
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 1207 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
the potential is there, but holy crap is it aggravating right now. controls don't do what you want them to do (crouching to slide and sliding 90 degrees to the right of the direction you're facing) tedious menu navigation (having to heal with 2 clicks, and one item at a time). vermin is ♥♥♥♥♥♥♥♥, and is the main reason i refunded. you tell the player "exploration is key!", make this big pink shiny place and players think "oooo i'm gonna check that out" tell the player "hey there's ♥♥♥♥ to loot here", then infinitely spawn exploding/jumping/spitting spiders that are way faster and stronger than you, making it impossible to get your stuff back once you die, if you can even find your body. having enemies in a factory game is one thing, but people who like factory games want exactly that: factories. example: Satisfactory dealt with hostile mobs in the best way possible. they spawn only in specific places, and once you kill, them, 4 more don't spawn. harder mobs scale with harder to reach/more valuable areas. if you build near their spawn locations, they don't spawn. on top of that, you can just turn hostile mobs off. movement feels way too heavy, even walking around the tiny base you first build feels too slow. building has potential, but there's way too many ways to ♥♥♥♥ up your placement, and not enough keybinds to place things perfectly without moving your mouse micrometers in a circle to try to get the platforms to line up (horizontally, vertical snap works fine). The only thing I found enjoyable were the global events, the firestorm was a very fun experience, and having to wait for buildings to physically cool down is a unique mechanic. things to add: CUSTOM GAME SETTINGS!!!!!! this is the biggest thing holding me (and i bet a lot of others) back from this game. if i could turn down/off the hostiles, it would make this game worth grinding at. better player upgrading. the little pop-ups saying "survival level up!" doesn't tell the player anything about what improved, not to mention they don't get a choice in what's improved. waaaaaaaay more keybinds for things (easier inventory management, more coherent menu navigation buttons like a back button)
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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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Nach rund 25 Stunden gefällt mir Star-Rupture bisher sehr gut. Die Spielwelt ist wunderschön gestaltet, abwechslungsreich und macht Lust darauf, immer weiter zu erkunden. Besonders spannend finde ich die verschiedenen Gefahren: Vor einer Hitzewelle wird man rechtzeitig gewarnt und muss schnell Schutz suchen. Auch die immer häufiger auftretenden Infektionswellen sorgen dafür, dass der Aufbau der Basis nicht langweilig wird. Geschütze helfen bei der Verteidigung, reichen allein aber nicht immer aus. Erreichen die Gegner die Basis, können sie diese mit Geschwüren infizieren, die anschließend beseitigt werden müssen. Etwas merkwürdig finde ich das Nahrungssystem. Je nachdem, welche Nahrung man herstellt und zu sich nimmt, kann sie Vergiftungserscheinungen verursachen. Das wird aber relativ schnell abgebaut. Außerdem wird mir seit der Einnahme eines bestimmten Mittels dauerhaft angezeigt, dass meine Nahrungswerte schlecht seien obwohl sie vollständig gefüllt sind und keine Vergiftung vorliegt. Trotz dieser kleinen Schwächen macht mir das Spiel bisher sehr viel Spaß. Ich habe noch längst nicht alles entdeckt und bin gespannt, was mich noch erwartet. Klare Empfehlung!
Pros: -Beautiful graphics and lighting -Large open map with plenty to explore and collect -Guns feel good to use and there are some attachments -Fog effect makes everything look further and larger -Giant spooky megastructure in the distance -Satisfying production lines -Every item looks futuristic -The concept of resetting the map with coronal mass ejections and the visuals and sound thereof Cons: -Stamina bar -Runs good but unstable at times -Too many food items, most are unlockable but take a huge amounts of different plants -A lot of different collectibles that all only give you progression points -Some plants are incredibly rare - [spoiler]Armored vermin can only be damaged from the back and they almost never use their charge attack[/spoiler] - [spoiler]Abandoned bases have completion checklists but they include rubble on the ground that can be hard to find and there's often a lot[/spoiler] It's very much still in early access and updates are only slowly coming along but there's a lot to do and I see potential.
Extremely fun game that takes satisfactory and makes more combat
The game has great bones. It just needs more variety in content and a fleshed out story line to keep players engaged. I hope the developers can deliver on their vision. Game on!
Macht Spass ,hoffe auf Langzeit Motivation..Grüsse
Has promise. Satisfactory with less complex factories but much more combat and the higher need to explore (key unlocks can only be found by exploring). Still plenty of rough edges though: -Rails (the conveyor belts of this game) sometimes refuse to work until rebuilt -Rails also harder to organize once you get to more complicated production pipelines, spagetti is pretty much unavoidable -Large enemies are annoying. Immune to damage from the front and kills you in 2-3 hits. -Progress stalls a lot. Little need to build large factories since even small ones complete the objectives long before you've found the blueprint for the next part
After several hours of gameplay—including sessions with friends—here is my review. The game appeals to fans of this genre (myself included). However, there are mechanics that are tricky to grasp; building, for instance, is frustrating—interruptions and poor visibility make the process clunky. There are also issues like getting stuck between rocks, where the only solution is to wait for the glitch to shift you to a spot where you can jump free. Speaking of bugs and glitches, some text elements get hidden behind the player's inventory—specifically when right-clicking items in storage containers; the "split," "destroy," or "take" options end up obscured by the personal inventory UI. Personally, I would add an option for direct supply inputs to defensive turrets and make food crafting a bit easier. Right now, gathering the necessary materials is so complicated that it’s more practical to skip that crafting mechanic entirely—which shouldn't be the case. I’d also recommend an alternative to rails for connecting power between structures; rails are visually unappealing and put extra strain on PC hardware. Underground cables would be a great option—perhaps requiring a special tool to build, and allowing for different power channels with ports and connectors to handle multiple cables. As for the solar flare mechanic, I like it—especially how it forces you to use the post-flare window to venture into caves for quartz. However, I’d appreciate a timer between the first and final flare notifications so I can accurately judge whether I’ll make it back to my bunker in time. Finally, I’d recommend adding a medkit that allows you to revive yourself after being downed by enemies; playing solo becomes incredibly frustrating without one. I would recommend adding an option to retrieve lost gear upon death, as crafting it all over again becomes tedious. This ties into the previous point, given that enemies become very annoying past a certain stage of the game (though that isn't the problem itself, as it adds dynamism and prevents the gameplay from becoming flat). I’ll be playing for many more hours, just in case I spot any other bugs or have further recommendations. Finally, I want to congratulate the developers on the latest update; they’ve made the gameplay more enjoyable—congratulations!
Came back to this game after a year or so and I am suffering a significant amount of crashes. Seems to happen when the game tries to auto save. Unplayable for me right now. Otherwise it is looking great. Lots of fun.
Great game! cant wait to see how to game develops
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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