
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!
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.
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 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
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 902 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fantastic fun. Started my first game on normal difficulty on Mars. Managed to build a sealed room and an airlock before I died of thirst. Ate baked potatoes until they all died from too much light exposure. Added a landing pad and bought muesli bars from robot traders until I managed to hail a seed trader and started farming wheat and tomatoes. Expect a steep learning curve. This is the sort of game where you put on the tool belt, your suit and your helmet. Check your gas filters. Fill your oxy tank, dump your filtered air. Make sure your helmet is closed. Check your welder has fuel in it. Think of this game as a more in-depth version of space engineers, on the ground. Once you have the basics down manually there are several different ways to automate things from logic chips which are very simple to IC10 assembly which allows a lot of interesting logic. Airlock automation is provided and taught in the tutorial. Each device exposes a lot of interesting data to code. Automated furnaces for instance let you mix input gases, pump them in, combust them and then introduce metals - all either manually or automatically. Just don't put too much fuel in or it will over-pressure and explode dramatically. Pipe the hot gas output to a sterling engine to capture some free heat energy! Works great on Linux.
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*, Russian*, French, Spanish - Spain, Polish, Portuguese - Portugal, Korean, Simplified Chinese*, Traditional Chinese, Italian, Czech +4 more
Hours played at review time, across 906 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I so very, very badly want this game to do well since it's got a niche that it can thrive in. Seeing gases simulated in exacting detail even down to proper rrefrigeration is crazy, ane lets you pull off some crazy builds or even just hold off and keep things simple too. There's enough built in automation for things that you need that setting up things like airlocks is easy enough. Agriculture also feels like a huge reward for finally getting set up as well, and there's amazing depth to what you can pull off with it. Managing temperature, pressure, gas composition, and everything feels like a proper challenge to master. Also it's proper comedy screwing up and causing a massive explosion and leaving a crater where your furnace was. However, coming from a long time Factorio player, a lot of the decisions in Stationeers feel anti-quality of life. Manually having to dig through a tool belt for the right tool at the right time doesn't add anything to the game at all and just adds a level of tedium that slows progress. Plus the in-game wiki is pretty bare and could need a whole lot more information added to it, especially for beginners. Right now it's Tarkov-style reliance on the external Stationeers wiki. There's some other foibles too, like not having any passive pressure control valves for blow off and safety, so if power goes out better hope you don't overpressure a pipe. I've also gotta address the absolute state of the game too. Multiplayer has been incredibly frustrating, with a bug where a wrong password will cause both the host and the connecting player to need to restart the whole game in order to try again. It's been a bug for a while now, and having something that irritating just sitting there is pretty silly. Performance can also be incredibly poor for no apparent reason sometimes, with even moderate hardware dipping down in the 20s for framerate despite the complexity not being very high. It's a tough sell in the space of other games with much better quality of life and documentation, but I hope that it succeeds.
Game is very indepth and addicting. But be careful it can be a time sink. I regularily find myself losing 3 hours or more to this game.
This is the best survival/builder game I have ever played. At over 80 hours, I feel like I've barely scratched the surface. At first, it’s simple: survive, build a base, don’t die. Then suddenly you’re knee-deep in atmospheric pressure, gas ratios, and wiring logic. I feel like I'm auditioning for space OSHA. I tried landing on some of the harder planets just to see how it would be and holy crap. I mainly like the moon level, and of course, Mars is perfect for learning the game. I should know, I've restarted on Mars at least 10 times. BUT I learn something new every time. The learning curve may look steep, but there are many youtube videos that thoroughly cover the game. It's worth it. This game is ridiculously addictive. Warning: If you take ADHD meds, you may be stuck playing this game for 8 to 10 hours straight. 10/10. Would accidentally asphyxiate and or blow myself up again.
[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.
Really cool concept with the worst UX I have ever experienced in any game ever made. The later tutorials barely function, and you're onboarded on a strict timetable until you die. There's no planet with a safe atmosphere to learn on, which is a bit of a problem when your game has some of the worst controls I've ever experienced, and a bunch of complex systems. Construction is tedious on top of that for some inexplicable reason and well, I feel like I spend far more time trying to fiddle with the controls and tedious construction systems than I do designing systems and solving problems.
Ótimo jogo! Até o momento já descobri 18 maneiras de explodir a base (sem querer isso), 2 maneiras de implodir a base (sem querer isso), 6 maneiras de incendiar a base (sem querer isso) e mais outras incontáveis maneiras de morrer (sem querer isso).
Wiring brings out the same homicidal thoughts as real world electrical work. 10/10 in immersion.
Usability is extremly bad - to install a simple thing: - Press E to swap hands - Pick door kit - Press right button to enter build mode - Now press key from the number pad to rotate, having to move the hand from its position... - Place the door - Pick up the plates - Press e to swap other hand - Press belt key to open belt - Press Mouse control key - Drag Welder from toolbelt to free hand - Press button to turn on welder - Left mouse to finally weld the door - Key to turn off welder - Key to mouse control - Drag welder back from hand to belt - Q to drop the Plates Finished. Assuming or course you did not confuse at some point the different keys Other games: - Pick up door - Press key to rotate - Place door I had a cramp in my hand after 15 minutes dragging tool from A to B and back all the time. Refunded.
Stationeers ist am Anfang gnadenlos schwer. Das Spiel erklärt wenig, Fehler werden hart bestraft und man scheitert öfter, als einem lieb ist. Genau das macht aber den Reiz aus. Mit der Zeit versteht man die Systeme, denkt strukturierter – und plötzlich ist man süchtig. Egal ob solo oder im Multiplayer: Stationeers macht dauerhaft Spaß, vor allem wenn man Technik, Planung und Lernen mag. Jeder Fortschritt fühlt sich verdient an. Kleiner Hinweis am Rande: Gastanks mögen keinen Überdruck. Sie explodieren dann gern sehr eindrucksvoll – meist genau in dem Moment, in dem man glaubt, alles im Griff zu haben.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.3M | 2.3K | 63% | $29.99 | |
| $1.1M | 5.8K | 76% | $7.49 | |
| $107.5K | 308 | 74% | $9.99 | |
| $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 | 26.3K | 92% | $19.96 | |
| $9.6M | 13.9K | 97% | $24.99 | |
| $9.6M | 16K | 73% | $29.99 | |
| $9.6M | 27.1K | 95% | $14.99 | |
| $9.6M | 14.4K | 79% | $19.99 |