
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.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 6.14/day in the week to Aug 25 → 9.86/day in the week after.
About











Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1161 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Après plus de 600 h de jeu, j'ai TOUT fait : exploré chaque grotte, chaque camp, fouillé chaque cadavre ou satellite, construit et stocké chaque produit en des milliers d'exemplaires, débloqué chaque construction de machines possible, et j'en veux encore !!! J'adore ce jeu, le petit stress de la musique lorsque les vermines vous attaquent, trouver de nouveaux sites pour construire une base, trouver comment optimiser les chemins des drones pour les ressources, malheureusement, je suis au bout, j'ai exploré chaque cm² de la carte, il ne me reste rien. S.v.p. Creepy Jar, sortez-moi la suite, de nouveaux biomes, le déblocage de tous les LEM, de nouvelles ressources, de nouveaux camps, de nouvelles machines, rendez la map encore plus grande. Les bugs ? Bien sûr, il y en a, normal le jeu est en early acces , mais quel kif ce jeu, il est jouable depuis le 6 janvier, c'est mon banger 2026 , normal qu'il y ait des bugs , mais les patchs sorte... Les gros lags (dans les grosses usines, les petites ça ne lag pas) lorsque l'on construit/déconstruit les rails, des drones qui reste en l'air lorsque l'on supprime les rails (j'ai des drones volant qui sonne en alarmes depuis 2 mois 😂) , la mort en boucle au rechargement d'une sauvegarde... Joueur de 50 ans, je ne mets pas souvent de notes au jeu , mais si ça peut donner un coup de pouce aux développeurs. Ma config : 9800X3D+RTX 3090+32GbDDR5 , le jeu est magnifique (et pas cher du tout) les petites musiques aussi... J'espère qu'ils réussiront a optimiser assez pour éviter les "micros-lag" et ajouteront plein de contenu ... Merci Creepy Jar 👍
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 28: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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*, Simplified Chinese, French, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Thai, Traditional Chinese, Japanese, German*languages with full audio support
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☑ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☐ Very good ☑ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☑ Kids ☑ Teens ☑ Adults ☑ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☐ Old Fashioned ☑ Workable ☐ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☑ Easy ☐ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☑ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☑ Some lore ☐ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☐ Long ☑ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☑ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☐ Never heard of ☑ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10
StarRupture has great POTENTIAL as a game, but in its current state, I would not recommend it. TLDR: Framedrops, optimization issues, and scope creep. The game’s biggest systems are half-developed. At present it seems to be suffering from scope creep, with half baked systems, like hundreds of food items being added to the game, when the main draws of the game, (such as its namesake mechanic) are still heavily lacking. The game suffers from optimization issues that I experienced in my multiple hours with two of my friends in multiplayer, with regular frame drops for the host, and several crashes and/or lag spikes caused when building the factory our characters in lore were sent to this planet to create. One of our biggest gripes with the game’s progression currently is the fact that there isn’t any incentive to building a large scale, much less “permanent” factory, since the moment you level up your relationship with any of the corporations (that you provide specific items you craft to for points) their list of valid items completely change; Usually requiring one of two entirely separate items made of different materials and/or machines, this, paired with the items you craft being fairly useless for your own uses, promotes tearing down your entire factory every few minutes to entirely remake it for the new items the corporations desire, as the previously made items only being able to be recycled for a mere pittance of the already cheap building material in return. I would recommend that the corporations either continue letting you send the old items (for either a lesser or alternative benefit (such as upgrades to the unlocked items of that level perhaps?)) or have their new requests be items made from the previously requested items (thus building upon your existing factory) Additionally with the rail system being a demand system heavily supports the idea of building a large factory, but the current throughput of the rails makes them easily overloaded with the requested items, even with just a small number of machines. (Furthermore with the above mentioned issues on requested items, the machines making the requested items fill their buffers with the eventually useless items since they aren’t crafted on demand, unlike how the rails suggests the base is operated on demand.) The StarRupture mechanic has amazing potential, but in its current implementation it is heavily lacking. Every 45 minutes or so, the planet “resets” when Ruptura (the star) erupts, while currently quite the spectacle, this mechanic desperately needs more ironing out and expanding upon to give this game its identity. At present, all that really happens when the star erupts is the planet gets scorched, becomes molten for a few minutes, then ashes, and quickly returns to normal. While this does seem to reset the world in regards to certain resources (like meteoroids) it has little more to do with gameplay besides acting as an in lore reason for why your bases can only be built so large with your cores “protecting them”. I would highly recommend taking a leaf from games that use time loops (like Outer Wilds) as inspiration for how the star rupture mechanic could be made many times more appealing and interactable. For instance, there is currently little in regards to knowing how far in a loop you are after the ash stage of the planet ends, effectively leaving the planet seemingly stable/identical throughout the last 30 or so minutes (the majority) of the loop. In the last minute of the loop you’ll only see a small warning that a wave is coming, before ultimately a very short 20 second timer to get somewhere safe else getting cooked in the rupture.
