Construct and manage your own space station and ships either by yourself in singleplayer or with friends online! Fully functioning atmospherics, science, power, engineering, medical, and agricultural systems. Explore to find asteroids and construct elaborate factories to harvest your resources!
All Reviews:
Very Positive (652) - 86% of the 652 user reviews for this game are positive.
Release Date:
Dec 12, 2017

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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:

Why Early Access?

“Stationeers is an exceptionally complex game. By releasing the game to the community we're able to test our assumptions so far and ensure the focus of the game and our design decisions are in the right direction. This allows us to gain perspective on the game directly from our players, and factor this in as we develop new features, systems, and content.”

Approximately how long will this game be in Early Access?

“The game has been a very long time coming, developed after attempts at other games of a roughly similar nature. Basically - we're not in a rush! We have prepared a detailed roadmap of what we have planned so far but after feedback (and a dose of reality!) from our community we will announce a second phase roadmap. This means we're talking at least a year of development in Early Access. If a year seems long, consider that the longer the game is in live development, the bigger the scope of the game can grow, and the more input the community can have.”

How is the full version planned to differ from the Early Access version?

“During development of Stationeers so far we have deliberately kept the scope quite limited, both in general features, design features, content, and usability. Working with the community we expect to extend both how you play the game (such as dedicated servers, rather than directly hosting), the way you play the game (control revisions, new mechanics and features) and why you play the game (new game loops and content).”

What is the current state of the Early Access version?

“We've had a great deal of fun at the studio in the development of Stationeers. It's fully playable, and quite well optimized, for you in singleplayer or with a small group of friends in multiplayer. We consider what has been done so far as an entirely complete game loop and experience, and our work from here is about giving the game more depth. Significant work has already been done making the game robust, so even when there are bugs the game should recover reasonably gracefully.”

Will the game be priced differently during and after Early Access?

“Our current plan is to increase the price, probably substantially, when the game is fully released. However no firm decisions have been made on pricing, and none will be made without publicly discussing with the community. If you have thoughts on pricing, please get involved here or on social media!”

How are you planning on involving the Community in your development process?

“The community engagement is an integral component of our development. We only want you to buy the game if you're prepared to roll up your sleeves and give us your feedback! We are experimenting with live development through twitch live-streams. You can watch previous broadcasts on the Rocketwerkz Youtube Channel. If you want to discuss the games development directly you can join our Official Discord. Use all these methods to give suggestions, watch the game grow, and find out how we're making the game even better!”
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Recent updates View all (18)

January 16

Consolidated Patch Notes v0.1.1111.5605

The rest of the team is back at work now and have been looking at where priorities lay for the games continued development. Leading up to and immediately following the early access release the focus was very heavily on fixing bugs and implementing easy quality-of-life fixes, but we can now start looking at getting some of the planned and partially-implemented features into the game, while continuing to deal with the less-impactful bugs and things like missing localization or user interface issues.

For those players who would like death to be a little less destructive, we've added the ability to respawn upon death. Once your old body decays, you'll be able to retrieve your inventory contents, assuming you can get to it.

Looking at server performance, one thing we noticed is having lots of dead player ragdolls floating around had a significant performance impact. To alleviate this players will now (after a short period of time) drop everything they had on them and decay into a Skeleton.

Translucent Ices
Added translucency to Ices and some Ores in the terrain.

