
Welcome to Trappist-1, 40.7 light-years from Earth. Fly your Ark, a colossal spaceship and mobile base. Explore the solar system and establish thriving colonies. Uncover the mysteries of Trappist in this story-driven colony builder.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Too short. After a couple hours, there's nothing to do. No replayability
A very nice city builder type game, with a wonderful sci-fi narrative. I spent 15+ hours moving developing colonies between planets, moving resources back and forth, while completing in-game quests to continue the story. After everything was running smoothly, the game prompted me to go to a new solar system. Unfortunately, this action ended the game, although the Steam store page says that there is more gameplay to be released in the future. I hope so, because I want to see more of the Trappist story, with super enjoyable resource management gameplay.
Trappist is a good enough game, it left me wishing there was more to it. The ending of the game was sudden and my colonies felt like they weren't developed yet. I barely touched tier 2 resources for my colonists (perhaps I needed to grow the colonies for that?) and most planets are completly untouched with no interaction beyond scanning them and some feel undeveloped. Most glaring example is the ice/ocean world were you have an entire underwater layer that has a grand total of 1 building, a supply depo for supplying an object underwater. Said object is important of course but it feels strange that the underwater layer isn't used more. Why not have algea farms be underwater structures? Water extraction structures underwater too maybe? All in all it is odd that the entire colony is on the surface and nothing goes on underwater. The story is decent enough, nothing amazing with some odd bets but doesn't get in the way at least. Research is underused, just a handful of projects, all easy to access and mainly served to progress the story. No upgrades or new fun things to build or anything like that. I personally would have liked a bit more researching with benefits for the colonies. I hope the developer doesn't give up on the game and develops it more, so we can colonize more worlds, extract resources and build supply chains on those too. The UI could use some love too, trade routes especially is annoying but managable to set up and figuring out production vs. usage means counting by hand instead of seeing an easy to use report. In conclusion, the game need polish in the UI department and QoL features. I would love to see more content and development of the colonies and planets. But I enjoyed playing it and was left wishing there was more to the game and honestly disapointed when the ending suddenly showed up. I do recommend the game if you can deal with a clunky UI and lack of reports and hope we will see more development.
Game kindof just stops in the middle with no real ending. You think you're maybe halfway through all the content and there's ongoing plot lines and then it just stops. I guess the dev got bored. In it's current state I wouldn't really recommend it. It's mostly about micromanaging cargo ships.
Finally! A chill colony game with good progression and actual Quality of life! there's NO happiness meter making you spend vital resources on entertainment while people are starving. there's NO exponential population explosions while you're just starting to build your colony infrastructure - wake people up at your own pace, hell FREEZE THEM AGAIN if needed! now that's a feature i haven't seen in this type of game! Ships need fuel. ONCE while building them! after that they happily do your trade routes forever! so nice. All in all, very cozy game but still interesting, hits a nice balance for progression where you need to think about what production to expand and sometimes requiring you to pause something because you need the workers to get much needed water for a bit since you've expanded a little fast. One thing i ran into was that people on certain colonies can die of thirst while there's water - they require vitamin drinks, not plain water. it's not hard to make but if you only realize once it's gone... oof. Also, the UI/controls can be a bit janky at times, but its not too bad. the game logic itself was extremely solid in my playthrough.
It is a nice game and it has some good mechanics but it is DREADFULLY short, and has little replay ability, not even other locations to explore. While i recommend the game i cannot justify the high price when there is so little content to it. Would be great with even just some random galaxy generation for you to move your ark from area to area as you play.
TL;DR Very fun and cute city builder, but the UI is infuriating at times The Good: - Interesting progression. New unlocks don't just Make Numbers Bigger, they unlock either something new altogether or a different way of achieving something. New planets similarly aren't just "more area to build on", they offer unique things to explore and crafting chains. Awesome! - Cute characters and dialogue. This is a feel good game, it's great for just relaxing - Based on real science: You will get some tidbits on scientific discoveries and makeup of stars and planets, which grounds the game. At the same time, it doesn't text dump too much either so it doesn't get annoying or too much - great balance! - The tutorial is decent. It does a good enough job of introducing the base game mechanics without hitting you with a wall of text but giving you bits of information over time as you unlock things. - Didn't quite like some of the default keybindings, but you can easily rebind them which is what's most important so that's also a bonus point The Neutral: - This is based on taste and sensory issues, but personally didn't like the music and i just disabled it altogether The Bad: - The UI is by far the biggest problem. It is quite the struggle, especially in the mid to lategame with managing spaceships. Creating trade routes is a chore, and oftentimes different windows will overlap so you can't really work on the thing you want. The game will also often not register clicks as intended, and you will send ships to other planets than you wanted, or instead of selecting a ship you zoom in on a colony. This gets very frustrating with how often it happens. The game also *really* needs an overview screen for trade routes somewhere, as it is you literally have to just memorize what trade routes you have going and what they're all doing. And if you want to make changes you have to hunt down that specific ship yourself. Yikes! There are some other issues as well, zooming can also be awkward in times, but these are the biggest sources of frustration. Overall then, while the frustration from the UI can get in the way of enjoying the game at times, it's still a pretty good game. If you can deal with some frustration and having to fight the UI at times, then would definitely recommend checking it out!
An excellent light-weight colony sim game with a tight narrative, Trappist makes up for its short overall playtime (compared to other games in the genre) by providing a solid groundwork for future additions and enough depth to scratch that new-colony-sim-itch. Where many other colony builder/sim games attempt to provide variety of experience upfront, Trappist provides a more focused vision that makes it likely more approachable to people new to the genre, or for less-intense overall management while still making use of resource balancing mechanics. While the game has sufficient polish to be considered "complete", if it receives any further additions on a similar level to the content already present, they will be welcome additions that balance out its only real weakness, which is to say its relatively short runtime and potential replayability.
Its... not for me.
Good experience, takes about 4-8 hours depending on how fast you go. Not very difficult or complex, but a nice mix of resource management and logistics. Biggest difficulty for me was to manage how many colonists to distribute where. UI and transitions are smooth. Switching between colonies and managing ships is pretty clunky though and the the control menu could use a little clean up. Maybe stress the importance of a steel outpost more.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Minicology | $37.3K | 72 | 68% | $14.99 |
| 江华号 | $37.3K | 180 | 77% | $9.99 |
| RUN: The world in-between | $37.3K | 180 | 93% | $9.99 |
| My Escort Company | $37.3K | 120 | 48% | $9.99 |
| Jury - Episode 1: Before the Trial | $37.3K | 213 | 86% | $5.99 |
| Iron Danger | $37.3K | 1K | 72% | $1.99 |