Store data
- UK price
- £9.13
- US price
- Awaiting regional check
- Positive reviews
- 93%
- Total reviews
- 48
- Release date
- 12 November 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.
2 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.
Last sampled 13 Nov · 21:20 UTC
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| Last 30 days | 14 | — | — | 8 | — |
| November 2026 | 14 | — | — | 8 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
* STEAM DECK and PROTON users please note that a build is available in an accessible beta branch for testing
This game is my homage to Trade Wars 2002, a text/ANSI graphic based multiplayer space-trading game from the '80s/90s that I've tried to recreate the core concept and look and feel faithfully without being an exact clone, and also inspired by the computer UI's from science-fiction films/TV shows of the '70s and '80s with wireframe graphics and all caps text. I hope for those of you that play, who know what I'm talking about, it will bring back some nice memories for you, and those of you who don't, I hope you enjoy what the vision of the future in the '80s looked like.
Made with love and care to bring a modern touch to the old style with respect.
WHAT CREATORS ARE SAYING
"I don't have any complaints, which is very rare. Everything is tasteful, everything is tacked the hell down, everything is squared away..." - SplatterCatGaming
Every session begins the same way: you, a Merchant Scout, and a galaxy full of opportunity. What happens next is up to you.
A LIVING GALAXY
▸ 2,000 sectors, procedurally rewired every run. No two galaxies are the same.
▸ A dynamic galaxy where every action that you take or another pilot takes can cascade and affect every corner of the map. Economic Zones, Hidden Spatial Anomalies, Pirate Hideouts, Unknown Dangers, Trading Ports, Rogue Fighters, Bounty Hunters all interacting with you and each other to make the galaxy an emergent gameplay experience.
▸ Epoch shifts every 2,000 turns: pirate uprisings, trade booms, and faction wars across six eras before the Final Epoch locks in.
▸ Ten alien powers with capitals, patrols, and long memories. Hail any ship for intel, buy off a hostile captain, or demand a surrender, and watch your reputation open doors or close them.
▸Rival Traders that form their own corporations that you can cooperate or compete against to dominate the trade lanes.
▸ Discover the remnants of long vanished alien civilizations and their legacy. Chase their clues through the anomalies they left behind: scan-down gauntlets where the right choices pay out in rare loot and permanent edges.
▸ Strange readings emerge as you travel: distress beacons, fuel caches, convoys, and gravity wells, each a branching arrival incident with real stakes.
▸ Establish Colonies to grow your empire and provide resources to help you climb from Recruit to Admiral.
COMBAT AND CONTRACTS
▸ Tactical Combat, a turn-based duel of phases, stances, and a momentum meter either alone or with wingmen where one mid-battle call can bury you.
▸ Fleet Combat, for when brawls get really big and have all your hired captains firing beside you, calling for an entirely different set of strategies to use.
▸ Work the faction bounty board: pirate hunts, patrol sweeps, cargo runs, and named targets or work the other side of the fence and accept missions for the Black Market.
BUILD YOUR FLAGSHIP & FLEET
▸ Eleven ship classes, from a Courier that outruns trouble to a Dreadnought that ends it.
▸ Customize your ship with weapon, defense, and utility upgrades.
▸ Hire AI captains and post them to guard, patrol, trade, or follow, up to a fleet of twenty-five.
FIVE PATHS. FIVE ENDGAMES.
▸ Trader, navigate and dominate the galactic market.
▸ Warrior, wiping the scourge of pirates from the map.
▸ Explorer, the map filled corner to corner.
▸ Diplomat, every great power calling you ally.
▸ Settler, a frontier stitched with your colonies.
MAKE YOUR PERFECT VISION OF THE 80'S.
▸ Customizable CRT presets, with fine tunable settings that can make the game a crisp flat panel to a full retro burn pixellated vintage throwback.
▸ Customizable UI to make the game personally yours, from a monochrome minimalist to a modern retro and everything inbetween!
