

Stellaris
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 Stellaris
Explore a procedurally generated galaxy where star systems conceal mysteries and alien civilizations await. Send science ships to survey space, investigate anomalies and shape an empire through exploration, diplomacy and warfare. Steam player reviews: 85% positive from 139,202 reviews. Supported interface languages: Simplified Chinese, English, French, German, Spanish, Polish, Portuguese-Brazil, Russian, Japanese, and Korean.
Credits
Lowest recorded in 36 months
$3.992024-12-19 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play modes
Steam PC supports single-player, multiplayer and cross-platform multiplayer.
Languages
Supported interface languages include English and both Chinese variants, among others. The supplied facts do not specify full audio languages.
03Frequently asked questions
What do you do in Stellaris?
Explore a procedurally generated galaxy, investigate anomalies and encounter alien civilizations.
How do you shape your empire?
Customize your empire and shape its course through diplomacy, alliances and wars.
Can you customize fleets?
Customize war fleets using the ship designer and choose among complex technologies.
“Role-playing 4X sandbox welding Paradox event chains onto a 4X skeleton, ten years of long-tail polish”
Our Verdict
A decade of long-tail operation has proved a single thesis. Stellaris is not "a freshly released good game." It is "a continuously growing modern classic." Entering it today does not mean you get the launch product — that half "exploration wonder, midgame stall" hybrid. You get a deeply polished space sandbox with content density approaching that of an MMO.
Temporal context — from launch year to today
At launch the competition was Endless Space 2 and the Master of Orion reboot. All three games entered the field together, but ten years later only Stellaris is still receiving DLC. Behind that gap is Paradox's long-running operational doctrine and a very large active community pulling in the same direction. Peer 4X titles slowed their updates over time; Stellaris kept accelerating.
The four-year anniversary brought all-time high monthly active users — a curve that essentially does not exist anywhere else in the 4X genre. Most 4X games peak at launch and decline forever after. Stellaris kept gaining players as the years passed. The cost of that longevity is that DLC count has accumulated to genuinely intimidating levels — thirty-plus expansions, more than a dozen narrative packs, over twenty species packs. Buying everything costs more than ten times the price of the base game.
The tenth anniversary giveaway of "base game plus three flagship DLCs" is Paradox's own admission that entry friction had grown too steep. The intervention pulls today's onboarding experience up to "open the box and immediately play the modern core of Stellaris." New players no longer face thirty DLCs in confusion — they can step directly into the core gameplay.
Who should buy
Players who want the trifecta of "macro-scale strategy, science fiction aesthetic, long-form operation" — this is the core audience. If you are weighing Endless Space 2, Sins of a Solar Empire, and the Master of Orion reboot, Stellaris is the highest-density choice across all three dimensions. It is not just a 4X; it is the most complete expression of a decade of long-tail 4X operation.
Players willing to spend a thousand hours on a "role-playing 4X" — the ascension paths, Galactic Custodian, and Become the Crisis triad deliver replay value that no other 4X currently matches. Every campaign can be a different identity. Sandbox replay depth pushes into the territory of dedicated RPGs.
Players who accept the Paradox learning curve and enjoy the "pressing space is the real skill" rhythm — this is not a game that teaches itself in ten minutes, but every hour of learning pays back as "I finally see the system" by the second campaign. That delayed payoff is the classic grand-strategy reward loop, and Stellaris pushes it to the limit.
Who should not buy
Players who want compact turn-based sessions of four to five hours each. Civilization and Endless Space 2 are both better fits for "two hours before bed." The minimum Stellaris campaign already starts at twenty hours, which is unfriendly to fragmented-time players. Weekend-only casual players struggle to keep a single run coherent across many short sessions.
Players unwilling to learn Paradox economics and intolerant of UI density. Stellaris's information density is high, with essentially no hand-holding tutorial; the first ten hours are mostly a mix of wiki reading, watching videos, and trial-and-error. If you only want "press the attack button and have a fleet, expand and have territory," Sins of a Solar Empire is friendlier — it does not require you to understand the economic model first.
Players who insist on "buy once, done forever" — the Stellaris expansion matrix rolls forward indefinitely. You buy seven core expansions today and another core expansion arrives next year. For players who want to stop spending money on a game, this is a hole that never fully fills. Continuous investment is required to stay current.
