

Avorion
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.



01About Avorion
Build a ship from scalable blocks and take it through a procedurally generated galaxy, where combat, exploration, mining, and trading meet. You can assemble a fleet, establish stations, or build freely in creative mode. Steam players rate the game 90%% positive across 13,036 reviews. The Steam PC version released on March 9, 2020.
Credits
Lowest recorded in 36 months
$8.492026-06-25 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
Show 6 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Spanish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| French | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Sandbox and co-op
Build ships from scalable blocks, then fight, explore, mine, trade, or command a fleet in the Steam PC game. Co-op play is also supported.
Language
The language data lists English and German full audio, along with interface and subtitle support in multiple languages. See {supportedLanguages} for confirmed interface languages.
03Frequently asked questions
Can I play with friends?
Yes. The description supports co-op, including building stations and fighting together. Two players can also share control of one ship.
Is there a creative mode?
Yes. A creative mode lets you build ships without needing to make them functional.
Can I focus on trading?
Yes. You can transport goods, find profitable routes, and establish mines and factories.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
On the surface, this game looks like yet another build/explore sandbox knock-off. However, start playing and you quickly realize this game is a diamond in the rough. In summary, it's the best of Space Engineers + the X-Series all in one game. + Living universe with warring factions. Sectors don't (yet) persist when you're out of system, but that's in development. + Robust construction engine. Not as many blocks as SE, but the blocks can be deformed & shaped as needed. Additionally, while you need a certain set of systems to build your vessel, you don't lose your way in all the details. + There is a main plot of sorts, but many other quests throughout the galaxy. + Trading, piracy, assassination - all the basic space themes are present. + Satisfying space combat, complete with the ability to salvage other vessels as well as mine. - Overall good graphics, but the texturing on the blocks is still limited at this point in development. - The UI is still very primitive, with some fundamental commands not present. They're working on it. - I find the soundtrack sucks, but that's what music apps are for.Show moreShow less
As much as I'd love to give this game a good review, it has a handful of design choices that absolutely curb the experience. The game starts out perfectly, the first few hours give me hope. Every single part of your ship matters, every action matters, you can directly take control of fights that last just the right amount of time to finish. You can only really effectively control one ship at a time, since giving orders is fairly useless for fights. (The game boils down to higher DPS wins) However, as the game progresses, you'll begin to feel some things. The amount of resources required (Both metals and credits) to do anything, goes up exponentially to ridiculous levels. There are certainly ways to make money and buy metals, however, there's caveats to this, let me explain to you the fleet system first. The universe is split into sectors, each sector containing its own random encounter, emptiness, or stations. To swap sectors, you will have to open up the sector menu, select a ship in it, and then go to it. There is a loading screen when swapping sectors. As the game goes on, your number of ships rises heftily, 20 is a number you can expect a little after half way through the progression. This means you can have up to 20 ships at that moment in different systems, and to give each of them an order (Such as dock at this station, repair the ship, accept or hand in this quest), you'd need to go into that system, and sit through that many loading screens. A reason to have your ships spread out in different systems is so you can accept the procure missions, where the station needs an X amount of resource Y, and will pay you a lot for it. You go into that sector (Loading screen), accept the quest, send your ship in a procure mission through the orders system, wait 15-25 minutes depending on your order, go back into that system (Loading screen), dock your ship into the station that gave you the quest (This can take a minute or two), hand in order. With 20 ships in 20 different systems, you will be doing nothing but going through loading screen after loading screen, and after about an hour of constant micro managing, you will have enough money to afford a station for yourself. There are other ways of making money, such as giving an order to your ships to run a trade (This takes 11-30 minutes each order), sending your ships out to salvage or mine, then sell what you get (These orders take 30 minutes each to give you a cache of resources, which