
Stationeers puts you in control of the construction and management of a space station to run by yourself or online with your friends. Complex atmospheric, electrical, manufacturing, agriculture, and gravitational systems require your thought and management at all times!
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.14/day in the week to Aug 31 → 3.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Stationeers puts you in control of the construction and management of a space station to run by yourself in single player, or online multiplayer with your friends. Complex atmospheric, electrical, manufacturing, medical, agriculture, and gravitational systems require your thought and management at all times!

Stationeers is designed for hardcore players who want a game that is systems oriented. Full utilization and optimization of these complex systems will only come from great knowledge and practice. The game presents a variety of science-based survival problems that you must address. Resource and time pressures will drive your initial designs, but the demands of a thriving station will guide you later.
Construction system rewards well-designed architectural, atmospheric, and electrical plans.
Atmospherics system for temperature, pressure, combustion, gas mixtures, water, and fire.
Physics on dynamic items in the world such as wall fatigue and explosive decompression.
Dangerous environments to explore & develop including exotic planets, and asteroid belts.
Deformable voxel terrain on worlds and asteroids that enhances mining and exploration.
Construct complex factories using machines, conveyors, and computers.
Ubiquitous logic system to automate every aspect of your base.
Write programs using Integrated circuits & assembly code to automate your systems.
Farm livestock and grow plants as a integral part of the station’s ecosystem.
Many aspects of the game offer full modding support via the Steam Workshop.
Designed from the ground up for multithreading to improve performance + scalability.

Space is empty and the planets are unforgiving to human life. You and your friends initially must decide how to meet your basic needs. Longer term, you will need to engineer solutions to power, heat, resource, and atmospheric problems. Build the most efficient systems you can by utilizing machines and programmable computers to develop automated systems.

Whether on a distant lonely planet, or deep inside an asteroid field, you control every aspect of building & running your station. Harvest nearby resources and use a wide range of tools to construct the ultimate station. Everything your station requires will be built and managed by you and your friends.

What do you do with all that ore you mine? Process it through machines and turn it into goods for more construction of course! There are lots of specialist machines to build and configure such as smelters, sorters, centrifuges, stackers, conveyors, fabricators and more.

Our robust, thriving community has been sharing their creations with us through the Stationeers Steam Workshop since 2017. Join us and build the future of tomorrow... today!
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 897 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I gave this game many chances. The idea is there, every cable, every panel, every pipe is an object you have to place, building deeper than Space Engineers... And that's it. The whole game, like many games of this same genre it lacks purpose. No rewards for survival other than the fact that you survived. Congrats! The moment to moment gameplay loops are there, but there's nothing else above it, no over-arching system. 1.5k hours on Kerbal, 500 on Factorio, over 200 in Oxygen not Included and around 100 in Space Engineers, one would think that this game is my jam, and yet it falls flat every time. If that was all, I would have just avoided leaving a review, but that's not it. This is the only place where I can leave a bit of feedback towards Rocketwerkz in general and so I'll do it here. When it comes to this game, their approach is already weird. The past couple of times I tried to get into it there were no tutorials... Why? Because they couldn't be bothered to update them so they removed them altogether, and left their game without any onboarding or explanation of any kind for at least a year. (I would hope that they added them back in as of now, but can't be bothered to check). Even with this game in EA, and another game, Icarus, in a less than stellar condition, they've embarked on a third endeavor, KSA, or Kitten Space Agency, a supposed Kerbal spiritual successor that's vacuuming up every single person that has talent to work on one so that there can't be others making such a game. And it is on that game Discord server that Rocketwerkz full weirdness is displayed on a daily basis. KSA is not coming to Steam, because the dev apparently hates every single second they have to develop a game sold on Steam now, what that says for this game Early Access or Icarus is hard to say, but it doesn't bode well. I see right now that they have no problem participating in the hated platform promotions and loading their EA games with DLCs. On top of that, they have a tendency to blame the platforms for