Space Engineers is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.
User reviews:
Mostly Positive (605 reviews) - 70% of the 605 user reviews in the last 30 days are positive.
Very Positive (53,200 reviews) - 89% of the 53,200 user reviews for this game are positive.
Release Date: Oct 23, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

“Space Engineers is an Early Access game, which means that it is still under development but already in a very playable state and contains a vast amount of new features that have been added since its first release (e.g. Multiplayer, Survival mode). The game is being improved on a regular basis through updates that add and polish features and content, optimizations and bug fixes.

We invite you to give us your feedback and suggestions to help us create the best game possible.

Buy now, play on Steam and receive all future updates for free.

Please be sure to read the list of current features before you buy the game. It will give you an insight on what is or isn't actually working:

Everything in the game is subject to change”
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Recent updates View all (169)

September 22

Update 01.154 DEV - Configurable Block Limits & Performance Warnings

Hello Engineers! Today's update brings more important bug fixes and improvements - configurable block limits & performance warnings were added to the game, primarily to help server admins maintain their servers more easily. These limits can be set up in the server configurator for dedicated servers, or in world settings for singleplayer and multiplayer. Another addition is improved NPC pathfinding for wolves and sabiroids.
We’ve also got another Dev diary - this time we are revealing the upcoming visual scripting tool. One of our level designers, Jochem, will try to show you how designers are utilizing this new tool. We have no doubts that our community will be able to create some amazing scenarios when the visual scripting releases. In the meantime, our designers will continue to help improve the tool by requesting new features and reporting issues.
Full list of new features and fixes:

48 comments Read more

September 15

Update 01.149 STABLE; Update 01.153 DEV - Improvements and Bugfixes

Hello Engineers! This week’s update is mainly about bug fixes and improvements, some ModAPI changes, and there is also an update for stable branch. The update to the stable branch contains features like chat history, backup saves, improved meteors and the block rotation animation, taking it to version 1.149. You can also enjoy a sneak peak at our process of redesigning block models - we can’t wait to see how the game will look once all blocks have been redone!
This patch also brings more ModAPI changes - many thanks to Rexxar, Phoenix84 and Malware for all of their hard work! You can get all the details here:
Full list of new features and fixes:

126 comments Read more
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“Space Engineers makes welding, joining and glazing seem like the best jobs in the world. It looks superb.”
Rock Paper Shotgun

“Buy, unless you are bereft of even the slightest shred of creativity”

“Space Engineers generates its own unique brand of fun, whether you're more interested in constructing things or blasting them to bits”

About This Game

Space Engineers is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses (civil and military), pilot ships and travel through space to explore planets and gather resources to survive. Featuring both creative and survival modes, there is no limit to what can be built, utilized and explored.

Space Engineers features a realistic, volumetric-based physics engine: everything in the game can be assembled, disassembled, damaged and destroyed. The game can be played either in single or multiplayer modes.

Volumetric objects are structures composed from block-like modules interlocked in a grid. Volumetric objects behave like real physical objects with mass, inertia and velocity. Individual modules have real volume and storage capacity.

Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future. Space Engineers strives to follow the laws of physics and doesn't use technologies that wouldn't be feasible in the near future.

Space Engineers concentrates on construction and exploration aspects, but can be played as a survival shooter as well. We expect players will avoid engaging in direct man-to-man combat and instead use their creativity and engineering skills to build war machines and fortifications to survive in space and on planets. Space Engineers shouldn’t be about troops; it should be about the machinery you build.