Recommended onboarding path
New player path: start with the base game and the tenth-anniversary free DLCs. Play thirty to fifty hours to build a high-level mental model. Then prioritize purchases — Federations, then Nemesis, then Overlord, then Galactic Paragons, then The Machine Age. These five core expansions plus the gifted Utopia and Synthetic Dawn cover more than five hundred high-quality gameplay hours.
Narrative-driven players follow up the core stack with Distant Stars, Ancient Relics, and Astral Planes — these three significantly increase event chain density. Species packs are taste-driven purchases. Mechanical packs vary in value — Cosmic Storms can wait.
Console players should follow the "console base plus current season" route. That is the simplest path, at the cost of the mod ecosystem. PC players are strongly encouraged to enable the Steam Workshop once the basic gameplay is internalized — "Extended Notes" plus "More Events" is the canonical community pair, and it lets second-campaign new players actually read the economy.
The tenth anniversary window is the optimal entry moment. Across the full Steam discount cycle the price curve hits its long-run low. New players can configure roughly eighty percent of the core content in a single transaction. By per-hour cost, Stellaris remains one of the lowest-cost-per-hour options the 4X genre has ever offered.
Latest news about Stellaris
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.
>Begin game as Grey-looking reptile people >Fanatic Materialist/Xenophiles >Begin spreading across my side of the galaxy >Eventually find primitive turtle people >Set up observation post and generally forget about them >Encounter bug people >Bug people are incredibly aggressive and have a lot of guns >Not as advanced as me but have 5 times as many ships as I do >They want my outer colonies >"♥♥♥♥ you, get your own" >They don't like being told "♥♥♥♥ you, get your own" and proceed to overrun my colonies >Realize I'm heavily boned unless I get more help >Remember turtle people, lightbulb.jpg >Uplift entire race and make them my vassal >Tell them to "BEAT THOSE ♥♥♥♥♥♥♥ TO DEATH!" >"duh...ok boss" >Turtle men have terrible ship power, but are completely awesome in ground assaults >Use my ships to guard them as they lay waste to the bug people >Eventually take my colonies back, and then I bring the fight to the bug people >"Please stop this! W-w-we didn't mean it!" >"Nope, you started this fight, and I'm going to end it" >Use combined forces of me and my turtle people to completely wipe out the bugs >Every other race is disgusted with my actions, but I'm content >Use resources from bug people to create a mighty galactic empire >Turtle people given some worlds too >"Duh, boss turtle people want more worlds" >"Here, let me show you the amount of ♥♥♥♥♥ I give, see? It's a zero" >Turtle people rebel >This time have giant armada and resources from bug people >Completely genocide the turtle people >MFW I realize I just re-enacted the Rachni WarsShow moreShow less
I used to like Stellaris, but it suffers from being what it is: a Paradox game. Those who know what that means will agree, but to the uninitiated, it goes like this: Paradox releases a barebones, but fun, skeleton of a game that lets you paint the map via conquest. Over time they add DLCs to this already full price game, some are merely cosmetic, like the new species and ship types, and these are fine. Nothing you couldn't get with mods, but interesting. Sometimes you'll get new origins. Again, nothing you couldn't get with mods. However... Over time, Paradox begins messing with the core components of the game. They release updates to accomadate new features, like federations. You, as the player, will be able to access a little bit of this feature, but you can't meaningfully use it without the DLC. This is the case for 'free' updates that are released with corresponding DLC. With these updates, the AI can and does utilize all the features of the DLC, and the DLC, by virtue of existing, alters how the AI plays the game, regardless of if you have it or not. So Espionage, you can barely use without buying nemesis, but the AI can use it fully and will destabalize you with no means for you to prevent it effectively. You can't improve your spies, or do the same operations. Some DLCs, like megacorp, are stand-alone, and you are, mercifully, not forced to buy them to compete with the AI. If you don't buy megacorp, you aren't going to be fighting Megacorps. In addition to invasive DLC-paired updates that affect your experience whether you own them or not (to your detriment if you dont, remember), Paradox routinely makes large 'updates' to core gameplay systems, which you have to grin and bear if you want to use the DLC you already own. They went from a tile system for planetary construction to a purely numbers based one, added luxury goods and alloys as new resources, rebalanced weapons and ship types, and so on. These wouldn't be so much of a problem were it not that they go hand in hand with what Paradox does to poison all of its games: The continual addition of ever-increasingly complex stability mechanics. What do I mean by this? I mean that Paradox routinely makes your empires less and less stable regardless of size over the