Store data
- UK price
- Free
- US price
- $3.74
- Positive reviews
- 74%
- Total reviews
- 23
- Release date
- 14 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 4 | -2 | -33.3% | 0 | -79.7% |
| October 2026 | 3 | -3 | -50.0% | 0 | -74.7% |
| September 2026 | 6 | — | — | 1 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
|---|---|---|---|---|---|---|
| United KingdomGBP · GB | GBP | £4.59 | £3.44 | 25% | £3.44 | No change recorded |
| United StatesUSD · US | USD | US$4.99 | $3.74 | 25% | $3.74 | No change recorded |
| Euro areaEUR · DE | — | — | Unavailable | — | — | No change recorded |
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| MalaysiaMYR · MY | MYR | MYR 13.49 | RM10.11 | 25% | RM10.11 | No change recorded |
| NorwayNOK · NO | NOK | NOK 59.50 | 44,62 kr | 25% | 44,62 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$7.89 | NZ$ 5.91 | 25% | NZ$ 5.91 | No change recorded |
| PeruPEN · PE | PEN | PEN 13.49 | S/.10.11 | 25% | S/.10.11 | No change recorded |
| PhilippinesPHP · PH | PHP | ₱169.00 | P126.75 | 25% | P126.75 | No change recorded |
| PolandPLN · PL | PLN | PLN 21.49 | 16,11 zł | 25% | 16,11 zł | No change recorded |
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| South Asia (regional USD)USD_SASIA · PK | — | — | Unavailable | — | — | No change recorded |
Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Spiritus Astrum, or "Spirit of the Stars" is a persistent, open-world, roleplaying sandbox, with multiplayer support. It features an infinite, procedurally generated universe which players are free to explore without restriction.
Spiritus Astrum is an indie title created by a single developer, passionate about games.
Please be advised that Spiritus Astrum is currently in an early, beta, state. There are bugs!
Currently, the SteamDeck is not officially supported.
Solar systems, Stellar phenomena, and planets, are realistically scaled, and players can land and explore, craft, and build at their leisure, using a variety of spaceships, vehicles, and tools.
Spiritus Astrum is designed around emergent gameplay, with randomised NPC's, quests, enemies, and resources.
Combat in Spiritus Astrum is optional, the game features diplomacy, trading, and stealth in addition to combat. Conflict between players is not allowed, players may work together to explore or build, but may not engage in coflict. This encourages a cooperative, roleplaying atmosphere.
In addition to customising their characters appearance, players can choose traits and a background for their character. They can be a trader, a diplomat, an explorer, a war veteran, and more.
The game features "life simulation", players will need to eat, drink and sleep, in addition to training their various skills.
The Skill system is also dynamic, over-training some skills will reduce others, this prevents the "grind" often seen in other games of this type.
In Spiritus Astrum, players may live a true "virtual life". Players can purchase apartments, land, build homes, and even own their own ringworlds or entire planets!
Players can spend their time travelling the stars on board their ship, living within a densly populated city, or exploring vast worlds alone or with AI or human friends.
Spiritus Astrum is persistent, the players actions and choices matter, and will affect how NPC's and factions perceive them. If the player has a positive relationship with an NPC, they may agree to join your crew, or give you a discount on store purchases. However, with a negative relationship, they may not talk to the player at all!
In the future, Spiritus Astrum will also feature the ability for players to create their own stories to share with other players, and the ability to use the games tools to create unique enemies, weapons, and items.
Spiritus Astrum is more than a game, it is a world.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Readme | 35.5% |
| 02 | Surviveplanetfall | 10.3% |
| 03 | Itemcrafted | 9.4% |
| 04 | Justafleshwound | 9.2% |
| 05 | Bigsaver | 6.9% |
| 06 | Destroyasteroid | 6.9% |
| 07 | Fighterace | 6.9% |
| 08 | Foundhalls | 6.9% |
| 09 | Foundsurvivors | 6.9% |
| 10 | Helloworld | 6.9% |
| 11 | M10displayending1 | 6.9% |
| 12 | M3finishedexploringcolony | 6.9% |
| 13 | M5carrierdestroyed | 6.9% |
| 14 | M7foundcoords | 6.9% |
| 15 | M9escapedfromcolony | 6.9% |
| 16 | Newlife | 6.9% |
| 17 | Passthroughftlgate | 6.9% |
| 18 | Powerupcolonyship | 6.9% |
| 19 | Relationshiptouser75 | 6.9% |
| 20 | Settlementconstructed | 6.9% |
| 21 | Survivetheduststorm | 6.9% |
| 22 | Survivor | 6.9% |
| 23 | Titanslayer | 6.9% |
| 24 | Wanderer | 6.9% |
Improved the character creation system client/server code. Characters can now be created and edited much faster, and with better error handling.