is absolutely not enough later on the game to do anything with, make a number of ships unavailable easily leaving you with nothing to do if you're trying to get anything out of it, and are just not worth it because it's easier to make money and then buy what you need.) You can also chase around pirates, or do other quests such as towing a ship to another sector, or destroying a base. However, chasing around pirates doesn't give you enough money for what you need and you're running the risks of biting off more than you can chew (The game has mad difficulty spikes, and mistakes will make you take your time...). One other thing you can do to make money even more passively, is your own stations... they are incredibly expensive, need babysitting from raids that can be massive, and take many, many hours to give you your money's worth. The most cost-efficient station in the game is also the most expensive one, costing 435,550,500 to buy and generates 2,322,936 credits per minute of income. That's 217.5 minutes for it to pay back its self, a little over 3.5 hours. The cost I mentioned doesn't cover the full cost, because that price is just to place it down, not the components that it also needs, which are incredibly expensive. Not to mention, stations cost towards your ship cap, and require defence too. There are many other stations, quite some cheaper ones, but their ROI is exceptionally worse and still require defending. There's also technically "free" station, but as you can expect, nothing. What does this mean? Tab out. Wait over night. Money. Yes that's right, the second best money making in the game is just leaving it on over night. This isn't the start of these issues however, as even if you were to give your fleet a massive order, such as sending them all to go mining so that you get something to work with, you'll have to tab out just the same. The fun battles with the right length I mentioned? They get longer as the game goes on, much longer - tab out... and wait. This is how I got my high hour count, forgetting the game was even on. Now, let's say you finished a tough battle, your ships took a lot of damage, so on and so forth, there's the ship-building GUI... for every ship, you can have to switch to it from the menu, open its build menu, repair, confirm, for each and every ship based on how many ships you have. This gets tedious really fast... got some new turrets? Want to respec your ships? For each and everyship... open it up, remove all components one by one, add in new ones one by one, add in the 20+ turrets one by one... for as many ships as you have. There is absolutely no QOL to help you here, and the replace turret button absolutely does not help, because most of the times it can't even be used. Not enough turret slots, turret was broken, you name it. There are some stations which aren't for money making, such as making fighters, or an ore refinement facility, or making turrets! However, buying them gives no benefits compared to using one that's owned by an AI... despite having paid for the facility, you still have extremely overwhelming costs waiting for you, including component requirements that make them hilariously expensive to operate still. The players that could sit through all these issues (Some players like a tedious grind, it's their choice), were able to make use of the turret factory since it gives you a tiny bit of choice, which you can properly use at the very end of the game, so you can min-max. There is one more thing to add, the DLC. The DLC is in the game, in your universe, in your tooltips, in what the NPCs say, in pool of quests you can get, in the sectors. It will be everywhere, and if you don't own it - that's dead generated content, and the game misleading you. There's no way to turn this off, and the devs don't care. I figured I'd try to look for solutions on the discord, and give some feedback, but apparently the feedback channel is there just for mods to get defensive at the slightest hint of criticism, poke at you, and then tell you to send your feedback through the bugs channel because... the discord (With a community manager present that has only 3 total messages on the discord) isn't looked at or something, I don't know.Show moreShow less
I have over 1100 hours on this game. 600+ on 1 single world. I thought I had completed it when I built a huge ship that could win any fight but no that was the beginning of a far larger 2nd phase of the game where I built an entire empire factory chains engulfing entire sectors and filled with dozens of ships on ai command to defend my empire. I Expanded and grew to insane levels and still my thirst for it has not been quenched. This game is vast and the possibilities are endless. Truly a 1 of a kind game that has spirit born of hard work from the devs and the committed and ever growing modding community. Not getting this game would be a terrible mistake.Show moreShow less
