Build a galactic transportation empire and supply humanity with everything it needs to colonize the stars. In this tycoon game, grow your company from a local transport agency into an interstellar logistics behemoth! Singleplayer, vs AI, and online multiplayer.
All Reviews:
Very Positive (132) - 87% of the 132 user reviews for this game are positive.
Release Date:
Aug 16, 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?

“We believe that games are at their best when they're shared with friends and want to bring that same thought process to the development of Interstellar Transport Company. We had a vision for Interstellar Transport Company and feel like we've reached a point where the game is very fun to play and most of the larger features are complete, however we want to be sure we have feedback from those of you who will be playing it for years to come. There are many directions we can take the game, and believe that your opinions are crucial when fine-tuning our gameplay mechanics and ultimately deciding where the game should go next.”

Approximately how long will this game be in Early Access?

“Under a year. Our previous game "World VR Competition" was in early access for only 4 months. While Interstellar Transport Company is a more ambitious game, we should have it feature complete in under a year. We plan to work with you, the players, every step of the way. We will continue to update the game after full release.”

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

“Before we leave Early Access we will be implementing these things:


  • VR Support (with motion controller support)
  • Contracts and subsidies
  • Stock markets and IPOs
  • Politics and factional relations
  • Auto-reorder and scheduling of one time use rockets
  • Techtree and research points so that you can more quickly gain access to ships and buildings
  • Localization
  • Mod and workshop support
  • More multiplayer options with a ladder and auto-matchmaking


  • More starships and rockets
  • More planetside infrastructure and buildings
  • More planet types
  • Galaxy generation will have more options
  • Better variety of random events

Also there will surely plenty of other ideas that us and the community comes up with along the way!”

What is the current state of the Early Access version?

“It is playable and fun, but not yet feature complete. If you want a fully polished and complete game, we ask that you wait for the full launch. The game's core mechanics are all there now, you can setup routes, manage infrastructure, colonize planets, build and assign ships to routes, help colonies grow and flourish and you can already play AI and multiplayer matches. Major features not yet completed include language localization, VR support, research points and techtree, mod and workshop support, more variety in random events, and contracts / subsidies from planetary authorities. We will provide regular updates to the game which will gradually add these features in.”

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

“We plan to gradually raise the price as we complete new content and features.”

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

“We want your ideas and feedback! What works? What isn't quite working? How can we make things better? Please post on the Steam Discussion Boards here on Steam, we will be there every single day! We also currently do vlogs on youtube and communicate with our fans daily on Twitter. We plan to patch the game with new content and features very regularly. Links to our social media pages are below:
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Recent updates View all (26)

February 21

v0.3.0 Preview, Lots of changes to cargoes coming soon!

I hope everyone's Wednesday is as exciting as ours is today, because we finally have all the details finalized for our new cargoes and can share all the details with you! We think you'll be just as excited after reading through all the changes we have planned.

Say hello to our revamped cargo flowchart!

This might look daunting at first glance, but I will walk you through all of the changes. We have seven new cargoes, five new buildings, and a bunch of new cargo / simulation interactions that will really add a lot of interesting decisions to gameplay!

Firstly, two big changes we're making to existing systems, the first is that we are removing two seating types and leaving only a single seating type, passengers just weren't as interesting as we expected so we are simplifying that portion of the game significantly. We will be adding Goods storage (for Consumer Goods, Luxuries, and Medicine) along with Isolation storage (for weaponry, xenobiologics, and genetic material) The addition of these cargo slot types will result in much more interesting decisions than deciding between seating class type for passengers.

In addition to removing two passenger slots we are also making it so that raw materials, rare resources, dilithium crystals, and luxuries diminish as they are harvested. This will change the game in drastic ways and make the game even more dynamic then it is. For example, no longer will there be an ever-lasting source of rare resources on the moon to fuel your machinery production. After a few decades you may need to look elsewhere for rare resources.

The first new cargo type is Stellarium, this is an extremely rare element only found in very specific environments in the galaxy (will not spawn in your starting system / Sol) and is used in highly efficient fusion power generation which begins phasing out conventional power generation methods usually about 25-50 years into the game. Because of this, you will need to transport Stellarium to all high and medium population planets to satisfy their ever-growing demand for power. A Stellarium mine is required to extract this resource.

Luxuries is the next new cargo type, this is a moderately rare resource found in random locations throughout the galaxy that requires no building to harvest. All populations want luxuries so this is a good source of easy income (until the resource is depleted of course). In addition to populations directly wanting luxuries it is used in weaponry production. This will especially be important when (in a future version) wars rage between factions and no luxuries are flowing because the weaponry industry is using them all. In this way we hope to simulate the drag on civilian production during a large interstellar war.

Since we've already touched on Weaponry I should also mention that it requires a Factory produce along with rare resources. However, the really interesting thing about weaponry is that security forces require it to maintain their operations. If weaponry should ever run out on a planet, all security stations essentially "shut down" on that planet. You can imagine how detrimental this could be if it happened on a place like Earth that provides over half of the security of the Sol system. Shipping lanes would very quickly be heavily infested with Pirates. Therefore it will be very important to keep your security stations stocked with weaponry at all times!

