

Stormworks: Build and Rescue
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 Stormworks: Build and Rescue
Design and pilot block-built rescue vehicles, then send them into storms to answer emergencies across sea, land, and sky. Missions include rescuing survivors, fighting fires, and repairing rigs; dynamic weather and physics affect each craft. Steam PC reviews: 90%% positive from 54,878 reviews. Interface language: English. Released September 17, 2020.
Credits
Lowest recorded in 36 months
$12.492025-12-18 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | — |
Steam PC edition data · 2026-10-11
02Before you buy
Build, program, rescue
Assemble helicopters, boats, submersibles, and other vehicles from blocks, then program their behavior with the in-game logic system. Missions include rescues, firefighting, and oil-rig repairs.
Creative and career modes
Creative mode offers tools for open-ended construction. Career mode starts a rescue service from humble beginnings and adds progression, finances, missions, and bases.
Co-op missions
Cooperative multiplayer supports multi-crew vehicles and missions that call for planning and coordination.
03Frequently asked questions
What kinds of vehicles can I build?
The component-based editor lets you build rescue helicopters, boats, submersibles, and more, and program their behavior.
What changes the conditions at sea?
A day-night cycle and dynamic weather bring conditions from calm mornings to storms and tsunamis; wind and waves affect vehicles through the physics systems.
Can I create and share missions?
Yes. The mission editor lets you create and share missions, and the Steam Workshop supports sharing vehicles and missions.
“A maritime testbed staking its depth on engineering and physics; tinkerers will lose hours here, while those wary of a steep curve should look elsewhere.”
Our Verdict
Add up everything this game does and the picture is unusually coherent for a sandbox: it bets its entire depth on engineering and physics, and it stakes that bet out on the open water. The disaster is only ever the stage. The genuine lead actor is the machine you assembled with your own hands, the contraption that either survives the storm or rolls over in front of you. Once you accept that framing, every other dimension falls into line behind it, and the question stops being "is this a good rescue game" and becomes "do you want to spend your evenings as the engineer who makes the rescue possible at all."
A Testbed That Rewards The Right Player
This is, at its core, a maritime laboratory that puts its whole soul into the workbench. The building is tightly coupled to the simulation, where every block carries mass and every shape translates straight into how the craft behaves once it leaves the dock, and that single rule gives the gameplay a depth that holds up over dozens and even hundreds of hours. Mission mode, the sandbox, and the steady drip of unlocked parts stack into a long-term framework that gradually stops feeling like a game with an ending and starts feeling like a platform you return to. The people who thrive here are easy to describe: the ones who will happily lose a whole night in the editor just to make a hull rock a little less, the ones whose eyes light up at a tangle of circuitry rather than glaze over. For them the steep early grind is not a deterrent but the price of admission to a hobby, and the co-op layer only deepens it, letting a complicated rescue be split into piloting, navigation, mechanical work, and instrument watching so the whole thing plays out like a small staged drama scripted by the weather.
Who Should Walk Away
The flip side is just as clear, and saying it plainly is the honest thing to do. Anyone who wants a clean main line, a steady sense of forward momentum, or a relaxed "drive the boat and save people" loop will get worn down by the cold onboarding and the steep curve long before the depth pays off. The information density is high while the mid-to-long-term goals are thin, so even committed players can find themselves drifting between "what should I build next" and quietly closing the game for the night, and you have to learn to draw your own phase-ending punctuation. The external verdict backs all of this up rather than contradicting it: a string of seven-out-of-ten scores from the press sits next to a roughly ninety-percent positive rating and tens of thousands of recommendations on Steam, the exact signature of a niche title with real depth that asks something of you before it gives anything back.
The longer you stay, the more the thing reveals itself as a platform rather than a product, a long-running hobby rather than a feast you finish in one sitting. There is no credits roll waiting to reward you, and whether that reads as freedom or as aimlessness depends entirely on the kind of player you are. Bring your own finish line and the open water will keep giving you reasons to build one more craft.