I would give this game a recommendation Pre-2.0, but not Post-2.0. Sure, the 2.0 brought many changes and welcoming QoL improvements, like auto turrets and fighter upgrades. But it also brought drastic downgrades in gameplay. The most jarring downgrade however, is the captain system. This system is such a no-brainer, it almost makes Avorion feel like a cheap mobile game. Oversimplification Back when the game was Pre-2.0, you could arrange complex chain of orders for your captain. Post-2.0, you can no longer plan mining or trade routes, like having your ship load up products from your factory then travel halfway across the galaxy to sell them in a more profitable region. This whole planning process is replaced with the "Missions". where you literally just click a few buttons and voila! Profit! This disastrous downgrade in gameplay takes all the fun away from the economy system. And then, there's another, more practical problem to this matter. Like I said above, you could build factories in regions where the material price is low, then order a captain to load up products and sell them elsewhere for more profit. Since that went away with 2.0, you are forced to build your factories in regions with high demand for that product and sell them locally with the auto-sell function. But building your factory in that region will also increase local supply for that product, reducing its price, thus cutting your income. Setting up a stable command chain, be it mining, trading, or factory supplying, then watch it run smoothly and enjoy the benefit of it, is kinda fun and brings a sense of accomplishment by itself. Indeed, it might not be for everyone, but there are people who enjoy doing them. Think Factorio or Anno 1800. The new system took all that fun away, limiting the player's control over what they can do as well. And to those who think "I'm not interested in economy, I just want to fight", I've got bad news for you. Manual mining and bounty rewards can only get you so far. In order to build and maintain that fleet of 15-slots endgame battleships, you have to delve into the not-fun-in-2.0 economy system. Breakaway From Reality Before 2.0, the captains used to follow your orders step-by-step. Sure, they were not "smart", but they do things in exactly the same way a player would. They do everything in the actual game world, in real space. In a sense, the pre-2.0 captains were more or less a player's equal. This makes the game feel real, makes the game "believable". After 2.0, the captains suddenly gained magical abilities. They can do things players couldn't, in ways which players couldn't even comprehend. They no longer do things in the actual game world. (Yes I know you can "run into" your captains, and yes I also know it's just their effort to maintain the facade). They no longer do things step-by-step. They are no longer a player's equal. They constantly remind you with their actions, "I'm not someone who drives ships like you do. I'm part of an in-game system." The sense of belief is out of the window. The game no longer feels real. It feels just like a game. In short, This captain system of 2.0 is hardly an upgrade. The devs stated the change was mainly for "performance and code quality". Too bad they forgot the most important thing is the FUN.Show moreShow less
It's like a midget EVE Online is getting it on with X3: Terran Conflict, while Space Engineers is touching itself, watching from the closet.Show moreShow less
I've been... playing? Avorion for several years now, and have almost 3,000 hours in. Ultimately, I can't recommend buying it as a game, because... it's not. There's no depth of play to it. Everything is abstracted to the point of uselessness. You just mine one of the 7 ore types from asteroids and build ships. That's basically it. There's several quests to recover alien artifacts that will allow you to breach the galactic barrier so you can get to the endgame boss to kill it. There's no tech tree to unlock. Trade goods are meaningless - nothing uses them for any purpose. They're produced by stations and consumed by other stations, but (for example), your ship doesn't use fuel or oxygen, your crew doesn't consume food or medical supplies (because they don't really exist other than just minimal numbers that your ship needs to operate). Morale exists as an abstract number (surprise) but it doesn't do anything, really. You don't lose morale if you're losing in combat, just if you're understaffed relative to ship size. Missions from stations are basically "Here's some stuff, deliver it and we'll give you credits" or "We need some stuff, we'll pay you more for it". You might be sent to destroy some pirates, but they might be gone. Distress calls happen, and they're usually ambushes, but you could play for 100 hours and not answer a distress call mission - it won't time out. It'll just sit there forever until you deal with it. The only thing you can really do is build ships that can look pretty good if you've got the patience to deal with the editor. You can also import XML ship models, apparently. Each block has a default texture and you can't change that unless it's modded externally, which limits your ship appearance. Your ships no matter what the size, will move sort of like a rubber duck that's been