LOCALIZATION
▸ Japanese, Russian and German available at 1.0 launch.
Join me on Discord for the latest news, sneak peeks, and to send your feedback.
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.
Hello SectorLords!Just a peek at what's coming in the first Road to 1.0 Patch. Now that we are almost fully feature complete, it's time to expand and deepen the existing mechanics while still keeping the simple and quick-to-play design intention of the game. First up, Planet Traits, and an opt-in at game-start time option for dynamic-cost warp-lanes, the more traffic a warp-lane sees (you, npcs, rogues, your captains etc) the more turbulent it gets so it will cost more to traverse but will naturally decay back to it's nominal state over time. Every planet now will have between 1-3 traits, that can either be negative or positive in effects, so there will be trash tier worlds and veritable garden of eden worlds.Next up is the first update to the Fleet Combat system since its' introduction. This first pass is to clean up the UI, update the graphics and add additional combat options to ma...
Read full update on Steam ↗Hotfix deployed for Display bug preventing Citadel Authorization button from appearing.Balancing Changes for Faction Standing Penalty for Bounty/Federation missions implementedAnomaly Display Layout changed
Read full update on Steam ↗Hello SectorLords!I am very pleased to release Summer Content Patch 2! Because there is just so much content and new/reworked mechanics in this release, there is a very good chance of some bugs in this release, though hopefully not game-breaking and can be quickly hotfixed! I would recommend that you start a new game if your game was started before Content Patch 1, so you don't miss out on the content! And to celebrate, the game will be on sale for the week!First off, I'm releasing the Settler Career Path and Endgame for players to try! The Settler gets bonuses to founding colonies and has a special ability to automatically sell off stockpiled production at colonies so you can assign your Captains to other missions instead of FERRY. But using that ability might trigger colonial unrest. Next major feature released in this patch, is the Citadel! Citadels are player-owned mobile stations...
Read full update on Steam ↗Hello SectorLords,Because there's just so much that needs to be done this month, I am splitting the content patch into two parts, with the second part being released at the end of the month. A new game will not be required for the patch at the end of the month, but is highly recommended for this patch otherwise you won't get to experience any of the new content!What's in this release:NPC Corporations and Captains are now in the game. And you can form your own corporation. Why do you need to form a corporation? Well you don't need to, but if you want to strike back at a rival without it being considered an act of piracy, or want to earn Federal Recognition of your Colonies or build a Citadel, you'll need to! A number of NPC Corps/Captains are generated each game, each Corp will have it's own agenda and will trade/fight the same way you do. They will stake claims on worlds and sectors t...
Read full update on Steam ↗Hello SectorLords!As promised earlier in the week, the content patch is here. This is not THE major content patch this summer, that's coming in a couple of weeks and will be followed up with an announcement post. With this patch, I do recommend that you start a new game in order to properly enjoy the new content, and definitely do start a new game if you are turn 9000+ as some of you have undoubtedly run into the wall-o-pirates respawn issue by then.What's new:Federation Capital is now accessible in Sector 1 via the LAND command. The Citadel Construction Yard and Federation HQ are currently offlimits to pilots. The Federation University is accessible and researchers there are awaiting for reports on anomalies in the quadrant, however the endgame gameplay from research completion will be LOCKED until closer to 1.0 launch just to keep some things secret.The Guild Bank is available with...
Read full update on Steam ↗Hello SectorLords,I will be releasing patch towards the end of the week incorporating a number of minor and major bugfixes and more importantly, more gameplay features that tie more of the game together in a complete interlocking system of systems.What's Under the Hood?In Warp to Sector One, the gameplay loop is simple, fight trade and explore, but what happens underneath because of it, is not. All of your actions in the game carry consequences, both for yourself and the galaxy at large and vice versa. Destroying lots of pirates and improving relations with various factions can have a positive effect on the economy, or ignoring pirates and ruthlessly draining ports of their goods without balance can tank it. Go on a crusade to wipe out as many pirates as you can, and they may just band together to try and stop you. Help out a particular faction too much and they might just take all th...