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 would recommend buying this game, but with a very strong caveat. Only buy this game if you are one of three things: 1. Extremely comfortable with in-game logic systems. If you can make working contraptions with Minecraft's redstone system or stuff like that without referencing tutorials, this will be right up your alley. 2. Only planning on using things from the workshop that other people have made. If the build/design aspect of the game doesn't really appeal to you and you just want to hop in-game and rescue people, you should be fine; the workshop looks like it has a whole bunch of neat stuff. 3. Really stubborn and kinda dumb. Like me. I bought the game without realizing just what the build system entailed, and boy did I get a nasty shock. This game does not have a learning curve. Nor does it have a learning cliff. Oh, no. It has a learning abyss. You'll say to yourself, "Self, this boat should be two blocks wider. I shall cut and paste as needed in the builder to widen it!" And then, before you know it, you've spent 30 hours reading up on logic circuits and gear ratios, because that cut-paste thing you did messed up the logic, and now the boat won't start. Simply put, this is the kind of game that assumes you know how gear ratios work and that you can program an Arduino. Ha ha! Silly game! I drive a Honda Odyssey and studied history. Gear ratios and logic circuits are basically black magic. A smart person would have gotten a refund. I am not a smart person. I am, however, very stubborn, so I stuck it out, and finally learned how to make ships that work. They don't work well -- at all -- but they work. And I'm glad I stuck it out, because the gameplay part of Stormworks is great, and building the boats and things itself is as fun as any other block building game. The logic side still makes me weep, but I think I have Stockholm syndrome now, so I'm not willing to give it up just because of that. Think The Long Dark meets Minecraft meets Kerbal Space Program.Show moreShow less
I have a very strong love-hate relationship with this game. For over a year and a half now, I've been having fun with one of the best vehicle sandbox games on the market. But in retrospect, I wish I had never purchased it, simply because of how much of my life it consumed before I finally realised that I was not happy with the status quo. The Good Stormworks is (according to my steam hours) my favourite game on the platform, having spent 1695 of them on the game learning how to build vehicles and have fun while I'm doing it. The depth that you can build with is astounding. The brains of every creation in this game is entirely up to you through the use of logic parts. Each vehicle that you can build in this game is as unique as the idea that inspires it, and with hundreds of parts to choose from, you will almost feel as though the possibilities are endless. If you are fluent with programming languages, you can even use Lua to step the complexity up a notch to make some truly amazing creations. The steam workshop for this game is very powerful, and allows even new players to enjoy the best that this community has to offer without the several thousand hours that these creators spend designing these vehicles and uploading them. If you can program well enough, you can even use Lua to design new content for the game (or to expand on existing content) through the use of the addon editor, which goes even further to making the game stand out from the rest. And, of course, these addons can also be uploaded to the steam workshop for others to enjoy The community can be extraordinarily helpful in helping players with any and all issues that they come across, and there are few things as engaging as finding a tight-knit community of avid players on some small community discord to bounce ideas off of and to interact with. The Meh The world is bland and uninteresting. The vast majority of it is simply empty ocean, and the entire game happens within a 30km radius around the main two areas of the game. Everything outside of this area is just a randomly generated scattering of tiny uninteresting islands, mostly serving as a featureless expanse to make the world seem larger than it is. Fine for a vehicle sandbox, but ultimately lackluster for a game area. The physics of this game are above average at best. Particularly when you start to explore possibilities, you quickly find that many of the issues that plague other physics based vehicle builders are in full force here too, such as stretching joints and awkward collisions. Stormworks, however, puts players in situations where these physics issues can become real problems, and it does so quite often. The game uses a somewhat unique method for keeping things stable in that the game's tick speed will decrease based on CPU use, meaning that 60 in-game ticks always equates to exactly one in-game second. this causes increased reliability for all of your control systems, and allowing the game to maintain a smooth 60fps, even with enormous CPU destroying creations in the scene. However, this method has one major downside; the game will go into slow-motion whenever the CPU is overworked, and thats enough to knock this one from a "good" thing to a "meh" thing. The career mode that the game has is bland and boring at the very best, and downright frustrating at worst. All 4 of the missions included with the game itself are randomly generated and randomly placed on the map, with very little (if anything!) to distinguish them from each other. After the first 10 or so hours spent driving vehicles around a featureless blue horizon, you really start to wonder why you are even bothering in the