Read full update on Steam ↗Made some improvements to the inventory system to add more feedback to the user when crafting Fixed some minor issues with the inventory/crafting system that would allow items to be combined when they shouldn't Improved visibility of the damage direction indicator
Read full update on Steam ↗Made some minor changes to the Weather/Environmental Effects Fixed some minor bugs with Enemy AI movement
Read full update on Steam ↗Substantial improvements to load times on both the client and server. Server connections are also more reliable, and an error message is displayed if a connection cannot be established (Due to firewall issues, etc).
Read full update on Steam ↗Added a Damage Direction indicator, to tell the player which direction an enemy is firing from.
Read full update on Steam ↗Added a simple GUI for the server that displays the current server state. This can be used for diagnosing server issues, etc.
Read full update on Steam ↗Minor updates to the UI, Minor improvements to collision geometry placement on the Vanguard
Read full update on Steam ↗Improved OpenAI support in the LLM frontend. Added a "model" selector so that the player can select a compatible model (gpt-5.4, gpt-5.6, etc). The results in game are very good, responses are fast, and make sense.
Read full update on Steam ↗I have created an entirely new bug reporter feature: Clicking TAB>Report a Bug will now allow users to send a bug report directly from within the game, and can optionally include their log files with the report, which will help a log with diagnosing and fixing bugs Fixed a minor issue with the mouse invert feature. Added the ability for players to leave "Markers" during multiplayer play (Only one marker can be created per hour). I have also decided to disallow creation of "Homesteads" and Planetary/Territory claim markers in multiplayer for the time being. I have also made some improvements to the multiplayer server, and added some additional admin functions
Read full update on Steam ↗Made some improvements to the UI. If the user shows the MPC while another menu is displayed, the other menu should now be automatically hidden. If the user is interacting with a companion or NPC, the interaction menu should be hidden, and then resumed when the MPC is hidden. Added basic support for OpenAI. LLM support is still in beta, but the functionality works. Select "Enable LLM frontend" in the sim options, Then enter your open AI API key and hostname, and set formatting to "Remote(OpenAI)", Then click save.
Read full update on Steam ↗Made substantial changes to the server and client side loading system to fix a bug where steam updates were overwriting save data. This may break existing save files! Added a message informing users how to use the fire extinguisher
Read full update on Steam ↗Added options (In the Sim options menu) to Invert Mouse X and Y The LLM frontend (Can we Talk? Option) is now disabled by default. It can be enabled by selecting "Enable LLM frontend" In the Sim options menu. LLM's must be configured by the user. Fixed a minor issue that can cause the players rotation to be wrong when leaving the escape pod.
Read full update on Steam ↗Added a text display to indicate the stage of the loading process. Fixed an issue causing one of the loading screen images to show up as a blank white screen. Fixed a server side bug with loading AI persistent world states Improved loading of shuttles in the world, and fixed an issue with the "civilian shuttle" where it's center of mass was slightly off during rotation.
Read full update on Steam ↗Generating road meshes can cause FPS issues in some cases, especially when a large number of roads are generated when the user is landing on a planet. Graphics settings now have an option to show/hide roads, and some graphics presets automatically hide them. This should reduce issues with the game slowing down when approaching planets in some cases. Fixed some issues with spawning shuttles in the world. Added the "Valkyrie Fighter" as a random spawn in the world. Added and "autolaunch" to the Vanguard. Fixed an issue with resetting the Vanguard shuttle. Valkyrie Fighter can now be docked with the Vanguard, however it is too big for manual launch, autodock/autolaunch must be used.
Read full update on Steam ↗Enlarged docking trigger around vanguard, making docking procedure easier. Fixed a minor audio glitch that occurred while piloting the shuttle.
Read full update on Steam ↗Added Help/Tutorial Messages to All Top-Level MPC functions to aid new players. Tutorial messages can be turned off in the Sim options ("Show help messages")
Read full update on Steam ↗Fixed an issue causing the player to get stuck after leaving the Captains Chair Fixed an issue causing animations to break after interacting with a menu
Read full update on Steam ↗Players can now specify a "title" (Sir/Maam, etc) when creating a character, and this title will be reflected in in-game dialogs. Fixed a bug preventing the player from travelling to waypoints when controlling the vanguard from the Nav Map, and improved the NavMap gui.
Read full update on Steam ↗Added Signage to the Vanguard to indicate aid in navigation Added Visual Marker for the Escape Pod and the Shuttle
Read full update on Steam ↗Fixed optimisation issue causing noticeable stutter when using middle mouse to highlight many items at once.
Read full update on Steam ↗Modified the sprint system "Stimulants" now allow players to sprint without stopping
Read full update on Steam ↗There is now a 90% chance of a weapon spawning in the initial supply drop in single/multiplayer Disabled Ansel/VR until it can be properly tested Stimulants will disable the sprint cooldown while in effect
Read full update on Steam ↗Improved UI: To display the MPC, press TAB and not Escape. This is more intuitive, and common with other games. ESC now resets the players view/camera and closes all menu screens. Added a "Quickstart" guide.
