
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
While it has good bones, its just not quite there yet. I'll be waiting for more optimization and better sense of what to do after tutorial.
fun factory game with exploration in a beautiful world. factory building is fun. pull system is refreshing, multiple items can share the same rail, there are different speed of rails, rails can cross each other at different heights. factory building is also annoying due to uneven terrain/stability, lack of blueprints, and is constantly disrupted by enemies and ruptures and overheat. you need an external tool for factory planning for higher tiers. combat is skippable with turrets/walls/rupture mechanic. dodge mechanic, health pack and grenade allows you to survive most fights. environment is highly detailed, i like the plants, animals, terrain. ziplines support exploration, but teleporters are needed to manage multiple bases.
No tiene nada que envidiar a los otros dos clásicos del género, Factorio y Satisfactory, pero con algunos giros interesantes. Son inevitables las comparaciones, asi que me lanzaré de lleno. - En lo referente a la supervivencia, el sistema es simple pero se deja jugar. Los enemigos son parecidos a los del Factorio, pero en 3D. Echo de menos telarañas, monstruos gigantes, y algún tipo de mazmorras, hay cuevas pero todas son más o menos iguales, difiere el plano, pero no tiene mucho sentido que no haya bichos en ellas. Imagino que esto será mejorado, da la sensación de que la obtención de cuarzo espera una refactorización futura. - Tiene muchas recetas, aunque algunas parecen metidas con calzador solo para alargar las cadenas de producción y forzarte a mejorar la base para poder crear líneas de producción complejas. - La logística es lo más interesante del juego. Mientras que los dos juegos mencionados utilizan un sistema de "push/empuje", en el que la producción de las máquinas sale en bruto hacia las cintas transportadoras, en este se utiliza un sistema de pull/tracción, por el que solo sale a las cintas (raíles en este caso) lo estrictamente necesario porque otra máquina lo ha solicitado a la red logística. Eso cambia mucho el enfoque y las líneas de producción, ya que los sistemas de líneas sushi no son del todo descabellados, puedes crear megafactorías utilizando un bucle sushi central al estilo del planeta de los relámpagos de Factorio, y todo funciona y escala muy bien. Solo por este detalle de cambio de paradigma logístico merece la pena jugarse si ya has jugado y te gustan los juegos de automatización. - Le faltan algunos comandos de calidad de vida o QoL, como hacer que el ctrl y el shift sirvan para mover cosas entre contenedores e inventario en masa, transferir todo de un mismo tipo con ctrl, la mitad de un stack con shift, la mitad de todo lo que tengas de un mismo tipo con shift + ctrl, ese tipo de cosas que evita tener que arrastrar demasiado entre inventarios, de momento solo puedes usar la F para mover todo lo que hay en un cofre hacia tu inventario, pero no lo opuesto, lo que hace que almacenar recursos sea a veces tedioso. Con todo, admito que son cosas corregibles en versiones futuras, me gusta mucho el juego y merece la pena probarse si tienes un considerable manojo de horas libres por delante. A los devs solo les pediría una cosa, no añadáis pesca. Como me toque ir a pescar en un juego de ciencia ficción me corto las venas ya.
This game is great. The atmosphere is perfect. I really like the combination of shooter and then managing the ressourc and production lines. Very interesting. Only criticism is that it's a bit repitive right now. I still enjoy it a lot though.
I had more fun with this demo than in whole Satisfactory game. Gonna wait for full release and buy 100%
So far so good. Don't expect the same game as Green Hell. Bit confusing figuring out how to unlock different things. but other than that it's fun.
This game is so much fun especially with the new update. fun with friends. The game should include being able to climb onto ledges. the double jump is awesome etc. Love the ziplines.
great game to play with mate and relax with
Theres a Star Rupture in my pants! This is one of those games where you can clearly see the vision. The atmosphere is solid, the core gameplay loop is fun, and for the first few hours it's easy to get hooked. Then you start noticing how many systems feel half-finished or don't really connect with each other. Take the domes. Right now they feel more like optional building zones than your lifeline. They should severely limit how much you can build, forcing you to upgrade them to expand. Bigger domes should attract bigger alien attacks, and anything left outside should be destroyed. Suddenly every expansion becomes a meaningful risk instead of free real estate. The aliens also need far more variety. Flying creatures, giant worms, enemies that smash buildings instead of just corrupting them, enemies that require specific weapons to kill. Right now they don't feel dangerous enough, they just feel repetitive. Progression could use a rethink too. Dome upgrades should come from your manufacturing capability, not collecting red rocks. Let those crystals unlock cosmetics, experimental weapons, or special effects instead. Give players a reason to invest in industry instead of simply scavenging. The game is crying out for factions. Mining companies, scientists, military contractors, agricultural corporations—all competing for your loyalty. Reputation unlocks exclusive technology, weapons, armour and contracts, while bad relationships lead to inspections, confiscations, bounty hunters or even combat drops sent to deal with you. Hide illegal black-market tech before inspections and suddenly you've got interesting choices instead of another delivery quest. Base management could be much deeper. Power should constantly fluctuate because of ruptures and alien interference, forcing players to actually manage their grid. Ruptures themselves could become short interactive events instead of something you mostly wait out. Multiple outposts could be managed remotely with drones while maintaining one primary headquarters that has special equipement. Then expand the sandbox. Alien hives you can raid or suppress. Automated alien farms. Vehicles. Artillery. Walls. Elemental turrets. Rocket launchers. Mechs. Exosuits. Random rupture types like acid storms, ice storms or violent winds. Swimming mechanics leading to underwater nests. Death should also matter. Right now it feels like an inconvenience. Losing half your resources, paying medical costs, and eventually facing permanent death if you keep failing would make survival actually mean something. Research could be more engaging too. Unlocking new technology shouldn't just be clicking a button—it should require both materials and a small puzzle or assembly minigame so discoveries actually feel earned. The biggest missed opportunity, though, is the story. You're playing a prisoner stranded on a hostile alien planet... and yet your character often sounds perfectly content to stay there forever. That's bizarre. The obvious motivation is escape. You can still have a scientist who's fascinated by every discovery, but every new breakthrough should also be another step toward getting home. "That's incredible... I can't wait to show Earth once I finally get off this rock." Now you've got a reason to keep playing beyond simply chasing bigger numbers. Overall, Star Rupture has an excellent foundation. But right now it feels less like a complete vision and more like an Early Access checklist waiting to be filled in. If the developers can connect all these systems together into something deeper and more reactive, this could become one of those survival games people are still talking about years later. At the moment? Good. Potentially great. Just not there yet.
très très bon jeu déjà bien complet pour une early access. un satisfactory like mais avec un aspect survie, combat et exploration beaucoup plus poussé qui est très appréciable. foncez si vous aimez les jeux de survie-craft c'est une vraie pépite !
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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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