turned upside down in the water. They'll slowly (or quickly, depending on thruster blocks) sort of rotate around on the centre of rotation until they're pointing at your target. Combat is pretty silly once you figure it out. You have about a dozen different weapon types but they all basically do the same thing - chainguns vs bolters vs pulse cannons is just "which one does more damage". There's ones that do bonus damage to shields or hull blocks, and there's ones that can hit multiple blocks, but there's no real skill involved. It's just numbers vs numbers - ooo look, my 100K DPS will gnaw down your shields in X seconds and then your hull is going to be hit, or I'm using shield penetrating weapons so your hull is getting hit already. The damage types don't really make much sense - physical, electric, energy, antimatter, plasma - and there's modules that make your ship somehow more resistant to one type or give you more hull but make you weaker to another type. I'd say 95% of my gameplay time, such as it is, is normally spent looking for higher DPS weapons. Weapon drops from enemies are entirely garbage. In almost 3000 hours of playing, I think I've seen maybe 3-4 decent weapons drop that outclass something you can make at a turret factory. The 2.0 release added captains and captain missions, which are basically time sinks for your ships. You could for example, jump into a sector and go buy some trade goods from a station. Or, you could send your ship with a merchant captain on a trade mission. Might take you a couple of minutes to travel to the station in the sector you're in, or it might take 10-15 minutes on a trade mission to get the same amount of goods. Buying them on a mission doesn't affect the inventory of any stations in the sector though - that's abstracted away. One of your ships just disappears and reappears some minutes later with trade goods in its cargo bay. Trading is... basically completely pointless. There are low value trade goods and higher values ones. You have literally no reason whatsoever to deal with low value goods after playing for about an hour. Stations don't need oxygen or fuel, crews don't need food or water, all the trade goods are is just a text label, a value and a space requirement. That's it. A fusion core or jewelery is all the same thing, just something with a name and a value. Crafting turrets needs specific trade goods for each type of turret, but that's it. If your ship is almost completely destroyed in combat, all it takes to rebuild it is sufficient credits and sufficient amounts of whatever material types it was made from to repair it. Your crew can't die. Expert crew will go up in quality but all that means is you need less of them to do the same job. If your ship is destroyed, you can rebuild it at a repair dock and it will instantly be fully staffed again. On higher difficulty levels you can permanently lose ships though. Overall, it's just... empty. There's no combat radio chatter like you'd hear in Falling Frontier, for example. There's a whoosh if you boost the ship's speed, or a hyperjump sound when you jump to another sector. There's tooltip-style text "chatter" in a sector - like cartoon speech bubbles near ships and stations. There's no real sense of progression because there's no tech tree. Trade is empty because there's no trade permits like in Star Traders Frontiers, for example. You sort of need trade permits for a couple of types of goods (anything dangerous or military goods, or stolen stuff), but a merchant captain or a smuggler captain has a universal trade permit property that makes even that simple little requirement meaningless. I don't know why I spent so much time playing with this game. The one thing it's useful for, which is building ships, is the one thing I'm completely ♥♥♥♥♥♥ at. It's like eating paste - there's the minimal sense that you're eating something, but there's no taste, no nutrition and basically, you end up wanting something, anything more. Also, the Discord community is populated with (as of recently) several relatively vocal, immature idiots that just refuse to discuss anything interesting and end up constantly referencing their own sad-ass ship designs as though they're the Mona ♥♥♥♥♥♥♥ Lisa. It's about as empty as the game itself.Show moreShow less
Its X3 but with around a million sectors, and you can build any ship you want, sure some ships are blockey, but they don't have to be.,, don't want to build your own ship? just download one from the forums. You can fight, trade, explore, take on missions for rewards, pillage npc ships, or even defend them from pirates for reward. play with your mates or fight them. at time of writing its early access and has issues but is worth it at the moment and will get better in time. right now the only conns are there are some frequent bugs but its still playable.Show moreShow less