stuff that are clearly caused by some error in their implementation. According to the devs, most of the refunds for Icarus are caused by a file corruption problem caused by Steam, a problem only them among all devs experience. In another rant, they wished for the ability to block all AMD users from owning and even just seeing their games on Steam (yeah, this is somehow one of the reasons to avoid Steam), blaming AMD and Steam for the way they implemented an uber-specific NVIDIA-only feature in the foundation of their game, and lamenting that they can't just tell people having AMD or Intel GPUs to either suck it up or buy an NVIDIA card. In practice, I was hopeful for this game and overjoyed when Rocketwerkz announced they would make a spiritual successor to KSP, but after having experienced their Discord server for a few months, I'm dismayed with what I found, regret ever giving them money. Frankly, I feel that, yet again, that mantle is held hostage by someone incompetent. I sure hope time will prove me wrong.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Russian*, French, Spanish - Spain, Polish, Portuguese - Portugal, Korean, Simplified Chinese*, Traditional Chinese, Italian, Czech +4 more
Hours played at review time, across 901 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a cool game with lots of cool ideas. It's very immersive and engineer-y and science-y and space-y. There are fun systems that make you think and learn and engage with new things like Kerbal Space Program or Factorio and other games like them. It is also, thanks to its design decisions, incredibly annoying to play. Every action you take requires 2-3x more button presses and clicks than you think they should. Let me explain how you build one of the basic workbenches in the game. Step 1: Place a blueprint. Then, get one tool (the welding torch) from your inventory into one hand, and one resource from your inventory (iron sheets) into your other. (You only have two hands, so hopefully you cleared them out before this step!) Then turn on the welding torch with one click and construct the first stage of the workbench with another click. Now turn off the welding torch with another click and put it away. Step 2: Grab cables from your inventory into your now-unoccupied hand. Click to construct stage 2. Step 3: The machine is not done, but it doesn't actually tell you what to do next, because you're holding cables. The game only tells you what to do next if you're holding the right kind of object. So, put your cables away and take out your best guess for the next tool. The game will tell you that you need the welding torch again, so hopefully you guessed that. Get it and plastic sheets into your hands. Step 4: Turn welding torch on, apply plastic sheets, turn off welding torch, put it away. Step 5: Get out screwdriver (or maybe the wrench?) and click one more time. Now you're done! Except you haven't wired the machine up yet, so it doesn't have power. For that you'll need to get out cables and wirecutters.... This is how everything works. Want to know how much battery is left in your area power controller? Going to need a crowbar to break open the case. Want to turn your fancy solar panel a few degrees over so it hits the sun more? You'll need to break out the wrench. Want to check your airlock configuration program? You need a screwdriver to change any settings on the terminal (???). There are keyboard shortcuts that mitigate some headaches, but they're half-workarounds for annoying self-imposed obstacles. I don't know what the thinking was behind these choices. Juggling all these tools and items and build requirements doesn't make anything more 'realistic' or 'immersive,' just annoying. There are a lot of good things here, and you could very possibly get used to the worst parts. It seems like there's a great space / engineering game underneath the cruft.
As a real life engineer I can tell you that designing anything without proper manuals and diagrams is as frustrating in real life as in this game. The devs have no excuse for omitting manuals for their own creations and the tutorials are lacking. I can find a manual for any equipment online with a single search - but in this game I have to watch a 10 minute youtube video to explain every, single, time. It's lazy design for a game that revolves around complexity. The control scheme involves a lot of drag/drop which is bad UI design also.
[h1] Ты никогда так часто не нажимал F1 [/h1] [h3] this is not a casual game [/h3] - говорили они, и были правы. Тут придётся сесть и разобраться, словно пришёл не в игру, а открыл какой-то рабочий софт. Скупое обучение от разработчиков встретит парой вводных фраз про взаимодействие с интерфейсом и базовыми механиками... и не срабатывающими на действия триггерами. Миссии обучения от комьюнити, встроенные в игру, не блещут качеством и логичностью, которой должен обладать обучающий материал. Так что пройти туториалы будет, наверное, даже сложнее, чем разобраться в механиках самому методом тыка или через местную станциопедию (по F1), которая действительно полезна, хотя могла быть сильно лучше и удобнее. Это отдельная крупная тема, но в станциопедии, как в основном средстве получения информации о контенте игры, было бы приятно