

Hardspace: Shipbreaker
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 Hardspace: Shipbreaker
Dismantle spacecraft in zero gravity, cutting them apart and recovering valuable materials with a laser cutter and grapple. Each ship is a physics puzzle, while hazards such as fuel and explosive decompression demand care. Choose a campaign, freeplay, or timed challenges. Steam player rating: 89% positive from 19,500 reviews. Released May 24, 2022. Interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Russian, Italian, Spanish, and Portuguese-Brazil.
Credits
Lowest recorded in 36 months
$2.112026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 6 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Modes and controls
On Steam PC, choose among a campaign, freeplay, and timed challenges. Full controller support is listed.
Language
The interface is available in English and other languages; English is the only listed full-audio language.
03Frequently asked questions
What do you do in the game?
Salvage spacecraft in zero gravity, using tools to recover valuable materials. Each ship is a puzzle to dismantle.
What tools and dangers are involved?
Hazards include explosive decompression, fuel, electricity, and radiation. The laser cutter and grapple help you work through ships.
What can I upgrade?
Explore varied ship types and upgrade tools and gear to take on bigger, harder ships.
“Six-degrees-of-freedom zero-gravity movement anchors a methodical dismantling loop where strict risk management sustains the blue-collar dystopian grind.”
Our Verdict
Whether Hardspace: Shipbreaker is worth spending dozens of hours on depends on whether you can find the thrill of skilled work in “repetitive labor.” It is not the kind of game that drives you forward with a gripping story, dazzles you with one explosive set piece after another, or keeps feeding you rewards on a carefully tuned progression curve. It feels more like a job that demands skill, patience, and spatial imagination — in the first few hours, you are learning the tools and the rules; later, you begin to enjoy how much more you feel like a real shipbreaker.
Its greatest strength is how deeply it explores an extremely narrow subject. Dismantling ships, sorting materials, avoiding hazards, and planning cutting paths in zero gravity may not sound new individually, but together they create a remarkably rare kind of tactile experience. You are not “completing tasks”; you are handling a complex object. That difference matters. The satisfaction it delivers is very concrete, and very refined.
Its problems are also hard to ignore. Repetition in the later stages, slow progression, and a narrative that emphasizes world-building more than characters will cause some players to lose patience by the middle or late game. But these flaws wear down enthusiasm more than they undermine the foundation. In fact, the foundation is solid. Most critics have landed in the 7 to 8 range, and I largely agree: it is not a blockbuster of the year that everyone should play, but it is a game with a distinctive premise, strong execution, and once it clicks, it is very hard to find anything quite like it.
If all you want is constant stimulation, it may not be worth buying at full price. But if you are willing to spend time on dismantling, observing, judging, and slowly becoming more skilled, it is absolutely worth it. Not every game needs to let you save the world — some games are impressive simply because they can make “going to work” feel this addictive.
One-line recommendation: Fall in love with blue-collar space work, starting with the very first cut.
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.
Great game. A few people have commented on the shift timer of 15 minutes. You can salvage a ship for as many shifts as you want. Every 15 minutes incurs a "shift fee" of about $500,000 which can be reduced with perks. All that means is you're encouraged to be efficient, there is no pressure. A gekko, can be salvaged in three shifts completely. Or $1.5M in shift start fees. The Gekko is worth $20M plus. If you're worried about the timer in the game, let this put your mind at ease. It really isn't an issue.Show moreShow less
While the core gameplay loop of Hardspace: Shipbreaker was its main appeal, and why I jumped in early to experience it, I have been baffled by the creative decisions of the development team as to what the game should focus on. While initially, I believed that the development would be focused on adding gameplay elements and more variations to the core loop, the opposite was true, and Blackbird Interactive focused so much on the story elements of the game that they considered, that by version 0.7, that there needed to be no further addition to the gameplay loop. Instead, all that is required if finishing the story and rebalancing the progression. Let's talk about the development cycle of this game. Much like Subnautica: below Zero, the story went through multiple revisions and revamp. And since the development team promised "30 hours of gameplay", they had to pad this story content with a grind-heavy progression system. The way these two things interacted has changed considerably, several times since the first version of Early Access. Instead of adding more content, especially high-tier exclusive complicated ship to cap the game off and truly challenge the