
From the creative mind of Douglas Adams. The Starship Titanic crashes into your house and takes off with you onboard. Inhabited by malfunctioning robots and a semi-deranged parrot, you must gain control of the ship and pilot it back to Earth.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Aug 22 → 0.29/day in the week after.
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.
About
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99 | 137reviews | 80% | — | $14.6K |
| $5.99 | 129ratings | 82% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ya Douglas Adams influence. Hilarious script. Fun puzzle game.
I grew up as a huge Douglas Adams fan and even met him when I was a teenager, so I really wanted to love this game. But I cannot; even at 89 cents, it is overpriced. If you want to play a great adventure game with the Douglas Adams charm, find yourself Infocom's release of the Hitchhiker's Guide to the Galaxy game and play it on a modern emulator. By contrast, Starship Titanic must have been programmed by the minds behind Monty Python's Complete Waste of Time. The irreverence and absurdism fill this game -- not just in the puzzles and voiceovers, but also in the interface that never makes it clear how to do what you want even if you have the right idea. The multimodal interface tries to simultaneously be a parser-based game and a point-and-click adventure where you sometimes click on the environment and sometimes on the interface. The upshot is that you will almost certainly want to have a walkthrough guide in a separate tab to figure out how to progress. It's a shame, because there is probably a good game buried under the lousy interface that earns the positive reviews that so many people here are offering.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A classic. If you've never played it, it's annoying, but funny, and difficult, but easy if you know how to talk to the bots. If you don't, I'm afraid I can't help you. It's Douglas Adams and other great artists- you need to play this.
Developed by The Digital Village and published on Steam by Nightdive Studios, Completely Unexpected Productions, and Atari, Starship Titanic is a science-fiction adventure game that stands apart from almost every other title of its era. Created from an original concept by Douglas Adams, the celebrated author behind The Hitchhiker’s Guide to the Galaxy, the game combines exploration, puzzle-solving, comedy, and experimental conversation mechanics into an experience that is as strange as it is memorable. Decades after its original release, it remains a fascinating example of how creativity and personality can leave a lasting impact regardless of technological limitations. The story begins with a premise that perfectly captures the game's eccentric sense of humor. The Starship Titanic is advertised as the most advanced and luxurious spacecraft ever constructed, a marvel of engineering designed to represent the pinnacle of technological achievement. Predictably, everything goes catastrophically wrong. Shortly after launch, the vessel suffers a bizarre malfunction and unexpectedly crashes into the player's home before carrying them away into deep space. This absurd opening sets the tone for an adventure built around unlikely situations, strange logic, and a constant stream of comedic surprises. Exploration forms the foundation of the experience. The Titanic itself is enormous, filled with lavish halls, extravagant rooms, mysterious machinery, and unusual locations that seem designed according to dream logic rather than practical architecture. Every area possesses its own visual identity, making the ship feel like a living character rather than merely a setting. Moving through its corridors often creates the impression of exploring an interactive science-fiction novel where curiosity is rewarded with both narrative discoveries and visual spectacle. The game's greatest asset is undoubtedly its writing. Douglas Adams' distinctive style is present throughout the entire adventure. Conversations are packed with wit, absurd observations, and clever wordplay. Rather than treating the player's situation as a life-threatening crisis, the game constantly finds opportunities for humor. The result is a world where malfunctioning systems, bizarre characters, and impossible circumstances are approached with a level of casual absurdity that feels uniquely Adams-inspired. Even simple interactions often become memorable because of the quality of the dialogue. One of the most ambitious features is the communication system. Instead of relying exclusively on traditional dialogue trees, Starship Titanic encourages players to type words and phrases directly to various robotic inhabitants of the ship. This conversational technology was remarkably ambitious for its time and helped distinguish the game from other adventure titles. Although the system is not flawless and can occasionally misunderstand player intentions, it remains impressive because of the freedom it attempts to provide. Few adventure games of the era were willing to experiment so heavily with player communication. The robotic crew members themselves are among the game's most entertaining elements. Each possesses a distinct personality, ranging from overly enthusiastic service robots to anxious assistants struggling to cope with the ship's growing problems. These characters serve both narrative and gameplay purposes, often providing clues, information, and comedic interactions that enrich the adventure. Their exaggerated personalities ensure that even routine conversations remain engaging. Puzzle-solving plays a central role throughout the journey. Players must gather