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:
Very Positive (53) - 90% of the 53 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,169) - 83% of the 1,169 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 (39)

August 17

Consolidated Patch Notes v0.1.1603.7531

The team is just starting to get back on track after a few slow weeks at far below full-strength, but we hope you enjoy all the new stuff we've got in store for you! From the next phase in Scenario development, to some new toys and extended modding support:

Portable Hydroponics
A new early-game option for growing that first critical crop of food is the Portable Hydroponics tray. It has been added to your starting equipment and comes pre-loaded with a small canister of water to get you started. It'll still be up to you to provide it with a suitable growing atmosphere and source of sunlight, however.

Escape From Mars

The Escape From Mars scenario has been pulled off the workshop and integrated into the base game, but is still definitely in an early version. After a few more people have had a chance to play through it and give us their feedback we'll do some balancing, but the last few pieces of the puzzle are in now and the entire scenario can be completed without creative mode. BE WARNED - it is definitely a challenge. You'll have a far more limited set of starting supplies, and will need to be able to use a furnace to create some of the late-game alloys and a large quantity of mixed fuel in order to complete all the objectives. You'll find a guide tablet near your starting location that can offer some additional tips relevant to the stage you're on, and can save your progress and return to it later.

Klaxton / Loudspeaker

Flashing lights not quite grabbing your attention when your batteries are running low? Grab an ItemKitSpeaker from the Electronics Printer and use logic or your screwdriver to choose from one of 6 alarm sounds and 3 music tracks to assault the eardrums of your bases inhabitants.

Hardsuit Jetpack/Backpack

We've added two new backpack variants to go with the new suit added last month. One is just a newer version of the existing jetpack with slightly more storage. The bigger change is you can now opt to go without the jetpack functionality in favor of even more storage, especially useful if you're just running around your base.

Modding Data Expansion
In our ongoing efforts to improve modders ability to customize the game, we've exposed many new values to XML. This covers a broad range of item values from food stats, to battery capacities etc. This system will ultimately be used to balance large portions of the game, as many of these values are configurable to devs but previously not to everyone else - from item mass, to combustion temperatures, flammability and burn-time and much, much more. The example mod archive included with the game has been updated to demonstrate how to use these tools, but expect more information to come in the near future as more values are exposed.

Version 0.1.1603.7531
  • Added Escape From Mars scenario to base game, but still requires a lot of balance and currently will be very difficult to complete. If you do try it out, drop by Discord and let us know what you think!
  • Added Speakers can now be linked to Airlock Controllers. When a speaker is linked to the airlock controller, it will be turned on and off in the same way as lights are - when the airlock is processing all Speakers will be turned on.
  • Added Speaker (Klaxton). Has six alarm sounds and three basic music tracks. Set the different tracks using Mode, turn on and off with external tool. Can set volume either via logic, or via a screw on the speaker itself. Constructable from a Speaker Kit, which you can build on the Electronics Printer.
  • Added Hardsuit Jetpack. Has increased capacity (forteen slots) as well as full jetpack functionality and increased environmental protection for contents. Constructable from the Tool Manufactory.
  • Added Hardsuit Backpack. This has more slots, but no jetpack capability. Constructable from the Tool Manufactory. Useful where you want more storage space but don't require jetpack.
  • Added first pass of setting prefab attributes through modding. There is now a new XML type "ThingModData" which is a list inside "ThingMods" in GameData. This allows you to overwrite prefab values that were previously hardcoded in the prefabs. So far, variables on Thing, DynamicThing, Item, Food, GasCanister, and BatteryCell have been exposed. An example mod is included in the game folder (StreamingAssets\, as well as on the workshop (don't run while playing the game, it makes eggs unusable in recipes). Note that over time more and more attributes will be exposed, allowing you to mod more and more of the game.
  • Added Portable Hydroponics. A dynamic item that contains four planting slots, and a gas canister slot. Provided as part of the starting supplies, and also constructable from a kit produced from Pipe Bender. Allows growing plants in a dynamic object that can be carried around. Still requires sunlight. Can be wrenched onto a connector.
  • Added recipes for Mushroom, Pumpkin and Rice to the Organics Printer.
  • Added recipe for mothership core to Electronics Printer with some very temporary ingredients. This is largely to support the Mars scenario that is still being tested.
  • Added OnMothershipCreatedEvent to scenario authoring to support tasks to create new mothership cores.

