Store data
- UK price
- £14.20
- US price
- $15.99
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 7 October 2026
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2 player-data days recorded in this window.
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| October 2026 | 5 | — | — | 4 | — |
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| United StatesUSD · US | USD | US$19.99 | $15.99 | 20% | $15.99 | No change recorded |
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In 2420, humanity finally reached beyond its home systems. The warp engine opened the way to distant worlds, and the Zenith Expanse program sent small scout vessels ahead of the larger expedition.
Whisper-1 was one of them.
It was not a colony ark. It was a fragile recon ship with a crew of three, enough to scan planets, prepare a first outpost, and prove that life could survive where the maps ended. Then the power failed.
Most supplies were lost. The water recycler contaminated almost everything it touched. Two crew members remain sealed in emergency cryostasis, and the ship AI refuses to wake them until survival projections improve.
Your first job is simple: keep everyone alive long enough to deserve a future.
Zenith Expanse is a single-player space colony survival sim where your expedition begins small, vulnerable, and badly underprepared.
Scan nearby worlds to find planets worth risking a landing.
Secure water and food before the ship AI allows the rest of your crew to wake.
Hunt, harvest, craft, and build your first survival chain from whatever the planet gives you.
Choose when to settle down and when to stay mobile aboard Whisper-1.
Your colony is not just a base. It is a fragile system of people, supplies, buildings, ships, weather, wildlife, morale, debt, and bad ideas.
Construct water pumps, crop fields, workshops, kitchens, storage, defenses, and settlement infrastructure.
Turn raw materials into meals, tools, medicine, weapons, ship modules, and trade goods.
Manage food, water, morale, health, fatigue, workload, and the slow cost of poor planning.
Automate recurring work orders and ship routes once your colony grows too complex to babysit by hand.
Colonists have skills, traits, relationships, needs, injuries, loyalties, grudges, and opinions about your leadership. They can carry the colony through a crisis, make one worse, or quietly become the reason everything still works.
Assign work based on skill, health, location, and availability.
Handle illness, wounds, stress, morale drops, and social friction.
Watch personal history and relationships shape the stories that emerge.
Decide who rests, who works, who leads, and who gets sent into danger.
The worlds of Zenith Expanse are not static loot boxes. Planetary ecosystems react to climate, seasons, settlements, migration, food chains, and your interference.
Discover alien flora and fauna across deserts, jungles, ice fields, oceans, caves, ruins, and wrecks.
Hunt, trap, fish, harvest, research, relocate, or exploit local life.
Survive storms, temperature swings, hostile wildlife, bad terrain, and poor expedition planning.
Learn which worlds can sustain a colony and which ones only look peaceful from orbit.
You are not alone in the Expanse. Factions, patrols, settlements, companies, traders, pirates, and political rivalries shape the economy around you.
Buy low, sell high, and watch prices shift with supply, demand, conflict, and opportunity.
Move cargo between systems, settlements, and ships.
Smuggle contraband for high profit and higher risk.
Build reputation with factions, anger their rivals, and live with the diplomatic mess that follows.
Zenith Expanse is not about reaching a single victory screen. It is about surviving long enough for your expedition to become a story.
A scout ship becomes a base. A base becomes a colony. A colony becomes a liability, a business, a political actor, a home, or a very expensive mistake.
Procedural star systems and planets.
Colony survival, crafting, resource logistics, and ship operations.
Dynamic events, quests, crises, and faction consequences.
Steam Workshop support and the Let Me Cook modding framework.
Keep the crew alive. Wake the sleepers. Build something that can survive the Zenith Expanse.
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 | First ColonyFound your first settlement. | 69.2% |
| 02 | ExplorerFully explore 10 planets. | 15.3% |
| 03 | StorytellerComplete 30 quests. | 7.6% |
| 04 | Fleet CommanderAcquire 20 ships through purchase or construction. Starting ships do not count. | 0.1% |
| 05 | Master TraderComplete 100 trades. | 0.1% |
| 06 | VeteranWin 50 space battles. | 0.1% |
Zenith Expanse was supposed to launch today, but the final Steam build is still waiting for approval. I sent the first final build on September 18th, but the reviewer had some questions and… I goofed up a bit after replying to Steam's review team and forgot to resubmit the build right away. The build is ready, and I've sent them everything they asked for, but now it's just a waiting game on their end. If Steam doesn't finish the review in time, I'll hit launch as soon as they give me the green light. Sorry for the last-minute chaos, especially after seeing so many of you wishlist and try out the demo lately. I'll post another update as soon as I hear anything new. Thanks for hanging in there! ❤️
Read full update on Steam ↗Hey, Explorers! The final patch for the Zenith Expanse demo is live today. After more than two years of work, I'm preparing for the next big milestone: the Early Access launch on September 30. This update focuses entirely on the feedback I've heard most often: getting started can be difficult, and it takes time to understand how the game's systems fit together. Zenith Expanse has a lot of interconnected systems. Trading, for example, may look straightforward, but it is shaped by supply and demand, regional politics, and random events. You may even hear about some of those events through communications with other ships. I want the game to do a better job of explaining these connections as you play. Here's what's new: Zenipedia. This new knowledge base contains articles covering nearly all of the game's mechanics. It's only the first version, and I'll keep expanding and refining it. Eve...
