Store data
- UK price
- £12.79
- US price
- $12.74
- Positive reviews
- 88%
- Total reviews
- 180
- Release date
- 22 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 |
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| Last 30 days | 167 | -303 | -64.5% | 55 | -72.4% |
| November 2026 | 59 | -181 | -75.4% | 28 | -65.3% |
| October 2026 | 240 | -230 | -48.9% | 81 | -66.6% |
| September 2026 | 470 | — | — | 243 | — |
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| United StatesUSD · US | USD | US$14.99 | $12.74 | 15% | $12.74 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
eXoSpace Combat Engineer combines the gridless spaceship building of Reassembly, the intense combat of Nova Drift , and the unpredictable hyperjump encounters of FTL .
Using a fully gridless , intuitive snap-and-rotate designer, you balance weapons, thrust, energy and armor, use advanced mechanical parts like pistons and hinges to build transforming warships , or install hangars to deploy swarms of custom-designed drones .
Take your custom vessel into Bounty Hunt mode, navigating asteroid storms, pirate ambushes, and random encounters as you evolve your ship from a basic drone into a true dreadnought to survive intense, bullet-hell boss fights.
Mission-based game loop : complete missions to increase in rank and build even bigger ships to hunt more dangerous targets.
Gridless spaceship designer that lets you easily snap parts together in any angle, allowing you to quickly try out new designs or upgrade your ship.
Design your own drones and deploy swarms of them from your hangars.
Intuitive engineering constraints : balance thrusters, weapons, energy and armor to create an effective warship.
Bullet-hell boss fights : each mission ends with an epic phased boss-fight. Find weak points while dodging projectiles.
A fully-featured sandbox allowing you to build any ship, create your own faction, and share it with a click on the Steam Workshop. You can even build your own boss !
The Galactic Arena : face design and piloting challenges ranging from 1 vs 1 drone skirmishes to cruiser battles.
More than 600 different ship designs to discover, including many community creations.
More than 200 parts to build your ship with, including powerful faction-specific weapons.
5 playable factions with their own tech tree, powerful unique parts, and crew.
And more is added in regular updates !
"Again, awesome work. Been a while since I've been this impressed with such a hidden gem."
“This game is ingenious, amazing and AWESOME! Something that fills the gap between Reassembly, Cosmoteer and Starsector.”
“I like how here, I can quickly design something and experiment. I can iterate quickly and comfortably."
eXoSpace is developed by Bas (@ Fantastimaker), a solo developer. No generative-AI was used to create this game.
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 | Go To Warp | 76.9% |
| 02 | Pray And Spray | 72.3% |
| 03 | Pray And Spray 2 | 59.6% |
| 04 | Thief No More | 42.0% |
| 05 | Senior Rookie | 41.9% |
| 06 | Pray And Spray 3 | 41.7% |
| 07 | Keep On Jumping | 35.3% |
| 08 | Kind | 29.7% |
| 09 | Dread No Reaver | 28.0% |
| 10 | Disinfection | 27.2% |
| 11 | Mass Murder | 25.2% |
| 12 | Leadership Quality | 22.2% |
| 13 | Malfunction | 21.9% |
| 14 | Fall From Grace | 18.2% |
| 15 | Dethroned | 16.1% |
| 16 | Bourgeoisie | 14.3% |
| 17 | Modifications | 13.4% |
| 18 | Saved The Galaxy | 11.7% |
| 19 | Scientist | 10.4% |
| 20 | Intergalactic Hero | 8.6% |
| 21 | Rookie Gladiator | 7.3% |
| 22 | Dread Naught | 6.8% |
| 23 | Frequent Flyer | 6.1% |
| 24 | Insane Dethroned | 3.2% |
| 25 | Who Is The Boss | 2.8% |
| 26 | Supersize Me | 1.9% |
| 27 | Explorer | 1.4% |
| 28 | Bad Company | 1.0% |
| 29 | Space Invaders | 1.0% |
| 30 | Run The Gauntlet | 0.5% |
| 31 | Elite Gladiator | 0.2% |
Changes: - The decorative light now has configurable color and can have blinking pattern set. - Sandbox invasions now have their own pop-up, and allow setting faction, color, starting budget, escalation per wave, arrival angle and spawn doctrine. - Improved Voidbringer Cartel Fortress design. Bugfixes: - Drones with reduced costs due to crew bonuses would be removed from hangars on load. - Default keybindings were added back in addition to reconfigured bindings. - Quest markers sometimes did not show up on the map. - Hyperjump charging sound had a click. - Voidbringer Cartel base names were inconsistent.