player gameplay wise, they're focusing on finishing parts of a story you do not interact it, but simply listen into like a podcast when driving to work. People jumped in the game when the story was absolutely not important beyond paying your debt - that's indicating they were there for the gameplay loop itself. Why has the story became such a major focus of this game? Is it because it's easier and cheaper to get voice actors to read scripts than adding complicated systems to the game? Maybe. We'll never know. To me, it seems like the development team got tired of making the game and want to move on to their next project, and want to arbitrarily place a finish line to ship this game in 1.0 and never deal with it again. I think that's a mistake, personally, but I understand why they would want to do something new instead of focusing on this unique game. I do wish them the best success on their future projects, but I likely won't be buying into them until final release. UPDATE POST 1.0: I have now finished the game proper, had to start over from the start due to the progression changes, even if there really wasn't any changes to it from 0.7 beyond how you earned XP and Tokens. The progression feels a little better, but the game suddenly stops any sense of progression by level 21/30, with nothing new to unlock since 0.7 as advertised by the BBI team when they decided to move ahead with the release. I think the fact progression stops altogether at level 21/30 is one of the main indicator that the game was pushed to release too early, but the fact that there is an available hazard level 10 in the UI that is never unlocked also indicative of this. The game arbitrarily moves the story forward with level reached, and by Cert level 21-22, I was given the choice to finish the main part of the story, and since I was particularly proficient at the game (due to playing it during EA), was able to finish the game in its entirety right after the last 'story' mission. Some of the upgrades don't even make sense in normal career mode - like at some point you get an upgrade for 16 minutes of Oxygen, and you have one more upgrade but... shifts last 15 minutes. There's nothing beyond helmet damage that would cause you to run out of Oxygen any shifts. Owning your gear is neat to repay debt, but the game, at the end of the story, gives you so much money that I was instantly in the black for over several millions and had no reason to continue beyond breaking the same ships I already had been breaking for several levels. I think, personally, that the story ends on too high a note, and it just feels a little cartoonish compared to how serious the game wanted us to take it. About the developer response below: While I understand that you might not be "tired" of the game, it does feel like it when you have claimed that there would be no post-content update beyond Console release and Quality of life updates. While no development studio is entitled to work on a title for free for years on end, typically providing more content and value after the game is released often ends up beneficial as it boost post-launch sales and shows love for the product. Especially since, again, the game was ramping up fine in 0.7, adding large ship classes and new system, and then the decision to focus solely on story and to announce that there would be no longer any features added to the game was frustrating to say the least. Then came the announcement that there would be no post-release support, indicates to me that the dev wants to move on to new projects instead of giving more of the gem I wanted.Show moreShow less
Waited for full release to review this game. It's easily one of the more cathartic and, at times, chaotic, games I've played in the past year. Shipbreaker gives me Death Stranding vibes minus the over the top plot points and incessant dialog. There's no killing (unless suicide counts). It's just you and a giant hunk of metal and technology... that's it. Get out there and take it apart, piece by piece. When you succeed, it's a feeling of pure satisfaction. When you get too lazy to switch to your point-based cutting laser and zip a line of energy across the side of a fuel tank, you're going to have a bad time. There's this balance between efficiency and speed that constantly shifts your priorities, causing you to commit mistakes that lead to a neat, well paced deconstructions into a mess of twisted metal and electrical arcs, hopefully not trapping you in the middle. Not to mention radiation hazards and explosive decompression. This is a game of precision, where every action has a cost, either in time or in risk of mucking up your whole operation. Shipbreaker challenges you to analyze, plan, and then execute on a multitude of ships in a myriad of configurations. Your shift length is something around 15 minutes, and every day in game costs your several hundred thousand in debt. Messing around and being inefficient will turn a two day deconstruction into a five day ordeal. If you blow something up or otherwise damage the ship, you're losing potential salvage dollars to the void, turning valuable computers and cargo into incinerated worthless scrap. Your chief currencies are Mastery Points and Lynx Points, which advance you in level and allow equipment upgrade respectively. All the while, your 1.5 billion credit debt continues to grow with interest while you fret about whether you should skip salvaging that thruster that you can't figure out how to extract. Yeah, you get good at pulling apart ships over time, but learning each one and their many variants is a treat. This is a thinking person's game, so if you are looking for space combat or multiplayer or base building, move on. If you're looking to play veritable chess with a hulking space ship to see who get committed to the scrap heap first, you owe it to yourself to give this a shot.Show moreShow less
