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!
Recent Reviews:
Mostly Positive (32) - 78% of the 32 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,544) - 82% of the 1,544 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 (55)

March 19

Consolidated Patch Notes v0.2.1954.8891

Still working through the big-ticket technical backlog, but as usual we have a bunch of fixes and your requests that are worth getting into the stable branch. We're also going to endeavour to keep the 'what we're working on' section of these notes going every patch, to more clearly illustrate that what you see in these patch notes every few weeks is not the totality of what has been done since the last update.

Things people keep asking for in Discord
We've added the ability to search for recipes in manufacturing machines. For the IC programmers, we've also added a sleep command. They're small things, but many of you have been very passionately requesting them so we hope you enjoy it.

Audio Improvements
The first of many audio improvements have taken place in the last couple of weeks with the addition of a new team member dedicated to audio. In addition to bringing across some audio functionality from another project at the studio, we've been able to start looking at some of the most noticeable holes in what you hear while playing the game. We'll be experimenting with a lot of the systems and sound, so give us your feedback and keep in mind that it'll be a continually evolving thing as development continues.

New Tutorial on Workshop Next Week for Testing
Work continues on the new tutorial, and we'll look at getting this up on the workshop in the next week as well as making available the documentation for authoring your own tutorials or scenarios. Once it has been thoroughly tested, we'll look at introducing it in the beta branch. As this will ideally be a brand new replacement tutorial, we need to ensure it is a bug-free and comprehensive introduction to the game before it makes it to people playing for the first time.

Work In Progress
Some of these have been posted in past patch notes, but rather than regularly field questions about it in Discord and on Reddit, we'll try post more regular updates for works-in-progress here.

Session Abstraction
We're working on a lobby system to break up the multiplayer and the game world. This will allow players to join a game before the world is created. The next step will be the preserve this lobby/player data even while cleaning up the world, then once we support being able to transition into a new one with the same set of people then round-based play is just around the corner.
While we're trying to leave the bulk of optimization until more of the core features are into the game, occasionally certain things stand-out as being strong candidates for optimization. We've identified a couple of these in the last week or two, so it's too soon to speculate on how impactful they'll be - keep an eye out on the beta branch patch notes.
As mentioned above, the team now has a dedicated audio tech/programmer! The focus in the immediate future will be sounds local to the character (ie. suit noises), with additional movement sounds to go with the just-added footstep ones.

Hotfix Version 0.2.1956.8894
  • Fixed various side effects of refactoring.

Hotfix Version 0.2.1954.8891
  • Fixed several missing references to NitrousOxide in tooltips etc. [Credit: Risu]
  • Fixed issue where randomize on the Character Customization screen allowed invalid selections, which if retained would prevent save games with that character from loading correctly.

Version 0.2.1952.8883
  • Added the ability to search when using various printers.
  • Added sleep command to IC that pauses execution for the supplied number of seconds.
  • Added new audio pipeline allowing greater control and supporting simpler addition of new audio assets to the game.
  • Added first pass on footstep sounds.
  • Added ability to include custom translations to mods, not just scenarios.
  • Updated all prefabs that play sound as part of new audio manager.
  • Updated Suit audio parented to local player are now 2d.
  • Updated Localization Files (Current 19th March).
  • Removed audio-sources form prefabs that shouldn't have them.
  • Fixed Duplicated entries in the IC Code entry help windows.
  • Fixed bug where IMergeable structures could be used to change ones already flagged as indestructable.
  • Fixed null reference exception that could be caused by exploded gas canisters.
  • Fixed broken AtmosAnalyser when accessed to already destroyed atmosphere.
  • Fixed issue where nutrition was not being consumed, leading to hunger never increasing.
  • Fixed issue where the printer search bar text was not resetting.
  • Fixed bug when items leaving Sorter could get stuck when items were already in chute (props to Risu and Kamuchi)
  • Fixed error that could occur on ListenerEffectManager when loading some Steam Workshop saves.
  • Fixed AudioSources that are not playing are disabled.
  • Fixed Missing font causing fabricator construction list entry titles and quantities not being displayed.
  • Fixed error when attempting to change objects that are in the process of being destroyed since engine upgrade.
  • Fixed remote control save command. It failed to save world.
  • Fixed bug that would cause some structures to lock when accepting stuff from chute
  • Fixed an issue where Hunger critical was playing at the wrong time
  • Fixed ReadByte out of range error when receiving atmospheres from server.
  • Fixed bug with IC Library containing 'ghost' entries at the top for missing library entries, with buttons that weren't clickable.
  • Fixed bug preventing aliases from highlighting correctly.
  • Fixed bug that allowed pipes/cables to be placed inside objects.
  • Fixed fabricator recipe selection dropdown entries only displaying thumbnails without labels due to font change resulting in size value being incorrect.
  • Fixed issue with text not appearing on the manufacturing computer due to an invalid font being specified.
  • Fixed Fabricator bug that could cause it to lock if it export chute weren't clear.
  • Fixed issue with character hair occasionally not loading correctly. [Thanks Tassyr]
  • Fixed if a player changed their identity in game, after death they would revert to their old identity.
  • Fixed volume not being applied correctly to speakers when loading a save due to move to new audio system.
  • Fixed bug that made merging on some cable arrangements difficult.
  • Fixed human being unable to respawn if completely dead.
  • Fixed if you fall below the world you will now be teleported to the surface again.