Read full update on Steam ↗Changes: - Update to many Deepspace Ferroform ships, and added 6 new ones, thanks for Kepler! Bugfixes: - Arena enemies did not always see you. - Explosion damage on drones could trigger reputation loss.
Read full update on Steam ↗Changes: - Added a shape filter to the part selection to help find shapes that work well together. - Added a "Find blueprint" button to the tech screen. This allows you to find all designs that use a specific part that you do not yet have unlocked. - Updated blueprint icon to distinguish it better from other drops. - Boss phases can now be reordered using dragging. Removed the "Phase X - " prefix from the phase titles. - The camera now is fixed on the center of mass of the part of the ship that contains the core, instead of the center of the entire ship. This prevents the camera from jumping around in transforming ships. - Design filters are now persisted over sessions for drone selection, design library and design import. - Added some independent designs. Bugfixes: - Duplicate drops of the same part blueprint could happen. - Certain ships could oscillate in attack range. - Several mi...
Read full update on Steam ↗A nice round number 100 patch with some fixes while I work on bigger things that will be revealed in time :) This patch fixes the targeting laser settings not persisting on save or jump and several AI fixes: - Target movement was not compensated in AI distance calculations. - Minelayers could mess up AI range calculations. - AlwaysOn weapons were ignored in range calculations. - Several issues caused aim to be off. - Ships could initially be set to Ram AI based on uninitialized weapon range stats.
Read full update on Steam ↗Some quality of life and AI improvements, and bugfixes. Changes: - Added 3 alternative selectable cursors: cross, circle, dot. - The ship editor shows a warning icon on hangars when the drone design is not yet set. - Sandbox ship list filters are now remembered over sessions. - "Vary brightness" setting in ship editor is now remembered over sessions. - Missing settings.json is written immediately with defaults on startup. - Missile and ship steering AI improved. - Broadside AI now goes full thrust even if no strafe thrust is available. Bugfixes: - Several torpedo weapons were not marked as "powered" when they should be. This made e.g. the cannoneer crew bonus affect torpedo weapons, while the torpedo specialist did not. - Fast-forward did not work after framerate limiter changes. - Dread Reaver boss shed its shell to early. - New ship design default drop settings were incorrect. - Enc...
Read full update on Steam ↗This fixes two issues in the last update: - The default UI scaling was off on high density screens. - A controller could not activate buttons in combat screen in some cases.
Read full update on Steam ↗Another update fixing several bugs, adding two new parts and improving controller support. Changes: - Much improved controller support: duplicate mappings removed, and default mapping now works well both in editor and flight. - Can now map multiple controls to a single action. - Camera panning is by default now mapped to both WASD and arrows. - Resetting to default can now be done separately for controllers and keyboard/mouse. - Re-integrated Steam Input API with built-in support as fallback. This should allow me to support the max number of devices and controls. - Slight improvement of loading times (ship preview images are only regenerated when needed). - Added targeting lasers, that do no damage but have configurable range (decorative). - The Emperor got targeting lasers for its artillery. - Added physics stability help item. Bugfixes: - In the ship editor, larger parts would have...
Read full update on Steam ↗Changes: - Added vsync toggle in settings. - The game now pauses and drops input when Steam Overlay is active. - Added configurable zoom controls. - Added configurable camera panning controls. - Drag-selection os no longer active while in paint mode. Bugfixes: - The cursor could leave the screen. - After rewind to arrival camera would not jump to new player position. - The scrollbar in the mercenaries panel would not stick to the side. - Pray & Spray, Mass Murder and Scientist achievements were not always granted correctly. - Setting joint boss group did not set joint arm boss group. - Tutorials were not marked as completed when loading pre-update saves. - Mirror drag-selection did not split selection correctly when entire ship was selected. - Dragging mirrored-selected parts would sometimes make them rotate unexpectedly. - Resource inconsistency could occur when opening or closing ed...