lifetime of a given game. I dont mean playthrough, I mean the development cycle of the GAME. When this game came out, you could manage a fairly large empire without much difficulty. Now, you have a dizzying number of maluses on half of your planets, with the AI influencing your internal politics, and random events firing to make managing a vast territory a struggle. The stability issues are further compounded by abysmal diplomatic AI, where most of the map quickly ends up in federations or vassalized to a handful of powers, or your allies are dragging you into offensive wars that they have no realistic chance of winning. Your 1 system neighbor might declare war on the 72 system empire beside you because they feel bold having you as an ally. As with all paradox games since Crusader kings II and Europe Universalis, winning is based on war score and war exaustion. The former is how much you are occupying and are winning fights, the latter is a timer that decides how long your empire wants to keep fighting. War exaustion is largely arbitrary, and is there only to make it harder for you to wipe out your enemies, or rebound from a defeat. That you can completely rebuild your fleet and are holding the enemy at bay is irrelevant. That you have enough resources to keep fighting for another 50 years doesn't matter. The game has decided that you have about 8.3 years (give or take a lil bit) to win a given war before you are forced to surrenderor make peace. Then you are incapable of attacking the same target again for about 5-10 in game years. You cannot break your truces, even if you are playing a hypermilitant aggressive devouring swarm or a stellar empire of fanatic purifiers, or if you are literally SKYNET, trying to exterminate all life in the galaxy. You have an arbitrary timer to contend with. I haven't even addressed the elephant in the room yet: Lag. This game lags, badly. Not because there is too much in the way of graphics, but because it is poorly optimized and makes poor use of your machine's systems. Prior to the changes in how population worked in the game, planets could maintain a maximum of 36 population, and then they would simply stop breeding upon being full. On a 600 star map, perhaps 50 systems had colonizable planets, and at most, there were 3 colonizable planets in a given system. A galaxy's population was capped at, realistically, about 4,800. The game ran fine all the way to the end. But Paradox was not content with this. Paradox decided to change how planet construction worked, and changed how the game functioned to allow a theoretically infinite number of populations on a given planet. That is to say, every planet, every space station, will always be producing population. Always. The AI will also build tons of orbital habitats, which function like planets as well. These are all being affected by overpopulation after a certain point, and start taking stability hits. So the game is then calculating breeding speeds, revolt probabilities, WHERE these planets are sending their surplus population, how it affects the speed of THAT planet's population growth from immigration, ideology change probabilities, and so on and so forth. In my last game, before I even hit an endgame crisis, I was sitting on some 4,000 pops.... Just my empire. The AI was buidling dozens of space habitats, and I had to resort to using a planet cracker to wipe out colony after colony, system after system, 50-90 populations at a time, just to keep the game above 10 fps. The game runs fine in the earlier game, but over time it noticably slows, until in the late game, it chugs painfully if it doesn't crash outright. If you want to make it to the endgame on a normal sized map, you have no option but the wholesale extermination of all other life in the galaxy. I haven't been able to finish a game of Stellaris without a crash since the Niven update, and that was years ago. The TLDR: This is my last Paradox game. I have no plans to purchase another. I have been burned too many times, between this, Europa Universalis, and Imperator, to give this company another dime of my hard earned money. I do not recommend new players get this game, at this stage.Show moreShow less
-Play as a Reptile race -Find Earth near my starting position -Build observation post -infiltrate human goverment -annex them 10/10 for realismShow moreShow less
I used to like Stellaris, but it suffers from being what it is: a Paradox game. Those who know what that means will agree, but to the uninitiated, it goes like this: Paradox releases a barebones, but fun, skeleton of a game that lets you paint the map via conquest. Over time they add DLCs to this already full price game, some are merely cosmetic, like the new species and ship types, and these are fine. Nothing you couldn't get with mods, but interesting. Sometimes you'll get new origins. Again, nothing you couldn't get with mods. However... Over time, Paradox begins messing with the core components of the game. They release updates to accomadate new features, like federations. You, as the player, will be able to access a little bit of this feature, but you can't meaningfully use it without the DLC. This is the case for 'free' updates that are released with corresponding DLC. With these updates, the AI can and does