first place. The tutorial of the game might as well not exist. I'd even go so far as to say that if you know anything about the game genre, you would be better off skipping the ingame tutorial entirely. If I was a new player, this tutorial would definitely go in the next category.. The Bad Let me get this out of the way really quick before i start this portion of the review. This concept for this game is a gem, but in retrospect, the team of people who happened upon this diamond in the rough are just about the worst people who could have been chosen among this grouping of vehicle sandbox builder devs. My respect for them has been steadily declining with each update they release for this game. Most negative things I have to say in this section can be traced back to their inability to accept mistakes in some way. The multiplayer in this game is horrible. By far one of the least stable multiplayer experiences I've ever had, and there's a good reason for this; This is a vehicle sandbox builder, and making multiplayer modes for a game like this is extremely hard. It's honestly a miracle that they managed it at all. However, its hard to ignore the state of Stormworks multiplayer as a slow, unstable mess that can only be enjoyed for brief periods in the creative mode, among two people who are geographically close. The game uses a voxel grid for all of its building. These grid cubes are always solid and a part's logic connection nodes (used for linking components together to form those wonderful vehicle brains I spoke about a while ago) take up an entire voxel cube, meaning that dozens of parts have voxels in somewhat asinine positions where the model of the part you place may have stopped already. This makes compact construction significantly more frustrating than it already is. The game also uses an extremely simplistic model for all kinds of aerodynamics and drag, both in and out of the water, resulting in planes that can take off without runways but that will lose altitude immediately after the engines are switched off, and boats that can reach nearly triple or sometimes even quadruple their normal speed if you can haul them out of the water with a hydrofoil, and submarines that can reach higher top speeds than their surface dwelling companions. The buoyancy mechanics are supremely unintuitive, and due to the weight balancing of the game, vehicles with little options for adding flotation (float planes/helicopters specifically) suffer from this a lot, causing vehicles to sink as if they were made of lead. The compartment flooding that comes as a part of this is oftentimes even worse, often resulting in water that weighs twice as much as it should. The Lua script editor included in the vehicle editor is horrendous. lacking even basic features like an undo button, and the scripts have an arbitrary character limit of 4096, often forcing players to make their scripts unreadable to anyone simply to squeeze extra characters into it. The addon script editor is just as bad, but has a character limit of 130 thousand instead, proving that the 4096 character limit is unneeded. https://geometa.co.uk/support/stormworks/3401/ In Conclusion My overall opinion of is that its a decent game, and if you only care about bang for your buck, then you could absolutely enjoy this one, provided you are the type of person who loves vehicle sandboxes, of course. But, the actions of the development team who run the show sour the entire experience enough that I personally can't keep playing the game with the knowledge that the extremely subpar quality of each update is as good as it'll ever get. If you read this far you must have a lot of time on your hands; this was a massive wall of text, for sure. TL:DR Good game, terrible dev teamShow moreShow less
me and my friend got a nuclear submarine and tried to bomb a kindergarten and after multiple failed attempts we decide to attach c4 to the torpedo bay and after blowing it up we sank to the bottom of the ocean witch was around 500 meters and then the water started to flood in so i locked my friend outside the control room and listened to him scream for a few minutes before he drowned. Now I sit in knee deep water listening to the creaking and cracking of the hull and the occasional bobbing against the door due to my friend's corpse. 10/10 game.Show moreShow less
Edit: as of less than a month ago, I found a server associated with this game, named Lost Latitude. It is a hardcore server that addresses a few of the issues listed below with custom scripts. As such, I have started back to playing the game on that server for the time being. This game is the closest thing we have to an actual vehicle building and simulation game that isn't a dumpster fire. It has feats to actually accomplish and actually challenges the player with a mode other than creative mode and derivatives of creative mode unlike Brick Rigs. Unlike Space Engineers, it does not take 6 hours to do a single task in the game and is not hamstrung by a complicated UI and resource management meta. However, because of an incompetent dev team, this game is still giving off signals that my time is better spent elsewhere - The developers made a decent game with a few gamebreaking bugs, and then decided to focus on updating it with needless fluff that introduces new, worse gamebreaking bugs instead of fixing anything in a timely fashion. This has been their method of development before and after they "exited" early access. - Speaking of "Early Access", the meaning of why you would exit EA is apparently lost here. The "Release" of the game was marked by the same buggy nature we all know and love, and tossing out the existing mission API for a new variant that to this