
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 | 4.1Kreviews | 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 932 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you're a life-long Star Trek fan like me, you'll enjoy this for the most part. Like every Star Trek game I've ever played, it falls short of greatness, but coasts along by catering to an obsessed fanbase. Entertaining, worthwhile, but ultimately forgettable.
The objective isn't to micromanage everything, its to make good decisions, read everything and plan ahead. Yes the rng makes it so you will have random bad things happen and there is nothing you can do about it, bravo game. Also any knowledge of the TV series can make for some interesting variable choices or you can play it our the way the show went, seems both approaches are supported. Only problem is that i cannot play it as a Zap Branniganesq character.
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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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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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| not modelled |
| $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 935 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love Voyager. Just if you can't handle frustration, stay far away. This game will frustrate you.
TLDR: Positive: - bug free, not even encountered a crash or similar. - good game mechanics - intuitive gameplay, or good guidance/tutorial - keeps true to the star trek values and universe - vintage negative: - too short (finished game in only 3 days of playing) - graphics most likely intentionally kept a bit oldschool - very few video sequences and apart from logbook entries at the start of each new sector no voice acting whatsoever, you need good reading skills to feel being part of the story. so maybe for the smart phone short attention span kids generation hard to immerse into the story. Summary: I really liked it, but I purchased only when there was discount on it, which was a good choice, because the game is simply too short. nevertheless it reminded me why I was so drawn into star trek during my childhood and how it formed my character to stand up for those in need and to protect the weak and fighting for what is right (I stuck to prime directive wherever I could ^^). the ending even gave goosebumps and the feeling that everything I did and decided was right. :)
Mir gefällt es sehr . bin aber auch ein Star Trek Fan .
Fairly well executed and worth the few bucks. Has some replayability trying to figure out which outcomes unlock the various technologies and crew members. I hope the add additional chapters though, there is much more Voyager content that could have been included.
Big fun if you are a big Star Trek fan. It's more a pass if not, but i like it. 20h in, 3ht playthrough to see what i can do better.
A must for every Star Trek Fan
A surprisingly fun reinterpretation of Star Trek: Voyager, even going so far as to offer reasonable explanations for some of the show's silliest goofs (i.e. "how *do* they go through so many torpedoes and shuttlecraft?") and letting you explore other possibilities in the key moments of the show. Voyager (the show) wasn't perfect, but it had a great foundation that still laid the groundwork for this unexpectedly fun blending of elements of X-Com and FTL: Faster Than Light. It strays from Voyager "canon" in all the right ways (like all the good Star Trek-based games have) and lets you play "what ifs" in a lot of fun ways. I got a chuckle out of the game giving the option to say "f--k it, we're leaving" right at the start (you even get an achievement for rigging the Caretaker's array to send Voyager back home, skipping the whole game). Mechanically the game is delightfully fun to work with. Away team missions have that same "frustrating in the right way" feel to them that X-Com's "95% chance to hit" gives to its combat rounds, The story beats get you good and wound up, and I recall several moments saying "oh f--k you, Paris!" when he whiffed a 98% chance of success, and even though those failures have consequences, they never feel "unfair." The meat and potatoes of the game is the ship building element. You'll spend a lot of your time in this game repairing and reconfiguring Voyager's rooms and systems. The devs have done a great job balancing a variety of elements (tech tree, resource consumption, crew count and availability, power availability, damage control, etc.) so you rarely feel like you're "stuck" just passing time because there's nothing to do but wait. There's *always* a new upgrade, new technology, new resource or *something* to do besides twiddling your thumbs even if you *are* explicitly stalling a plot mission to get a specific build into place first. It allows enough flexibility that you really can rebuild Voyager into a monstrous death-dealing warship, or a scientific powerhouse that solves problems by tanking damage and trading knowledge or resources instead. Whether you prefer science, diplomacy or red-hot electric death to deal with your problems, you can shape the ship to suit that preference and the game's storylines and mechanics account for all of it. Ship combat is the weakest link in the chain, though it's still perfectly serviceable. There's something "off" about it -- I wasn't playing on the hardest difficulty, but it was weird that I could destroy a Borg tactical cube at about the same pace (with just regular phasers) as a Kazon cruiser earlier in the game. Yes, I'd added more phaser control rooms (which has the effect of increasing total phaser power), but even with the neutering the Borg took during Voyager's television run, Voyager never stood a chance actually destroying a tactical cube with just her phasers. She was only roflstomping cubes left and right in the finale after receiving Admiral Janeway's fancy upgrades. There's just not much "tactical" thinking to the combat. Phasers auto-fire, so you only take manual actions to fire torpedoes, switch targets, turn to hide a weakened shield quadrant, or trigger a Hero's special abilities. In my playthrough the only ones I really used were Torres' "shields instantly back online at 100%" skill, Paris' "brief invulnerability wiggle-waggle" skill, and Tuvok's "both barrels" phaser hit. Your opening volley (thanks to Tuvok) wrecks most shields, your wiggle (thanks to Paris) stops the inbound first volley, and once you start taking hull damage, resetting your shields lets you tank more hits while you dish out the rest of your righteous punishment to your foolish enemies. Auto-resolve is silly and never worth allowing; it's ridiculous to take hull damage in a fight with a 100% win prediction, so you're better off just going through the motions to spare yourself the hull repairs later. Other elements include nebulas that prevent your tier-1 sensor suite from scanning planets and elements in a star system, asteroid fields that damage the hull flying through them unless your deflector dish is upgraded, pollution clouds that either make crew sick or kill them outright unless avoided or shielded against (all things that can be mitigated by research in the tech tree, avoided by flying around them, or tanked at a "cost-of-doing-business") that add some nice flavor to individual sectors. It's a nice touch during the Scorpion segment that even the navigation computer is smart enough to say "woah there, sport, the Borg (or Species 8472 depending on the spot) will push your sh-t in if you fly to that star, no can do." I didn't encounter any performance issues or crashes during gameplay, and it looked and sounded great throughout. The warp core glowing brighter and swirling faster as its power output increases was a great touch too. I loves me some glowy-swirly warp cores. Another nice detail? They included the spare warp core in the central spine of the ship. I never had cause to use it in my sole playthrough (I plan to go through the game a few more times), but it's nice to see it included.
If you grew up on Star Trek, you'll enjoy this game.
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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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