utilize all the features of the DLC, and the DLC, by virtue of existing, alters how the AI plays the game, regardless of if you have it or not. So Espionage, you can barely use without buying nemesis, but the AI can use it fully and will destabalize you with no means for you to prevent it effectively. You can't improve your spies, or do the same operations. Some DLCs, like megacorp, are stand-alone, and you are, mercifully, not forced to buy them to compete with the AI. If you don't buy megacorp, you aren't going to be fighting Megacorps. In addition to invasive DLC-paired updates that affect your experience whether you own them or not (to your detriment if you dont, remember), Paradox routinely makes large 'updates' to core gameplay systems, which you have to grin and bear if you want to use the DLC you already own. They went from a tile system for planetary construction to a purely numbers based one, added luxury goods and alloys as new resources, rebalanced weapons and ship types, and so on. These wouldn't be so much of a problem were it not that they go hand in hand with what Paradox does to poison all of its games: The continual addition of ever-increasingly complex stability mechanics. What do I mean by this? I mean that Paradox routinely makes your empires less and less stable regardless of size over the lifetime of a given game. I dont mean playthrough, I mean the development cycle of the GAME. When this game came out, you could manage a fairly large empire without much difficulty. Now, you have a dizzying number of maluses on half of your planets, with the AI influencing your internal politics, and random events firing to make managing a vast territory a struggle. The stability issues are further compounded by abysmal diplomatic AI, where most of the map quickly ends up in federations or vassalized to a handful of powers, or your allies are dragging you into offensive wars that they have no realistic chance of winning. Your 1 system neighbor might declare war on the 72 system empire beside you because they feel bold having you as an ally. As with all paradox games since Crusader kings II and Europe Universalis, winning is based on war score and war exaustion. The former is how much you are occupying and are winning fights, the latter is a timer that decides how long your empire wants to keep fighting. War exaustion is largely arbitrary, and is there only to make it harder for you to wipe out your enemies, or rebound from a defeat. That you can completely rebuild your fleet and are holding the enemy at bay is irrelevant. That you have enough resources to keep fighting for another 50 years doesn't matter. The game has decided that you have about 8.3 years (give or take a lil bit) to win a given war before you are forced to surrenderor make peace. Then you are incapable of attacking the same target again for about 5-10 in game years. You cannot break your truces, even if you are playing a hypermilitant aggressive devouring swarm or a stellar empire of fanatic purifiers, or if you are literally SKYNET, trying to exterminate all life in the galaxy. You have an arbitrary timer to contend with. I haven't even addressed the elephant in the room yet: Lag. This game lags, badly. Not because there is too much in the way of graphics, but because it is poorly optimized and makes poor use of your machine's systems. Prior to the changes in how population worked in the game, planets could maintain a maximum of 36 population, and then they would simply stop breeding upon being full. On a 600 star map, perhaps 50 systems had colonizable planets, and at most, there were 3 colonizable planets in a given system. A galaxy's population was capped at, realistically, about 4,800. The game ran fine all the way to the end. But Paradox was not content with this. Paradox decided to change how planet construction worked, and changed how the game functioned to allow a theoretically infinite number of populations on a given planet. That is to say, every planet, every space station, will always be producing population. Always. The AI will also build tons of orbital habitats, which function like planets as well. These are all being affected by overpopulation after a certain point, and start taking stability hits. So the game is then calculating breeding speeds, revolt probabilities, WHERE these planets are sending their surplus population, how it affects the speed of THAT planet's population growth from immigration, ideology change probabilities, and so on and so forth. In my last game, before I even hit an endgame crisis, I was sitting on some 4,000 pops.... Just my empire. The AI was buidling dozens of space habitats, and I had to resort to using a planet cracker to wipe out colony after colony, system after system, 50-90 populations at a time, just to keep the game above 10 fps. The game runs fine in the earlier game, but over time it noticably slows, until in the late game, it chugs painfully if it doesn't crash outright. If you want to make it to the endgame on a normal sized map, you have no option but the wholesale extermination of all other life in the galaxy. I haven't been able to finish a game of Stellaris without a crash since the Niven update, and that was years ago. The TLDR: This is my last Paradox game. I have no plans to purchase another. I have been burned too many times, between this, europa universalis, and imperator, to give this company another dime of my hart earned money. I do not recommend new players get this game, at this stage.Show moreShow less