Surprised how stable this game runs despite its being released this year. Played it now for about 50hrs and had plenty of fun exploring, bulidng and fighting. The survival element is indeed not very challenging. You need to eat and drink and after researching the first recepies for food and water you never need to progress on those any further. There are 4 Weapons to use up until now. Pistol for the start, Shotgun, Heavy Machinegun and the all purpose Assault Rifle. They can be modified to change characteristics, like recoil, scopes, etc. And yes they do really have an impact on how to use the weapons once modified. On first sight the game is relatively relaxed regarding the enemies. They do not attack your bases, instead they are randomely spawned around the world and refreshed after every Starrupture, where you have to find shelter or be incinerated. But this behaviour changes once you upgrade one of your basecores. From that point on they spawn in waves in the vicinity of those upgraded basecores and without automated defense turrets you are literally being overrun. The basebuilding can easily be compared to Satisfactory. You are mining resources like titanium and tungsten in the beginning, producing various products, so you can produce even more new products with the before mentioned products, and so on. Like Satisfactory you need those products to pay for new blueprints and progress further. And like Satisfactory, which is quite easy in the beginning becomes more and more complex and confusing later on. Keeping track of your various production sites and the stockpiles is a pain in the ***. But that was also my biggest critics on Satisfactory. So you should know what to expect. The game does already have a story implemented to my surpise, which you have to follow to be able to expand and progress further. After my 50hrs of gameplay I have reached a point where the Early Access seems to come to its end regarding the content. I still can find new resources and unlock new blueprints but they dont seem to have any additional value for the time being. Satisfactory in early access was the same and we had to wait for additional updates. Alltogether a really nice and already well polished game for an early access. Now its up to the developers how they will progress with the game. I loved Satisfactory for its chilly atmosphere and building challenges. Starrupture catches this atmosphere quite well and combines it with action elements like the mentioned base defense. I hope they will progress in that direction with more variety, regarding weapons, defense options and bug types. And a quality of life update would be nice, regarding something like an overview of all production sites and / or stockpiles to keep track of production, maybe as a workstation.
Playing just singleplayer. So far 1 crash/freeze of the game. Several bugs though (including missing wall on the map). Performance is ok (stuff like microstuttering of your items on a rail or the complete freeze for a few seconds every time the game autosaves). This game is similar to Satisfactory, but with very annoying survival elements and way more fighting. Gameplayloop is "build a production-line and explore (to find blueprints/stuff to eat & drink/datapoints and way too many enemies) while you wait for a delivery contract to be fulfilled. Or don't explore and optimize your factory/production-lines. Might even be possible to unlock everything by just exploring and collecting datapoints. The game is fun for the first ~25-30 hours. If you aren't already, at that point you'll slowly get sick of travelling between bases or exploring. It's slow and annoying because you can't walk 100m without enemies to turn up. Also that "oooh, that area or building complex looks interesting" is gone, 'cause they mostly look the same and can't be cleared by you, because the they'll endlessly respawn enemies from underground. If you want stuff from there, wait for the fire wave to have a 10 minute window to loot stuff. After 80 hours this game turns sour really quick. Balance - Infectionaura on basecore too big and hardly noticable if further away than 10m / Goliath solo and after it ignored a grenade (what's supposed to happen here now without a max of 30 sec Cooldown on a grenade? Harvest meteorites while on the run?) / Geo-Scanner - FFS, balance them for the amount of players. Some are impossible to solo without building a core + turret somewhere near. But then you have the potential of an infected core which could F you up too. So don't tell me that's the plan and test the scanners in former radiated areas especially -.- / Level 2 Storage - 4 times as much space and 8 times more heat generation? You'd think an upgrade is better and more efficient than the standard version, instead of trading space against heat generation. Combat - It's just too much! That "they spawn out of nowwhere/underground" crap is really annoying. No way to avoid combat. They jump at you from huge distances and run after you for roughly half the map. Also they can jump on top of everything. (Almost) no matter the height. Releasing a game like this without the option to reduce the combatfrequency is already enough for negative review. At some point it's just not fun anymore...just a nuisance. Combat #2 - Those poison and heat spitting creatures need to get nerfed to the ground...like yesterday. The small poison spitting ones are hit and runners...they spit at you, hide, come back spitting at you. For those you need aim-assist as soon they bring official controllersupport. Those artillery kind of enemies that shoot from distances you can't even see them, just the green heat trace that they're leaving behind...to the devs: don't bring crap like those without a decent sniper-rifle. 