
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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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!
Genres
Stats
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
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
Hours played at review time, across 61 reviews with recorded playtime.
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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.
A nice relaxing game to pretend to vacation on another planet, building your dream home to view the beautiful alluvial plains and valleys of Mars in its rusty glory. NOTICE OF VACATION WARRANTY NOT COVERED BY AS FOLLOWS: Choking on the wrong gas mix Pressing the red button Not pressing the red button Pressing the green switch Not pressing the blue switch Losing sight your base at night fall Turning the valve counter clockwise Turning the valve further counter clockwise Forgetting the Lock out/Tag out procedure Shorting out the entire base Charging the wrong battery Pulling the wrong lever Losing your wrench/crowbar Forgetting a glass sheet placement Losing luggage in a storm Dialing in an extra zero Improper Safety hat usage
Overall Summary Stationeers has huge potential and looks like a dream come true for engineers on paper. In the beginning, it runs relatively well, and building a small base is quite fun. The problem arises when you move into the late-game phase. The game runs on the Unity engine, which proves to be a terrible choice for a simulation of this scale. As soon as you build a massive base with fully automated production, the game literally falls apart, leaving you with nothing but constant bug fixing instead of fun. PROS: *Great Start: As long as you are building a small, simple base without heavy automation, the game is stable and very enjoyable. *Detailed System: The physics, gas mixtures, and the need to manage every wire and pipe connection are very satisfying at first. *Potential: The concept of the game is amazing; it is only held back by its technical execution. CONS - Why I don't recommend the game: *Poor Engine Choice & Catastrophic Optimization: The Unity engine simply cannot handle this game for larger projects. Even on a processor like the i5 12500H, a fully automated base becomes unplayable. If you don't own an absolute top-tier CPU like the Ryzen 7 9800X3D, you can completely forget about expanding to a huge base. The bottleneck isn't your PC; it's the engine itself. *Broken Logic & Random Explosions: With heavy automation, the logic chips start failing. Controllers stop responding and fail to shut down machines like the Ice Crusher. The result? Pipe pressure spikes, gases get completely stuck (they stop moving entirely), followed by a random explosion that tears half your station apart. *Unfinished Mechanics & Vehicles: Vehicles are in a disastrous state. The rover is barely controllable, and when you are sitting in the seat, you can't even press the button on the dashboard. The ships and rovers you see in promotional images do not actually work in game. *Terrible Material Transport: The game lacks a proper transport system for long distances. You have to solve everything by dragging endlessly long chute networks just to gather all your materials in one place, which is extremely impractical. *Tons of Bugs: On top of the logic and gas issues, you will encounter bugs associated with the trader, which once again result in random explosions and destruction. Conclusion If you are looking for a game to play casually and are satisfied with a small base where you do everything manually, Stationeers will entertain you. But if your goal is what this game is supposed to be about—a massive, fully automated station where things get made without lifting a finger I absolutely do not recommend this game. Until the developers optimize the game properly, fix the broken logic, or change the engine altogether, the late-game phase is nothing but frustration and unplayable stuttering. It is still in Early Access, I hope it changes
Caution : ALOT of the things in the screen shots are NOT in the game. I got this thinking we would have (or at least get at some point) shuttles and rovers with an interior like the screen shots but they do not. This is even worse for the loading screens! From what I've seen online this is not due to it being EA its cut content they have already abandoned. This is not a game about exploring, its is about building a station. Despite how the screen shots imply. Clues in the name DO NOT trust the promo images With that out of the way this game is fantastic, its nerdy as hell, loads of interesting projects you will find your self losing weeks into. I will say you require a certain level of autism to appreciate this game, but thats true for all the best ones. They say survival is hard, but its really not, within 10 hours you will have survival mastered, and that's where the fun begins! Automate, renovate and excavate your way to anything you like! Learn how to make rockets, phase shift your gases to make liquid fuels. Spend 6 hours on YouTube trying to piece together bad tutorials that expect you to have a PhD, its frustrating, its colluded, but once you figure it out the dopamine is real. VERY real
[h1]Summary[/h1] This game has an impressive breadth of features, an array of great environments to sandbox base-build in, and an active development team who make regular updates. If you can deal with the game's problems, it can definitely shine for the right player. However, I'm unsure if I can recommend it in general due to some significant systemic issues, especially coupled with the high price tag - there are other games in similar niches that may be more worth investing in. I'm leaving this as a positive review based on my own enjoyment of the game - I'll list the game's strengths alongside my (fairly significant) criticisms, and let you decide for yourself if it's worth trying out. [h1]Strengths[/h1] The game has a vast array of interconnected systems, most of which can feed into each other in some way. Even though the game lacks a dedicated narrative or story mode, players will naturally develop goals as they explore the in-game systems. Probably the game's best strength is how free the player is to grow and play, at least after basic life support is sorted out. You can choose to embrace the aesthetics of the game and build grandiose bases, lean hard into the atmospherics and create huge-scale refinery infrastructure, or perhaps work on genetically modifying plants to support agriculture. Or do none of that and choose your own path - you really are free to explore the game's systems as you see fit, and there's a lot to choose from. Another great aspect is how much the skills you develop transfer to other areas of the game. For example, if one of your goals is learning how to prepare rocket fuel, you'll naturally be led into using the concepts you learn to improve your base cooling, use phase change to upgrade your distillation system, and use programming to better control devices in general. There's a lot to love, and I've personally poured many hours into working on my projects. However, the game has more than its fair share of issues, which I will detail below. [h1]Weaknesses[/h1] To start with, while there are a lot of good features in the game, there are also a lot of pain points. Many systems in the game are poorly executed or not fully