Early Access

  • Planets and moons – inspired by real celestial objects (Earth, Mars, Alien, Moon, Europa, Titan), fully destructible & persistent, volumetric, atmosphere, gravity, climate zones
  • Game modes
    - Creative – unlimited resources, instant building, no death
    - Survival – realistic management of resources and inventory capacity; manual building; death and respawn
  • Single-player – you are the sole space engineer
  • Multiplayer - alpha version (not a final version)
    - Creative and survival mode with your friends
    - Cooperative and competitive
    - Privacy customization: offline, private, friends only, public
    - Max 16 players (this may increase in the future)
    - Weapons on/off
    - Copy-paste on/off
  • Starting Worlds
    - Earth Easy Start - start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones.
    - Mars Easy Start - become a colonist on a barren, inhospitable planet. Make sure you secure a source of water soon. Also beware of local pirates.
    - Alien Easy Start – the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share.
    - Moon Easy Start – You start on a moon orbiting a habitable planet. Your base is under attack by pirates.
    - Empty Star System - It is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited.
    - Easy Start 1 – start on an asteroid platform with one large ship and two small ships
    - Easy Start 2 – start in a green asteroid station with several large and small ships (this is a large scene!)
    - Lone Survivor – start on an abandoned asteroid platform with no ships
    - Crashed Red Ship – your mother ship just crashed...
    - Two Platforms – competitive two-team multi-player world
    - Asteroids – start in a rescue ship with very limited resources
    - Empty World – no asteroids, no ships; suitable for creative mode
  • Enemy NPCs
    - sabiroids (spiders): can be found on alien planets and on Titan moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. They also store some components inside their bodies from objects and blocks that they consumed.
    - pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks.
    - enemy drones: they spawn automatically from pirate bases and attack the players when they venture into pirate territory
  • Ships (small and large ships – build them, pilot them and crush them
  • Space stations
  • First-person & Third-person
  • Planetary bases, outposts, cities!
  • Dedicated servers - allow players to connect to a third party host, rather than using a player-host, in a peer-to-peer set-up. The result is a faster connection and a more fluent multiplayer performance with less lag
  • Super-large worlds – the size of the world to 1,000,000,000 km in diameter (almost infinite)
  • Procedural asteroids - adds an infinite number of asteroids to the game world
  • Exploration - adds an infinite number of ships and stations to the game world; discover, explore, acquire and conquer!
  • Drilling / harvesting
  • Manual building in survival mode – use welder to assemble blocks from components; use grinder to disassemble and reuse components
  • Deformable and destructible objects – real proportions, mass, storage capacity, integrity
  • Scenario editor - players can create missions and game modes which can be played by other players. Capture the flag, deathmatch, racing or campaign driven missions - all can be done by using the scenario editor, with your own rules and designs
  • Building blocks - light armor (cube, slope, corner), heavy armor, interior wall, interior light, small cockpit, large cockpit, cargo container(s), drill (character, large/small ship), ore detector, gravity generator, nuclear reactor, thruster, gyroscope, assembler, medical room, magnetic landing gears, spotlight, catwalk, cover wall, stairs, ramp, window(s), pillar, decoy, wheels, automated turrets, weapons, artificial mass, conveyor, collector, connector, merge block, camera, sensor, timer, text panel
  • Magnetic landing gears – attach your ship to a surface (another ship or asteroid)
  • Electricity - all blocks in a grid are wired in an electrical and computer network; electricity is generated by nuclear reactors
  • Gravity – produced by planets and gravity generators. Spherical gravity generator also available.
  • Rotors – create rotating objects
  • Advanced rotors – able to function as a conveyor system
  • Refinery - process harvested ore to ingots
  • Assembler - manufacture components from ingots
  • Oxygen - take off character's helmet, generate oxygen out of ice by using the oxygen generator
  • Symmetry/Mirroring Mode - useful in creative mode when building structures that require symmetry
  • Weapons - automatic rifle, small and large explosive warheads, small ship gatling gun, small ship missile launcher
  • Large weapons - missile launcher (for large ships)
  • Jump drive – a traveling mechanism that allows players to travel big distances in a short period of time
  • Solar panels - produce energy depending on the amount of light that they catch from the sun
  • World management – generate new worlds, “save as” to multiple copies, auto-save every 5 minutes (can be turned on/off), edit world settings
  • 32-bit & 64-bit - 64-bit version expands the amount of objects, ships and asteroids (almost unlimited)
  • Steam Workshop - Share your creations with the Community (upload and download worlds)
  • Modding - world files, shaders, textures, 3D models
  • Source code access – modders can get complete access to the game’s source code that can be found on Github ( This offers the opportunity for more and better modified content.
  • Localized interface (WIP) - Czech, Danish, Dutch, German, Icelandic, Polish, Spanish-Spain, Spanish-Latin America, Finnish, French, Hungarian, Italian, Portuguese-Brazil, Estonian, Norwegian, Swedish, Slovak, Ukrainian, Russian
  • Custom colors for blocks – Customize your creations by using any color you like
  • Cargo ships - auto-piloted vessels (miners, freighters and military) that carry ore, ingots, constructions components and other materials from sector to sector. They can be looted but beware, they often contain booby traps!
  • Environmental hazards – protect your character and your creations from meteor storms (Safe, Normal, Cataclysm, Armageddon)
  • Conveyor, Collector, Connector (IMPORTANT: this is a first work-in-progress version and a realistic version will be added later) - Conveyors move items from inventory to inventory. Collectors can collect small objects (ore, ingots, components, tools) into inventory. Connectors can throw items from inventory to space (in future update could be used to connect two ships/stations and transfer items)
  • Artificial mass – can be used to add gravity-affected mass to ships, useful in machine ships or cars
  • Wheels - use them with rotors and artificial mass to build vehicles
  • Automated turrets – gatling, missile and interior. Turrets are used mostly as defense mechanism rather than shooting other players. They aim on decoys (automatically by default), meteorites, missiles or all moving objects (eg. small/large ships) - targeting can be changed in the control panel
  • Large weapons - missile launcher (for large ships)
  • Large and small ship grinder and welder – assemble and disassemble blocks faster and in larger amount
  • Batteries - enables players to store the energy generated by solar panels or reactors at an efficiency rate of 80%
  • Pistons - offers the option to build more advanced machinery
  • Ion thrusters – suitable for environments without atmosphere (space or moons) / not recommended to be used on planets with atmosphere
  • Hydrogen - hydrogen thrusters, hydrogen tanks and hydrogen bottles
  • Atmospheric thrusters - powered by electricity, working only on planets with atmosphere
  • Factions - create and join factions, determine ownership of blocks and manage the relations between them (hostile/ally). NOTE: Factions are currently Work-in-Progress. There are still many things to be added (eg. chat and communication) and some bugs/issues are yet to be fixed.
  • Remote ship control – control ships without being inside the ship’s cockpit (drones)
  • Remote turret control - control turrets directly
  • 3D printing - export (CTRL+ALT+E) and 3D print the creations that you design in the game (
  • Modding API - brings a lot of new possibilities to modders and allows them to alter the game by writing C# scripts which have access to in-game objects (WIP - more features will be added in the future)
  • Blueprints - save your ship or station on a blueprint and paste it into your game
  • Projector block – project blueprints and weld the projection
  • Sensor – detects ships, palyers, asteroids, stations, floating objects and their state (friendly, neutral or enemy) and ownership
  • Sound block - reproduce predefined sounds such as alarm or siren for announcements
  • Programmable block – players can write small programs executed by the block
  • Communication – chat between players and factions
  • GPS - create, send, receive and manage GPS coordinates in the game
  • Voxel hands - shape and form the asteroids and change their material (creative mode only)
  • Xbox controller support
Please be sure to read the list of current features before you buy the game. It will give you an insight on what is or isn't actually working:

