
Starcom: Unknown Space is an action RPG of space exploration and adventure. Build your own starship while discovering an epic story in a universe of strange mysteries, alien factions and uncharted worlds.
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.
Every market we collect.
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): 0.71/day in the week to Aug 22 → 1.86/day in the week after.
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.
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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 814 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
build a ship and fly.
Sigh. I'm a slow learner. Now played 164 hours. I had originally not recommended it. Crew member does not heal when at space station. I have no idea how to get points to upgrade crew. I've heard talk about medical supplies and a healing room but have no idea where to find these. This game needs a huge FAQ.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Russian, Ukrainian
Hours played at review time, across 818 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This proved to be a good bit of fun - an alternate take on the Star Control recipe, if you will. It offers a decent story and satisfying combat, supported by a forgiving repair system. Ship progression was quite satisfying, though I would've liked more options to try different types of ship tech earlier on. There's an option to reset your tech later, but by then it feels more like an expensive experiment than A/B testing your build. Actually building the ship was a key part of keeping my interest. You have to prioritise a few resources - and trade for them if need be - to get the exact parts you need for certain modules. Where you lay those modules out matters too. Heat, reinforcement, engines, armour, energy... it's not just a matter of slapping on more guns and going. The impact of this becomes more important late-game, when your ships are big enough to start having heating issues. Early on, you're more constrained by power and resources. In my playthrough, this transition was very smooth. It always felt like optimisation rather than being shoe-horned into a specific design. The main grind is exploring planets, but it's clearly indicated on the map which ones have yet to be scanned or otherwise actioned, and there's just enough variety to keep it interesting. In between, there are a few puzzles and discoverable points of interest that add some story to the vast emptiness of space that this game quite effectively fills. Shout out to the Void system too. That transition in speed makes everything feel closer than you'd normally find them in other titles, adds some variety to combat, and gave me a reason to add wings to a spaceship. If you're not familiar with it, the Void basically allows you to fly significantly faster away from large gravity wells. This is in addition to jumps and slips. Jumps make returning to an area cheap, while slips are more of a trick to keep you on track by limiting your navigation choices and guiding you down the right path, while still keeping that feeling of freedom of choice. As for the story, it doesn't feel quite as alive as my memories of Star Control 2. There's plenty of information and tonnes of races out there, but none of my interactions felt quite as impactful. Perhaps I missed something, but even though there was definitely an impact on the ships and factions on the map, there's no real sphere of influence that puts much weight behind how those powers are spread across the map. That said, it's enough to cause people to shoot at each other instead of just at me. The war(s) felt real enough, and the game convinced me that I had picked sides at key points. And honestly, that's probably all it needed to do.
absorbing and addictive....
It's good fun if you're in a relaxed mood. Flying from place to place can take a while so if you're already in a hurry, don't play this :-D
wenn du scifi magst wirst du es lieben.
TL;DR Great Game, with Great Problems -- worth every penny. Ignore the playtime, I left it running for a good bit. You can blast through the main campaign in ~20 hours -- 30+ if you are a completionist / love tinkering with your build. This game is a great value buy -- the writers clearly love scfi and have baked Stellaris level storytelling into the universe. As many have said, it's a mixed bag but charming and addictive. It is also greater than the sum of its parts. The controls are clunky, you can't assign firing groups, the UI doesn't give you any indication that your weapons are overheating (I slept on heat venting since I thought I only needed it for high energy weapons), the power scaling is wonky, the quest system is obtuse, stats for individual systems and weapons are opaque -- AND YET this game is so damn fun. Every time I got a new technology or accumulated the right materials i went back to the shipyard to optimize my vessel to squeeze a little more speed, gain a tick more peak firing efficiency, adjust the placement and angles of my fusillade, and so on. And what must you do after that? Stress test your build of course and the loop continues. My true criticism of the game is the overall unevenness of it, you are overwhelmed with a massive universe with seemingly endless points of interest, but it fairly short order it gets smaller, and smaller until it feels quite empty. You start off absolutely dwarfed by your opposition, then quickly gain a few improvements that end up being the workhorse of the game. The cost of specing into a tech tree is so high (an it's the only nonrefundable resource unless you find the singular event that resets your tech tree) its hard to justify experimenting with some exotic techs when what you have just works. I completed the game having never tried warp, shields, havok, drones and only added (ph)Lasers at the very end -- they didn't even have a core module upgrade (only mk1, when most at least have two). To cap it off, By the time you can afford the best upgrades, the game is nearly over. I skipped building a dreadnought because it was the final mission already. Devs: *We need an onboard UI that shows us where damage and heat is accumulating shipside. *Same for targeted enemies -- it's satisfying to gradually break down their armor and weapons, but the only way to see it is to zoom in midbattle which is too risky given how much can go wrong in a short time. Pause functionality could be a solve for when switching out different weapons. *Targeting needs to be smoothed out -- often I would target a friendly (and while it wouldn't actually target them) I could never figure out how to switch targets (controller). I wound up just not using the feature because it was distracting and unhelpful. *There needs to be a way to strafe, say if you have lateral thrusters and in addition control over yaw -- this will break up endless looping around in battle and to improve overall time on target. This would also improve the possibilities with precision weapons. The reason it can't be done (at least on controller) is because the entire right joystick is co-opted by plasma cannons -- just let them be auto fire and call it a day. *Custom Firing Groups -- another big reason I wound up not trying anything other than plasma, missiles, cannons, then lasers. It felt like adding anything more would be a hassle to manage mid firefight. Cycling through weapon types on the fly feels horrible when you are also trying to keep your nose on the enemy. When I have a shot with my missiles I want to press a button that fires ze missiles, when i have lined up a weak point with my cannon i want to pull the trigger on my forward cannon (NOT my rear cannon for example, and NOT also my missiles that I'm saving). If I can pilot an entire Anaconda, manage power distribution, and juggle a dozen different weapons in Elite Dangerous on an Xbox controller I should be able to do it in a top down game. Bigger Ideas: more officer interaction overall -- the stat system is simple and makes sense for events but outside of that they they just provide passive bonuses. It would be more interesting to assign them to stations and for them to passively gain experience as opposed to all as a group all at once. Optimizing them should be as fun as optimizing my ship. More depth to diplomacy and faction relations -- right now it's just Hostile, not Hostile, and Will Trade with you -- lots on the table there. You would think this sounds like a negative review, but despite it's flaws this game scratches in itch similar to Morrowind. It's obtuse, it doesn't hold your hand, you have to read your logs and try to suss out a solution in the text and it's so rewarding when you break through and can confidently take on cruisers, dreadnoughts, then whole armadas. New players: If you bridge dies, you die. armor your bridge. Deflection and engines keep you alive. You can hang in a firefight for longer and zip out to heal if it gets too hot. Range is your friend, being able to hit the enemy when it can't hit you will give you the edge against even the most powerful ships. Try mounting a cannon on your rear as well, you will spend a lot of time running, with practice you can turn this into a great offensive maneuver. Take note of the materials you need and don't need, and get the trade tech as soon as it's available. Whenever you encounter a trader dump what you don't need for the best price -- gold is generally king -- turn that into the rarer mats you do need. Needless to day, I'm sat for DLC or any next installment.
A very good classic 2,5D type space exploration and combat game. You explore, encounter races, research and upgrade your ship... and the story is pretty good too. :)
Saw The Mighty Jingles videos on this and had to try it, 16h in and i love it!
Nice chill game
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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