
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.
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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.
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 1188 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Love being incinerated on a zipline 100m from airlock. good stuff, love it! great game. thumbs double up
Building is not stable
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 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*, 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
This is a good game. The world is beautifully done, and the pull logistics are interesting to work with. The only real critique I have is that there are frequent issues with object permanence in multiplayer games for the guest.
ist das geld nicht wert
J'adore le jeu, mais il manque énormément de QOL, jvous en supplie, mettez une commande pour reset tous les drones, ça me rend fou. Plus la base grossit, plus je lag, ça finit par prendre une seconde de latence à chaque construction (que ce soit une fonderie ou un simple morceau de rail). Sinon, l'idée est géniale, avec une petite intrigue qui a l'air sympa. Je n'ai malheureusement pas trouvé si les textes sont sauvegardés quelque part ; on a souvent pas le temps de les lire tranquille vu que le jeu ne se met pas en pause à la lecture (les bêtes rôdent). Le monde est joli et plus vaste que je ne le croyais. Cette idée de la planète qui fait des cycles où tout est détruit (n'hésitez pas à détruire les drones buggés qui sonnent sans fin), puis tout reprend vie petit à petit avec différentes activités à faire selon le moment de la « journée ». Les fights sont cool, bien que toujours les mêmes, le bestiaire étant très peu diversifié. Contrairement à la construction où, là, il y a le choix et de l'évolution, j'ai beaucoup de mal à tout automatiser, ahah, c'est mon premier jeu du genre. Bon courage aux devs. Hâte de voir le jeu terminé.
Strong Ideas, weak execution I played on Update 1 and was happy to be able to go to Update 2 in my first run, which made some pleasant changes. Good: Looks good, plays smooth, has the factorio grind, the survival and some enemies to shoot at Bad: - In general too grindy, literally everything takes forever for small improvements - Leveling up takes you literally hundreds of ingame hours. After 17 hours i have unlocked something like one slot of the skill tree thing. - Gigantic map that feels empty, yes there is repeating stuff like mini-caves everywhere, but you need to walk a lot, really a unhealthy huge amount of walking, and there is no car or speed boost to make it faster (Compare to the Explorer in Satisfactory) - Bad design of research: You need to submit n products for a small step in the company tree, okay. Then provide in an other interface manually some of these products to research a specific new product which also requires a hidden blueprint, okay. Then in a third interface you can unlock a tier 2 factory building, with even another set of items. Unlocking this is not enough though, you need all recipes unlocked, which requires randomly searching and walking the world for a blueprint, which then allows you to finalize one of all these recipes, to then have a fabricator or building x unlocked, which is then more productive (So you would want it before scaling to directly build efficiently). BUT this is not an upgrade on existing structures. It is a different building with another base grid structure. So have fun rebuilding all the connections manually. You are forced to build with the old tech, then scrap the old and rebuild the base with better tech, but it just feels grindy again and does not allow just upgrading all of the small buildings inside your rail network (which was the true work). - Rail system: Gets messy looking, no clue what is on which rail if it comes from the distance. Difficult to place, difficult to build a balanced system. Is the idea to have a sushi belt with everything random working or well defined in and outputs? Design does at least not support the well defined outputs, as the splitters dont fit the buildings well. Then the rails cannot transport enough to support anything bigger than like two or three buildings, meaning you need the three rail transporation blocks, which are again messy to connect well and you need to place all rails manually instead of a autoconnect system (why not just allow placing multi line railsystems with one click?) - Tower Defense: After 17 hours, you can build one turret, that needs manual reloading it and does hit sometimes. Enemies are weak, but come in hordes. Feels very simple and not build out. - Inventory too small: With Update 2 you can at least destroy stuff im the inventory, a huge upgrade, but still it is always full when exploring and not in a good way. - Grindy food: You need like 100 of x fruit for one of the 5 recipes, so while endlessly walking the world, always pick up everything so in 10 hours you can finally craft a corn snack instead of eating it raw, why? Just unlock them after finding one? Btw you can also only eat one unit per click, so prepare to click 10 times "use" on your water plants to feed yourself every hour. - Energy is just randomly placing solar which is super cheap Do this until your factories work, then research and place solar v2 with 14x the energy output and repeat with wind - Rupture is not exciting: Since you need special materials, which you can only get after the planet has been burned, you are forced to move around when this happens every hour. This leads to being interrupted while building your base and being unable to explore and collect advanced materials, when you want to do so. It should be more random or have a longer "burned" duration and not 10/50 minutes with walking away to collect, then having to return to build. Overall it is fun for some time, until it becomes tedious. Compared to Satisfactory and Factorio the gameplay is not balanced, not scalable on the automation part (crucial) and oversells on the rupture + TD specialties. For 15€ or so it is well priced, but I would have rather paid 25€ or more for a better executed game.
玩了5个小时 退出重进就一直进不去 一直UE报错 验证完整性也没用 何意味?
Its a nice mix of No Man's Sky and Satisfactory. Clear progression of tech with the expected grind of resource gathering. The planet searing firestorm was unexpected - fortunately I happened to be indoors at the time but dayum! You don't see that in Satisfactory. Completely playable in Early Access, unlike some games. Really interested to see where this goes in future developments.
In it's current state it's almost unplayable. The game freezes on a regular basis, and when it freezes the only thing to do is to kill the process and restart it. Some actions causes the game to freeze every single time, and others are completely random. Right now after trying to build a zipline, I cannot even load my save anymore.
Soso,, da darf man, statt gemütlich in seiner Zelle zu sitzen auf einem Grillplaneten für gierige Konzerne schuften! Es ist natürlich toll, wenn man, ich sage mal, glattgebügelte Videos in YouTube ansieht. Möchte mal gerne wissen, wie oft der Verfasser dieses Spiel angefangen hat um es praktisch perfekt zu servieren. Ich habe es jetzt zum vierten Male angefangen und ärgere mich regelmäßig über gebaute Basen, die dann einfach von der Infektionswolke geschluckt werden. Zudem ist der Fortschritt immer teurer erkauft, die verschiedenen Produktionen erfordern vorher quasi einen Plan mit Papier und Bleistift um nicht jedes mal die Bauwerke abzureißen und neu zu postieren. Man verliert sehr leicht den Überblick, es sei denn man fängt wieder von vorne an. Nur nervig, weil man dann wieder alle Blaupausen suchen muss, eine Base bauen mit sehr viel Platz und viele Kanonen, die allerdings nichts gegen die Infektionswolke ausrichten. Physik spielt etwas eine Rolle, obwohl ich mir kein Material vorstellen kann, das den gewaltigen Eruptionen auf Dauer stand halten kann. Wieder ein Aufbauspiel mit guten Ansätzen aber übersteigerten Anforderungen!
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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