It's good, honest, fun. I need to say that off the bat because what I'm going to suggest here is that you don't buy it yet and instead put it on your watchlist. See the game is great. It feels atmopheric and there is so much here that is real solid. Ships are interesting puzzles that you take apart bit by carefully (or not so carefully) sort into various sections. You can be real clever and there is a alot of room here to find your own groove. Some will carefully remove every bit of furniture sorting them into their respective bins spending several days on a ship. Others will just cleave a ship into chunks and take the most valuable things then haul said chunks into a bin for processing finishing the job in a day but losing a quarter of the value. So the question is, why am I not recommending it right now? Well it is simply a lack of content. You get in and you see the upgrade tree and the 1 bil debt you got (relateable tbh) and you think " Wow! there's going to be a lot to do here right?" Sadly no, not really. I came in and went ham going after ships and powered through the game only to realise there isn't enough ship variety right now to support more than a few hours of play at most. This isn't a mechanical issue as far as I can tell. There is so many little bits and bobs to disassemble and so many interesting hazards that thee mechanics are set to last the distance. What isn't however is the 3 or 4 ships. You read that right, 3 or 4. Sure there is variations based on what is inside said ships and that's actually what kept me here for so long but there is only a few different ships. You got cargo ships, transport ships, a training ship, and the biggest which is basically a noddle with rings (Can't remember the name) and the first 3 are all roughly the same . Only difference is cargo has a hatch you can remove from the top, transport has furniture you have to crawl behind to cut at stuff with, and training is literally empty. With that said there is real hope here. The noodle is the first new ship they released and it is really something. You take it apart slowly stripping away the massive rings around it then decoupling the interiors bit by bit as you depressurize room by room. It is a behemoth and is amazing to work with. I think that if they keep releasing ships like that it will really be worth buying. But right now (and here is your TL:DR) don't get this game. The content that is here is a amazing but there isn't a lot here right now. Wait a while and get it when it's updated and in the meantime watch it, see where it goes.Show moreShow less
Hey Hey PeopleShow moreShow less
WARNING: DEAD GAME Incomplete and abandoned; the devs walked away from this when the community backlash to their poorly-thought-out preachy and unskippable monologue broke their will. They called it "1.0" so they could pretend it's complete, but it's absolutely unfinished. Not only is this game incomplete, but the achievements don't actually work, either (for example, I still don't have the "I can fix it!" achievement, despite repairing all of my tools and my suit numerous times). Add in the unskippable cutscenes and in-your-face political monologue, that takes nearly as long as the actual gameplay... I would recommend you buy this title on a 75% sale, if at all. It's maybe worth buying on a DEEPLY discounted sale, just don't expect a finished product. The devs ignored practically everything in their original roadmap (long since deleted, but thanks to the wayback machine we can still see it). https://web.archive.org/web/20200617015937/https://store.steampowered.com/app/1161580/Hardspace_Shipbreaker/ To add insult to injury, the publisher keeps pushing merch... instead of updates. Update 6 Oct 2025 (Original review was posted 1 Nov 2023): Achievements may actually be working now; I just got "I can fix it!" and "It's heating up!" this morning. The devs apparently managed to buy their IP back from Focus Entertainment; it remains to be seen whether they will finish this game (and perhaps blame the publisher for the actions that caused so much player backlash), or just pretend everything's fine and start working on a sequel to grab some more cash. Given the history here, I'm not holding my breath for either outcome. Given the way things were left a couple years ago, I'm not even going to say I'm "cautiously optimistic"... but I might be willing to forgive them if they come back and finish this game before they launch a new cashgrab.Show moreShow less
Stop making games where i can't adjust the volume until i've started the campaign.Show moreShow less
