
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 1173 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 中评:6/10(制作组更新勤快+3),问题很大,亟需优化大改的基地建设游戏 [/h1] 本来觉得这游戏也就这样了,不太想评论,毕竟感觉走不远,就当白花钱了 但是看开发组一直更新,确实想改好,那就实际评价一下这个游戏的现状,改不改你们自己决定吧 [h2] 有自己的特点,但问题远远大于优势的工厂建设游戏 [/h2] 先谈谈这个游戏的问题,太多了,挑几个最迫切的说一下 [h3] 1.物流系统 [/h3] 1.1.最逆天的轨道无人机机制 这个游戏物流系统不叫传送带,叫轨道+无人机,这个无所谓 但这个游戏的物流系统可以说是我玩过的所有工厂建设类游戏里最逆天的一个 总结来说就是【末端判定】 正常一个物流系统,生产多少运多少,传送带接到哪里,物资运到哪里,很直观,很方便,虽然不尽便捷,但很实用 不同游戏最多也只会对传送带的结构,层次等做些调整,总体上没有太大问题。 但这个游戏的传送带,他的机制是物流系统末端例如制造建筑或者储存建筑没有需求,他的前端就不会发出任何物资 乍一看大家可能会觉得,反正制造机不需要,不发不是很正常。 但是这个机制导致了了两个很严重的问题: a)物流系统debug难度直线上升:一旦你发现你的制造建筑停机,你就需要一段一段的去检查是哪条轨道出了问题, 而且因为他的末端需求机制,所以有时候轨道上是不会有任何资源的,你必须一条条仔细debug。再加上这游戏的物流系统经常性的会出现bug,会导致你都不知道这条轨道到底对不对,需要一条一条拆一次再建一次才能正常运转,过程可谓折磨至极。 b)物流系统严重拖沓:例如你拉了一条很长的传送带,你的储存建筑需要400个资源,矿机他真的只会生产400个然后经过漫长的物流系统运过来。当你末端再次空缺资源时,矿机才会继续开机,然后再次经过漫长的物流系统;这个物流系统可能制作组是真的照着无人机物流做的,接受请求,开始生产,但如果你真的不改,会极大劝退玩家。 1.2.可以任意扭曲的轨道 传送带可以随便弯,随便上下扭,到底好不好,很明显这个游戏给我们做了个示范,答案是极其不好。只需要你点选起点和终点,轨道可以自己找最短路径扭过去导致了最大的两个问题: a)美观:因为你很难自己在中间更改轨道的形状,除非再插几个轨道节点,导致这个游戏的厂区传送带布局极其丑陋,再加上,多接口的生产建筑,我只能说,bro,能接上就行,别管样子了,多看一样都是对基地生产游戏的亵渎。 b)布线地狱:可以随便扭,但是!!!!他也占空间啊,不可控的轨道造就了不可控的厂区布局,同一平面上进行布线不可能,或多或少要上下移动分流器,本来就混沌的布线因为移动更加混沌,再因为轨道交叉轨道接不上,再把分流器删了,从头再从地面往上滚支撑柱插分流器。。。。哎,而且而且而且,正常来说,基地建设游戏制造建筑多种资源输入理应是很正常的,但是放在这个游戏那就完了个蛋了,本来厂区就混沌,轨道占空间,你现在还要继续考虑2接口,3接口的多个生产建筑的轨道布局。说真的,每当这个时候我都想直接保存退出游戏。 [h3] 2.基地建造方面 [/h3] 2.1.炸裂的建筑占地空间 基地建设游戏的其中一大爽点在哪里:整齐的产线和厂区。这游戏轨道各种飞线就当是你特色吧,不谈了,很多建筑占地空间是偶数格这就很扯淡了,因为这游戏它的建筑输入端输出端都在中间,当一个建筑他的占地面积是2X2,这就代表无论你把分流器放在哪里,接到建筑上都是丑陋的扭曲状,这点我真的很不理解,制作组到底玩不玩幸福工厂,很明显是有借鉴的,但为什么会犯这种很表象的错误; 2.2.奇怪的对齐机制 当你放建筑的时候如果不选择自动支撑柱,可以将光标移动到地基平台边缘会自动对齐建造,这点很正常。但是,如果你选了支撑柱以后,他就不对齐了,如果你是和我一样,习惯于在空中搭建厂区,那就完了个球了,每次插支撑柱的时候都需要你手动从地面滚轮滚半天,把建筑得高度提上来,然后还要定住以后看看高度对不对,方向对不对(这里还有个坑,建筑固定以后只能垂直调整和旋转,不能平移)。