
StarRupture
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 StarRupture
On a volatile alien world, StarRupture combines first-person exploration, base building and combat. Gather and process resources, grow an industrial system, and defend your base against alien creatures alone or with up to four players. Steam player reviews: 80% positive from 12,492 reviews.
Credits
Lowest recorded in 36 months
$4.002026-06-19 · GreenManGamingBase 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 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Thai | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| German | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play alone or together
The Steam PC version supports single-player and co-op for up to four players.
Interface languages
Steam lists English and Simplified and Traditional Chinese among its interface languages. English has full audio; the listed Chinese options have subtitles.
03Frequently asked questions
What do you do in StarRupture?
Explore the planet, gather and process resources, expand a base and build an industrial system while defending against alien creatures.
What changes the planet?
Recurring cataclysms reshape this open world, and extreme temperatures add to the survival challenges.
Can I develop new technology?
Yes. Unlocking technologies helps you and your base endure the planet’s harsh conditions.
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.
I put a few hours into StarRupture and I think I’m done for now. There are some interesting ideas here, but structurally the game doesn’t hold together. At its current stage, it feels very early and in need of significant rework. Right now it’s essentially a factory game where the optimal strategy is to erase the world’s relevance as quickly as possible, then ignore it as much as the terrain allows. The core problem is logistics. Resources use autonomous pathing (routing, not delivery), which removes player intent from material flow. You can congest a rail, but it’s trivial and inexpensive to add more rails, so congestion never becomes a meaningful constraint. Once something is on the network, topology largely stops mattering. Height limits on construction remove vertical expression, which might have compensated for that, but the buildings aren’t stackable. The only rational approach left is to flatten the factory footprint entirely. That turns terrain into a pure inefficiency tax: once a flat, homogenized surface is established, you quickly converge on a single “best” layout with no meaningful room for improvement. After that point, terrain doesn’t add decisions or tradeoffs; it just slows progress. The base defense layer is where things really fall apart. The factory topology the game enforces is necessarily large, flat, and sprawling. That makes efficient defense geometrically impossible. The perimeter of any viable base quickly exceeds render and engagement ranges, meaning enemies effectively appear inside the defensive envelope. No amount of turret tuning or placement can fix this, since that's a spatial problem, not a balance one. Defense either becomes trivial once turrets are unlocked, or meaningless at scale. As a result, the game ends up in an awkward middle ground: the factory systems are simpler and less expressive than other factory games, and the defense systems are too underdeveloped to carry the experience. Multiplayer doesn’t meaningfully change this, since there’s nothing the game demands that can’t be accomplished solo. Multiplayer therefore becomes a less efficient parallelized version of single-player. The flare-star concept is visually striking, but mechanically underutilized. At the moment it mostly functions as a periodic pause rather than a system that meaningfully interacts with logistics, layout, or defense. Bottom line: there’s effectively a single rational factory layout that scales infinitely, and the engine struggles at the scale the game pushes you toward, long before the endgame structures make an appearance. Fixing this would require rethinking core assumptions about logistics, verticality, or defense. Not just adding content or tweaking numbers. I'll certainly revisit it later if those foundations change, but as it stands, there isn’t much to solve here.Show moreShow less
This game is 100% budget Satisfactory. EXCEPT: The game auto load balances everything for you. The most efficient way to play is to create a giant loop with multiple lanes and connect everything to it and then it will perfectly balance itself. This means that while this advertises itself as a factory game the core features that we have come to expect from factory games (namely the need to even a little math) is completely missing. That combined with everything being on the same level (no second floors), everything being locked to a global grid, everything being locked to one of the 4 cardinal directions for rotation, everything having fixed footprints, and resources not being transferable between bases factory layout design is so restrictive it's barely even a thing. You don't get to make any real decisions about where things go. That being said the game is overall decently fun. I'd give it a solid 3/5, but because it's only $20 I'll bump that up to a 4/5. The map size and complexity is okay, the dialogue and writing are okay, the gunplay is okay (a melee weapon would REALLY help with those tiny bugs getting too close), the control mapping is buggy but will likely get fixed. Other than the control mapping I have found no other bugs. I don't like comparing games to each other, but this game is so completely a copy of satisfactory in every way that I feel I must. This game is baby's first satisfactory. The story is better, but the writing is worse, the combat and exploration are worse, they way you unlock things feels worse, and everything related to the factory is worse. The world periodically resetting feels more like a game mechanic than like a cool event and collecting things every reset VERY quickly starts to feel like you're doing chores. Here's what I would change: 1) Make it clear where you get blueprints from. There NEEDS to be a tutorial for this. I still have no idea, I just happened to find 1 and it's not the one I need. 2) Add turrets and base defense against enemy hordes much earlier in the game. Honestly, this is the thing that will set this game apart and make it actually feel like its own game instead of budget Satisfactory. There's already a big focus on combat here, so lean into that. Also, it's a niche that isn't being effectively filled. As far as I'm aware there aren't any really good 3D factory / base defense games on the market right now. 3) Add food and water to the main HUD. 4) Give us a hot-bar. 5) Fix weapon controls. We need a quick, single press way to put things away. Right now it's REALLY obnoxious when you accidentally tap F and pull out your deconstructor. 