Version 0.1.1111.5605
  • Improved collision handling to reduce instances of small items falling through terrain.
  • Fixed problem that could occasionally prevent saves with logic displays from loading completely a display tried to show a character it didn't have a mesh for.
  • Fixed bug where localized values were not being loaded correctly for some interaction buttons if the item was incorrectly configured.
  • Identified issue with terrain causing a lot more work when saving and loading and resulting in more memory usage than was required. Improved, but more work is planned for terrain optimization.
  • Disabled Main Menu Workshop button while the mod interface is implemented and tested.
  • Fixed issue where Nav Meshes were not being correctly cleaned up when leaving a game.
  • Added more visual feedback on the keybinding screen and added a prompt if people attempt to rebind mouse buttons.
  • Refactored many places where memory was being allocated around the project to optimize garbage collection, improving performance.
  • Disabled WaterVisualizer loading on dedicated servers as they're never rendered.
  • Death of any organ on a player now instantly kills the player.
  • Fixed issue with players occasionally spawning inside the terrain or outside the tutorial base on the tutorial level.
  • Continued working on replacing placeholder text and button names with localized versions.
  • Fixed respawning beside old body instead of spawn point.
  • Improved UI flow when revived before respawning.
  • Fixed issue of being unable to be killed after having been revived once.
  • Fixed respawning from the respawn menu after someone revived you. You could respawn after getting revived, which meant that now your old body was alive again, but brainless and useless, since your brain got moved to your new body.
  • Added respawn prompt localized text values.
  • Fixed helmet not visible on old body after respawn.
  • HealPill should now correctly heal burn damage. It would heal brute and stun damage, but not burn damage. So if you got shot, or got burned, healpill would have done nothing.
  • Added bindip command which binds specific IP on dedicated server when it has multiple IPs. It's available only on IPv4. Usage : rocketstation_DedicatedServer .exe -bindip=
  • Fixed error in English localized text entry.
  • Updated Spanish translations. [credit: socramazibi]
  • Added more localized labels for server detail window and skeletons.
  • Tweaked the Join World menu server browser. Tweaked colors and icons in Join World server browser. Servers that can be joined are more obvious and updated linux server icon.
  • Added translucency to ice ores and silicon.
  • Fixed object reference error with chute bin.
  • Added some more localized versions of button and placeholder text fields on the save and join world menus.
  • Fixed Camera being moveable when Dead.
  • Decay Stage added to Human. 3 minutes after dying you will now drop all items and turn into Skeleton. Skeletons represent a dead player who has no chance of being revived.
  • Organ death now results in major Brute damage to player (Any organ failure will put you into Dead state).
  • Fixed bug with Brute damage not being able to decrease if it was at cap
  • Fixed spawning in wrong position (fixes wrong tutorial spawn position and fixes falling through terrain).
  • Fixed small items falling through terrain when moving fast.
  • Fixed respawn button disconnecting you instead.
  • Fixed airlocks not cycling properly on dedicated servers.

Hotfix v0.1.1115.5618
  • Fixed items being invisible when viewing your own dead body after re-spawning.
  • Fixed error when disabling shadows on re-spawn.
  • Added skeleton despawning after 60 seconds.
  • Fixed re-spawn while in decayed State (wasn't working at all).
  • Fixed some dropped items being invisible (because they were still on the wrong layer).
  • Removed all shadows of dead players.
  • Avoided possible divide by zero in cell charger. (Thanks Risu!)
  • Fixed ores not appearing on load for play host players.
  • Updated localization files for German, Russian, Spanish and French.
  • Fixed NRE in CameraCollisionHandler. It failed to join server on a certain PC because of delay to initial camera. It makes you join server properly.
  • Fixed battery charger distributing power to charged batteries. Now the charger only adds charge to batteries that aren't full. (Thanks Risu!)
  • Skeletons can no longer be set on fire. (thanks FlashDim!)
  • Fixed healpill not healing lung damage.
  • Respawn player on join if dead. Prevents situation where player disconnects while dead, and unable to respawn afterwards.
  • Fixed invisible favorite server list on join menu.

Notable Known Issues
  • If you die while holding an item (e.g. steel frames) and you respawn, you will now have the bounding box for that item in your hand.
  • Dead & unconscious bodies jittering.
  • Every time you load a game a new skeleton will spawn at the location that someone died.
29 comments Read more

January 6

Consolidated Patch Notes v0.1.1095.5529

Well we're nearly at the end of the break. It's largely been me at the office, and I've focused on some low risk new content, and fixes, over the past few weeks. Here's a last little bugfix update before everyone gets back! Again a big thank you to the awesome folks on Discord and the Steam Forums for reporting their bugs and issues. Sorry I couldn't get them all fixed, for now I'm only fixing pretty "low risk" bugs that I can safely and easily fix.

Additional Room Generation Fix

So my old room generation fix bought back the old problem of too many rooms, so I spent a fair bit of time and went through to refactor to deal with a weird edge case. What was happening was when you mined a voxel, it would ask "can I flood fill this as a room?" Basically, "is this an enclosed space?". And often for voxels the answer might be "yes! All my sides are an enclosed space!". But we didn't want that, they are junk rooms.

Room generation method has been changed again, but will only apply to new rooms. You don't need to do anything unless you are having issues with gravity or abnormally leaking atmospheres. If you do, if the square has voxels, briefly use the mining tool on the voxel to force a room generation reset. If it is a structure, remove the wall and replace, only one required per room.

Air Conditioneer Fixes

In the beta I fixed some issues. Well, my fix actually made the air conditioner entirely stop working. There is still an issue with power draw being too low, but it's better than it being too high. The AC is a very old device in the game, so it is going to be refactored in the future. It may be obsolesced and replaced with several devices that together achieve the same thing.

Low Pressure Combustion

Sometimes when depressurizing a room, the air or thing in the area could catch fire. This is because every electrical item in the game outputs a little heat, as energy. This energy being added to low pressure environments cause the temperature to get very high. So, for now, we are using the Armstrong Limit (6kPa) as a cutoff for nearly all world energy transfers that are device related.