别忘了,当你需要建一个厂区,这种操作流程你可能需要干个几十上百遍,不论是平台还是制造建筑还是发电设施等等等等,简直就像无间地狱。 2.3.建筑支撑 建筑或者地基平台不能悬空建造,需要链接在有支撑柱的平台附近,本来不想谈这个的,因为这应该算游戏的特色之一。但思来想去,这个东西真的非常非常非常非常的影响游戏体验,承接上一条,当你建设厂区的过程已经很折磨了,再加上这个支撑系统,你需要时不时添加支撑柱,再加上这个支撑能链接的范围很小很小,可能半径只有3-4个平台,导致你很难很难做出多层次的厂区,除非让玩家在痛苦中再去调整各种支撑柱的位置,才能勉强再往上做一层,但因为这游戏生产建筑太高,再加上上一条铺厂区根本不是享受是巨大的折磨,导致完全没有整理厂区的欲望(顺带一提,这游戏不能移动建筑,如果你给支撑柱删了,连带的平台都得删)这是你们自己埋的坑,把自己给坑了,要么你后面更新加个新的建筑磁悬浮平台,可以悬空,造价2齿轮,是普通平台的2倍,都太空科技了磁悬浮也不算什么问题吧 其他建设方面的问题,例如电力系统方面的先不谈了,远没有这些地方影响体验 [b] 最大的几个问题先说到这里 [/b] [h3] 谈谈这个游戏的优点吧,也不知道算不算优点 [/h3] 1.点对点的无人机派送系统 在解锁无人机派送前的物流系统简直就是个灾难,解锁后体验能直线上升。其他的工厂建设游戏通常需要火车、无人机等类似方式进行远距离物流。但这个游戏的无人机派送系统可以很简单的实现资源的远距离运输,让厂区可以不需要集中于一个区域,而是多区域模块化建设,实现全图联动集中于一点。点对点的这个方式让量化生产更容易规划,但也有其弊端,我个人比较倾向于factorio的蓝箱-红箱无人机派送系统。 2.地图设计 很明显能看得出来制作组有参考了星球工匠、幸福工厂,地图的循环生态设计挺有趣的,一度让我想起了deathloop的循环设计,每轮循环重新生成的物资让生存压力也小了很多,基本上生存上不太会让人玩起来有压力感,只需要专注于建设和探索。遗迹的完成度优化挺好的,遗迹的设计也还行。 [h1] 总结一下,这游戏以后可能会很好玩,但现在我真的很难玩下去[/h1] 现阶段这个游戏实际上我只能打3/10,制作组勤更新可以+3给个6/10 ,也就是中评的等级 看得出来游戏的地图设计,机制,故事等还是用心了,我也很想去体验后面的东西,但我真的玩不下去了 我已经开新档玩了好几次,这次看制作组更新再次开了个档试了一下,还是坚持不下去
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
I refunded the game because it was unplayable for me as it caused me to get motion sick. There is no third person view available that would maybe resolve my issue.
Ständige Probleme und zu wenige Fortschritte in der Entwicklung und es läuft alles ander als flüssig
Bon, déjà pour un jeu d'accès anticipé, je suis vraiment surpris. Le jeu est vraiment génial une fois que tu as compris la mécanique du jeu, tout est automatisé. La map est gigantesque et pas mal de bases à découvrir. Si tu veux t'amuser à tout automatiser, le jeu est fait pour toi, et encore mieux en coop
Polska gra powinna mieć polską ścieżkę dzwiękową.....