How to Play

Start by watching this video tutorial:

Performance Notes

Space Engineers is in development and undergoing frequent optimizations. The performance will get better.

The performance depends on the complexity of your world and the configuration of your computer. Simple worlds run smoothly even on low-end computers, but a more complex world with rich object interactions could overload even high-end computers.

Please read our performance advices:

Minimum requirements represent the bare minimum to run simple scenes and don’t guarantee a perfect experience.

System Requirements

    • OS: Microsoft Windows 7 (latest SP) 64-bit
    • Processor: Intel Core2 Duo 2.0 GHz (or AMD equivalent)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 8800GT / ATI Radeon HD 3870 / Intel HD Graphics 4000
    • DirectX: Version 11
    • Storage: 10 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: NOTE: The minimum requirements are sufficient to run the game but without planetary features.
    • OS: Microsoft Windows 7 (latest SP) 64-bit
    • Processor: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 660 Ti 2GB / AMD HD7870 2GB
    • DirectX: Version 11
    • Storage: 10 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: No internet connection required to play the game
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (605 reviews)
Very Positive (53,200 reviews)
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35,600 reviews match the filters above ( Very Positive)
Recently Posted
6.7 hrs
Early Access Review
Posted: September 27
i like it
Helpful? Yes No Funny
Majestic 12
0.8 hrs
Early Access Review
Posted: September 27
Product received for free
This game is quite tremendous
Helpful? Yes No Funny
Fabulous knight
16.1 hrs
Early Access Review
Posted: September 26
boring that's wut it is theres no sugar coating it it's just boring and pointless
Helpful? Yes No Funny
1,024.9 hrs
Early Access Review
Posted: September 26
I have spent countless hours playing this game. Starting over in a new world has been a joy every time.
Helpful? Yes No Funny
19.3 hrs
Early Access Review
Posted: September 26
I payed a good $19.99 for this game 2 years ago and something tells me the developers haven't spent a cent of that money fixing this game.
Helpful? Yes No Funny
dcool VR
359.8 hrs
Early Access Review
Posted: September 26
The game started off good... owned it a few years. Recently many people cannot play it due to the graphic card bug no being supported even though they meet the requirements to play the game. The devs seem to not care anymore as it's becoming a aging title. I do not recommend buying this game if you have a Nvidia graphics card.
Helpful? Yes No Funny
59.5 hrs
Early Access Review
Posted: September 26
runs like crap, graphics are crap, idea is great, devs are great, effort is great, end product is ... CRAP
Helpful? Yes No Funny
Lord Hope
61.9 hrs
Early Access Review
Posted: September 26
I built a hangar. I finished the roof. 30 seconds later a meteor hit it.