иметь обобщённые таблицы данных для удобства сравнения параметров, например, газов, чтобы удобнее пытаться пользоваться термодинамикой. Итак, высадка. Где-то три-четыре неудачных старта на Луне, которая "для начинающих", и наконец удаётся создать первый более менее стабильный модуль со шлюзом и пригодной атмосферой, где можно начинать постигать механики глубже. И тут ты начинаешь утопать в контенте, которого много, но которому явно требуется более плавная прогрессия. На игрока падает просто вал различной сантехники, элементов логики, датчиков, инструментов, между которыми не всегда очевидна разница, потому что статы всего этого либо не прописаны, либо прописаны так себе. Ты что-то пробуешь со всем этим делать, программируешь три дня автоуправление печкой ([url=https://steamcommunity.com/sharedfiles/filedetails/?id=3641790106]код в мастерской можно скачать[/url]), пытаешься понять, как работает кондиционер, зачем тут ДНК манипуляторы, как работает торговля и т.д... Иногда получается норм, иногда не получается вовсе, ты думаешь, что [b] наверное для всего этого слишком тупой[/b], и что применение всему этому разнообразию найдётся на других планетах и спутниках, и уже хочется покидать Луну, потому что тебя зовут вперёд заманчивые экраны загрузки, на которых изображён транспорт и будто бы даже терраформинг. И отправляешься на Венеру, на которой [b] игра начинает сыпаться. [/b] [h3] make science your ally [/h3] - говорили они, и слукавили. Потому что на Венере, где первостепенной задачей является создание модуля, изолированного от горячей и плотной атмосферы планеты, вдруг оказывается, что кор механики игры просто не работают нормально, либо из-за кривой реализации, либо из-за искусственного ограничения той самой SCIENCE разработчиками. О чём я: на Венере при добыче материалов приходится копать шахты, и в момент уничтожения куска террейна, возникает вакуум, в который закидывается 240 кПа давления атмосферы. Это образует такие завихрения воздуха, которым позавидовали бы гравитационные аномалии из сталкера. Попасть персонажем в такой поток - это значит болтаться до 10 секунд в этом торнадо, рискуя разбить скафандр, это выглядит ОЧЕНЬ криво, но ведь решить достаточно просто - нужно спавнить при разрушении террейна не вакуум, а то давление, которого касается разрушаемый кусок минус объём выкопанного куска. Без расчётов воздушных потоков. И всё, у вас уже гораздо играбельнее и корректнее станет целая планета. Следующее, что посыпалось - теплопередача и фазовые переходы веществ. ОКАЗЫВАЕТСЯ, на каждой планете установлен свой глобальный показатель допустимого излучения тепла, и на Венере в холодной комнате вы не сможете охладить что-то горячее, если только оно не горячее, чем атмосфера планеты. А на Луне сможете. Потому что там другая физика. ОКАЗЫВАЕТСЯ, [b]изменение давления не влияет на температуру[/b]. Хотя изменение температуры влияет на давление. Они сделали это, чтобы игроки не использовали SCIENCE для создания кондиционеров. Норм? ОКАЗЫВАЕТСЯ, газовые трубы тут же стрессуют, если там 0,001 моля жидкости. Хотя держат 60 МПа давления газа. Почему?.. Да потому что разработчик взял и сломал дурацкими условностями игру, которая без внятного обучения оставляет игрока с его знаниями того, как оно работает в реальной жизни, в якобы - Я К О Б Ы - симуляторе. А на деле непонятно зачем ограниченной и обрезанной игре, в которой выживание на Венере невозможно без нелепых каскадов различных устройств, чтобы просто хоть как-то переиграть сломанные законы. [b] Всё это время не ты был тупой, а игра не работала на физику. [/b] [h3] manage every aspect of your creations. [/h3] - говорили они, и не дали одного из главных аспектов для этого управления - возможности расположить[b] устройства зеркально[/b]. Только лишь у нескольких устройств прописан зеркальный вариант, но их мало, и лаконично и красиво нельзя расположить буквально ничего, и это в тесноте модулей-то, где компактность и комфорт управления тем, что построил, ну просто капец как важны. Да, тут есть обширное программирование разными способами, которое в целом приятно организовано даже, но до этого дойдут единицы, как минимум потому что для компонентов нужно пройти по прогрессии до нужных сплавов, а для кодирования требуется благоприятная постоянная атмосфера в модуле. И понятная задача для кода. А с понятными задачами проблемы, потому что в какой-то момент натыкаешься на неадекватные приколы игры с электричеством или агрегатными состояниями веществ. Например, конденсирующаяся в газовой трубе жидкость, выгоняемая в жидкостную трубу через конденсатор, заново превращается в газ, откуда его нужно выгонять через испаритель в газовую трубу, где газ... Что? Да, заново конденсируется в жидкость, и так, похоже, до бесконечности. [h3] construct elaborate factories. [/h3] - говорили они, и не сделали ничего для того, чтобы реально можно было бы сделать что-то масштабное. Банально, потому что постройка нескольких этажей делается через какие-то костыли, потому что расположить устройства можно только на фундаменте, а он доступен либо в виде огромного куба, который сжирает место, либо в виде треугольной рампы, которую даже нельзя повернуть в нужную сторону. Тут буквально нет средств для создания красивого модуля даже, потому что стены и устройства насквозь