Read full update on Steam ↗This one took longer than expected, because I wanted to properly fix Steam Deck support. This involved creating a native Linux build, replacing Steam Input by built-in controller support (also to enable controllers outside of Steam) and several other things. There are probably some rough edges, but it should work much better now. Let me know if you run into issues and I'll try to fix them quickly. Some work on improving the onboarding of new players is also done: updated tutorials, added several familiar hotkeys, and a long-requested mirrored editing of multiple selected parts! Changes: - Replaced steam input with built-in controller support, fixing several issuea and allowing the game the run with controller support outside of steam. - Complete overhaul of the tutorials. They now contain more steps with clearer explanations, and should help new players get up to speed more easily. -...
Read full update on Steam ↗Changes: - Added a save game backup systems. On load the save game directory is zipped and backed up. Up to 5 backups are stored. You can open the backup folder via a button in the save slot screen. This is only intended for calamities, there is no built-in restore function. - The tech tree now has a "Respecialize" button that locks all parts and gives you all tech points back. - Minibosses now again have a tech reward (via a dialog). - Added Phoenix Union Territory Controller miniboss (which had a small update as well). - Added fallback mission victory detection for when victory event did not fire properly. - UI scaling is now set automatically on first run based on known display pixel density. - Moved energy stats up in editor sidebar to always be visible in smaller screens. Bugfixes: - "Abandoned" stash encounter let almost infinite number of reinforcements spawn. - A hangar part s...
Read full update on Steam ↗Another day, another small patch. Please note: the mercenaries panel was moved to a button in the top-right, since I kept getting reports of the panel being impossible to open. Also, hangars got cheaper, to make them more cost-effective. Changes: - Reduced cost of hangars significantly. - Mercenaries panel moved to a button in the top right. It lights up green when there are hireable mercenaries. - When mercenaries cannot be hired, the hover info shows the reason why. - The mercenaries that spawn tend to be a bit more affordable now. - Non-hostile factions only lose reputation for friendly fire that exceeds 25% of the player's damage to their enemies. - The tech tree now shows the part info when hovering over the part display in the sidebar. - Allied traders now always sell a blueprint, friendly have a 50% chance and neutral a 10% chance. - The sandbox now shows a maximum of 5 boss ba...
Read full update on Steam ↗This patch fixes a bunch of bugs that were reported after launch. For now I'm focusing on stability and bugfixing. Changes: - The log file(s) of the previous run are now preserved, to help in debugging. Bugfixes: - Could not open mercenaries panel while control hints were open. - Updating drone design could cost resources when it should not. - Switching cheap drone design for a more expensive one let you keep the same amount until they died. - Railgun shots would pass through asteroids and friendly ships. - The amount of XP granted from exploration was halved, resulting in reduced XP gain from mission completion. - Distress calls were missing from the Wild Waste. - Some edge condition could cause victory to fail when boss was defeated. - Over-eager stall detection caused restart when rendering a frame took too long. - Crash when loading corrupted or missing save. - Crash on removing l...
Read full update on Steam ↗A small hotfix for some bug reports: - The logfiles for the previous run are now preserved. - Bugfix: over-eager stall detection caused a restart when rendering a frame took too long. - Bugfix: crash report on shutdown caused by incorrect cleanup order. - Bugfix: crash on removing logfile when it is open elsewhere.