Read full update on Steam ↗Minor bugfix and JP translation fix. Demo updated to latest build.
Read full update on Steam ↗Combat Upgrade: The original combat system with the Threat/Counter Hint was originally intended just for the tutorial and lowest tier Raiders in the game so players could learn the mechanics. The intended combat system is introduced in this patch, the telegraph (red bar at the top) will still show the anticipated enemy threat and now shows both the effect of that threat and suggested counter in the tutorial scenario, but will only show the effect of the enemy threat in standard games. It is up to players to decide how they want to counter the intended threat with combinations of stances, fighters, util and heat all of which now show their own effects at the bottom of the window. The result of their choice is shown in the Combat Log as a FULL/PARTIAL/FAIL counter message. Repair and Overload now have a limited number of uses per combat, and are restocked automatically. Higher Tier enem...
Read full update on Steam ↗Hello SectorLords! A heartfelt thank you to all of you who purchased and stuck with the game this launch week. It is greatly appreciated and I'm glad so many of you are enjoying the game. A patch is being deployed today to address the following issues (fortunately none are game breaking, just annoying.):- Autopilot Issue - AP will now automatically resume after sector/colony incidents. Galactic News requires hitting AP again to continue route as initially designed, though this may change based on player feedback.- Starport lockout after colony loss corrected. Unique upgrade flag is now properly cleared on colony loss.- Broken loop routes using ROUTE command fixed.- FERRY loop now runs non-stop without player intervention. This may change with a notification message or alert, as the original intention was to make players periodically visit the planets to make sure they were doing what...
Read full update on Steam ↗Hotfix for Day 1 EA Release:Japanese Language Selection now stays select on game restart.LOAD colonists has been changed to LOAD/UNLOAD. Hit right-click to Unload colonists at Starbase at a 50% refund. Left-click now brings up former right-click Enter Quantity windowBUY fighters button at the starbase now buys MAX fighters with left-click. Right-click still brings up quantity window.MAP tab now has a button labelled Intel. Intel panel will display all HAIL intel reports with a turn counter to indicate age of the report and will automatically age-out after 40 turns.
Read full update on Steam ↗Fixed some minor issues caught on splattercatgaming's playthrough video. Also, thank you splattercatgaming!Enabled permanent flee button when in combat in an escape pod, so you no longer have to hit the evasive stance first to unlock the command, at least in the escape pod. So no more panicking.Added visual notification in comm log when Refugees are delivered to Starbase.Additional hints added to telegraph system so there is feedback on what counter to use every attack.Added visual notification in comm log when ship is traded in.
Read full update on Steam ↗Demo Updated to latest EA release version. Enjoy all the UI/UX enhancements.
Read full update on Steam ↗Updated Demo Build with a few QoL improvements.Additional guided tutorial steps covering the Ship Status Panel tabs and Combat Momentum.Ability of Unlock the Camera in main view so it no longer auto-centers on the player each warp. (CTRL+G)Corrected a minor scaling issue for players who don't play at 100% desktop scaling res.
Read full update on Steam ↗14 concurrent players — the highest daily peak recorded at that point.
12 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
Hello SectorLords!Just a peek at what's coming in the first Road to 1.0 Patch. Now that we are almost fully feature complete, it's time to expand and deepen the existing mechanics while still keeping the simple and qu…
Hotfix deployed for Display bug preventing Citadel Authorization button from appearing.Balancing Changes for Faction Standing Penalty for Bounty/Federation missions implementedAnomaly Display Layout changed
Hello SectorLords!I am very pleased to release Summer Content Patch 2! Because there is just so much content and new/reworked mechanics in this release, there is a very good chance of some bugs in this release, though…