Read full update on Steam ↗The Zone-Based Optimisation system on the vanguard is disabled by default. It can be re-enabled using the in-game options menu. Pressing "PgDn" should close any menus, preventing players from getting "stuck" in a menu. Added a message to inform users that the "Can we Talk?" Option for AI requires an LLM to be installed first. Prevented possible out of bounds issue on Vanguard.
Read full update on Steam ↗Added a "Quality" selector to the graphic menu on the startup screen which allows players substantially greater control over their graphics settings. This should help the game to run on older hardward. Made substantial changes and improvements to the movement system. Movement now feels much more natural and there is a lot less "Sliding" and "Bouncing". Players also get stuck on small obstacles and microterrain a lot less. Jetpack movement is also more consistent. Fixed issues allowing players to jump while already in the air.
Read full update on Steam ↗Added a dedicated slider for lighting and particle effects to the GFX menu. Made graphics menu scrollable. Improved Helm gui to add text for "main engine firing" and "thruster rotation/translation", to avoid overuse of onscreen messages.
Read full update on Steam ↗Added support for lighting and particle effects to the GFX options menu. There are no discrete controls yet, however, the presets Low, Medium, High, and Ultra will also affect particle effects and lighting now.
Read full update on Steam ↗Fixed several issues with popup screens/subtitles appearing too often Reduced the forward momentum of the player when they stop sprinting to reduce the perceived "sliding" effect.
Read full update on Steam ↗Fixed issue allowing the player to unlock movement (And therefore leave the escape pod) during the descent sequence. Added ability for players to delete their own character in a multiplayer game (If they want to reuse the same character name). Other minor fixes.
Read full update on Steam ↗Improved the Login system: The "New" Character menu is now displayed by default until a character is created. Added some spotlights to highlight the location of the Vanguard Elevator and the Escape pod.
Read full update on Steam ↗Added Quit (Without saving) button, and option to turn off autosave Fixed issue with zone transition triggering too easily on Vanguard. Added ability to control Vanguard using WASD keys in addition to numeric keypad.
Read full update on Steam ↗Rewrote some server side code. This should hopefully fix the issues players have been having with saving/loading games.
Read full update on Steam ↗Fixed issue with the player head being visible when interacting with guis. Fixed issue preventing characters from being deleted on the startup menu. Increased run duration, added the sprint timer to the HUD and MPC menus.
Read full update on Steam ↗Added Look Sensitivity Fixed Issue with player rotation being off when leaving escape pod Other minor issues.
Read full update on Steam ↗Fixed some issues with using the hotkeys to switch items when an item is currently held in the hand.
Read full update on Steam ↗Fixed some issues causing the player to be thrown from the escape pod during descent, and some out of bounds issue.
Read full update on Steam ↗I am hopeful that I will finally be able to get Spiritus Astrum into Early Access at some point this year.All that is left for the EA release is testing, debugging, and some tutorial menus and in-game hints.The game is mostly single player at the moment, with three single player campaigns and a single player survival scenario.I have also added a multiplayer survival scenario as well, although this is in beta.
Read full update on Steam ↗Spiritus Astrum is progressing well, and an Early Access release should not be too far off.The games three campaigns are basically done, with hopefully just testing and debugging left to do. The campaigns will feature a combination of survival, crafting, space exploration and space combat.There will also be a free roaming mode and possibly a simple multiplayer mode as well (with more improvements coming after the initial Early Access release).
Read full update on Steam ↗It has been over a year since the Spiritus Astrum Demo has been released on steam.In that time, the project has advanced massively, with two new campaigns being added as well as a whole host of new content, dialog, characters, weapons, ships, and other improvements.In the initial release of Spiritus Astrum, there will be three campaigns, with an estimated 10 hours of content, with additional free roaming capabilities as well. I am hoping to add basic multiplayer support in the initial release as well.Although there is a lot more to be done, Spiritus Astrum is moving closer and closer to release every day.
Read full update on Steam ↗Improved the character creation system client/server code. Characters can now be created and edited much faster, and with better error handling.
Made some improvements to the inventory system to add more feedback to the user when crafting Fixed some minor issues with the inventory/crafting system that would allow items to be combined when they shouldn't Improv…
1 positive · 0 negative.
Made some minor changes to the Weather/Environmental Effects Fixed some minor bugs with Enemy AI movement
Substantial improvements to load times on both the client and server. Server connections are also more reliable, and an error message is displayed if a connection cannot be established (Due to firewall issues, etc).
Added a Damage Direction indicator, to tell the player which direction an enemy is firing from.