  • Fixed Setting volume via logic is no longer clamped between 0.1 and 1. Now uses 1-100.
  • Fixed error message when trying to set Klaxon volume outside the main thread (ie. via logic).
  • Fixed Air Conditioner screen not turning on when loading a save. [Thanks Risu]
  • Fixed Guide Tablet now resets to page 1 when you progress to a new mission stage.
  • Fixed incorrect paths when loading scenarios from base game data vs from mods.
  • Reduced amount of water that spawns with a Water Canister.
  • Fixed mining drill being audible at far beyond it's intended sound range.
  • Fixed Batteries having their power stored value being set to NaN and rendering the battery non functional.
  • Fixed collision damage not taking angle into account. You should no longer receive damage if sliding down a slope.
  • Reverted some changes intended to increase performance that may have been causing issues (exploding canisters)
  • Fixed some scenario objects not being cleaned up properly preventing you from completing objectives if you restarted a scenario without relaunching the game.
  • Fixed bug with Scenarios looking to the wrong file path for the starting condition definitions XML file.
  • Refactored mineables pool. Modest reduction in garbage collection.
  • Fixed Save/Loading of Scenarios so that they properly restore stage and objective states.
  • Fixed wrong rice texture was used. Resulted in green rice and weird plant textures. Now correct texture used so rice is white.
  • Fixed Using the Type mode on OnConstructedEvent now checks for a subclass match not an exact class match.
  • Fixed ThingExceedAltitudeEvent now selects the first mothership it finds when the mission task is created. Means this task trigger will have to be on a subsequent stage after any mothership creation one or it won't work correctly until save/load.
  • Fixed TaskDisplays list on Custom Missions is now correctly cleared at the end of a stage.
  • Fixed Mothership cores being placed at world origin instead of correctly on the mothership grid due to the mothership having its grid set back to the world grid by occlusion manager.
  • Fixed ability to interact with empty slots on Hydroponics Station and Portable Hydroponics even when holding nothing.
  • Fixed A bug in which cycling through some options while on mothership grid would cause incorrect orientation of the object.
  • Updated Localizations for French, Italian, Simplified and Traditional Chinese, Spanish and Suomi. As always, a big thanks for the active members in the #localization channel contributing to the translation effort.
15 comments Read more

August 9

Consolidated Patch Notes v0.1.1586.7476

We finished a week that was a perfect storm of tragedy and sickness hit the team this week so most of the team have been out of the office. Still, we were able to push some key areas but the bigger changes tend to get left to the side until all hands are back on deck.

Intermittent Stuttering

Last month we had some major progress on key areas, such as dramatically increasing rendering distance for terrain and how terrain is generated. Great stuff! But as we increase the amount of work the game does - it increases the amount of memory used and in particular the turnover of that memory.

As we are using Unity, and specifically C#, this memory is managed by the game engine itself. As you no longer need information this memory is cleaned up. This process is called "garbage collection", and when this occurs if too much has to be cleaned up at one time - you get stuttering.

This is most noticeable as a stutter or frame-skip every few seconds (or more of less regularly). There are many areas where we have favoured easy to read and understand code over well performing and memory managing code - because it dramatically increases the speed of development. But a few of these key areas are so bad they have to be cleaned up.

We identified jetpacks, and terrain generation, as the two major problems we can easily deal with to reduce stuttering. Jetpacks had some solutions this week, so you might notice improvements if you had stuttering. Rest assured, we'll be continuing our work on that next week and beyond. Garbage collection is a problem we will tackle through the entire length of the project, and probably beyond.


You may have noticed a new Scenarios button on the main menu. Scenarios as they currently exist, are a more structured way to play the game. They're not intended to replace the current survival mode, but instead use the existing systems to let people focus on particular areas of the game, or play through stories authored by you and your fellow Stationeers. Instead of generating a new world, scenarios take place in a pre-authored one, like loading a saved game. From there the player is given a set of tasks, much like the tutorial. Once these tasks are completed, you can progress onto the next mission stage.

One feature of this system that's not immediately obvious, is that these stages and tasks can be authored by players, applied to their own saved world and uploaded to the Steam Workshop. We expect to be constantly expanding this system to introduce new task types, actions that can be triggered by certain tasks and random events etc - so if you have something in mind you would like to add to expand a scenario you're working on, swing by the #suggestions channel in Discord and tag @Heightmare.

Currently, the first official scenario 'Escape From Mars' is only available via the Steam Workshop - but once the last few bugs are ironed out it'll get added to the base game. Once this happens, the workshop version will serve as an example for how you can author your own.

Auto-Rotate Everything*

Auto-rotate support has to be manually added to every structure in the game we want it to apply to. Luckily, we're reaching the end of this piece of work and barring a few outliers, you should be able to use the auto-rotate tool (C by default) to place almost anything in the game.

New Plants

To give you some early-game food growing options that weren't dependent on sunlight, we've added Mushrooms to the game. They'll give you roughly the same nutrition as an uncooked potato, but recipes will be added in time. Rice and Pumpkins both require light, but have varying growth speeds and nutrition values.

Version 0.1.1586.7476
  • Added Autorotate support to almost 50 structures, meaning it now supports almost all of the structures currently in the game.
  • Improved Autorotate to work with grid objects that have rotation restrictions.
  • Optimization Identified Jetpacks as the cause of a lot of memory allocations and made several improvements.
  • Added Scenario Menu. No official scenarios are included yet, but support for workshop scenarios has been enabled. This will be better detailed in the next patch and documentation on how to build your own scenario will be provided in the #modding channel in Discord when it's ready. The Scenario button will be disabled if no valid scenarios are detected in your enabled mods.
  • Added Pumpkin. Provides a lot of nutrition but grows slowly. Can be turned into Pumpkin Pie with other ingredients.
  • Added Rice. Grows fast but does not provide much nutrition. Will be used in future recipes.
  • Added mushrooms. Do not require sunlight to grow, but take much longer than other plants to mature. Gives roughly the same nutrition as an uncooked potato.

  • Fixed AreaPowerControl consuming power but not adding that power to the inserted battery if it was powered off.
  • Fixed Log and Pow logic math functions were using Input2 twice, instead of Input1, Input2. Should now be using both inputs correctly.
  • Fixed credits button taking you to the scenarios menu.
  • Fixed Index Out Of Range error caused by GetPercentageString if a status update percentage went over 200.
  • Fixed ConsoleMonitor Autorotate bug.
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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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