10/10 would build roof again.
Helpful? Yes No Funny
Loqito Of Borg
183.2 hrs
Early Access Review
Posted: September 26
The space game I've always wanted to play, with just the right blend of realism, fun, and fear of imminent death from high delta-v.

Frequent patches with patch notes, and the added bonus of a video!
Helpful? Yes No Funny
12.7 hrs
Early Access Review
Posted: September 26
This a sandbox/survival/multiplayer it has may paces that you can go to( planets , space and ex)
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
298 of 349 people (85%) found this review helpful
23 people found this review funny
Not Recommended
2,555.4 hrs on record
Early Access Review
Posted: September 11
It's Dead Jim

While some will disagree the game is simply dying, if not dead already. Have a look for yourself in the forums, many questions are asked, very few responses.


This game as suffered from a bad stroke of development since it went multiplayer even ignoring all the optimization issues that still exist with the game. For most, playing singleplayer just gets boring after a while as you basically just build a ship in creative. Building a ship in survival was just pointless because there was utterly nothing to do.

So, many players took to multiplayer, which by concept had the potential to be a megaton of fun. Imagine it for a moment, you are building your ship and a player comes by to try and steal it, you turn around and open fire with your assault rifle, and your ship comes to life and helps to defend itself. VICTORY! Now, imagine a large ship with 4 - 8 people on that ship helping to man everything from guns, to inventory, to even drones or small ships in a mining operation. The sheer coordination required by that would be intresting in of itself to make this game GOTY worthy.

Alas, that is not at all what it delivered. If your ship moves, any passengers have about a 424242% chance to die for no reason other than neglegent programming. In fact, almost 42424% of your deaths were from bugs. And if that isn't bad enough, 4242424242% of the time your ship was destroyed from bugs. Now, I'm actually refrencing a Dedicated Server with a 32 core Xeon, 1TB system that my guild "tried" playing on. Hardware was not the issue as it never was, it is the software -- that neglegent programming.

/geek stuff

The game currently uses the steam netlayer which is capable of 33 updates per second. That means that in one second, the server and client can send 66 updates back and forth to/from each other. When a ship moves at 5 meters per second, the netlayer is already saturated with physics calculations and simply can't take any more because there is just so much "junk" being sent through the netlayer that it was never intended to handle. There are other netlayers out there, even the moderators said they would move to Rakknet, in which we later found was a lie. The developers never intended to move the game to rakknet which has a update capability of over 100 updates per second vastly expanding the maximum speed in which a ship can fly before the netlayer becomes saturated and causes "bouncing" of the ship.

/end geek stuff


I tried to help. I am a programmer myself and being the game was open source to those who paid for it, I examined the source code and how the game interfaced with the steam netlayer -- honesly it was simply as I stated, there was simply too much stuff being sent over the netlayer, some of which shouldn't even be there and some a conversion to lockstepping could help alieviate.

So, I created a client and server side wrapper that provided an alternate method of transfering "some" of the data. It was simply a bandaid as it did have its bugs but the concept was solid, especailly in demondstrating what the problem was while there was a heated debate in the forums about what that problem really was.

I asked a complete stranger in the forums to join my server and help me test something, basically after I had finished my prototype, they joined my server with the changes installed and they were absolutely blown away. The server had no bouncing or rubber banding. When you looked straight down at your ship's floor while it was traveling 120m/s, you could only see the ship wabble 1-2 pixels on your crosshair, which was an absolute night and day diffrence between not having my fixes which the wobble could be upwards of 50 meters, which would cause instant death.