Update on this review: Retried in 2023, the game didn't start (black screen with background music). Looked up the forums, I found I was not alone. Checked all drivers were up to date, checked on board GPU deactivated, moved settings file away, manually edited settings. Didn't help. Uninstalled after 1hr of trial and error. Forums felt like devs didnt care. Don't buy. Original (also negative) review. I'm sad I have to downvote this game, as it has many very good concepts. However, after 30 hours, I'm constantly running into gameplay and balancing issues, most of them rooted in a really incomplete reputation system. The game either fails to handle or to communicate basic concepts of this system. However, reputation is very important for mid-game, as only a good standing to a local faction allows for profitable trade, and you need at least neutral standing for many station services, like hiring, repairs, equipment purchase, etc. However, your standing very easily can turn to "bad" or "hostile", but raising your reputation is a tedious and error prone grind, often resulting in even more loss of reputation due to the borked mission system which constantly spawns missions that are impossible to conclude, thus even more ruining your rep with the issuing faction. The only advice I've found online is to gain rep by selling asteroids, however, finding and claiming asteriods is tedious and very, very, very, very, very, very, very, very, very, very, very, very boring. Just to warn you: Two failed (i.e., impossible to complete) missions dropped my "neutral" standing to bad. With this standing you cannot trade, hire crew, repair ships, and so on. It completely influences your gameplay. You can move on, but then that's the whole game for you. Next neutral faction, next grind, next problem, next tedious search for asteriods, next nothing exciting. I'm already exhausted after only 30 hours. That's pretty bad for a game with such a potential. There are plenty of good-to-awesome things in this game. They really make it hard for me to vote it down, but eventually I cannot recommend this game in its current state. It's lacking too much in the details of information visualization, real challenges and balancing.Show moreShow less
The beginning is the absolute SLOWEST PART OF THE GAME, so here are a few quick tips to get past the initial grind: Once you mine a moderate amount of iron (less than 10,000 will do the trick), find a SHIPYARD (the symbol is an anchor) and build a new ship. It doesn't need to be large, in fact, keeping it small will be cheaper. Set it to "MINER" in the options, and purchase the captain and crew to go along with it. When it finishes building, go into the build menu on that ship and fix a mining turret to it. Give it the order to mine in any sector that has ample iron, and it will slowly start gathering iron on its own until the sector is depleted. After that, you can build around 4 more ships, repeating this process, until you have a small fleet of miners doing all of your work for you. Upgrade their mining turrets as you can, and sell excess ore to get you enough money to do what you want. Have fun!Show moreShow less
//EDIT: It seems possible to roll back to an older version by going into your beta setting and choosing 1.3.8. Although this is nice, it's still sad that I'm basically just giving up on any and all new updates on the game until the end of time. --- --- --- Who in their right mind though that a simulative experience would be made better through simplifying the gameplay? By simply just removing the ability to loop fleet commands, this update needlessly limits a slew of previously existing gameplay options. Automation in the manner that it used to exist is no longer possible, with everything now instead being generalized to missions, which operate in vague 'zones,' and operate increasingly off of an abstract global resource pool. This change creates a slew of small yet key problems, which will influence and potentially change how you play completely. The concept is good on paper, especially for server optimization and for appealing to a more simple-minded crowd ("Accessibility"). However outside of this, the application is terrible. This completely sabotages your ability to reliably maintain a fleet, since your micromanaging and repair costs will grow at a seemingly exponential rate. You'll be spending time on placing and re-placing orders for them on the map, unless you just have the ships set to follow you anywhere you go. The very reason I'd bought this game - the scalability of your gameplay - is now gone, outside of whatever you can achieve with giving your ships a vague notion of what you want done in a vaguely defined region of space. They could have maintained the same functionality that they had before and increased abstraction for efficiency, but now it is impossible to run a functional and profitable empire that is capable of acting on your behalf in any way other than through vague splotches on a screen. This is long since post release, and this is a dramatic change to gameplay. They should really consider at least making it possible to un-do this update. This update single-handedly destroyed a significant range of appeal of the game for me, and if I could, I would request a refund.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.