For now, most devices (such as the wall heater/cooler, the portable air conditioner, etc... will no longer work below the Armstrong limit (6kPa). In future they will work, but less effectively

Version 0.1.1095.5529
  • Fixed LED Displays were displaying their values offset when they were placed in certain orientations. Now values will be correctly centered in all orientations.
  • Fixed some devices were adding energy from power usage to atmospheres that had only a small quantity of moles. For now, most devices will stop heating the atmosphere if it is below the Armstrong Limit (6kPa). In future, this will probably be lowered, as it is not realistic, but this will help with flash fires caused during decompression.
  • Fixed Air Conditioner not being able to be powered on. Now AC can be powered on correctly, it will not draw power through it's data network, and it will close itself when turned off or looses power.
  • Fixed bug with flood fill room generation generating junk values. Previous fix caused the junk rooms to return. When you would mine a voxel, this would cause an attempt at room generation. If all faces were closed, it would succeed and create a tiny one-grid room. Now this is checked for and prevented. Existing rooms will not be removed by this change, this only affects new rooms. Junk rooms are unlikely to have much ill effect but might cause gravity issues for the space world.
  • Fixed Air Conditioner double used power when heating. Now AC applies its passive energy use, and retains its active energy use to apply during power tick. Reported by Zaneo via email/discord.
  • Lowered view distance for Wall Lights, as their increased lighting distance was causing signficant frame drop.
  • Fixed cannot spraypaint pipe analyser. Now can be painted just like other devices and objects. Reported by Lizza on steam.
  • Fixed ices would melt when in subzero temperature even when in direct sunlight. Now ices will not melt, even if direct sunlight, if they are below freezing point. Reported by [BS] Fridge Lord on steam forums.
  • Fixed painted LED not changing color variable. This meant if you manually painted an LED, it would not change its color variable and would load with the default color (0). Now the color state is changed.
  • Added support for localized text to most alert and prompt popups.
43 comments Read more
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About This Game

Stationeers puts you in control of the construction and management of a space station either by yourself in single player, or online multiplayer with your friends. Inspired by the beloved Space Station 13, complex atmospheric, electrical, manufacturing, medical, agriculture, and gravitational systems require your thought and management at all times.


  • Detailed construction system rewards well-designed architectural, atmospheric, and electrical plans.
  • Atmospherics system includes: temperature, pressure, combustion, gas mixtures, water, and fire.
  • Full physics on dynamic items in the world, including atmospheric effects such as wall fatigue, and explosive decompression.
  • Various dangerous environments to explore and develop including exotic planets, and asteroid belts.
  • Fully deformable voxel terrain on worlds and asteroids enhances mining and exploration.
  • Build flyable motherships to assist your exploration and resource gathering efforts.
  • Farm livestock and grow plants, not only for food, but also as a integral part of the station’s atmospherics.
  • Construct complex factories in space using machines, conveyors, and computers.
  • Use the medical system to cure ailments faced by other Stationeers.
  • Designed from the ground up for multithreading to ensure great multiplayer performance and scalability.

Stationeers is designed for hardcore players who want a game that is systems oriented. Full utilization and optimization of these complex systems will only come from great knowledge and practice. The game presents a variety of science-based survival problems that you must address. Resource and time pressures will drive your initial designs, but the demands of a thriving station will guide you later.

Space is empty and the planets are unforgiving to human life. You and your friends initially must decide how to meet your basic needs. Longer term, you will need to engineer solutions to power, heat, resource, and atmospheric problems. Build the most efficient systems you can by utilizing machines and programmable computers to develop automated systems.

Whether on a distant lonely planet, or deep inside an asteroid field, you control every aspect of building & running your station or mothership. Harvest nearby resources and use a wide range of tools to construct the ultimate station. Everything your station requires will be built and managed by you and your friends.

What do you do with all that ore you mine? Process it through machines and turn it into goods for more construction of course! There are lots of specialist machines to build and configure such as smelters, sorters, centrifuges, stackers, conveyors, fabricators and more.

Stations are generally safe locations, but motherships are flyable stations which allow you to leave that safety behind. These are excellent platforms for your exploration and resource gathering efforts. They are constructed in the same way as stations, but require complex machinery to manage their engines, life support, and combat systems.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 7+
    • Processor: 2.4 GHz Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB dedicated video RAM, Shader Model 4.0
    • Storage: 1 GB available space
    • Additional Notes: Voice control requires Windows 10
    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 8 or 10
    • Processor: Intel i7
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 980
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
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