3x zoom isn't gonna cut it. Custom game option - I'm sick of beeing bothered by enemies while building a base...hearing my dude saying he's hungry or thirsty...being 90 hours in the game AND STILL HAVEN'T unlock level 40 and therefore the third LEM for the movement category. It's obviously broken. And a 25% faster running LEM would also be nice while we're at talking about movement. Experience system - xp lock at lvl 45 out of 100. Give me one decent reason other than "to screw you over by not letting you have more LSM to get stronger". Item-management - Tons of different items (especially the datapoints) just there to fill up your too small inventory. Do you really think building a core and analyze stuff while exploring? Log for audiologs and readables needed - there's a 10 min time window to get through a base. Some are too big to do it in one run. And that's without reading everything there. Waypointsystem - there's none. Also "fun" to constantly look on the map to be sure that i'm still on the right track. Rewards/recipies You get some way too late or need too much effort. Corporation rank 12 (????) for the multi-product-storage? Build ore miners on 10 pure titan deposits? Use 450 energy to get solar generator v2 (v1 gives 10 energy...so build 45 of those and connect bases to have the usage...sigh)? 70 (RARE) plants for ONE recipie? Have a rank 3 or 4 base-core to have even more fun fighting enemies? Calm down with "great" ideas like those pls -.- Alphabetical order for teleporters would also be nice btw. And we need blueprints. Build a new productionline by every time gets also tedious.
Alleine hat mich das Spiel ehrlich gesagt nicht wirklich überzeugt. Seitdem ich aber einen Freund dazu überredet habe, mitzuspielen, können wir kaum noch aufhören. Die Map ist riesig und die Fabrikaspekte sind angenehm komplex, wodurch das Spiel langfristig motiviert. Allerdings gibt es aktuell einige Punkte, die den Spielspaß deutlich beeinträchtigen. Zum Beispiel fehlt eine Möglichkeit, Items schnell in Kisten zu verschieben. Außerdem ist das Fortbewegen über die Map sehr langsam und auf Dauer ziemlich ermüdend. Vielleicht gibt es später noch Fahrzeuge oder andere Transportmöglichkeiten, momentan fühlt sich jedoch jeder längere Weg unnötig zeitaufwendig an. Auch die Star Ruptures treten meiner Meinung nach etwas zu häufig auf. Oft habe ich das Gefühl, dass die vorherige Welle gerade erst vorbei ist. Ein weiterer Kritikpunkt ist die Performance. Diese verschlechtert sich mit zunehmender Spielzeit erheblich. Zu Beginn konnte ich mit meiner RTX 5060 auf dem epischen Preset ohne DLSS problemlos etwa 160 FPS erreichen. Mittlerweile liege ich selbst auf dem hohen Preset mit DLSS auf Qualität nur noch bei 20 bis 30 FPS. Dabei haben wir bisher noch nicht einmal besonders viel gebaut. Deshalb frage ich mich, wie sich das Spiel im späteren Verlauf überhaupt flüssig spielen lassen soll. Nach insgesamt 27 Spielstunden, davon rund 20 Stunden in unserer gemeinsamen Welt, haben wir schätzungsweise erst die Hälfte der Map erkundet. Uns fehlen vermutlich noch mindestens drei Ressourcen, möglicherweise sogar mehr. Gleichzeitig haben wir noch Hunderte Rezepte nicht freigeschaltet. Das Spiel bietet also eine enorme Menge an Inhalt. __________________________________________________________________________ __________________________________________________________________________ Kleines Update: Wir haben das Spiel inzwischen vorerst zur Seite gelegt, da es für uns schlicht zu viele Bugs gibt. Vermutlich werden wir erst in einiger Zeit wieder zurückkehren. Zu den Fehlern, die wir entdeckt haben, gehören unter anderem: Mit einem einfachen Stein kann man fliegen. Nach dem Tod spawnen Körper gelegentlich kilometerweit über der Map. Man kann innerhalb weniger Sekunden nahezu jedes Item duplizieren, ohne es überhaupt im Inventar zu besitzen. Gebäude lassen sich unendlich hoch bauen und schweben, wodurch sich gleichzeitig unbegrenzt Baumaterialien erzeugen lassen. Wir haben nicht aktiv nach Glitches gesucht – diese Fehler sind uns ganz normal während des Spielens begegnet. Außerdem sind wir noch nicht beim Terraformer angekommen und konnten bisher nicht einmal die erste radioaktive Wand durchbrechen. Trotz der aktuell bestmöglichen Waffen und Upgrades, die uns zur Verfügung stehen, schaffen wir es nicht, die Gegner dort zu besiegen. Ich glaube nicht, dass das an einem klassischen "Skill Issue" liegt. Wir spielen beide regelmäßig FPS-Spiele und hatten das Gefühl, die verfügbaren Verteidigungsmöglichkeiten sinnvoll einzusetzen. Trotz dieser Kritik möchte ich betonen, dass das Spiel unglaublich viel Potenzial besitzt und im Kern sehr viel Spaß macht. Ich kann es jedem empfehlen, der Factory-Spiele mag. Im aktuellen Zustand verhindern für uns jedoch die zahlreichen Bugs und vor allem die massiven FPS-Einbrüche den langfristigen Spielspaß. Ich werde das Spiel in Zukunft definitiv noch einmal ausprobieren und hoffe, dass bis dahin sowohl die Performance als auch die wichtigsten Bugs und Exploits behoben wurden. Dann werden wir wahrscheinlich auch wieder weiterspielen.