"12.4 hrs on record" It's currently 13 hours after release. Draw your own conclusions. Since many of you wanted something of substance, Here's a little thing I threw together. The game itself shows kinship to 4x games, you’re a new civ on the block with one planet and big dreams. To expand your people to the stars. You’ll soon meet some other races, and realize your destiny to is befriend/ trade with / ignore/ exploit/ exterminate these new creatures. As you expand through use of colonies and strategically placed flags (also called frontier outposts by the humorless), you will work towards your goals for (insert goals here). This expansion will not go unnoticed, and you’re sure to make enemies and friends among the other races you’ve encountered, whose visual appearance has almost no bearing on their preferred world. (Personally my closest ally is a bunch of Sea-warthogs, and I’m also trading partners with a race of desert penguins) Combat is interesting. The number below your fleet tells you an idea of it’s strength, but not the whole story. You’d be tempted to think like CK2 or EU, where if you have the larger force and a good general you’re generally come out on top. But that’s not the case here. Just ask the 1st fleet of the United Nations of Earth. Armed to the teeth with anti-matter missiles, and assisted by several dozen ships of our fungi allies, up against a force less than 70% of their size. You actually can’t ask them. They’re all pretty dead. Point defenses turned out to be pretty good at point defense. So remember to not put all your eggs in one basket. Or Spores in one pouch, as the fungi say. Some missiles, some laser, spread the wealth. Diplomacy is fairly straight forward. You get along better with races that have similar morals to your own, and especially xenophiles in general, but through enough effort you can even getting along with xenophobes. (Those desert penguins mentioned above are kind of racists, but we get along alright). Embassies are a big help. Alliances can be pretty easily formed with those you get along with, and are a great way to both protect yourself and to make offensive wars easier. When declaring war as part of an alliance everyone has to approve it. This is made easier by distributing the war goals amongst the members. Basically a planet to the sea hogs, a liberation to the fungi, etc. Thankfully defensive wars are automatic. You can’t leave them hanging. The science and tech tree is a bit different from most because it’s not really a tree. It’s a set of cards you draw that you ‘draw’ three from and then decide which to work on. But my favorite part is definitely the science ships. You’re essentially playing as the Enterprise, boldly going where no one has gone before(star trek theme plays here). You’ll run into all sorts of anomalies that require investigation. Sometimes it’s a whole story line about precursors, sometimes it’s just an old cruiser stuck on a planet. Sometimes you run into a system full of million year old mining drones and have to book it. It keeps things interesting. The random events are very much what we’ve come to expect from paradox. A perfect mix of good writing and humor. Even the ol’ comet event comes around in it’s orbit. TLDR: It’s a really interesting take on 4x that is everything you should expect from Paradox, and sure to get better with time, and DLCs. A little difficult to learn at first but better than their other games. TLDR-2: Just play it.Show moreShow less
I'm writing to express my concern regarding the extent of data collection in Stellaris. I recently learned that the game collects detailed information such as SteamID, computer configuration, gameplay behavior, progress, browser type, and IP address. This data is gathered periodically. I find this level of data collection excessive and intrusive. While I understand that some telemetry may support game updates and technical improvements, the scope and mandatory nature of this tracking make me uncomfortable. I did not consent to this surveillance knowingly, and I believe players should have full transparency and control over what data is collected - And the ability to opt out entirely. As a result of these practices, I no longer wish to play Stellaris. The lack of privacy AND TRANSPARENCY, BEFORE BUYING, undermines my trust in your products. I request that you: Make data collection fully optional and opt-in. Provide clearer disclosures BEFORE PURCHASE + installation. And allow players to use the game without mandatory telemetry. I urge you to reconsider your data policies to better respect user privacy. CLARIFYING EDIT + COMMENT RESPONSE: You're right. Data harvesting isn't new. But the context has drastically changed. Dismissing this as a 'ToS dive' ignores three critical shifts: 1.) The Legal Landscape (GDPR): Ten+ years ago, 'IMPLICIT CONSENT' buried in a EULA was standard. Today, under GDPR (which Paradox is legally bound by), consent must be FREELY GIVEN, SPECIFIC + INFORMED. Forcing users to accept broad data harvesting just to launch a single-player game without a granular opt-out for non-essential telemetry is widely considered NON-COMPLIANT. The issue isn't that they collect data; it's that they REMOVE USER AGENCY to refuse it while still accessing the product they bought. 