
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
endless diaglogue, energy usage out of this world, once systems harvested and your stuck in a sector your screwed, ship destroyed or mutiny from lack of morale. Need to be able to go back to planets to harvest more resources when needed.
Da die Entwickler deutsch sind, mach' ich es mal auf Deutsch. (Autotranslate-Englisch unten) Das ist seit langer Zeit eines der ersten Spiele, was mich mal wieder so richtig gefesselt hat, obwohl das Spielprinzip eigentlich simpel ist. Aber die Story ist genial umgesetzt - auch wenn es hier und da etwas hölzern wirkt (warum haben die Portraits immer den gleichen Gesichtsausdruck? Cpt. Janeway immer lächelnd? Das wirkt eigenartig.). Aber da kommen Erinnerungen hoch und jetzt habe ich auch wieder angefangen, Voyager nochmal zu schauen ;). Einige Sachen an der Umsetzung stören mich aber. Die Zufallsspiele haben die ihnen eigenen Probleme, aber was soll's. Aber seit wann kann man in einem Lagerraum nur ein Produkt lagern? Warum nicht dynamisch? Warum kann ich zwar einige Sachen mit WASD steuern, aber für die Energie muß ich zu den Pfeiltasten? Warum sind so große Teile des Schiffs ungenutzt (und die Breite ist ja schon auf eine Dimension geschrumpft). Macht doch den ausbaubaren Bereich größer und vergrößert dafür einige Räume. Ein verschieben von Räumen wäre auch super. Umschalten zwischen Forschungen auch. Und sollte der Energiebedarf der Lebenserhaltung nicht von den aktiven Räumen des Decks abhängen? Eine Schematische Ansicht (Farbcodiert, Level-Anzeige, Anzeige ob Upgrade erforscht oderoderund möglich) für eine bessere Übersichtlichkeit - immerhin ist hier das Informationsmanagement wichtig. Und auch sonst wären einige Komfort-Funktionen wünschenswert. Eine einstellbare Abschalt-Warnschwelle z.B. um Anpassungen rechtzeitig vornehmen zu können. Eine Notizfunktion mit Timer, um Sachen nicht zu vergessen. Und noch einiges mehr. Insgesamt aber eine klare Empfehlung für alle, denen ein Story-Spiel Spaß macht. Und mit ein paar Verbesserungen könnte es richtig genial werden. Since the developers are German, I'll do it in German. This is one of the first games in a long time that really captivated me, even though the gameplay is actually simple. But the story is brilliantly implemented - even if it seems a bit wooden here and there (why do the portraits always have the same facial expression? Cpt. Janeway always smiling? That seems strange.). But memories come back and now I've started watching Voyager again ;). But some things about the implementation bother me. The random games have their own problems, but whatever. But since when can you only store one product in a storage room? Why not dynamic? Why can I control some things with WASD, but for power I have to use the arrow keys? Why are so large parts of the ship unused (and the width has already shrunk to one dimension). Make the expandable area larger and enlarge some rooms. Moving rooms would also be great. Switching between researches too. And shouldn't life support energy requirements depend on the deck's active spaces? A schematic view (color-coded, level display, display of whether upgrade is being researched or possible) for better clarity - after all, information management is important here. And some other convenience functions would also be desirable. An adjustable switch-off warning threshold, e.g. to be able to make adjustments in a timely manner. A note function with a timer so you don't forget things. And a lot more. Overall, a clear recommendation for anyone who enjoys a story game. And with a few improvements it could be really awesome.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.1M | 8K | 97% | $12.49 | |
| $5.1M | 4.7K | 68% | $20.99 | |
| $5.1M | 12.8K | 79% | $14.99 | |
| $5.1M | 10.9K | 93% | $12.99 | |
| $5.1M | 19.1K | 96% | $9.99 | |
| $5.1M | 55.7K | 85% | $3.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $155.6K | 202 | 79% | $19.99 | |
| $2.3K | 6 | 67% | $10.99 | |
| $1.1M | 1.4K | 77% | $25.99 | |
| $12.3K | 36 | 69% | $8.99 | |
| $4.6K | 12 | 75% | $9.99 | |
| $1.7K | 8 | 50% | $6.99 |
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 2,419 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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| $0 |
| $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
30h und durch, aber es war schon ein unterhaltsames game. wenn man ein bisschen trekki ist, dann wird man das mögen.
"Was wäre wenn..."-spielen macht Spass und wer will, kann sich daneben noch auf den ultimativen Überlebenskampf einlassen. Ich aber habe es im einfachen Modus, das "Überleben" brauch ich nicht so.
Voyager Across the Unknown is an almost perfect game for a Voyager fan, the attention to detail and ability to alter the consequence of choices leads to a lot of 'wow' moments. There is some jank but many fixes have already come in. It isn't the prettiest game especially the character models but if that's all you care about this game already isn't for you so save the money. Edit: Having beat this game multiple times now, I remain very impressed by it's depth. There is a ton of variation and a lot of options to optimize the ship. I can't wait for the developers to tackle another game (hopefully like this but TOS or Next Gen?) but they obviously have a sincere love of Trek and serious attention to detail. Last note, I think mod support would go a long way with a game like this.
True to Voyager's plot lines. If you thought you'd be able to change things and play it differently, you'd be wrong in the main. You'll also be spending ridiculous amounts of time chasing deuterium - like constantly. As if an explorer type ship can't make it across a sector without re-fueling multiple times in each system. Profoundly disappointing.
Too Much Time In Sector Is the Worst
yes this is a great concept. yes this is the game we all wish we could have had years ago. and yes i think im in love with this one. one thing though. when harry gets hurt and is in sick bay. after 8472. why does janeway refer to harry as they. Harry is for sure a male. who has no idea about any of the politics of today. way back in the day where this all comes from. so why is this in here. i really hope this was just a type O. because if its not. then i ask you. why are you trying to add this stuff. this is a series that we all love. you cant change the past to make it look like whatever you want. and if you do. you ruin the story.
Dieses Spiel hat mich wunderbar unterhalten. Es war jeden Euro wert :) Ganz großes Lob an die Entwickler.
Ich liebe das Spiel
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.
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