
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 1206 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gutes langfristiges SPIEL
First of all, the game runs very well on my machine and did not crash once in over 40h on Linux. That's awesome. Secondly, Star Rupture has a lot of potential and a good gameplay base to build upon. The world is gorgeous and the machines players build look very nice too. Now, why can't I recommend it? I won't criticize the typical Early Access things like a missing Shift+Click for inventories and other QoL. The game is just not finished, that's what you get with EA. That's totally fine and to be expected. I'd point out that the item routing gets funky with bigger machine parks. All this can be fixed. For me, it's the premise of the game's "story". You're something like a prisoner that has to pay off their debts to four companies. The exact same companies supply you with machines that can ultimately produce stuff you sell to them in order to pay towards those debts. Then why isn't it in the interest of the companies to supply the player with the basics they need to progress and make more dough? Instead of giving you much needed blueprints after you proved yourself tustworthy, you get sent around the map looking for that blueprint in a stupid chest. That and the idea of a tidally locked planet that gets incinerated once per day by its sun. And after a five minute nuclear winter everything grows back at the exact same spot in the exact same amount. Sure. I just don't buy it. And that's the key to immersion or the lack of it.
Media

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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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 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.
Перша гра, де мені приходиться будувати фабрику.. хоча будівництво баз і подібне - це все моє. І... мені зайшло. Версія гри тік 0.2.х, а я вже награв годин 35 (з одним рестартом), і судячи по всьому контенту ще годин на 30 тут є.. і блін, це круто =) Якість гри чудова місцевіть гарна, досліджувати світ цікаво. Катаклізм опрацьовано дуже круто. Світ затягує на раз два. Доступна наразі карта вже дуже велика - навіть щоб переміститьсь з одного кінця бази на інший (ресурси різні і вони на відстані) без зіплайна по місткам бігти хвилин 5 в одну сторону, а я судячи по новим ресурсам з патча ще й їх половини не знайшов =) Багів, вильотів, просадок не зустрічав, за що особливий роеспект команді. Місцеві жукчки особливих проблем не доставляли і спокійно відстрілювались.. до вчора, коли на мене вилізло пару махін більше мене ростом я трошки змінив свою думку До речі сама стрільба приємна, ніяких зауважень немає. Вибір зброї поки не великий, але її обіцяють розширювати ще. Крім того до зброї доступно по кілька обвісів, тож уже зараз - норм. Ще є багаторазова граната з величезним радіусом (мене це разок погубило 1) і захисні турельки. В грі вже є кооп, але за якість нічо поки не скажу - граю сам. По будівництву. Загалом все доволі просто. Кілька виробництв можна підключати до однієї лінії з дронами - вони самі знають що і куди треба везти. будувати можна й одне над одним, ліміта в висоту я ще не досягав. Будуватись можна де завгодно окрім об'єктів інтересу. Прикрашалок, елементів комфорту потипу ліжка і подібного поки нема. Але впевнений що ще з'явиться, Елементів необхідних для зручності гравця і самого виробництва тут вже вистачає, а буде ще більше. По виживанню. Воно є, але не напряжне =) Періодично треба їсти, пити і слідкувати щоб не травонутись їжею аж до смерті. По факту і все. Знайти їжу, чи виготовити її зараз проблем не створює. Зміни дні / ночі як необхідності спати наразі немає, а може і не буде. Кароч, після Green Hell дивився трошки скептично в сторону цієї гри, а дуже дарма. Поціновувачам sci-fi і будівництва рекомендую. І був би величезний плюс в наявності офіційної української локалізації. Надіюсь з часом додадуть.
engancha de inmediato por su jugabilidad adictiva, mezcla perfecta en la construcción de fábricas con la supervivencia en un planeta hostil.
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.
Macht Spaß, schauen wie es sich entwickelt, von mir eine Empfehlung.
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.
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.
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.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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