If you come from other logistics games like Factorio or Satisfactory, you will quickly learn that logistics in Star Rupture feel half-baked. The logistics in this game desperately want to be the cool alternative to belts but end up feeling like busywork with extra steps and hidden bottlenecks. Try creating bypass or express lanes for clogged lines? Nope, won't fix anything as items on rails will continue to take the same congested route instead. In games like Factorio and Satisfactory, the push system means you design capacity first, clogs are obvious and fixable. Star Rupture's drone rails look cooler for about five minutes until you realize the demand model and tier caps make mid-to-late game feel constrained and the feedback is weaker. You can't just "belt harder." HOW TO ACTUALLY FIX THIS: Gut the current "convenient but opaque" half-baked system and force logistics to be the main loop, not a tax you pay so you can go shoot bugs or wait out ruptures. 1. KILL THE PACKAGING TAX AND MAKE THROUGHPUT PLAYER OWNED: The fixed 10-second drone packing delay is pure developer friction. Add a throughput counter UI element for rails or make the rails flash red when rail is congested. No more "math it yourself or pray." 2. ADD REAL DIAGNOSTIC TOOLS THAT REINFORCE PLAYER AGENCY: Make item starved machines flash red, or add mechanics to show exactly where a line is clogging (Live flow indicators). I want to feel when a chain is healthy the same way Factorio players feel a belt balance or Satisfactory players see a clog. Right now the pull system hides problems until production silently dies. 3. GIVE PLAYERS DELIBERATE CONTROL OVER PUSH VS PULL: Add priority rail/lanes. Adding priority rails means that a belt highway/bus will actually work. These lanes would also allow the player to intricately build a hybrid push and pull system with items on priority rails being pushed and standard rails being pulled when the priority is full. Right now the system decides for you and then punishes you for not understanding its black box. 4. REWORK LOGSTICS TOOLS TO LOWER CORP RANKS: Basic high-throughput and smart routing should come online when players start feeling the pain, not after they've already built three awkward bases by hand. Logistics skill should accelerate the rest of the game, not sit in the corner as busywork. 5. ALLOW SAME LEVEL RAIL STACKING/CLEANER JUNCTION PLACEMENT: In order to achieve optimal high throughput for high tier end game items, you currently have to build an intricate rollercoaster of rails on multiple X and Y axis. This makes me feel like building a roller coaster in Planet Coaster or a multi-level interchange in Cities Skylines. Rail Junctions should be allowed on the same x-axis to allow cleaner rail placement instead of the spaghetti mess we have now. Just go look at some Youtube video's on optimal End-Game layouts. Nothing but pure spaghetti madness. 6. RAIL REPATHING DURING THE LIVE SIMULATION: If none of the rest can be added, atleast add the ability for items on rails to detect clogged/congested rail segments and pick a different route. Again, this would make buses/highways/bypasses feel rewarding instead of creating more useless friction. 7. SENDING ITEMS TO CORPORATIONS FOR DATA POINTS: Add functionality for the player to send items to corporations to earn data points. Right now if you want to test your layout you have to litter your factory with buffer storages just to end up destroying items. This doesn't feel good. Giving the corporation orbital launcher a new way to send and request items would help unlock further corporation levels without having to sit around and wait. This would also add more replay ability as the player could slowly build more and more to gain more data points similar to tickets in Satisfactory or Infinite science in Factorio. This could be the perfect item sink that the game desperately needs. 