dev-speak for we miscalibrated the dice and the early game was punishing players who picked easy mode. Apr 1 (Customizable Difficulty Settings) was the philosophical shift. Instead of tuning RNG centrally, they shipped a Custom Difficulty option that hands you the actual knobs. The variables they exposed read like a confession of where the complaints landed: -Points of interest positive outcomes (the literal RNG knob) -Dialogue checks difficulty -Away mission challenges -Enemy combat power -Resource deposit size -Homesick morale penalty, sector time penalties, mutiny on/off, etc. That's a meaningful design retreat. The launch posture was "we balanced this carefully, trust us, the consequences are the point." Six weeks later they're saying "fine, here are the sliders, set it how you want." This is also where they confirmed the standard Adventure difficulty got resource deposits reduced but construction/research/treatment times also reduced — they were trying to make the easy mode actually feel easy instead of just slower. May 18 (Patch 1.7) had two RNG-related fixes: "Borg are now no longer able to surrender or flee" and "Improved Borg encounter behavior so certain enemies can no longer flee or surrender repeatedly" — this was a notorious complaint; enemies disengaging on a roll wasted the player's combat resources for no payoff "Fixed some multiple choice event options not being usable at high difficulty settings" — bug, not balance, but it had been silently locking players out of options the dialogue claimed were available The arc: launch RNG was tuned tight enough that even Adventure (easy) felt punishing, especially in early sectors where you don't have the tech to mitigate bad rolls. Feb 27 they nudged the dials, Apr 1 they gave up and gave players the dials, May 18 they fixed the specific exploits/frustrations players kept calling out by name. The gamingtrend reviewer back in February even captioned a screenshot with "These non-green outcomes were overly brutal and common before most recent patches," which is third-party confirmation that the RNG complaints landed and the fixes worked. If you're starting fresh now, Custom Difficulty with positive POI outcomes nudged up one notch is probably the closest thing to "as the devs would tune it if they had a do-over."
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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 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.
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
| $34.99 |
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| $27.99−30% | — | — | — | not modelled |
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 928 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i hate RnG in games.... even more when they dont reward you in any way.... why would you want to replay the same unchanging story and mini games multiple times if you dont get anything out of it ?? you get nothing for your next runs you have to start from absolute scratch every time and you cant even skip the whole opening and story parts.... i mean its voyager we all know what happens... its insane to me that there still isnt a proper 3rd person star trek rpg... its like the owners are alergic to money....
Ich liebe die Serie und ich habe es gemocht das Spiel durch den Abenteuermodus durchzuspielen. Jetzt spiele ich ein Lvl höher :D
I don’t think I’ve ever played a game quite like this one, and I found it really enjoyable. I could easily see it becoming a great candidate for speedruns, but for me it was just genuinely fun to play. Since I enjoy more relaxed experiences, I went with the casual settings. Even then, I still got caught and was penalized more than once for lingering too long in a sector! haha. The whole experience was a lot of fun for me. One of the things I appreciated was seeing the developers actively polishing the game and listening to player feedback. That kind of ongoing support really shows. I also really hope they’re able to adapt this style of game to ALL the Star Trek series. It feels like the format would work well for most of them. My only real disappointment is that more of the original cast weren’t able to voice their characters. Maybe that’s something that could come later as an update or DLC. I wouldn’t pay a lot, but I’d gladly pay a bit extra for more voice acting. Overall, I had a great time and took things slowly on my first playthrough. I’m already planning to play again because Seven died, and now I’m determined to figure out how to keep everyone alive and unlock the right technologies. The game even inspired me to start rewatching Voyager. Maybe that will give me some insight into what decisions to make next play. :-)
I wanted to like this game more than I actually did. First, it feels far from well optimized. It lags a lot on my PC, and while my setup is not top tier, it can still run many other games on fairly high settings without this kind of problem. There is clearly a lot of focus on lighting and visual effects, but the character models look rough, and ship explosions breaking into cubes looks bad and feels outdated. That said, some of the gameplay mechanics are interesting. I played on normal difficulty, and at first the resource gathering and ship upgrading gave me a reason to keep going. The problem is that once you get about halfway through the game, it starts to feel repetitive. The gathering stays mostly the same, and by that point you have already seen most of what the building system has to offer. What I really missed was the feeling that the ship was actually alive. There are turbolifts, but they do not even work properly, and small details like crew members actually moving through the ship would have gone a long way toward making it feel like a real Voyager experience. For me, this lands in meh territory. But since Steam only gives the choice between recommended or not recommended, I would have to give it a thumbs down.
The idea is nice, however the campaign is too short and the game just disappoints if you try medium or hard difficulty. No real idea about the chance generator. Don't go past easy if you want to keep a good mood playing this game.
wie schafft man es die Voyagerwelt so schlecht zu gestalten... Das Spiel wurde nach knappen 30 Stunden durchgespielt. Ich weiss leider nicht was langweiliger ist, die Weltraumkämpfe oder die belanglosen Außenmissionen. Leider ist auch kein Wiederspielwert vorhanden, da ich ja trotz angeblicher "entscheidender" Schritte den Verlauf der Story nicht verändere...
A little more variety of outcome and character development would go a long ways here. Would be nice to have the decision to just go completely off script with you decisions too.....like maybe having the option to just set Seska up and space her instead of confronting her where she just escapes. Graphics aren't terrible, but for a game made in 2026 the effects are pretty poor. Combat and away missions feel like they've been taken straight out of Star Trek: Timelines. If you go in not expecting much, you won't be disappointed. I am rather surprised by the number of positive reviews here.....are Trek fans that desperate for a PC game that isn't STO they are satisfied with this? Resurgence is better.
Leider kein Interesse an einem Spiel in dem die ganze Zeit nur der Button piept und nicht mal ein "Aye,Aye Käpt´n" zu hören ist. Es kommt halt keine Stimmung auf.
Pretty expensive game, to make you read everything, no character spoken Dialouge .. crazy. maybe try it for $5 otherwise, what a joke.
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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