
StarRupture is a first-person open world base-building game with advanced combat and tons of exploration. Play alone or in a group on this sublime and ever-changing planet, extract and manage resources, create your complex industrial system and fight off hordes of alien monsters.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Thai, Traditional Chinese, Japanese, German*languages with full audio support
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
Hours played at review time, across 116 reviews with recorded playtime.
Reviews
Themes across 116 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
StarRupture is an action-survival factory sim. The story is a familiar one: here is a planet, now get to work. [b]The Short Answer: Is It Worth Buying?[/b] As of right now, I'd only grab it if it’s on a massive sale, and purely as an investment for the future. [b]Playtime[/b] 3/10 Give or take 10–20 hours, keeping in mind that a huge chunk of that time is spent just waiting around. [b]Story[/b] 4/10 You are dropped onto a planet and forced to work. [b]Music[/b] 3/10 It’s there, which is good enough. [b]Graphics[/b] 6/10 Powered by UE4—it looks nice, but it won't blow you away. [b]Mechanics[/b] 4/10 The core gameplay feels like a mix between Satisfactory and Foundry, utilizing a similar building ecosystem where power grids run directly through foundations and structures. The weapon upgrade system is quite cool, and the day/night cycle shows promise, even though it's barely in its infancy right now. However, the game is incredibly unpolished. The conveyor belts and storage chests function terribly. There is a cooling mechanic implemented, but I still have absolutely no clue what it's actually meant for. Hunting down the blueprints you need is a total nightmare. The Tower Defense aspect feels completely pointless—there are no proper enemy waves or anything meaningful to defend against, so it doesn't even come close to the engaging waves found in games like Dream Engines. Furthermore, convenience features are sorely lacking: there is no trash bin mechanic to discard junk, no way to upgrade your drones, and calculating production ratios must be done entirely by hand. If a line backs up or stalls, you have to physically hoof it over to the problem area to figure out what went wrong. At the very least, they included a copy-paste function for buildings. [b]Personal Take[/b] The game is raw, disappointing, but holds decent potential. Diving deeper into the details, the task balancing is an absolute nightmare; it feels like it was calculated purely on a spreadsheet and never actually playtested, or the devs just didn't care. Energy balance suffers from the exact same issue. Combat is currently quite pleasant and doesn't demand too much effort. Enemy variety is lacking with only 3 types available right now, though the baseline interactions are decent. The level design is neat, featuring unusual and unique landscapes; there aren't distinct biomes in the traditional sense, but there are plenty of spots where your character can easily get stuck. Ultimately, coming off games like Satisfactory and Foundry, the building grid feels clunky, sitting somewhere as a mediocre middle ground between the two. [b]Overall Score:[/b] 61/100
Dealbreaker for me was the death penalties dropping your entire inventory and respawning you on the verge of starvation so you have to scrounge for food and craft an entire new loadout just to make a corpse run. Really discouraged exploring. If you're the kinda hardcoar gamerer that's into that kinda thing, I guess have fun? Also... having 4 fixed characters and only one token girl gets real awkward in multiplayer if your gaming group isn't a sausage fest.
in all honesty the game just doesn't have enough fighting or base defense. If the end goal of the game was tower defense or some sort of zombie survivor it would be great. Insane waves of mobs and unique gun, intense mission, vehicle exploration, advanced building for more weaponry! The current game is a sim city builder with random very sparse combat. The game starts out intense because you're weak and new to the environment, which i will add is a beautiful landscape and unique world, but once you get over the newness of the world the game starts to fall flat into insane overbuilding mechanics that lead to nothing but power farming for rep that allows you to power farm for rep.... not really a genre i enjoy. Pos. -World explosions: so epic and great graphics on this. -unique materials and farming -when being zerged it can get crazy but doesnt scale hard enough! We need absolute no survival conditions at times. Bases need to be completely wiped out and more challenging. con. -minimal content -few weapons -not enough mobs -base defense is a mute point... not needed till you upgrade your base to tier 2 but honestly you wont even want to because youll get burned out on farming for nothing! - similar travel to deep rock galactic but it falls short by adding in teleporting vs. vehicles and more fun adventure mechanics. -classes that mean nothing! -long hours building only to tear things down without a quick destroy feature that is accurate vs. demolish entire base and everything around you dropping everything on the ground. - feels lazy at times by developers. it feels as if they got burned out some where along the way and just started cutting corners to make the game playable. Vs. actually asking themselves whats the end goal. Cause if its sim city! why even bother making combat mechanics vs. focusing on really unique world sculpting. - copies alot of other games but falls flat with no real direction!
My husband and I played this game a lot. It just got too annoying to play. The game needs some serious optimizations to be able to play multiplayer. Whoever is hosting seems to be okay, but anyone who joins is just constantly lagging, stuttering or locking up. Really wanted to like this game but when you can't play it, it just becomes not fun. I hope they optimize it in the future.