2.) The Nature of the 'Partners': While the practice is old, the danger of the recipients has escalated. Paradox's privacy policy states they may share data with advertising partners like Google and Facebook. A decade ago, ad networks were annoying; today, these specific entities are central to global surveillance capitalism scandals (e.g., Cambridge Analytica, massive data "breaches"). Feeding their algorithms with granular gameplay data (allows creation of psychological profiles, spending habits + other sensitive data including location) This isn't just 'marketing'; it actively contributes to systems known for behavioural manipulation and predatory targeting. 3.) The 'Take It or Leave It' Barrier: The most damaging modern twist is the barrier to exit. You cannot exercise your RIGHT TO BE FORGOTTEN or even view your data without creating an account - effectively forcing you to surrender MORE data to stop them from having it. This catch-22 transforms a standard privacy policy into a hostage situation for your digital footprint. So, no, this isn't just a '`noncontextual` ToS dive.' It’s a valid criticism of a company using outdated, COERCIVE consent models to feed your private behavioural data into the most controversial surveillance engines on the planet, all while making it intentionally difficult to opt out. The practice might be old, but the risk profile and ethical implications are new. This is why the FRIES model - Freely given, Reversible, Informed, Enthusiastic + Specific consent - matters. It’s a tool often used to teach about personal boundaries, but it applies perfectly here. Paradox's data collection fails every single point: It's NOT Freely given (it's forced) NOT Reversible without penalty NOT Informed (you find out after install) NOT Enthusiastic (it's assumed) And NOT Specific (it's bundled). That's coercion. True consent, whether in life or in data privacy, shouldn't be a trap You're right that EULAs are necessary. However, the Grindr case is the direct precedent. The Norwegian DPA fined them NOK 65 million (€6.5 million / $7.2 million) because "take-it-or-leave-it" consent for sharing data with ad partners was not "freely given," violating GDPR. Crucially, they ruled that being a Grindr user reveals special category data (sexual orientation), which requires the highest protection under the law. Paradox's model is identical: forced consent to share your data (IP, play habits) with Google and Facebook for ads. The law states this consent is invalid. Legal protection for bans does not require surrendering user data to ad networks. Furthermore, Meta and Google have been repeatedly implicated in human rights abuses. Amnesty International accused Meta of contributing to war crimes in Ethiopia. Human Rights Watch documented its systemic censorship of pro-Palestinian content. Google has been criticized for supplying AI tech to the Israeli military. By sharing data with these entities, Paradox contributes to an ecosystem where personal information can be weaponized, not just for ads, but for real-world harm. So yes, we know you use the data. But your history of secrecy, incompetence, and dismissiveness means we have zero trust in your 'necessary for development' claim. The issue isn't the data's purpose; it's your coercive model and lack of accountability. You've been caught hiding it: You demanded SteamSpy remove your sales data, showing a pattern of controlling information while demanding it from users. You've been caught mishandling it: In 2018, you suffered a GDPR-related data "breach", exposing user emails. Your response? - a 25% store voucher, showed you don't take user privacy seriously. You've been caught misleading about it: When users discovered your privacy policy listed Google and Facebook as data recipients, you dismissed concerns, claiming it was only for internal development and the policy was "misunderstood," despite its clear wording. This isn't about progress; it's about power. A company that treats its users this way doesn't deserve their trust, or their data. Correction: While Paradox's privacy policy allows data sharing with advertising partners, a company employee has clarified that the data used for advertising is currently aggregated and anonymized, not individual user data. The core issue remains the forced consent model for broad data collection, which is the same practice that was found illegal in the Grindr case..Show moreShow less