друг друга клипуются, о каких factories речь? И зачем? У игры нет глобальной цели, чтобы была необходимость ставить даже один копатель руды. У персонажа нет таких потребностей в ресурсах просто, как нет потребностей и в торговле, особенно на начальных планетах, потому что ничем уникальным никто не торгует. Кроме еды, потребность в которой всё равно закрывается пятью стартовыми грядками с лихвой даже для двоих игроков. Вот и получается, что теряется смысл. А как было бы приятно иметь глобальные задания от Земли, причём их можно сделать очень разнообразными - от банальных "накопай и отправь 500 кг золота", до более сложных и комплексных заданий, предусматривающих манипуляции с ДНК растений и автоматизацию модуля. Но единственное, что тут есть - просто чеклист из устройств, которые надо поставить и запитать. И то не на всех планетах. Ну хоть и на том спасибо, это заменило обучение. [hr][/hr] Я не могу рекомендовать эту игру, потому что у неё очень высокий порог входа, а мотивированных разбираться игроков она точно так же разочарует механиками. Я изменю свою оценку ТОЛЬКО если в игре появится адекватное сложности игры обучение, разработчики пересмотрят подход к игровым условностям, и в игре появится всё то, что обещано на странице игры и показано на загрузочных экранах. А пока что лучше пройдите мимо и посмотрите на Satisfactory или Planet Crafter. [spoiler] Не забудьте купить DLC после того как увидите, что игра в раннем доступе почти 10 лет [/spoiler]
I am compelled to write a positive review for this game even though I refunded it. I only played the game for a little over 60 minutes, but it's obvious a TON of care, thoughtfulness, and precision went into creating it! I am blown away by the various interactions between systems, the construction minutiae, and the unorthodox UX design to handle player inventory with L+R hands. I regret that this game (and it's deep complexity) is just not for me right now, but it's something I am glad exists for other people to enjoy at a much higher level than I can. Devs -- good job, you've been supporting your dream since 2017 and I wish you many more years of success. Keep up the great work!
Stationeers is not casual, and it does not attempt to be accessible in the way many survival games are. It is demanding, technical, and often unforgiving. That is precisely why it works. What immediately stands out is the interaction between systems. Nothing in Stationeers exists in isolation. Power generation affects atmospheric control. Atmospheric control affects temperature. Temperature affects structural integrity, crop viability, and survival. Every decision cascades into another system. The game does not abstract complexity away. It models it. You are not placing a generic oxygen generator. You are engineering a closed loop life support system that must obey pressure, gas composition, filtration, phase change, and heat transfer principles. The physics engine is the core strength of the game. Gas behaves like gas. Pressure equalizes. Heat transfers. Phase changes occur when thermodynamic thresholds are crossed. If you do not understand what you built, it will fail. If you overpressurize a room, it will rupture. If you mismanage filtration, you will suffocate. If you neglect thermal control, systems will overheat or freeze. The game rewards comprehension, not memorization. Engineering solutions in Stationeers feels authentic. You are not following quest markers or scripted build paths. You are diagnosing problems. Why is the battery bank draining at night. Why is the greenhouse losing pressure. Why is the furnace output inconsistent. Solutions require instrumentation, logic circuits, programmable ICs, and deliberate system design. The inclusion of in game logic programming elevates the experience significantly. You can build automated safety systems, environmental controls, and resource management frameworks that reflect real engineering thinking. The interplay between atmospherics, power, resource extraction, agriculture, and automation is exceptionally well executed. Mining provides raw materials, but smelting requires temperature control and atmospheric composition. Agriculture depends on pressure, light cycles, temperature stability, and gas mixture. Power systems must scale with consumption, and redundancy becomes essential. The game encourages modular design and redundancy planning in a way few titles attempt. Stationeers does not hold your hand. The learning curve is steep. Mistakes are frequent, and early failures are common. However, the difficulty feels earned rather than arbitrary. When a base functions reliably through a Martian night or a lunar temperature swing, it is because you engineered it to do so. There are rough edges. The interface can be dense. The documentation assumes patience. Performance can vary depending on base complexity. But these issues are secondary to the strength of the simulation. Stationeers succeeds because it respects the player’s intelligence. It treats survival not as a checklist of tasks, but as a systems engineering problem. If you enjoy designing interdependent systems, debugging failures, and building infrastructure that obeys real physical constraints, this game delivers an experience few others provide.