Just get Satisfactory, This is just a poor imitation with less features. The star rupture is fun the first time you see it but the novelty wears off. I got it because it looked like it might have some story but all there is is you are a convict that works for evil space corpos and evil space corpos use convicts to conduct evil space corpo business they also *gasp* mistreat the convicts. No vehicles and a lot of travel that the zipline doesn't make up for and neither does the teleporter. Enemies are all just variations of the same spider thing, small, regular, bigger, armored big one, blue poison one that blows up when you shoot it, toxic spitter, and toxic spitter that is a little larger but shoots like artillery but also has an aimbot. Way too many crafting recipes to research and some you have to find the blueprint for to even unlock them but instead of finding the one you need to progress you find ones you already have. This makes progress extremely slow and gets boring real fast.
StarRupture is a great game, the learning in the start, and hunting for things to eat. I think the resolution, Post-processing, graphics rendering,3D modelslooks very good. OH did I mention All the CRITTERS that want to EAT YOU! The visuals are very good, So far I have only had 3 issues, getting stuck a a few places, but hay, its in the building stage so they will fix the as they progress along. For me playing the game falls in medium to hard to play. A lot of surprises as you play through. Okay, I have to let everyone know, I'm 67 Used to have a business as a OEM system builder, So I'm playing PC Games keeping my mind active. At this stage the play area is super big, not easy to find your dead body so you can get your all your Items that dropped. I can't wait to see what is coming next. Well I'm sure I may have left out something, Good Gaming
Appreciating it is early access, as others have said - there are some really odd game design choices here. My main gripe is being forced to go 'hunt' for chests to gain knowledge to access new recipes. Second to that, the majority of the time you are required to destroy half of your factory in order to insert a smelter or foundry because the recipe required by X corp needs to be converted further. Its a case of build > produce > succeed > change recipe > destroy > produce > destroy > build > repeat It isn't even a fun cycle like it is in 'Satisfactory', having to mess with your production line EVERY TIME a bit of production ends is dull and painful. The graphics are great, I still have no idea what the benefit of the star rupture system is apart from stopping you from running too far in fear of being incinerated.
As a long time fan of facory automation games and survival, StarRupture looked great with its visuals and base building. Unfortunately a fatal state handling bug softlocked my entire 40-hour save file, making further progress impossible. The game breaking bug: desync on looting- interacting with blueprint chests while taking damage or sprinting causes the transaction to cancel. permanent blueprint loss- the game flags the chest as permanently opened but the schematic is never added to your inventory.. dead end save- world chests do not respawn loot and blueprints are finite. Losing critical blueprints permanently locks the tech tree (and progression) Core flaw: forcing factory progesion through physical chest hunnting in enemy camps rather than facory production milestones is already risky design for an automation game. Pairing it with broken chest flags makes solo play a landmine. Verdict - wait for the developers to fix inventory sync/desync and uncouple tech progession from finite world chests. Great looking game with immense potential but losing 40 hours to a softlock is completely game breaking.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $325.2M | 279.5K | 97% | $39.99 | |
| $246.8M | 488.4K | 95% | $29.99 | |
| $9.8M | 12.2K | 80% | $19.99 | |
| $4.2M | 7.7K | 84% | $19.99 | |
| $2.3M | 2.3K | 63% | $29.99 | |
| $1.9M | 2.7K | 86% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.3M | 23.8K | 92% | $12.99 | |
| $10.3M | 26.1K | 98% | $19.99 | |
| $10.3M | 28.5K | 95% | $19.99 | |
| $10.3M | 20.8K | 84% | $19.99 | |
| $10.3M | 18.9K | 76% | $19.99 | |
| $10.3M | 10.3K | 86% | $24.99 |