I took video of this just for posterity and posted it in the forums (Sorry Twitch has already deleted the video). The fanbois were P I S S E D! But why, I wondered. It took me a while but I figured it out, it took one of the fanbois only one comment to completely explain to me why they were all so upset -- I proved their precious KSH wrong, and showed them up by fixing the game for them! Did you know I was called a fraud? The guy I had just met was called a fraud, the video was called a fake, and you don't even want me to get into all the names I was called in that thread while the moderators utterly ignored every word. No seriously, every word until of course, the guy I met spoke out and defended himself in much kinder tones in which he recieved a ban.

I know one of the moderators and I'm not pointing fingers, I don't know which was responsible or if it was someone from Keen that did it. But there was a new precedent set that day in the forums, that much was quite obvious: Fanbois, ala the majority, rules.


This problem of fandom was first revaled to me after the "Cyberhound" patch. Immediately after, before anyone had access to it there were comments from the fancamp praising Keen for a job well done, calling the update awewsome, perfect, exceptional, epic, and one even called it couragous! It was sheer spam.

After I got the patch, I logged into the game to find that these cyberhounds randomly spawn inside your ship and immediately and without warning blow it up from the inside out. Try and digest what I just said if you haven't purchased or played this game yet. Immediately and very angryly I go back to the forums to the patch notes and to my surprise I see it going completely nuts with people complaining about the "Jihad Dogs". The moderator I am in contact with even said it was the hardest he's had to work so far to keep the comments within reason and in line with the rules.

It was so bad, there was an emergency patch that was pushed to toggle these dogs off. This one incident illuminates so much about the woes of this game, community, and developers that it may take a few reads to actually grasp the gravity of it, but being limited in text, I will make an attempt here.

Firstly it was made clear that Keen could urinate in the fancamp's mouth and the fancamp would thank them for the rain while at the same time attacking anyone who questioned the pungent smell, warm tempeture, and golden color. A critic's feedback never reaches Keen, and the developers have become so disconnected with the community it is almost laughable and pathetic to see them attempt to re-connect (that is a whole other story there).

The last attempt was the most miserable. A Q&A where Keen scripted the entire thing and selected on their most rabid fans to participate. No critics were allowed a signle question, and there were no questions that caught Keen offguard. It was more of a political forum than a Q&A.

But what it boils right down to is with the critics now gone, the fanbois have lost intrest in the game, no one plays, no one talks on the forums, and there is no more healthy debate and discourse with the developers, the game: It is dead. May it rest in peace while fandom burns in hell.

What you see now is the skeletal remains of an awesome idea where like a cancer, fanbois invaded the inner circles of the developers and tricked them into thinking that everything was ok while slowly killing them. By the time the developers realized there was an issue, which was a few months back when Merik came back to the game, it was simply too late, the damage was done. Fanbois seem rather hellbent to having this game die a slow and painful death; they seem to somehow think or believe "they are the game" by identifying as the game and therefor feel it necessary to attack all criticism.

There are many ways for a game to "go", but never, until this game, would I have guessed for a second that raving group of fanbois could actually achieve the death of a game. This game is a casestudy for the books and a prime example of who not to listen to when developing a EA game.
Was this review helpful? Yes No Funny
36 of 52 people (69%) found this review helpful
1 person found this review funny
Not Recommended
245.4 hrs on record
Early Access Review
Posted: September 9
I *really* want to give this game a reccomendation, but I'd need to be able to play it to do that!
This game is great, but as more features were added, it became more hardware intensive, buggier, and prone to crashes. What this game needs is for the developers to take the rest of the year off from adding features, and focus solely on optimization and bug fixes. Once they do that, I fully reccomend this game!

Seriously, it's an amazing game, full of depth and complexity. It feels like you really are engineering items in space, but simplified enough for it to be fun instead of stressful. Although I also think it's best to get this with a friend, as singleplayer can start growing monotonous after a while. Or at least, it did for me.
Was this review helpful? Yes No Funny
23 of 33 people (70%) found this review helpful
Not Recommended
279.7 hrs on record
Early Access Review
Posted: September 11
Space Engineers is an ambitious game. However, it has two huge problems. To counter that, it has some of the best ship building and flying for anything that you build.
A) It's a sandbox
B) It's a buggy mess.

