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:
Mixed (28) - 42% of the 28 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,604) - 81% of the 1,604 user reviews for this game are positive.
Release Date:
Dec 12, 2017
Developer:
Publisher:

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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 (59)

June 10

Consolidated Patch Notes v0.2.2035.9345*


This patch was a while coming, but I'm sure when you see everything we've got crammed into it you'll understand why!

Trading
The first pass of traders is complete. By using the satellite contact system we added in a previous update you're able to request that traders visit your base to exchange resources. You'll find on your uniform a new slot to store a Credit Card (can be manufactured in the Electronics Printer) that will track your credits obtained via trading. The traders have varied inventories and pricing is based off the materials used to craft items - helped by raw material costs based on the rarity of minerals on your world. You'll need a landing pad and computer with a Communications motherboard in order for them to be able to land. We'll be looking to expand the range of things you can do with these satellite contacts in the future.


Cargo Rover
The first land-based vehicle can now be manufactured via a Kit (Rover Frame) on your Fabricator. This lets you place the foundations and progress through several build-states before you get your completed Rover. They'll require batteries to run and oxygen tanks if you wish to utilize the internal atmosphere. They also have a couple of storage slots on the rear to carry around Dynamic Crates or Portable Gas Tanks which can be attached using your Wrench from nearby.

Species Packs
So as most of you following the game know, we've spent the last few months investigating several large technical refactors as detailed in previous patch notes. Instead of letting our asset backlog grow even further, the art team were tasked with creating something we could implement with minimal programmer input, outside of the already promised scope of the game, to not only gift to the various contributors that have been particularly dedicated to helping the community, but also to allow those who had asked for a way to further support the game the means to do so.

All those in Discord with the rank Community Developer or Community Contributor should now have been sent their redemption keys for one or both of the new species packs. We'll detail these more below, but while they'll be available in any game, only those with the packs will be able to actually take control as one to play with.


The Zrillian Species Pack introduces the Zrilians, who feature a startlingly similar physiology to our own - except requiring Hydrogen to breathe and exhaling Nitrous-Oxide. This makes their ideal breathing environments particularly hazardous, and any attempt to create a breathable atmosphere for both them and humans even more-so.


The Hazardous Environment Mechanical Droid or H.E.M Droid was created to venture into the most dangerous areas of space without risking human life. They don't need to breathe like we do, but need to carefully manage their power usage as they rely on batteries to function. If unable to draw sufficient power from their battery, they'll slowly lose consciousness until they pass out.

The way Stationeers is designed made these gameplay changes incredibly simple to apply. We were able to just make a copy of the existing human lungs and change the gas values it consumed. For the Droids we were able to use our existing power consumption code, but apply consciousness damage if none was available. We already had the fade to black and passing out done for humans, so got that for free!

Modding Fixes and Improvements
We did a pass several long-standing bugs around mod data loading for recipes and items, as well as made all mod data now sync from server to clients on join. This should reduce instances of issues caused by server and client having mismatched mods or mod load orders.

What else we're working on...
As always, we like to include a bit of information about what is being worked on but didn't make it this update. Work continues on the session abstraction, meaning a game lobby will be able to exist independently of the game world. This will smooth the way towards round-based play, as well as other game modes that take place across multiple worlds with the same players/inventories. We're also looking at a large optimization pass on terrain saving/loading to prevent the issue we've currently got where spawning in a lot of terrain can blow out your save size significantly. In addition to this we'll continue to evolve the Rover and trading mechanics, and start looking at expanding some systems that were put on hold so that we could focus on the recent technical refactors - like the incident and expanded scenario system. No doubt this time will also include numerous optimizations and quality of life improvements based on the feedback we receive on Discord.

Last but not least, the potential replacement for the existing tutorial is available for testing on the workshop! We're committed to improving the new player experience in the game, so as soon as we have the last few bugs squashed on this one we'll make it available to everyone.

Hotfix Version 0.2.2035.9345
  • Fixed missing recipes for Satellite Dish Kit, Landing Pad Kit and Comms Motherboard.
  • Fixed DLC characters not appearing for players that haven't purchased the DLC.
  • Changed some of the trader names due to readability issues.
  • Updated the LandingPads turned off animation.
  • Fixed robot main menu characters eyes floating about. (Thanks GhostMan)
  • Fixed world setting data sync and mod issue. It didn't override world setting data(SkyBoxMaterialName, TerrainPrefabName, etc) from mod or saved world.
  • Updated Localized Text (Current 14th June).

Hotfix Version 0.2.2029.9331
  • Fixed issue causing many object textures to appear incorrectly.