Read full update on Steam ↗The 1.0 release update is here! After pretty much exactly one year of Early Access, eXoSpace Combat Engineer now officially launches into full release. I worked on this game as a solo developer from home for two years full-time now, and quite a bit longer before that, so this is an exciting (and slightly terrifying) moment for me.A big thank you to the community, all the wonderful people who helped my out by testing the game, coming up with great ideas and even greater designs, and generally being awesome. I really could not have done this without you!The future will bring more updates. 1.0 means I think the game is ready to warrant this label, but I have lots and lots of ideas to bring it even further. That brings us naturally to the release update and everything that is in it:Wild WasteThe Wild Waste is a new mission where you can take down multiple bosses. It's highly customizable:...
Read full update on Steam ↗Bugfix: - Moving the ship with the controller did sometimes not work.
Read full update on Steam ↗This patch brings a change to the default camera behavior to avoid nausea in some players: it no longer moves with the aim of the ship. The old behavior can be re-enabled in the settings. In addition there's bugfixes, some tutorial and UI improvements and more! Changes: - Camera zoom now no longer resets when returning to flight state. - Added "move camera with aim" setting. If disabled, the player is ship centered on the screen always, regardless of aim. - If during an encounter the camera auto-focuses on other ships (e.g. when arriving), the camera will no longer move but instead quickly fade in and out. - Relations with friendly or allied factions now drop more slowly when destroying their ships. - Added in-flight bars for total health and shield. - Added some additional steps to the star map tutorial, explaining factions and the route to follow. - Replaced containers in tutorial w...
Read full update on Steam ↗Changes: - Reduced Salvo-3 launcher range from 6000 to 5000. - Missiles now target ships up to 125% of their actual range. - Made ships brighter while jumping. - Updated audio library to hopefully fix some issues. - Added some designs to Robotic Plague faction. - Added support for multi-page texture atlases, in other words: more and larger textures for (modded) parts. - Added "Evil" label to the evil factions in the overview. Bugfixes: - XP gained was not always equal to XP promised when starting a mission. - Encounter (e.g. trader) could be missing in some situations. - Salvo firing weapons would not fire when out of energy, even when it had charges. - Defeating the Insane emperor did not give the "Dethroned" achievement.
Read full update on Steam ↗After months of hard work and hundreds of sizeable code commits, the most-requested feature for eXoSpace Combat Engineer is finally here: continuous progression! This major overhaul to the Bounty Hunt mode lets you evolve your ship over multiple missions, from a basic fighter to a massive dreadnaught.Keep Your ShipAt the end of a mission, you now jump home with your ship, resources, and unlocked parts. To balance the advantage of starting with a more powerful ship, I’ve reworked the meta-progression:Increased Difficulty: Missions start harder and gradually build up to an extremely dangerous new final mission.Rank-Based Ship Caps: Your maximum ship size cap (determined by metal, antimatter, and exotics costs) now increases with your rank, which is earned via mission XP.No More Galactic Guilders: The unlock system has been streamlined:Unlock parts using new "tech" drops found during mis...
Read full update on Steam ↗Release build 72 is now available with several smaller fixes: Spray Specialist crew member inaccuracy effect reduced a little. Negative crew effects (e.g. reduced accuracy) are now colored red. Reduced excessive pushback caused by plasma throwers. Fixed potential crash when editing ship with joints. Fixed several smaller undo/redo and selection related issues.
Read full update on Steam ↗Galactic Arena Update & Spring Sale This update brings a brand-new game mode: the Galactic Arena. In the Arena, you can find new challenges for both your ship design and your piloting skills. Even better, you can build your own arena and share it on the Steam Workshop with the press of a button!If you haven't got it yet: eXoSpace will be 20% off during Steam Spring Sale, so grab it while it's hot!Galactic ArenaThe new Arena challenges you to design a ship that can beat all others in 1v1 combat. Each arena has its own rules, such as a module or resource limit, specific weapons that can be used, whether you or the AI controls the ship, and more. Become the champion and earn a gold medal!Some challenges are relatively standard, such as drones or fighters battling it out, but some are pretty insane, like the 50-module arena or the parkour-like Gauntlet. The current selection of arenas is...