6) Make sprint infinite. Stamina bars aren't fun in a game like this, they're just annoying. Sprint is already slow enough. 7) Add difficulty settings. This will be important if you lean into the base defense aspect as players all want different size hordes attacking the stuff they've built. I think this game has potential, and I do recommend people pick it up, just maybe wait a while until the game has developed more.Show moreShow less
As of January 2026... People are really over-hyping this game. I see most of the reviews as of the current date are less than 5 hours. I can only guess they didn't play the test, logged in, walked from one hill to another and made up a fantasy in their heads. I've heard all sorts of exagerated and false hype in reviews, forums, and on youtube. Things like: "Complicated satisfying factory game akin to satisfactory" The building isn't even 1/200th of the complexity satisfactory or factorio has. I can count the number of buildings you put into a factory on two hands and I barely need the second. There is barely any content at all and I think most will be completely done with the current content in about 30-40 hours, with most of that being walking. Sure, I did some second grade math and multiplied fractions or found the least common denominator a few times just like all the other factory games, but complex and satisfying? umm no. Maybe after a year or two of updates. "Rechargeable abilities and great combat" Wtf are you talking about? The fact your shield fills up again after not getting hit? There are no abilities. You shoot at 1 of 3-5 different monster types. You shoot, you can do it with pistol, rifle, shotgun, and a machine gun, or your harv tool that overheats. That's all that's too combat. Maybe you run away a little and then shoot. Point, click, shoot. It's ultra simplistic. Almost completely standard built in Unreal Engine 5 combat. Maybe they are referring the the LEMs, which are slots you open up as you level at intervals in which you put in a chip to get things like "swap weapons 35% faster." That's not what I'd call an "ability." To me the word ability in a game would mean something like, "unleash a cone of ice in front of you to freeze all enemies caught in ice storm for 30 seconds."...that's what I'd call an "ability." Walking fast, swapping weapons fast, carrying more ammo... these are "boosts" and pretty shallow. Not that you'd really know what to do with any kind of abilities or increased power, as there are only a handful of monster types to overcome in the game, all based on a spider type creature. Some jump, some melee, some shoot you at range, some lower your shields with a cloud. "Huge open world" Umm, the map is big and they have some points on interest on it that are largely the same. Same 1-5 monster types, in various forms that take more damage to kill the farther out you go. A few buildings here and there and containers to open where you will mostly find food or a few currencies to spend for progression to do a few tweaks to your gun or your ability to move faster. "Tower Defense" Not even close. You can build two turret types, but you barely need to. The little spiders that spawn mid game barely do any damage and you can probably sit there and smoke an entire cigarette while they munch on your base. No walls, no strategic layout, no cover, no positioning. monster x paths to building, does 1 dmg. I wouldn't call that tower defense. Maybe after updates. "Gorgeous graphics" I'll give them that. It is pretty. A little empty, even for initial early access release, but pretty. Is it a complete terd? No. It might be fair at the current price of around 15 bucks, but it isn't exactly the the game to get most excited about for the entire year. It will likely absorb a week for most people and then they'll move on until there is updates. Maybe after a year or two it will be worthy of mentioning alongside other factory games like Satisfactory, Factorio, or Dyson Sphere, but certainly not now, not for any other reason than factory game players are starved and bored. I am not leaving a bad review because I think the developers did me wrong, or because I want the game to fail. I hope it succeeds. I hope I can come back a year later and get lost in it. I've always complained about the lack of combat in satisfactory and desired at least some pressure like there was while learning Factorio. I think that's what they are aiming for, there is just way too little there at the current time. Right now, I am struggling to force myself to stop scrolling videos on the second monitor and to actually play. ---- Edit: There are so many people in the comments that believe this review is invalid because the game has an early access tag on it. Ridiculousness! Every game these days has an EA tag on it. That doesn't mean you can release anything in any condition. There is still an expectation for a minimal amount of content, fun, and enjoyment that is expected when a game goes public, regardless. I cannot publish a game that displays a black box on your screen with a quit button and expect good reviews simply because it is labeled Early Access. Even if there are a million people who just can't wait for a game with shapes. Oh just wait! It's gonna have ellipses, circles, and even hexagons! Just give them time! Great! We'll change the review when it does. I don't review games based on future promises. I review them based on what's there. Now, if you've found an additional 3 dozen monster types or 4 dozen new building types we can add to our factory, by all means, let us know.Show moreShow less