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February 20

Consolidated Patch Notes v0.2.1914.8736

Another bunch of fixes this update, with a couple of quality-of-life improvements for multiplayer and cable/pipe placement - but a lot of progress on some of the slow-burn features we've been working on for a few months.

Cable/Pipe Merging (pictured)
Rather than having to remove pipes and cables to add additional connections, you can now place cables/pipes on top of each other at which point they'll merge into their larger variant with more connections. No removal required! You will, however, be required to have the normal removal tool in your off-hand - so in the case of pipes, you'll need to have a pipe kit in your active hand and a wrench in the other.

Peer-to-Peer Multiplayer
Some players have issues in multiplayer with port-forwarding and connecting to Steam Matchmaking servers. You can now host a multiplayer game using Peer-to-Peer instead, joinable either directly by IP address on the server list, or by joining off your Steam friends list.

Savegame Improvements
Many improvements were made to the save process, with it now running in a separate thread. This means there will be no game 'freeze' whenever an autosave happens, but it'll still be processing the save data in the background. There will be an indicator on screen to tell you that an autosave is taking place, and you'll be unable to quit the game at this time. There will also be an audible tone when an autosave begins.

Coming soon to the Beta Branch
A sneak peek at the items that will be coming to the beta branch in the next week or two:

Recipe List Filtering
We're adding a search box to the top of the recipe selection window on construction machines, helping you find what you're looking for a bit easier.

New Tutorial
We have a rewritten tutorial that includes previously overlooked aspects of the game, like Mining, constructing an airlock from scratch, using access control, setting up solar power, status updates and more. This included a lot of foundation work on the system used to create these, so it'll be much easier for us to make additional tutorials on subjects like smelting, hydroponics, more advanced logic automation etc.

Client/Server Recipe Synchronization
Instead of the server assuming that the client uses the same recipes, they will now be sync'd to the client when they connect. This will allow for better mod support for multiplayer games, and reduce the likelihood of issues arising when clients are using different languages to the server.

Version 0.2.1914.8736
  • Added support for alternative custom voice collections (Status Voices)
  • Added FX sounds when auto-saving
  • Added Priority option to Existing Audio System.
  • Added description of lr command on ProgrammableChip.
  • Added Cables and Pipes will be merged when placed with any existing one in cell if deconstruct tool in offhand.
  • Added save path to settings. A few player have troubles to save world in "My Documents" folder. Once you change it, it can't be uploaded to steam cloud. You need to copy your save files to other pc manually.
  • Added Steam P2P which allows to play with your friends under NAT or VPN. There is an option in setting > Muliplay > Enable P2PHost. Once it's enabled, "Advertise Server" option is disabled. Steam P2P isn't compatible with it. You can join friend's P2P host through "Join Game" on steam overlay.

  • Optimized memory usage when saving world.
  • Improved Audio Fidelity on Helmet Open/Close.
  • Improved saving world performance. It indicates saving message at the bottom right corner and can't leave session while saving.
  • Removed ability to paint LED Light.

  • Fixed bug that caused arc furnace to output unpredictable substances and quantities.
  • Fixed missing syntax highlighting for lr and define commands on IC.
  • Fixed bug that prevented logic from telling the arc furnace to print when new ore of same type entered input slot.
  • Fixed bug that caused BatteryCellCharger to bring down power network.
  • Fixed Incorrect value on Max distance causing Powered Sound to Play Everywhere.
  • Fixed P2P connecting problem when it's already in game. It couldn't connect to P2P Host.
  • Fixed total thing counts in loading screen. It was always 0.
  • Fixed batteries in BatteryCellCharger no longer charge one at a time.
  • Fixed BatteryCellCharger no longer wastes power if more than one battery placed requires charging.
  • Fixed bug that prevented cables being placed immediately next to ChuteBin.
  • Fixed null referenced exceptions in Human. Dead player's head animator wasn't set for new connected player.
  • Fixed bug preventing cables, heavy cables and pipes from being placed in authoring mode.
  • Fixed LED when placed from painted ItemWallLight kit will now always be white.
  • Fixed couldn't set LED colour from Logic devices.
  • Fixed bug allowing heavy cables to be merged into normal cables and vice versa.
  • Fixed bug preventing painting Pipe Kit.
  • Fixed an issue where you were unable to continue building some structures after a certain point.
  • Fixed unexpected error message when player respawns after starting to decay. It respawned twice and accessed to uninitialized data.
  • Fixed connection problem in password P2PHost. It failed to connect to P2PHost after input password.
  • Fixed unable to save world when chick npc is spawned. It threw null reference exception.
  • Fixed bug in which ladder end wouldn't return kit on deconstruction.
  • Fixed unexpected error log when connect to dedicated server("Spawn scene object not found for 1"). It's side effect of Steam P2PHost.
  • Fixed bug that prevented placed LED from being painted.
  • Fixed bug preventing displaying of some Polish special characters.
  • Fixed null references in HydroponicsAutomated. It tried to harvest potato on game client. Automated harvest is available only on host or dedicated server.
  • Fixed broken Programmable ChipMotherboard when input enter before click it. It wasn't initialized properly.
  • Fixed wrong access to GasDisplay. It often happened when removed device from Motherboards.
  • Fixed wrong access to color swatch. The index was wrong and broke game logic when loading world.
  • Fixed broken graphics when saving world over read-only attribute files. It forces to remove read-only attributes world save files.
  • Fixed null reference when closing character creation panel in settings.

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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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