This review is during Update 1 of the Early Access period so things may change in future updates. Simply put, this game is not fun. It is like they took a bunch of mechanics and ideas from other games such as Satisfactory and Factorio and tried to change them, making them less fun. Here is how I feel about this game: * The rail system. This is a cool concept, You can dogpile all sorts of things onto a rail and it will only be active when a pull command is in the request queue. The problem with this is that it punishes efficiency. If you want to max a rail that's fine, but getting concurrent rails next to each other requires you make rollercoaster rails which is broken by their stability engine (we will talk about this later). I have never been more angry at a game than trying to make staggered height pylons to make rollercoaster rails. They have 3x and 5x horizontal rails which are cool, but impossible to use well. The game needs similar in a vertical sense. The last part I will mention is you can do the dump things on rails and see how it goes, which can work for unoptimized rails. but at some point you are going to put too much on it and the rails clogs like afternoon traffic in Los Angeles. *The Stability system: Factory builders like flat spaces. Making flat spaces is a chore in this game. Not only are the platforms basically make Satisfactory platforms but 1x1 size instead of 3x3 sized, they need pylons under them and do not float. I would be fine with this, but if you are more than a pylon length in the air, you have to place out some platforms up to the stability limit and then go make more pylons to make sure you have stability to continue your flat space. There are also rocks and environmental content that make it look like you are stable but you are not and have to figure out how to get a pylon inside a rock. If you place a pylon in a rock or heaven forbid the ground, if you can no longer see it, you cannot delete it. It really sucks. There are also forbidden areas or energy grass or sulfur ground or other areas that just clog up open spaces. You can place over some of it but on on it directly. *The amount of ♥♥♥♥ to make: This is probably fine, but with the amount of rails you have to deal with, Its untenable to make things more complex than midgame. The other thing which is odd is that generally automation games are a pyramid of resources. You have your titanium and wolfram at the bottom but instead of being a pyramid, it explodes like a distended stomach. Moreover, there are version 2 buildings which totally obsolete mk1, making rebuilding a need. *The build system: Single deconstruct sucks. Lack of nudge sucks. Deleting floors with buildings sucks. Mk3 rails are sticky to the opposite sides of rail pylons and makes it into a game of get the right angle right so I can place this mindless action. There is no blueprinting in this game. This makes everything tedious and frustrating. There is no verticality due to the stability system so you are beholden to a single plane and that plane generally blows. *The Train solution: In most games you would have trains. This one has launchers and catchers. I like them for the most part though I wish I could slingshot an entire node of something instead of making 5 of them. *The nodes system: This is Satisfactory nodes. They don't tell you what kind of node strength you have unless its titanium and its rainbow sheen. The mk2 miners are stupid ratios. For example Impure is 60, Normal is 120, Pure is 240, just like Satisfactory. Mk2 is 90, 300, and 480 which is a weird numbering system where I think they didn't want to make them match like they would in Satisfactory with stronger miners. It is an odd choice. *The StarRupture: They are boring. The boom is on a set interval. Just at a timer to the game so we don't have to use a Google timer in Chrome. There is nothing of value in the fire stage of the game to do. You literally just stand up and walk out to get a snack in real life since nothing in the base is useful to do during the wait. The changes to the world and how things become available and unavailable based on the cycle are ok, but just become a chore later in the game. *The survival mechanics: These are boring. My friend and I just made "basic meals" since none of the other parts matter. This is probably some holdover from Green Hell, but it was more of a chore than an interesting mechanic. If they added farming or something meaningful to do with food or water in the base, this could be interesting. *The combat: Little bugs in a swarm are scary. Bigger Zerglings are easier to deal with. Banelings are annoying but managable at range. Spitters are annoying as they run and hide and try to keep you at max distance. Flingers are dangerous spitters who act as siege weapons. Big guy is dumb until you learn how to beat him by shooting him in the butt after playing matador with them. Locations are fun distractions you need to get patterns to progress tech. Its an ok balance. Buy the smg and then the LMG. Shotgun is ok. Pistol is dumb. I am going to put this down for a year and see how it looks then. Hopefully they will have figured out some Quality of Life things and polished the game to work well.
i am just annoyed and bored. i am tired of walking around for hours, looking for schematics in order to progress further. (employer cant just give to you?). Traversing this horrible, randomly generated map with invisible walls and dead ends. Exploring this empty world is tedious and boring. And enemies are just annoying, not tough or fun to fight - just annoying. I know - early access. will revisit later
no, I didn't realize it was early access, I do not like paying to beta test. it's a temu version of Satisfactory and Factorio with some random survival aspects thrown in with almost no explanation on any mechanics or gameplay.
This is more of a last straw while playing the game review out of emotion (kicked from build mode because of another stupid rupture while I am trying to place something). Was enjoying the game, but the quirks are just too annoying. Platforms have a random tab sticking out of the side about 50% of the time that clip into whatever is near. Delete then replace over and over to get it to go away. Then the rupture thing is by far the most annoying part of the game. The first few times it was oh cool look at that. The next few times, oh, another rupture. After hours of play, it is now looks for a mod to disable that stupid rupture that is only there to annoy you. Overall I was impressed with the game, but with the rupture thing annoying me so much, I will give it a down thumb out of spite (toggle for turning it off would change that, but doubt they would remove their main troll mechanic).
Was just Exploring and killing Enemys, when a Star exploded on my Face. 10/10
Great game. I can easily see a few hundred hours in this game. it's similar to Subnautica with its world scope but factorywise its similar to Satisfactory. I've completed the in game story for now and I can see this game becoming genuinely great with so many hours of content and even released on console. Please devs keep it up!!!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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