implemented, including ones you're forced to interact with like the wiring system. It's also unfortunately quite common that you need to limit your goals based on what the [b]game[/b] can do, not what [b]you[/b] are capable of designing. Sometimes this leads to interesting design spaces due to forcing creativity, but it's often just a serious letdown. By far my biggest criticism of the game however is the state of documentation. To get started with the game, you will have to fight against a nearly vertical learning curve - not because the game is especially difficult (although it's by no means easy), but because of a lack of clarity and communication about how things function. It should be telling that for me, my most reliable method of finding out about the game was the decompiled source code. This causes a lot of friction in learning about the game, and is especially rough for new players. If you're interested in getting into this game, I recommend you join the official discord, as there are plenty of wonderful people willing to help, although it isn't without its flaws (more on that later). [h1]Development Direction[/h1] I'm often disappointed by the studio's chosen development direction, especially their ongoing refusal to (or perhaps inability to) add desperately needed polish to the game. Many systems with simple, known issues are left in a state of disrepair in favor of pushing what I would characterize as poorly thought out, half-baked expansions, which in turn add themselves to the game's list of issues. For an example, at the time of writing we've just gotten the sanitation update, whose flagship feature is unfinished and uninspired in my opinion. It isn't terrible, but it feels more like a beta test than a fully fleshed out addition. The same update also managed to break two core game systems. One of them is especially egregious since it appears that they pushed it to live without ever testing it in beta, which is irresponsible. At the time of writing, it's been a week since this update, and they've taken zero action to address these issues. This response time is forgivable given their lack of resources, but more fundamentally the update shouldn't have been released in its current state in the first place. I have sympathy for their situation, but as a player, their actions often breed frustration. I am nonetheless hopeful for the future, as they do seem quite passionate about the game, despite their somewhat shaky throughput. [h1]Bad CEO Interactions[/h1] Finally, a small but important point regarding the devs' community interactions. The devs for this game are somewhat accessible due to the small size of the community, which is great and opens up players to meaningfully contribute to the game. This can elevate Stationeers from a video game to an art project that you can be a part of. However, this relationship can turn sour fast due to the CEO, who commonly hangs around the official discord. Any sort of criticism of the game or its development in his presence will result in a bad interaction, with him often using his authority to browbeat critics. I've witnessed this behavior aimed at all kinds of people, including newer players. For an example, some players were working on tracking down the causes of a serious bug, and were making comments on how problematic it was. Despite their efforts to contribute to the game, the CEO came in and shut down the conversation, threatening to take action against people if they didn't "follow the rules," pointing to staff harassment. Needless to say, nothing of the sort was happening - the most that was said were some jokes criticizing the state of the game. Worse, after someone called the CEO out for his behavior, they were [b]permanently banned from the server[/b]. This person wasn't even a party to the original conversation - they were banned solely for confronting the CEO for his conduct, after only a few messages, unilaterally. I shouldn't need to say how dismaying it is to see someone behave this way, [b]especially[/b] the CEO of a small game community towards his customers. To be clear, the actions of one staff member (even if they're the CEO) do not reflect the entire dev team, and interactions I've had with other devs have been quite positive. But because he's the most active staff member, and especially because he has so much authority as the CEO, it's hard to engage with the game critically and comfortably. Players of a game, especially those actively trying to contribute, shouldn't have to walk on eggshells when interacting with the community for fear of persecution. From the server rules and his language, it's clear that part of his behavior is motivated in protecting his team, and ensuring that they aren't exposed to the unfortunately quite vile parts of human behavior. However, he's overzealous in this goal, and in pursuit of it, he ends up repeating a lot of this same behavior towards his customers and community. This is especially a problem since, as a small game, there's basically only one community hub, and it's one the CEO has total control over. A healthy community scene is the lifeblood of a small game like this, so for the sake of its long-term health I hope these issues can get resolved. [h1]Conclusion[/h1] In short, the game is really quite the mixed bag. The most significant issue with the game is the new player experience, which can be immensely frustrating and seriously deter new players from sticking around. However, once you get past that hurdle, the game really starts to shine, and provides a great sandbox experience. Rocketwerkz is sometimes disappointing, especially the CEO, but their passion for the game is real, so I'm tentatively hopeful for the its prospects going forward.
Play it. Play the game. Play it now. Do you feel it? The Autism. It flows through you. It is your power. [b] Our [/b] power. [spoiler] Played the game today. Built an airtight base. Took out my welder's fuel tank and dumped it into the atmosphere. Ignited a flare. Went great. [/spoiler] 13.5/10 game.
Gaem good
1900 hours in this game. And the region thing for deep mining is just crap. the idea is lovely but the execution is so crap it makes the usage of it pointless. power transmitters lose to much power over distance. there is no new way to transport items. like drones or something else that is cheap. so sticking to chutes and about 5000 chutes might help. well thats 15000 iron.. then the time it takes to mine that + placing everything. if you dont like power transmitters then also need a LOT cables.. nah man it was way better back in the day without regions. how did the devs NOT think about logistics problems BEFORE the added this to the game. i used to love this game.. not anymore..
Десятки купленных игр, рефандов - ни что не цепляет ВООБЩЕ. И тут это... За 3 дня сутки почти наиграл) Впервые за несколько лет игра РЕАЛЬНО зацепила, даже играя соло.
Очень интересная игра по своим механикам Разработчики до сих пор обновляют игру и улучшают Жаль что мало людей знают про эту игру Очень классная атмосфера Не смотря на графику, оптимизация не лучшая, но в целом потянет на большинство ПК Правда цена кусается, но учитывая вклад разработчиков и неохотное приобретение игроками игры за деньги, цена соответственная За ачивку Mark Watney Респект+ Классная отсылка на фильм "Марсианин", клёвый фильм
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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