I am really torn about this game. At first it seems great. Tons of tools, tons of upgrades, ships worth 10M with the player having 1.2B debt and a Steam achievement to pay it off, which gives hope for a lot of content. And none of it comes true. There are really three tools only, and all the upgrades are the same: five upgrades +10% to range, five upgrades +10% to durability, five upgrades +X to capacity etc. You are discovering new ships to salvage only within the first 10h of gameplay. After that, they all start repeating. Sure, there will be a "bigger" variant, worth even 30M, but it's actually just longer, and you salvage everything in exactly same way. It's really the same 3-4 repeating patterns. The salvage area is really small for those biggest ships, especially with the physics bugs, and there is a high risk of accidentally delivering the part to the wrong "collector". 1.2B debt to repay? Well, after one story mission you just get 700M for nothing. 7.5% of players got this achievement. And 4.1% of players completed the story mode. That only shows how little content there is. The story mode has a lot of talking, really a lot. And often it cannot be skipped. One time there is a 5 minute monologue - after I went AFK and came back to still unplayable game, I thought that it got stuck... There are two very annoying physics bugs: If you make a hole in the ship to vent the air from inside, air and free floating small items should go in one direction, while the whole ship should be pushed in the other direction - that's generally how thrusters work. Yet, everything moves in the same direction... Some ships/parts are too heavy to be moved with your grapple/tethers, however if you are pulling a small part, and it gets stuck on the big, unmovable part, it will move everything just fine... The controls are pretty good and floating in space is comfortable. Maybe except for the fact that the same button is used for picking up an item, and pushing it away. What actually happens depends only on the distance you are from the item. It's also not possible to use the thrusters while detaching an object, so you have to first get to a halt, and then detach, which only adds unnecessary waiting time. There are some repeatable in-game achievements (totally unrelated to Steam achievements), which give cosmetic stickers... Devs, seriously, what's the point of implementing a useless feature like that? You could have added an extra ship instead. There are also 2 exclusive steam achievements, so if you are hoping for 100% completion, get ready to play the story twice (at least to the 20h mark). Did I like the game? Yes. Did it meet my expectations? No. Is it worth £29.99? No. Get it on 40% sale for £17.99. UPDATE After finally pressing the "finish story mode" button, and watching all the concept arts shown together with the credits, I must say that the game feels greatly incomplete. So many various ships and in so many different sizes, yet we got only a small fraction of that. But that's not the only thing. You can buy all the upgrades around lvl 25, yet you keep levelling up to 30, and gathering upgrade points that you cannot spend on anything. There are 5 grades of cut points, but you only ever encounter up to grade 3. There are 4 slots on the tool selection wheel, but only 3 tools. Ships hazard goes up to 10, but you only ever see up to 9. Ships have 4 hazard icons, indicating what dangers you can expect, but one of them is always off. Thrusters and power cores have classes, but there are only two of them. What's the point of numbering two items? I would rather call one of them "advanced", but maybe it's just me. I am guessing that devs decided to cut the content of the game before release, without cleaning all of the things that were planned for but never implemented...Show moreShow less
This game has a niche. It's niche is all the weird kids who took screwdrivers, dremels and saws to their toys to take them apart and see how they work on a rainy saturday afternoon when the cartoons were over. It me. I'm the weird kid.Show moreShow less
The idea is so great, but there are a few things that completely ruin the fun for me. - I think the control scheme that was used is needlessly overcomplicated, its not that you cant use it, but could have been way easier and more accessible - the one huge thing, that wants me not to keep on playing, is the time limit....omg having only 15 minutes, then you have to go back, end your shift and then you can return back to the same ship....like why? I didnt even get why the shift has to end - on top of your time limit, you have oxygen depletion.....again I get that a human needs air, but the O2 lasts mere minutes and has to be replenished, I hate it. A real spacewalk can last 5 - 8 hours: https://www.nasa.gov/audience/forstudents/k-4/stories/nasa-knows/what-is-a-spacewalk-k4.html#:~:text=Spacewalks%20usually%20last%20between%20five,by%20Russian%20astronaut%20Anatoly%20Solovyev. Its simply not a fun game mechanic. Make the player a robot, it doesnt even matter. The whole O2 mechanic is simply stealing the players time, stopping the gameplay to a complete halt for no reason. - there are only 2 ships you can salvage.......2 ships!!! I cant believe it. These are basically put together like Legos, meaning it should be easy with this system to have 100 ships ready. - the HUD is definitely overblown and too much I definitely can see that Hardspace: Shipbreaker has potential, but right now its not fun to play and if they keep the things in that I mentioned, Im never going to return back. Refunded.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.