Read full update on Steam ↗A small patch for fixing the configuration tool, used for setting the rendering backend. This would not work properly if the Windows UI scaling was changed.Bugfixes:Launcher configuration options would disappear when windows ui scale was increasedAdded link to discord in launcher"Only fire on targets in arc" setting for weapons did not persist
Read full update on Steam ↗This patch brings a major improvement to ship rendering when zoomed out. More precisely, it fixes a long-standing graphical issue that I hadn’t been able to resolve until now: when zoomed out, ship parts appeared "pixelated". Your ships now look much better from far away ːsteamhappyːThere's also a bunch of bugfixes, an improved loading screen and a version bump for the rendering backend which should help fix several issues for players using the DirectX rendering backend.Changes:Significantly improved ship rendering when zoomed outLoading screen now includes a logo, progress bar, and hintsIncreased drop chance for higher rarity modules a bitShip editor no longer shows background objects to avoid motion sicknessRendering backend received a major version bump, resolving several potential issuesShip "glow" color is now handled consistently, making side colors much more recognizableSlightl...
Read full update on Steam ↗Better BossesThe Happy Hunting update brings a complete overhaul of all bosses in the game. A new target boss, The Cultist, joins the roster alongside several new minibosses.You can now even design your own boss by placing a Boss Core in the sandbox. It will receive its own boss bar, configurable AI, special boss weapons, and customizable phases. I’m excited to see the bosses you come up with!New ModulesA load of new weapons and modules has been added for you to discover and then use to dismantle your enemies. From humble scrap turrets to massive boss only Imperial Artillery, these additions should greatly expand your build options.Pursuit FleetsYour target has a new surprise for you. Near the start of the sector, you will find a pursuit HQ. This HQ will periodically launch pursuit fleets that try to intercept you before you reach your target. You can avoid these fleets by choosing a...
Read full update on Steam ↗Another small fix for running eXoSpace on Steam Deck has just been released. Links that cannot be opened on the Steam Deck are now hidden. P.s. I'm also working hard on the next update with new mechanics, bosses, and a lot of new content!
Read full update on Steam ↗A small fix for running eXoSpace on Steam Deck has just been released. If the game runs on Steam OS (e.g. Steam Deck), the launcher is skipped and Vulkan rendering is used.
Read full update on Steam ↗Small patch fixing some issues in the latest release:Opening trader would crash the game in some situations.Improved thruster calculations fixing inaccuracies in thrust-to-weight (TWR) values and thruster usage.Drops stay around for much longer, also significantly increased drop attraction range.
Read full update on Steam ↗A small hotfix on the latest patch: Ship editor color pickers did not work correctly. New organization logo size was too small. Crash when starting game after using save data reset function.
Read full update on Steam ↗The first patch after eXoSpace released to Early Access! So far the release goes well, I see some rather awesome ship designs being created, and get a lot of useful feedback, so thank you all.Boss BoostOne of the things I am working on now is improving the bosses. The goal if this is to make them less "tanky", and more interesting, for example by adding phases and new mechanics. As a small first step I have updated the Master Thief boss a bit. It is now quite a bit weaker in the hitpoints department, but now periodically launches exploding drones, fires neutron flames in a circular pattern and more.New DesignsI want to highlight a bunch of really awesome new designs added to the Independent Privateers that you can encounter during your missions. These were made by Kepler:New Control SchemeA new way to control your ships has been added: the "Mouse rotates (absolute)" control scheme. Th...
Read full update on Steam ↗Changes: - The decorative light now has configurable color and can have blinking pattern set. - Sandbox invasions now have their own pop-up, and allow setting faction, color, starting budget, escalation per wave, arri…
Changes: - Update to many Deepspace Ferroform ships, and added 6 new ones, thanks for Kepler! Bugfixes: - Arena enemies did not always see you. - Explosion damage on drones could trigger reputation loss.
Changes: - Added a shape filter to the part selection to help find shapes that work well together. - Added a "Find blueprint" button to the tech screen. This allows you to find all designs that use a specific part tha…
1 positive · 0 negative.
A nice round number 100 patch with some fixes while I work on bigger things that will be revealed in time :) This patch fixes the targeting laser settings not persisting on save or jump and several AI fixes: - Target…
1 positive · 0 negative.