day hardly anyone understands due to a severe lack of documentation. All existing missions at the time were immediately broken and still remain on the workshop, which bring me to the next point. - A huge portion of the workshop is occupied by uploads that have been rendered useless by one of many updates that changed the core game. They are not marked as "incompatable" and make it near impossible to find something functional or up to date with essential newer components. - This game will drop simulation speed for reasons that make zero sense, such as having a ship parked next to a land mass. - The pointless "Experimental Branch" is merely just a dumping ground for their "more experimental" ideas, while the main branch will on occasion have some untested "surprise update" added that also introduces yet another critical bug. Due to a recent fire spread update as of the time I am writing this, my dedicated server now cannot remain up for more than an hour without crashing if 4+ players are connected, and yet they still focus development on new "modular engines" and more "AI vehicles" the latter of which cause server sim speed to nose dive when enabled. You are no longer in Early Access. Stop treating your entire playerbase like they are your beta testing slaves. - Speaking of dedicated servers, you must use Windows to run a Stormworks dedi. Windows Server is an awful OS to rent a machine under, often doubling or even tripling the monthly price for the license and featuring an enormous burden on system resources to even run the OS idle. Most decent game server hosting providers that offer a far cheaper Stormworks web panel rental will still charge $15/mo or more. Windows emulation stand-ins like WINE have given me no success. - Lack of any server moderation tools outside of the bare minimum. Vanilla Minecraft in 2011 had more tools than this. You have to find or make a administrative lua script to have any method of keeping the peace. - Third thing about servers, there is no in game countermeasure for keeping someone from spawning a vehicle that has enough logic/electricity nodes and calculation running at the same time to kill a NASA supercomputer. - Kids, particularly walking talking "Zoomer" stereotypes that fell out of the Camodo/SpyCakes youtuber fandoms or some other horror of the web. They contribute nothing productive to this game and annoy everyone else. They make up the majority of the current playerbase due to everyone else getting alienated by the direction this game is going. If you are if the company of someone that constantly utters classic phrases like "can i have auth", "wher r you", "help me i dont know wher i am" and spawns giant laggy workshop creations that lack any helpful navigation tools and does not know how to operate the vehicle for 2 minutes without slamming it into a lighthouse, you have my empathy. - This game's idea of PR is a discord community that is interacted with not by them, but a few volunteer moderators, and the worst excuse for an admin bot I have seen in years, randomly taking administrative action against users for stupid reasons like forgetting to comment lua code. The only time you will see generally see the dev team say anything is during a weekly update, posted in the discord and steam community. Want to bring an issue to their attention? Post it on their issue tracker website, and pray that they stop working on the "experimental branch" long enough to read in a timely fashion. - We have lost a ton of creative talent (a factor that could kill this game) simply due to the way they are treated. I can bear witness to a couple: A retired US army engineer who made frequent uploads to the workshop was permanently banned from the discord for posting a image of a cat (which memes are permanently bannable for some dumb reason), A web dev that made several tools to help with making vehicles and scripts for the game closed up shop and left after observing the antics of the dev team for a long time. The straw that broke the camel's back was being muted by the discord bot for a reason so petty that it is impossible to remember. - Weapon DLC. Don't even dare entertain the thought of selling DLC if you cannot get your act together with the base game. - Currency is shared between all players on the server in Career. Humans are selfish and wasteful creatures. There is a reason why hardly anyone publicly hosts a career server. Some people have recently attempted to code a wallet system, but it is missing certain key features like earning money from missions. As of me posting this, the developers have written that they are taking two weeks off for the holidays instead of making some quick fixes to the main branch regarding the server hosting issues I mentioned earlier. My server's rent expires in mere days and I will not be renewing. I am done trying to work around this game's issues and development sins. This review will probably get the typical developer response I have seen on other bad reviews of this nature, saying "We are more open to communication now/fixing bugs as we speak" at some point. My response is as follows: "Actions speak louder than words." I will check up on this game occasionally, but until I see some long term results, I will be recommending that people spend their dollars/time elsewhere. As painful as it is to part with a game like this, it is pure torture to put up with in the state it is in.Show moreShow less
Stormworks is the only game where you can spend hours making a vehicle then proceed to not use it and instead spend more hours making another vehicle that you're never gonna use. There is no end to this cycle, I can't stop, please send help.Show moreShow less