You're a Stationeer if - you overengineer everything – not only in-game - your builds are best described as "permanently temporary" - there's always room for improvement - you optimize, automate, improve, repeat - half of your playtime is actually planning things and looking into Stationpedia with the game paused - you learned more about thermodynamics in the game than during the whole course of your school and studies - you'd really like to have a physical Stationpedia edition - your famous last words are "let's see if this is possible" - you dropped the red ice in your pressurized base only that one time - failing is fun, especially when it happens with a big boom - you instantly save the game when you hear the roaring of a pipe or wall - the moon actually looks like swiss cheese when you're done with it - "the UI is autistic" sounds about right for you because you are as well - your inventory has somehow become multi-dimensional - your friends want to know why your Alt key is so worn down - your colleagues at work ask you for the melting point of gold and you instantly answer 600K - you mumble "pV = nRT" in your sleep - you see yourself a bit as a mad engineer - your friends see you totally as a mad engineer - playing motivates you to do home improvement, but doing home improvement motivates you to play - you searched already the internet for a way to code IC10 on your smart home devices - your IC10 scripts are Git versioned - you hope that Simon never realizes that there are soooo many different types of screws in the world - you've been waiting for new gases because more complexity means more fun - you hoard uranium just because "reactors will come eventually and I want to be prepared" - you're officially too much Mark Watney - you played 1000 hours and still have not used all of the ways to obtain ressources yet
Seriously lacking all the QoL features. If you've played something like Oxygen Not Included, you know you can have incredibly complex systems without the UX being so obtuse. If they ever get around to making that aspect of the game not so tedious, it could be really great.
A game for autists by autists. I would say engineers but they really don't care enough about how a game feels. placing every wire, pipe efficiency from laying longer units, making number go up in plant genetics. all of that spinning of plates constantly distracting you from your current project and hence keeping it interesting. 2754 hours so far and still playing.
This game is one of the very few masterpieces available. This game is up there with civ 5, factorio, RDR2, portal 2, divinity original sin, rim world, ect. Titles like those live forever through the lasting impressions they impose. This game is the same. This game can and will absorb you. If this game is a masterpiece, explain why the reviews are not “overwhelmingly positive”. To put it bluntly… this game is NOT for everyone. You will die. You will fail. You will struggle and become frustrated. But if you stick with it you will learn. You might think you’re running into a bug but I promise you won’t. The gameplay is solid. I struggled at the start of my play time with dying, and I wasn’t sure why. It turns out my oxygen was contaminated with other gasses, and I wasn’t properly filtering them from my suit. I thought I was running into a bug but it was a fail of my own engineering. This game will break you down but you’ll learn and move forward. The satisfaction of finally figuring out how to stabilize a generator, or how to properly maintain pressure in your oxygen system, or the million other challenges is intense. The game has a ton of content, consistent updates, and a promising roadmap. To be fair, this is very much a WIP and you will encounter some difficulties if you host/join friends through steam, although it will work. A game restart seems to help. The game is definitely not finished, but it’s playable and incredibly fun to play! Do be warned. This game will take a solid 2-3+ hours to get your footing and figure out the UI, controls, and basic mechanics. Past that it may take days to learn to become self-sufficient on mars. Each scenario will test your skills as an engineer and as an innovator in different ways. Come into this game with an open mind, plenty of time…. And a willingness to fail!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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| $59.1K | 87 | 64% | $19.99 | |
| — | 0 | — | — | |
| $6.3M | 5.6K | 75% | $23.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.6M | 39.4K | 96% | $11.99 | |
| $9.6M | 27.1K | 95% | $14.99 | |
| $9.6M | 14.4K | 79% | $19.99 | |
| $9.6M | 79.8K | 84% | $7.99 | |
| $9.6M | 13.9K | 97% | $24.99 | |
| $9.6M | 16K | 73% | $29.99 |