
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
I’ve clocked 430 hours of playtime now—330 of them in a single level. I even tore everything down and rebuilt it from scratch at one point. It’s addictive and fun. I try to build everything according to a plan, but it always ends up in "spaghetti mode." Anything neatly planned eventually descends into chaos; that drive for perfectionism always winds up in an unmanageable tangle. And that’s ultimately what frustrated me so much. No matter how well you plan or how much surplus you generate, there are always one or two products being under-produced. So, you ramp up production, only to find those items missing somewhere else later on. Then you boost production there, and suddenly the items are missing further down the line. It’s a never-ending cycle. Just when you think you’ve got the perfect setup to produce everything, something runs out somewhere. It was a blast—thanks for that—but right now, I’m frustrated. Frustrated that, after all that endless time, I couldn't manage to keep production running without interruptions. It’s a shame. But I know exactly what’ll happen: I’ll put the game aside for a while, and then I’ll convince myself I can actually pull it off.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
Super Spiel.
GREAT GAME
cool base building game hope it only gets better with future updates/full realese
Fun. Reminiscent of similar games, slight changes with mobs and world events.
Super jeux plaisant !
Ambiance incroyable !
Loving it sofar :D
Ну тут красиво взрывается солнце, и просто красивая картинка, на этом плюсы закончились.
Love it. I've never been into factory games before this one.
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 |
|---|---|---|---|---|
| $326.3M | 279.6K | 97% | $39.99 | |
| $247.2M | 488.9K | 95% | $29.99 | |
| $9.8M | 10.5K | 80% | $19.99 | |
| $5.1M | 9.4K | 83% | $19.99 | |
| $2.3M | 2K | 63% | $29.99 | |
| $1.9M | 2.7K | 85% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.3M | 28.5K | 95% | $19.99 | |
| $10.3M | 26.1K | 98% | $19.99 | |
| $10.3M | 20.9K | 98% | $24.99 | |
| $10.4M | 16.6K | 83% | $19.99 | |
| $10.3M | 11.1K | 86% | $24.99 | |
| $10.4M | 24.8K | 90% | $14.99 |