StarRupture : "Hey, can I copy your homework?" Satisfactory : "Sure, just make it look different so it doesn't look like you just copied it" StarRupture: "Sure thing" Edit: I’ve filed a ticket with FICSIT management. They’ve assured me that any similarities are purely efficient resource management.Show moreShow less
The core idea is good: Satisfactory lite with combat. The execution isn't simply "early access" bad, it's "fundamentally bad decisions mixed with early access" bad. Maybe it gets better in a year but experience has taught me that bad design decisions tend to stay, no matter how thoroughly you can prove they are bad. Yes, you're building a base but not really because you'll be switching out buildings constantly to match what you need at the time, not just early on but as I said, constantly. Yes, you're expanding but not really because you're moving from one resource node to the next to produce the next thing you need, making previous bases obsolete, so you have to move your storage with you. Yes, there is base defence but not really because you get turrets pretty late, if the base is needed you're already there to defend it, and you can't build walls. WALLS. You have turrets but not WALLS. It's like combat was designed by the people who planned the final battle against the White Walkers in Game of Thrones. Yes, there is progression but not really. Initially, it does seem like you have a choice but eventually you'll be bottlenecked into producing whatever you can that is needed, then go out and explore because you need to scavenge schematics from other failed prison colonies. You also level-up your combat, movement, and survival... things by doing them, which unlocks slots you can put little upgrades into that you can find while exploring but it's so slow that I was 2/3rds through the available content and still only had 1 of each unlocked and there's 6-8 or something. I can't say they made much of a difference. And then there's combat, which is where the bad ideas and execution come together into a clown show. It makes absolutely no sense that you get your guns by collecting Warbonds, because even with the HMG, which was the only gun I bought besides the pistol you unlock as part of the main progression system, which is also the most powerful gun according to the tooltip, you will be pouring ammo into packs of skin-spiders, who are very good at their respective combat roles. Right-click aim doesn't always feel like it's helping, sometimes hip-firing gives you a better idea where your bullets are going to go. On top of that, even if you stand still, the HMG rapidly loses accuracy after about 4-5 meters, after that it's Star Wars stormtrooper territory, especially when you're trying to hit the spitters, which are small, acid-spitting skin-spiders that do a great job at keeping distance, staying on the move, while maintaining a roughly 80% hit rate (100% if you're standing still or just walking backwards). Still, the HMG did its job. Unlike the grenade and the healing syringe, which are inexcusable. Why would you think that a syringe that charges up by picking plants makes sense? Or a grenade that recharges with kills I guess? Given how limited they were, I only ever used the grenade once and the syringe is so slow it is useless in combat. You have a cute little shield, sure, but it's gonna get wrecked once spitters show up. There are also plants you can heal from but they give toxicity, which you need another plant for, meaning that you're reduced to picking flowers in a sci-fi base builder that somehow did not think that giving you automated farms was a good idea (then again, it didn't think you'd need walls for your turrets either), because guess what, the plant that heals you is rare. And there's no passive regen either, you can't even heal in the literal Regeneration Pod which is your respawn point. WTF. I played alone, my friends have fortunately not wasted their money like I have. Still, it's pretty easy to see that both the combat and the workload have been tuned with co-op in mind. Initially it might seem like it's only 1-2 people working but once you expand beyond the starting location, there'll be plenty of work for everyone.Show moreShow less
StarRupture is a game eerily similar to every other game I’ve played it seems. FPS automation sending shipments to corporations like Satisfactory? Check FPS survival game on alien planet trying to survive a penal sentence like Planet Crafter? Check Lots of automated defenses and an ever growing alien swarm like threat like Factorio? Check SO If you liked any of those three games then you’ll like this one. Sure Factorio is a top down strategy kind of game but the overall premise is basically the same. It’s basically the same for all four of these games. It’s just more of the same. But if you don’t include the clear lack of originality or creativity, this game is a gem. It does so many things right that I don't even care if it's not original or uncreative. The gameplay, fantastic, the graphics, fantastic, the mechanics, controls, and random world level events are fantastic. And yes, I said world level events. There’s some crazy stuff that goes down which makes the game incredibly impressive. Overall I found very little to complain about here, for the most part the game was simply phenomenal in every regard. Except for one. And not the obvious one of lack of creativity. No I mean the stability. The game definitely needs more work. I found many many bugs and glitches while playing. Framerate drops galore, clipping items and environment galore, screen tearing galore. There wasn’t anything super game breaking…..yet…..but still there was a really large amount of glitches that should be addressed. So yes stability is a big issue. However, everything else was great and all for a low low price. Obviously I’m gonna give it a thumbs up cuz it definitely deserves it. Just like it definitely deserves you taking a chance on it. I highly recommend checking out the game. But if this wasn’t enough for you, I understand, and encourage you to check out the review on my YouTube Channel (link below). https://www.youtube.com/watch?v=gaqykrIwxyE Otherwise, thanks so much for reading and I hope I was able to help some of you out there spend your money wisely.Show moreShow less