Version 0.2.2028.9326
  • Added first-pass of resource trading. There is a chance one of the signals will be a trader when you first contact them if you have a powered landing pad connected to the same network as the computer with the Comms motherboard, they'll be able to request to land. Your inventory is calculated from the contents of any vending machines on the same network as the computer, and this is where goods will be delivered to. See future patch notes for more details.
  • Added Rover to survival mode. Recipe for the 'Kit (Rover Frame)' can be found in the Fabricator. You'll then need to go through several build stages before it turns into a functional Rover.
  • Added storage connections to the rear of the Rover. You can now load up both storage slots with either a Dynamic Crate or Dynamic Gas Canister using your wrench.
  • Added credit card slot to both the Marine and Commander uniform alongside a new Slot icon addition.
  • Added two logic values for Satellite Dish. Strongest Signal which is pretty self explanatory, and SignalID which is a unique ID applied to each contact.
  • Added a credit card item which can be made through the Electronics printer to handle currency.
  • Added a new slot to the uniform to hold your shiny new credit card.
  • Added Debug Key to help capture data for bug reports. Left CTRL + G will now print out the targeted items grid coordinates to the in game console window and the games output_log.txt.
  • Added World settings, modded items and recipe data now properly sync to clients when joining a server.

  • Fixed Debug tool for grid locations now performs a null check and added small grid coordinates if available.
  • Fixed Rover now ejects its contents if it is destroyed.
  • Fixed input panel popping up on client when server accesses hash reader. (Thanks spunky)
  • Fixed only the Fertilized variant of eggs was spawnable via the creative menu and appeared in the Stationpedia. [Thanks Austin]
  • Fixed issue where loading mod data for some items would break their functionality elsewhere in the game, ie. when being smelted. [thanks Risu]
  • Fixed null reference exception when the game tried to select a default recipe of Fabricator before fully spawned character on creating or loading a world.
  • Fixed mouse not appearing upon interacting with landing pad.
  • Fixed Modding recipies for the Fabricator. It didn't update screen job correctly.
  • Fixed Consumable and Food mod data. It didn't update mod data properly.
  • Fixed Loading issue when modified specific item in mod. It threw null exception while loading Stationpedia.
  • Fixed Loading issue on dedicated server. Game data wasn't initializing properly.
  • Fixed Reagents recipe bug. It didn't correctly initialize pressure and temperature values.
  • Fixed Config cartridge values. It now returns 3 fractional digits.
  • Fixed headlamp not using power.
  • Fixed missing world data loading step for Centrifuge recipes. [thanks Risu]
  • Fixed signals not being read correctly from logic reader.
  • Fixed contacts spawning outside of scannable range on planets.
  • Fixed credit card visual display not refreshing after purchases (Thank you for your feedback everyone!).
  • Fixed SatelliteDish out of range spam.
  • Fixed incorrect consumable displaying in trading interface.
  • Fixed world loading failure when there are more than 5 worlds setting and fixed mining effect in Europa, where the wrong mining effect was being used.
  • Fixed localized text in mods.
  • Fixed broken Atmosphere when mining. It would sometimes throw an "Argument is out of range" exception and crash the atmospherics thread.
  • Fixed long-standing issue preventing the proper display of bedrock textures when deep mining.
  • Fixed display issue with the main menu characters eyes when idly looking around.
25 comments Read more

May 15

Consolidated Patch Notes v0.2.2005.9159


Our second patch for the week closely follows the pattern of the first. This might otherwise be a hotfix if it weren't for the impromptu addition of another new piece of kit, the new Heavy Mining Drill! We've also replaced the model on the old one.



We've also put in a couple of overlooked aspects of the Arc Welder added in the last update, namely the recipe required to craft one.

This will (hopefully) be the last couple of urgent fixes required for the main branch until we officially release the next major features to the game, so keep an eye on the beta branch and the news page for an announcement in the next few weeks!

Version 0.2.2005.9159
  • Added particle effect to new Arc Welder.
  • Added Mining Drill (Heavy). Much more effective than basic mining drill but requires advanced materials to make and uses more energy.
  • Replaced Mining Drill with new model that looks more consistent. Also is now paintable. Animation improved.

  • Fixed issue with helmet being visible in first-person view after exiting any entity slot, such as a Chair, Sleeper pod or Rover.
  • Fixed repeating error when attempting to smelt an item (eg. in the furnace) that has no reagent mixture defined.
  • Fixed Arc Welder not using power correctly. Now consumes 2kW per weld, which equates to roughly 72 full frames per large battery.
  • Fixed missing Mode interaction button on both old and new mining drills preventing players from selecting 'Flatten' mode.
17 comments Read more
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Timeline

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.

Features

  • 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

    Minimum:
    • 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
    Recommended:
    • 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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