8. RAIL BUILDING MODES: Similar to Satisfactory, rail splines could be reworked to have multiple build modes like curved and straight mode (perfect curves and perfect 90 degree angles.) When the player opens the game, the first thing they should want to optimize is the flow of materials, not just "get enough stuff out so I can do the actual fun parts." Right now logistics is the chore you tolerate so you can play the survival/combat/exploration game. I want it to be the reason people stay up until 4 a.m. building one more perfect manifold. Everything else, ruptures, bugs, corps, exploration, stays, but the factory stops being a necessary evil and starts being the competitive core. NON-LOGISTICS RELATED CONCERNS: Rework the Recipe Station. The current iteration feels like busywork requiring blueprints, data points AND finished items. Corporations unlocks already require a ton of data points, why are they even required for recipes? It should be find the blueprint, give some data points or donate items, NOT ALL THREE. Early-game friction is high and sometimes pointless. No map until you hit a certain corporation level. No auto-run. Inventory too small early-game. Rework the Food Station. This feels like the same pointless tedium as the recipe station. Requirements for new recipes is just too harsh and NOT balanced around solo play. Provide better and more diverse buffs for food instead of basic buffs. Rework LEM's. Same boring stat buffs as the current food buffs. LEM's should turn me into a super soldier and not feel boring and underwhelming when discovering and equipping. POTENTIAL END-GAME MECHANICS: SENDING ITEMS TO CORPORATIONS FOR DATA POINTS (see above) Separate logistics research path, a dedicated tech tree for transport upgrades (stack multipliers, speed, drone capacity) Escalating Corporate Infinite Contracts/Data Point Economy 2.0 Planetary Infrastructure Challenges (Sending solar satellites or building a dyson sphere that could provide temporary power before a rupture) New Game+ / Challenge Seeds with Persistent Unlocks (Rupture frequency, enemy density, resource scarcity) Ascension System (At a certain point players can "ascend" a base, sacrificing a fully built factory which could provide permanent run-wide bonuses based on the production of the factory/core that is sacrificed. I know this is Early Access and the game is still young in its life cycle and I'm willing to change my review if some of these concerns are met. I just want the logistics in this game to feel like an addictive core that can compete with other popular titles in the genre.
This could have been a good game, but the developers didn't bother taking into account all the work players put into it before the first major update. They literally ♥♥♥♥♥♥ up the whole game. Instead of releasing an update, they released a reset with some updates. It was fun while it lasted but I won't recommend it as it is now..!!
Es ist leider immer noch so das ich beim 700mb Update und 20 GB freiem Festplattenspeicher die Meldung bekomme das dies nicht reicht. Also muss ich das Game Deinstallieren und Neuinstallieren was mich tierisch ankotzt. Bringt diese Scheiße Bitte in Ordnung.
There will have to be fundamental gameplay loop changes for anything meaningful to come from this game, which saddens me considering how welcoming this game looked. It feels afraid to let you play the game. Odd design decisions such as spawning mostly-dead and almost fully starved/dehydrated, making traversal an extreme chore by dropping seemingly-endless waves of 3 (and on rare occasion, 4) types of bug-themed enemies who are astonishingly difficult to hit with the shaky/underpowered firearms you're given, locking EXTREMELY necessary items behind mid-game upgrades AND exploration-exclusive upgrades, the ENTIRE stability system... It's... a mess. It's a huge mess that I want to be assembled with love and passion into the monumental game this COULD be, if it were reworked into something much more friendly to the player. If you want an automation game, go harder in that direction. If you want an exploration game, go harder in that direction. There's undeveloped, bare-bones ideas being tug-of-war'd in both of those directions and I just don't find these devs skilled enough to be able to prop up both ends without one or the other getting gutted from lack of necessary time, testing, attention, feedback, and tweaking. If there's any game I'm gonna be keeping an especially close eye on to see if it ever gets revamped, it's this one. Please, Creepy Jar, PLEASE make this game amazing. StarRupture could automate to the moon with all the right tuning.
There is no need for a gender lock in a game (particularly in a game like this) but they made 3 of 4 characters male and locked co-op session to have no "duplicate" character. So, if one person likes to play as female, all the others will have to play as male. It is early acces, so they still have chance to turn this ;)
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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