items, solve mechanical problems, unlock restricted areas, and gradually restore functionality to parts of the ship. Many puzzles are imaginative and fit naturally within the strange logic of the game's world. When solutions finally come together, there is a genuine sense of accomplishment. However, some challenges reflect older adventure game design philosophies and may occasionally feel obscure by modern standards. Certain solutions require unconventional thinking that can either feel clever or frustrating depending on the player's perspective. Progression is tied closely to exploration and social advancement within the ship. New areas become accessible as players solve problems and interact with the crew, creating a steady sense of forward momentum. The ship gradually reveals more of its secrets, ensuring that curiosity remains one of the strongest motivations for continuing the adventure. Every new location introduces additional mysteries and opportunities for discovery. Visually, Starship Titanic remains distinctive despite its age. The pre-rendered environments are filled with imaginative architecture and extravagant detail. The artistic direction prioritizes creativity over realism, resulting in locations that still possess a unique charm decades later. While the graphical technology is undeniably outdated, the visual design continues to communicate a strong sense of identity. The ship feels luxurious, strange, and slightly surreal, perfectly matching the tone of the story. The audio presentation contributes significantly to the overall atmosphere. Music supports the sense of exploration while voice acting brings the robotic cast to life. The performances are particularly important because so much of the game's humor relies on delivery. Many conversations remain entertaining purely because of how effectively the characters are voiced. Despite its many strengths, Starship Titanic is not without flaws. The conversational parser occasionally struggles to interpret player input, which can lead to confusion when attempting to communicate with characters. At times, players may know exactly what they want to ask but struggle to find phrasing that produces the desired response. This issue can interrupt the otherwise immersive flow of exploration. The interface and controls also show their age. Navigation lacks the convenience found in modern adventure games, and interacting with objects can occasionally feel cumbersome. Players accustomed to contemporary design standards may need time to adjust to the slower pace and more deliberate style of interaction. Puzzle design can also be inconsistent. While many challenges are imaginative and rewarding, others rely on logic that may not be immediately apparent. The game occasionally embraces the kind of obscure problem-solving that was common in late-1990s adventure games, which may frustrate players who prefer clearer guidance. Nevertheless, the game's strengths far outweigh its shortcomings. Starship Titanic succeeds because it commits fully to its unusual vision. It combines science fiction, comedy, exploration, and experimentation into a package that feels genuinely original. Rather than following established conventions, it constantly introduces strange ideas and unexpected situations that keep players engaged. What makes the experience truly memorable is its imagination. Every room, character, and puzzle reflects a willingness to embrace creativity over predictability. The game never feels generic, and even its flaws contribute to its identity as a product of a unique creative vision. Few adventure games manage to create such a strong sense of personality. Starship Titanic remains a remarkable piece of interactive storytelling and one of the most distinctive adventure games ever released. Its combination of Douglas Adams' humor, imaginative world-building, experimental conversation systems, and memorable characters creates an experience that continues to stand out decades after its debut. Although its age introduces certain frustrations, the creativity, charm, and originality at the heart of the adventure ensure that it remains well worth exploring for fans of classic point-and-click games and unconventional science-fiction stories. Rating: 7/10
great game many, many fond memories
A little complicated at first but if you stick with it you'll get the hang of it
I loved playing this on my Win95 machine, never finished it. It's great to see this now available on steam so I can finally complete it.
I enjoyed it back in the day, but it's very hard to recommend among modern games, it's very moonlogicky, awkward and I have absolutely no idea how I beat it as kid, cos you really need to use a walkthrough. Read the book instead, it's much better.
Douglas Adams is hilarious, and this game really shines with his humor throughout. That having been said... it is a confusing mess of a game. I thoroughly enjoyed it, but had to look up at least three of the puzzles at the end because I just had no clue what to do. And I don't often give in and look things up. So take that for what you will; if you like Douglas Adams, Hitchhikers Guide, etc, you'll enjoy this game.
Great game, but we want an intercourse update.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 6 | 100% | Free | |
| — | 0 | — | — | |
| $11.2M | 40.3K | 92% | $14.99 | |
| $2.7M | 9.1K | 96% | $14.99 | |
| $2.2M | 8.2K | 84% | $14.99 | |
| $337.5K | 3K | 96% | $7.79 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.6K | 181 | 79% | $4.99 | |
| $14.6K | 455 | 97% | $0.99 | |
| $14.6K | 50 | 92% | $9.99 | |
| $14.6K | 137 | 91% | $4.99 | |
| $14.6K | 137 | 69% | $4.99 | |
| $14.6K | 137 | 30% | $4.99 |