I like this game, but the problems is that I can't read the texts. They are too small for me to read, You should add accessibility menu to make the texts extra large for players who had very low visions do to vision loss.Show moreShow less
TLDR: For 15€, it’s not a waste of money and I definitely don't feel scammed. But honestly, it is very Early Access right now. However, in its current state, it feels like a clunky Satisfactory clone. I’d really love to know what the devs' long-term vision is, because if the goal is just to make a 1:1 Satisfactory replica, it's missing the mark. But if it leans into its PvE potential, it could be amazing. Where it falls short right now 1. Combat is a pushover: enemies are way more aggressive while exploring early on compared to Satisfactory, but you get used to them fast. Once you get basic guns, they're way too easy to wipe out. 2. Progression is unrewarding: the tech tree feels weak. Leveling up mostly unlocks just one item, and half the time it's something you don't even need yet. Character upgrades are also painfully slow and the buffs feel super marginal. 3. Building lacks QoL: The building system is okay, but it desperately needs time-savers. We need a "zooping" feature to drag and place multiple foundations at once instead of clicking them down one by one. Where this game could actually shine The base defense! The Satisfactory devs have been super clear in their blogs: they want a chill, relaxing game. They are never going to add real PvE or base defense. That leaves a huge gap for this game to step up. Since this game currently lacks long-range logistics to build one massive mega-factory, it actually forces you to build scattered outposts -- especially since you need a shelter when a solar wave hits. I actually like this difference. But if we are going to build outposts in a hostile world, we desperately need walls. Other players have said it, and I agree: having turrets without walls is just a half-baked PvE concept. I would absolutely love to see this evolve into a factory builder where you actually have to defend your scattered bases from massive, varied hordes of enemies that require different weapons and strategies to defeat. Verdict: I'm recommending this on trust, but be warned: it is very barebones right now. It's rough around the edges, but the foundation is there. Devs, please don't just make a worse, chill Satisfactory. Give us the factory tower-defense game we're craving!Show moreShow less
Star Rupture is a factory game in the same way a vending machine is a restaurant. Yes, technically items come out of it, but the experience is spiritually empty and you leave wondering why you participated. The game proudly introduces its grand innovation, its defining mechanic, its bold leap forward for the genre: building goo, a substance that takes every resource, every component, every production chain, and liquefies them into a single beige paste that you smear across the map until the game engine begs for mercy. You take copper. You take titanium. You mash them together. Congratulations, you have created the universal solvent of design ambition. This goo builds everything. Rails, solar panels, turrets, bullets, orbital infrastructure, your hopes, your dreams, your disappointment. All of it extruded from the same undifferentiated slurry. It is a factory game where the factory is optional and the materials are interchangeable to the point of parody. The entire genre is built on escalation. You start with simple components, then combine them into more complex ones, and eventually your base becomes a sprawling monument to your own overengineering. Star Rupture looks at this tradition and says, “What if we removed the part where things get more complicated.” With a single copper miner and a single titanium miner, you can expand your base to a scale that would make urban planners weep. You can pave the entire map in machinery without ever engaging with the systems the game pretends to have. And the game does pretend. It includes components like copper wire, plates, rotors, motors, all the familiar shapes from actual factory games. But here they are ceremonial objects, relics from a religion the developers no longer believe in. They exist to decorate menus. They exist to trick you into thinking there is depth. They exist in quantities so trivial that building a production line for them feels like setting up a national mint to print coupons. Then the game tells you to ship products to space. Why. For what purpose. Who is asking for these items. Why does the megacorp want rotors when everything in the universe is made from goo. Why are we pretending these objects matter when the game itself treats them like arbitrary tokens. You could send them anything. You could send them a crate of novelty items. You could send them a box of mislabeled junk. You could send them the most absurd object you can imagine, and the game would nod approvingly because it does not care what you make, only that you shove something into the outbound chute. This is the moment where the entire design collapses under its own contradictions. The game wants you to build a factory to produce items to ship to space, but the items do not matter, the factory does not matter, and the shipping does not matter. The only thing that matters is the goo, the sacred goo, the alpha and omega of Star Rupture’s design philosophy. Everything else is window dressing on a building with no interior. Star Rupture is a game that set out to innovate and instead innovated its way out of its own genre. It is a factory game where the factory is irrelevant, a progression system where progression is optional, and a resource system where resources are symbolic gestures. It is a game that hands you a toolbox, then quietly replaces every tool with the same rubber mallet. It is not broken. It is not unfinished. It is simply designed around a mechanic that erases the need for the rest of the game to exist.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.