Read full update on Steam ↗Hey everyone! It's been a little quiet here lately because I've been working on a demo update ahead of Zenith Expanse's Early Access launch. The update is now available and addresses many of the issues you raised after Steam Next Fest. I won't pretend the demo's reception was easy to take. Your reviews, Discord messages, and a video covering the game helped me understand what was getting in the way of your experience. I rolled up my sleeves and got to work on the fixes. Thank you to everyone who took the time to share their experiences. Here are the biggest changes in this update: Clearer UI and easier order assignment. I've changed the heading font and fixed overlapping panels and clipped text at larger UI scales. The game also remembers your most recently selected crew members when assigning orders during the current session. Improved expeditions and crew recovery. I've reworked rou...
Read full update on Steam ↗This update is focused heavily on feedback from recent demo playtests. The big goal was to make the early game less brittle, make different playstyles more viable, clean up some rough UI/economy issues that were making trading and settlement play feel confusing or too easy to exploit.Onboarding no longer pushes players into founding a settlement as the only “real” path forward. You can now progress through alternate objectives such as trading or exploration, so merchant-style and scout-style runs should feel more natural.Fuel also got an important fallback loop: colonists now generate biowaste, and biowaste can be converted into emergency Helion. Combined with better fuel hints and more reliable early-game fuel access, getting stranded should be less sudden and less dependent on pure RNG.Trading received a larger pass. The trading screen now has a Buy/Sell switch, category filtering,...
Read full update on Steam ↗Hey folks! Big one this time. I've been heads-down on making your first hours smoother and giving you actual reasons to fly around the galaxy. Here's the rundown.Escort missions are a real thing nowThis was the headliner. When you take an escort contract, you're now protecting an actual ship that flies with you, warps with you, and can absolutely get blown up if you slack off. Pirates will ambush your convoy mid-jump (with a sane cap, I'm not a monster :D), prioritize the ship you're guarding, and warp out gracefully instead of magically vanishing. Lose the escort and the mission fails - you'll know about it. Get it home safe and you get paid.Missions & contracts overhaul- New Contracts panel with clearer requirements and decision hooks, so you actually understand what you're signing up for.- Mission deadlines now scale with distance. Long-haul delivery across multiple warp jumps? You...
Read full update on Steam ↗Hey, Explorers! I’ve just pushed another demo update. This one is not a “big new content” patch. It is mostly a “the demo should stop fighting you while you’re trying to learn it” patch. :D After the first release I got a lot of useful feedback about the opening minutes being confusing, especially around scanning, finding resources, landing, understanding what the planet actually contains, and coming back to a save without losing the thread. So this update focuses heavily on that. What changedThe first steps should be easier to follow now. Early onboarding now does a better job of pointing you toward the actual next target instead of just telling you what to do in text. Water and fauna objectives now have clearer targeting. The game can now guide you toward specific planet/sub-hex locations for early survival objectives, which should make “find animals” and “secure water” much less va...
Read full update on Steam ↗Hey Explorers! After the demo went live, I got a pretty solid dose of feedback about things that felt confusing, frustrating, unclear, or just not quite right yet. I’ve been watching Steam, Reddit, Discord, and reviews, and I put together a very concrete list of things to improve. Today I released a new version of the demo focused on the issues that came up most often. Here’s the high-level changelog compared to the first public demo build. What changed Removed the real-time demo timer. The demo is now limited by in-game Sols instead of real-world time.Hardened a bunch of save/load edge cases. Improved the first minutes of onboarding so the opening flow is clearer and less overwhelming.Reworked early quest guidance, the current mission pill, quest tooltips, and next-target markers.Improved the starter system and starter planet rules.Added a more natural starter ecosystem setup.Added a...
Read full update on Steam ↗5 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
Zenith Expanse was supposed to launch today, but the final Steam build is still waiting for approval. I sent the first final build on September 18th, but the reviewer had some questions and… I goofed up a bit after re…
Hey, Explorers! The final patch for the Zenith Expanse demo is live today. After more than two years of work, I'm preparing for the next big milestone: the Early Access launch on September 30. This update focuses enti…
Hey everyone! It's been a little quiet here lately because I've been working on a demo update ahead of Zenith Expanse's Early Access launch. The update is now available and addresses many of the issues you raised afte…
This update is focused heavily on feedback from recent demo playtests. The big goal was to make the early game less brittle, make different playstyles more viable, clean up some rough UI/economy issues that were makin…