Next on our list is Robotics. Robotics will give a boost in production to Food, Water, Raw Materials, and Luxuries. The ability to boost production of these cargoes has been requested many times, so this should be a welcome addition! This cargo is similar to Machinery in many respects, it has a maximum amount and is required for a planet to reach it's maximum possible production capacity. However, it's also quite different since the amount needed on a planet is variable based on the population of the planet and it also is "used up" over time. Robotics requires a Robotics Factory along with machinery and consumer goods to produce. It should open up some very interesting strategies!

Moving way over to the right in our picture above is Genetic Material, Xenobiologics, and Medicine. I will discuss these together since they are very interdependent. High habitability planets (besides Earth) will provide genetic material (alien lifeforms basically) which are not harvestable until the planet reaches 100% development, they will diminish rather quickly also. These need to be delivered to a planet with a Xeno lab built on it. Xenobiologics production is increased every time a unit of genetic material is delivered to the xeno lab, meaning you can create a truly massive xenobiologics facility if you wanted to. This is then used in the production of medicines (which also require a small bit of food to produce) at a Medical factory. The amount of Xenobiologics needed to produce one medicine increases with the amount of xenobiologics created galaxy-wide. Medicine is used on all planets to increase birth rates, but is especially useful on low-habitability planets where medicines will be in very high demand to fight off very high mortality rates.

To prevent Robotics and xenobiologics becoming weaponized, robotics factories are not allowed on the same planet as weaponry, nor are Xeno labs allowed on the same planet as weapons factories. Also, the interstellar governing agencies have also ruled that Xeno labs are not allowed on planets with habitability higher than 10% to prevent possible contamination of large populations or native species.

In addition to all these changes, there is BIG news on the multiplayer front... We have solved the stuttering that clients experience and expect this fix to be in patch 0.3.0 as well. There are also a number of other small bug fixes and improvements to come.

We are beginning to throw thousands of new lines of code at Unity so we can get this huge patch out to everyone as quickly as possible! That being said, don't expect it for at least another 3 weeks which puts us solidly at mid-March for a possible release timeframe. These are huge changes as we want to take our time with them and do it right. Thank you all so much for your patience!

Sorry for the huge amount of text, hopefully it was interesting to read of all the new features though =) Let us know what you think below! Thank you all for your continued support.
4 comments Read more

January 30


-Market prices are now shown for each cargo in the planet screen by hovering on the cargo name or icon.
-Fixed a bug preventing players from buying ships with no route created.
-You can now get more reasonably sized loans with more favorable interest rates.
-Slowed down the rate of spaceport upgrades by local authorities.
-Raised the amount of rare resources in random starting systems to Sol-like levels.
-Big ships screen performance increases, regular data refreshes should be much faster!
-Sorting by ship profits is now usable in ships screen with much less stuttering.
-Upgraded Unity version to 2017.3
-Two AIs are no longer created when AI is in the last slot in custom / MP game
-Ship orbiting count on planet screen now updates in MP
-Planets no longer spin for clients in multiplayer when they are in planet view.
-Changed the default UI scale to .85 since more people want a smaller UI than larger
-High demand food and water were a bit OP, lowered profit curve
-Units are now displayed for ship speed in the order ship screen.
-Galaxy dust now shows is correct position at game load.

Patch is live =)
8 comments Read more
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About This Game

Build a galactic transportation empire! Help colonize the galaxy and dominate the competition in single player and online multiplayer. Use your business cunning to take your fledgling company from humble beginnings on Earth and it's neighboring planets and moons to the far reaches of the Galaxy. Buy ships, manage routes, conduct trade deals, build infrastructure, colonize new worlds, invest in local industry; All set in a procedurally generated galaxy with challenging AI, and Online Multiplayer. You will have a new experience every time you play.

Help Colonize The Cosmos

Help humankind spread throughout the galaxy by managing resource flows and the supply chains needed to sustain it's growth. Balance colony expansion against resource deliveries to ensure you never bring a planet to starvation. Using a highly sophisticated and complex simulation, every decision you make can have lasting consequences throughout the entire game.

Procedurally Generated Galaxy

Interstellar Transport Company has a scientifically grounded galaxy generator which produces challenging and believable maps. Play with 1 to 100 star systems in custom game mode or use predefined game settings and try to top the leaderboards. You can even play without our solar system (replaced by a randomly generated starting system) if you want to freshen things up!

Realistic Business Management

Manage cash flow, take loans and issue bonds, deal with the local authorities and maintain high reputation throughout the galaxy. Invest in developing markets and hedge your risks. Balance expenses against value to crush your competitors.

Play Any Way You Want

Play single player custom games against AI or alone with many different galaxy and difficulty settings. Or play with the predefined settings and compete on the global leaderboards. Maybe competitive multiplayer is your thing? **coming soon** Play a shortened balanced game against players near your own skill level for ladder points. You can even play a co-op multiplayer game, teaming up with friends against the AI.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 or higher
    • Processor: 2.2 GHZ CPU
    • Memory: 4 GB RAM
    • Graphics: 1 GB DirectX 11 compatible video card
    • Storage: 2 GB available space
    • Processor: 2.2 GHZ CPU
    • Graphics: 1 GB video card
    • Processor: 2.2 GHZ CPU
    • Graphics: 1 GB video card
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