Now, before the introduction of planets, the sandbox aspect was more or less not a big problem - all resources were accessible if you could just find the right asteroid. Survival was a thing you could do.

Come planets though, mining planetside and progressing to get into space became nonexistant. Multiple "features" are ignored, despite being buggy across months of patches. Currently the game is stuck in bug patching hell, and every bug "fix" seems to introduce three more that were worse than the last.

It's great if you just want to play around in sandbox and make things, but forget about enabling meteor storms. If you're on a planet, they cause damage to all the voxels, slowing things down, and they have no parameters that you can set to make them seem challenging but not overwhelming.

They mostly need to work on world generation and progressing from planets to space, neither of which seem to be on their roadmap. To make it all worse they released Medieval Engineers before it even really hit an Alpha state!
Was this review helpful? Yes No Funny
9 of 12 people (75%) found this review helpful
1 person found this review funny
460.5 hrs on record
Early Access Review
Posted: August 27
I never write reviews for anything, however I'm gonna have to for SE.

Like seriuosly, You owe it to yourself to just buy it. Its Minecraft, Space, and No Mans Sky made better. It can get tedious to begin with, boring per se, but if you prevail and try each time you build a ship, it can become one hell of an amazing game.

The devs give you an update every week, usually on a Thursday. Yes it may not be always new content, but at least they are active, and are still trying hard to make the game better.

You can build anything you can imagine, within game limits, and the workshop for the game is THE BEST. The amount of mods, and community created ships is literally insane, the multiplayer although buggy is hilarious, and is fun when you are OP and rek your friends.

Honestly I cannot recommend this game enough, and don't get why people have so much stick to the bugs. They will be fixed, and whilst you wait, it is stupidly fun to play.

I rate this game very stronk.

Also better than No Mans Sky.
Was this review helpful? Yes No Funny
15 of 24 people (63%) found this review helpful
Not Recommended
708.9 hrs on record
Early Access Review
Posted: September 15
What is going on here, we are getting always some graphical,sound updates or some bugfixes. Nobody mentions the huge multiplayer problems, i came to the conclusion that KEEN is not willing to fix that.
A multiplayer experience is for this game essential and i have no hope.
So my conclusion and my suggestion to new players: don't buy this till is finished or the multiplayer problems solved.
I will come back after a main change of the status and redo my Review
Was this review helpful? Yes No Funny
9 of 13 people (69%) found this review helpful
Not Recommended
2.6 hrs on record
Early Access Review
Posted: September 17
**Update** I love the game and always enjoy it. and am more than happy to recomend this game, its just not ready for everyone because it cant be enjoyed fully yet.

The game needs to be optimized for not only middle class players, but for the slightly lower. I'm in the mid range to almost high end pc gaming, and still have a hard time playing the game due to lag, unoptimized performance bugs, and many other things. Every time i try and play, the game eventually crashed.
I love the concept of the game, but i simply cant play more until they optimize the game for at least mid range pcs. But when they do, i think the game could have more potential then before.
Was this review helpful? Yes No Funny
7 of 10 people (70%) found this review helpful
Not Recommended
278.8 hrs on record
Early Access Review
Posted: September 16
The game is very fun. But at this stage it`s unplayable because of the serius bugs and multyplayer issues. And I dont see too much progress fixing this issues in the last YEAR... Wheel and piston still explodes for example with no reson...
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8 of 12 people (67%) found this review helpful
Not Recommended
502.9 hrs on record
Early Access Review
Posted: September 4
Don't be fooled by my play time, most of it is from a while ago. Since the introduction of planets the game has gone downhill. It is poorly optmised, and seems to be getting worse. The game itself is fine if you have a beefy computer, but multiplayer makes even the best computers cry; but not if you don't play with planets enabled.
Was this review helpful? Yes No Funny
8 of 12 people (67%) found this review helpful
6 people found this review funny
1,045.0 hrs on record
Early Access Review
Posted: August 29
Played a few hours, seems alright.
Was this review helpful? Yes No Funny
14 of 24 people (58%) found this review helpful
2 people found this review funny
Not Recommended
140.6 hrs on record
Early Access Review
Posted: September 19
Returned after six months, and they haven't really added anything new to the game, other than gamebreaking bugs in multiplayer. Nicely done
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