
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 904 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Enormously fun, complex systems. In the first hour or two of playtime, simply staying alive is a challenge. In the next 20 hours you start to feel like you have the basics of staying alive down, but becoming self-sufficient takes a lot of work and careful planning. Once you think you're self sufficient, then you can really start to dive into the complex systems. The game doesn't hold your hand much, but it does give you enough guidance to figure out basic self-sufficiency without the need to constantly refer to the external wiki.
Confusing but fun also airlocks need to be LESS confusing i didnt understand the airlock at all if you have a bad pc like worse than mine i do not recomend it will be stuttery
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 908 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If the goal was to irritate me with confusing instruction then you did it with flying colors. 3 hours of absolute confusion.
This is a game of divergent complexity with systems upon systems and their plans for more complexity is very welcomed as I can't wait to see what it will be that may end up nearly killing me as I have already nearly over-pressured many different things in attempts to learn. Very fun to try and learn to survive in this very difficult yet rewarding game. Though I do wish for an easier way to split stacks of ice without it going to my hand and sublimating due to the sun or slightly warm ambient temperature, instead of it being splitable within my mining storages.
Master piece!
super spiel empfehle ich weiter - wenn man sich gerne mit Problemen auseinander setzt nur hier erstellst du selber Probleme die du dann später fixen musst
I've seen bits and pieces of this game for years but never really gave it a chance; recently I saw a youtube series of a playthrough and began watching it, and quickly became interested, I got the game, started learning the basics, watched some tutorials and found out this game is super underrated and an absolute ton of fun, I was on the fence about buying it for years and now I realize that was unfounded, the game is complicated, not for the sake of being difficult or grindy (it's not) but in depth of mechanics. Automation, it's not strictly an automation game, but it gives you the tools to do anything you might want, and I mean ANYTHING, all of the systems have dataports to connect to a wire network, and you can place controllers on said network, controllers that you can program directly via assembly code; so like, your solar panels don't automatically track the sun, you have to use a wrench to twist them to face the sun to get them to produce power during the day, but once you get some infrastructure setup, you slap a controller on the solar network, with a daylight sensor to track the suns position, and now your solar panels automatically track the sun during all hours of the day at 100% efficiency, and it's not that hard to do, either, it's dope. Setting up a growroom to grow food, your temperature sensors read temperature in Kelvin, just like a thermistor does in real life, so you gotta convert your temperature sensor reading to Celsius first, just like you actually do when programming a microcontroller to read a thermistor value. This game has a ton of depth and is more than worth it's value, if you like games like factorio, mindustry, space engineers, etc, you'll probably love this one, don't pass it up like I did, it's 100% worth it.
This is a pure passion project from the devs and it shows. They continue to develop it even though they've publicly stated it doesn't make much/any money for the studio. The atmospherics system in this game is super fun and is as easy or as difficult as you want to make it. Realistic calculations for using pollution as a coolant (either analogous to ammonia or chlorine) means you can use pressure to form hot liquid pollutant, cool it with radiators or heat exchangers, and then put the cold liquid pollutant through evaporation valves to crash the temperature for a very powerful cooling system (vital on Vulcan). I've been trying to get my family to play, and I can only imagine how much fun this would be to play with them or some friends :)
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I'm a big fan of sandbox games in general and some of my favorites have been games that include technical challenges. Stationeers has a lot of technical details and all the tools necessary to automate a complex station on a hostile planet. You are responsible for managing your power, atmosphere, hydration, food supply, and resource acquisition. These are simplified in some ways, but still have quite a bit of depth and every machine provides a means to control it via logic circuitry or MIPS-based programming. I never thought I'd spent so much time coding on a computer inside a game inside another computer, but it's really satisfying to network a bunch of machines together and making them run unattended or provide a custom user interface to them. Even so, I know I'm barely scratching the surface of the things you can do with this game, and I've only played on Mars, where the environment is relatively safe! I fully expect to play Stationeers for hundreds of hours more than I already have. I have a few criticisms, but they're not dealbreakers: * The UI is clunky and takes a while to get used to. Inventory windows are a mess and it would be nice if nested containers remembered their positions and tools could be assigned specific slots in your tool belt when you press the key to put them away. * Pipe and cable networks can be difficult to work with because they take up so much space. Something that allows bundling and crossing pathways would be great. * The flashlight is not great, especially with how the game's lighting system works. This can be especially frustrating on planets where it's dark far more often than it's light. I'm sure there are a few other minor issues, but nothing that's ever been game-breaking.
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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