I understand why so many people dislike this game now. Yes, 2.0 is a major update, a update that changes the original sandbox space game into some serious strategic, complicated and tough game. I won't blame others who dislike this game, since everyone has their own cup of tea and some do feel limited by hyper drive. Therefore I am here to talk about why I love 2.0 so much, and why I believe it's a good update in my personal opinion. Let's talk about 1.9 at first: send out corvette to explore the whole galaxy, find good colonizable planet, save minerals for colony ship, and occupy it before everyone does. Then farm, farm, farm, and farm until you unlocked all technology, send out your single almighty feel and destroy everyone by ceding their planets. That's mostly it, it not bad, but it does feel empty, as game after 100 years are pretty much garbage time when you constantly send out your ONE, SINGLE, GIANT fleet to occupy all enemy planets. And now here we are in 2.0: expansion are heavily limited, you can only use science ship to explore. Travel time becomes super slow and only one of threeFTL is available. You must spend decent amount of time then using construction ship to build outpost in every star system to claim them. As your empire grows, other ai empires may declare war on you. This time, they come from different directions by using guerrilla. You can no longer use ONE SINGLE ALMIGHTY fleet anymore, as enemy can kite you around around and around and use other non-kiting fleet to occupy what belongs to you while your ONE SINGLE ALMIGHTY fleet waste precious time to moving around. It means that multiple fleet defending different area of empire is of critical importance for quick response to a sudden war. It massively increase challenge. You can no longer farm and farm and farm in easy manner without establishing multiple fleet and CITADEL to secure territory at first. Suddenly, there are so many things for you care about at the same time: should I occupy one more system for more resources? Or should I update my starbase at first for better defense? You will have to make choice between farming and military defense/offense now, while some of those decision are critical to the survival of your empire. I love 2.0, because it increase challenge tremendously and make this game into a tougher STRATEGIC gameShow moreShow less
The game is fun, but you have to cough up ~$290 for the full game. The expansions for this game are numerous but all of the content is already installed, purchasing DLC only grants access to it. So for $40 you're getting a massive download with over 90% of content being inaccessible until you fork out $250 more. Is this game worth 300 bucks? No. Is it worth 100? Maybe. It's a great game, don't get me wrong, but there is so much behind so many paywalls (a lot of content that should just be part of the base game as well) that I unfortunately cant recommend spending 300 on this.Show moreShow less
I play Stellaris for escapism I am a Social Worker for mentally disabled people, plus I cant have children of my own, so when playing Stellaris I try my best to ensure a happy live for those who can't have one and always fight for their rights. I need to tell you that I do believe that humanity will be significantly worse off in the coming decades. I guess you can call me a doomer or whatever but with the effects of climate change already gripping the world climate and government corruption and general greed at an all time high and becoming more apparent I'm starting (or already have) to lose hope. While playing Stellaris I like to roleplay my empires are always benevolent and do everything to make my pops have the highest amount of amenities and happiness. I build gene-therapy clinics and entertainment buildings on all of my planets. I set the rights of my citizens as high as I can. I download mods that add policies that play into this RP benevolent republic that I like to play. My Stellaris campaigns are always without slaves, sometimes democratic, sometimes authoritarian, it doesn't really matter, when the state works for the common folk. As mentioned, I build a lot Gene clinics and often ascend to Cyborgs, because in my job I see how weak the flesh is. It terrifies me that a minor accident may leave me mentally disabled. I wish for a world in which every one is healthy and can pursue their dreams, and since that’s unrealistic in our world I build it in Stellaris. I never play as spiritualists, because I'm sick of so called healers on earth, who stuff themselves with money through their scam faith healings. So I go fully materialistic and enjoy going to war with spiritual states so I can liberate their people. I rarely play Mega-Corpations because that's like my worst nightmare, it'd be like living in a shopping mall where everything is for sale, even basic things like healthca- wait. On the rare occasions I do, I have played as a MegaCorp with criminalistic heritage, so I can destabilize those planets owned by spiritualists or militarists and use migration treaties, so their pops emigrate to my worlds, where they can be free. I think by far the saddest thing I've seen in the game is a nuked earth. I know that it's not real and that the pops don't feel anything and don't care if they live in an idealic paradise, but I do. I play this game to make a society that everyone enjoys and they want for nothing because they already have it, it's a nation where I would be proud and happy to live in. Anyways, sorry if that got weird. I just wanted to rant and express my love for the game. If you are on the fence, don’t. It’s a great game and continuously gets better. 10/10Show moreShow less
Paradox raised the price of their games to profit off the Steam Summer Sale. Do not support this practice. Not a bad game but the developers have some ♥♥♥♥ marketing practices.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.