Game is great, don't get me wrong. it's a great place to learn engineering and logic. Eventually, you get to know its quirks and its pathetic developers. The Discord server for stormworks has the most pointlessly lethal rules in existence, for example, if you talk about another game in ANY WAY, you get banned instantly. There is no warning. If you discuss bugs about stormworks in their discord, you get banned instantly. Every single update breaks some major aspect in the game because they cant be compelled to test their own updates before releasing them. I've built boats that have taken me literally weeks to construct, but the the game updates, and the boats are completely unusable and unfixable. Recently, i've been building large boats that exceed the 56.25m build box length, why that is the limit is beyond me, it baffles me that was their set limit in the first place. This boat i built in particular you can find on my workshop page (TP MCDONALD) - has essentially every single logic node, electric node, rope node, and composite node severed for absolutely no reason. The boat is broken because the game was designed by a bunch of monkeys. I spent about 70 hours on one boat, making it perfect just for every one of the thousands of nodes to be severed. Repairing it will probably take me dozens of more hours and I can't even bring myself to care enough to do it. Do better. You have an ungodly amount of people that love this game and you are a trash team of developers that can barely make a game work. If you want to reach out to me to help or talk to me, you can reach me on the DC at gaiaprime_ Edit: 10/23: the boat in question is finally repaired, but i still cant spawn it from the work bench without the game deleting stuff to cut down on file size. It has to be spawned via addons.Show moreShow less
thought id play it for a couple of hours to see if it was good, its okShow moreShow less
I love this genre of game, and have spent a lot of time in Stormworks. But the devs have "mostly" abandoned the game, using it as a cash cow towards other endeavors. Moving on would be fine, if they focused on just leaving the game in a playable state, and provided updates when they happen to fix things. I don't expect them to keep providing content for the game. But their strategy instead, is to think up a new game mechanic, hype it up, then release it in a DLC or free update, often without fully testing it, breaking the game further. The game already has a very long standing reputation for various issues.. so further breaking is really bad. The most recent example (oil spill update) made the game unplayable for most people.. but since they wanted to hype the release, they wouldn't let players public test the update first (didn't use Steam's beta/experimental branch feature). And turns out, the update was heavily bugged. Instead of rolling back the update, they've chosen to keep it live, disable all AI vehicles, and I guess will just attempt to fix things over time? Meanwhile, most people have lost access to the portions of the game beyond building, and if history repeats itself, there's a risk that some of these issues will persist for a very long time. I hate to leave a negative review on a game that I have so many hours in. I hate to be negative in general. But it's time that people push back against these kinds of deceptive/questionable development practices, and I don't want to see people wasting money on a defective game. I heavily encourage you to take a stroll through https://steamcommunity.com/app/573090/discussions/ and read about the player experiences, before making a purchase. For the record, if the game just "worked", this would be a positive recommendation. It's a great genre, and I look forward to playing other titles with this kind of simplified vehicle engineering. --- In response to Geometa's.. narrative, please allow me to respond. Regarding the term "abandoned", it is the opinion of a lot of players that the game's core gameplay, advertised features, and often game stability, has been abandoned. Updates feel like content padding instead of responses to community concerns. If I meant "abandoned" in the way that that the game wasn't getting updates at all, I wouldn't have referenced a game update immediately after. "Over the last 18 months, it has been very rare for something to break." - For real? The "discussed update" still has people in the forums complaining about problems, among other discussions. Yes, AI has been re-enabled. Meanwhile... (read some of the replies) https://steamcommunity.com/app/573090/discussions/0/3806152724349086068/ (7/4 edit: The devs just locked this thread to censor it, claiming the reason is "player reports of reply spam". Players replied maybe 10 times tops as a joke, then stopped.) https://steamcommunity.com/app/573090/discussions/0/3808405159048667347/ https://steamcommunity.com/app/573090/discussions/0/3808405159050638395/ https://steamcommunity.com/app/573090/discussions/0/3808405159050505133/ https://steamcommunity.com/app/573090/discussions/0/3808405159049765715/ I honestly didn't expect this review to blow up so much, and planned on just walking away from it. But now that the narrative is getting twisted.. again, I encourage you to go read the discussions happening on the forum. You don't need to take my word for it, when there's plenty of others sharing their experiences.Show moreShow less
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It's a fun vehicle sandbox, but don't buy this if you actually want a game about running a coast guard service. That aspect of the game has been abandoned by the devs during early access and unfortunately hasn't gotten a lot of love.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.