Store data
- UK price
- £9.09
- US price
- $9.99
- Positive reviews
- 100%
- Total reviews
- 1
- Release date
- 9 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 | 3 | +1 | +50.0% | 0 | +9.7% |
| October 2026 | 3 | +1 | +50.0% | 0 | +46.4% |
| September 2026 | 2 | — | — | 0 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
|---|---|---|---|---|---|---|
| United KingdomGBP · GB | GBP | £9.09 | £9.09 | 0% | £9.09 | No change recorded |
| United StatesUSD · US | USD | $9.99 | $9.99 | 0% | $9.99 | No change recorded |
| Euro areaEUR · DE | — | — | Unavailable | — | — | No change recorded |
| United Arab EmiratesAED · AE | — | — | Unavailable | — | — | No change recorded |
| AustraliaAUD · AU | — | — | Unavailable | — | — | No change recorded |
| BrazilBRL · BR | — | — | Unavailable | — | — | No change recorded |
| CanadaCAD · CA | — | — | Unavailable | — | — | No change recorded |
| SwitzerlandCHF · CH | — | — | Unavailable | — | — | No change recorded |
| ChileCLP · CL | — | — | Unavailable | — | — | No change recorded |
| ChinaCNY · CN | — | — | Unavailable | — | — | No change recorded |
| ColombiaCOP · CO | — | — | Unavailable | — | — | No change recorded |
| Costa RicaCRC · CR | — | — | Unavailable | — | — | No change recorded |
| Hong KongHKD · HK | HKD | HK$ 61.00 | HK$ 61.00 | 0% | HK$ 61.00 | No change recorded |
| IndonesiaIDR · ID | IDR | Rp 94 499 | Rp 94 499 | 0% | Rp 94 499 | No change recorded |
| IsraelILS · IL | ILS | ₪35.99 | ₪35.99 | 0% | ₪35.99 | No change recorded |
| IndiaINR · IN | INR | ₹ 499 | ₹ 499 | 0% | ₹ 499 | No change recorded |
| JapanJPY · JP | JPY | ¥ 1,350 | ¥ 1,350 | 0% | ¥ 1,350 | No change recorded |
| South KoreaKRW · KR | KRW | ₩ 10,500 | ₩ 10,500 | 0% | ₩ 10,500 | No change recorded |
| KuwaitKWD · KW | KWD | 2.20 KD | 2.20 KD | 0% | 2.20 KD | No change recorded |
| KazakhstanKZT · KZ | KZT | 3 190₸ | 3 190₸ | 0% | 3 190₸ | No change recorded |
| MexicoMXN · MX | MXN | Mex$ 139.99 | Mex$ 139.99 | 0% | Mex$ 139.99 | No change recorded |
| MalaysiaMYR · MY | MYR | RM25.49 | RM25.49 | 0% | RM25.49 | No change recorded |
| NorwayNOK · NO | NOK | 120,00 kr | 120,00 kr | 0% | 120,00 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$ 15.75 | NZ$ 15.75 | 0% | NZ$ 15.75 | No change recorded |
| PeruPEN · PE | PEN | S/.25.99 | S/.25.99 | 0% | S/.25.99 | No change recorded |
| PhilippinesPHP · PH | PHP | P329.00 | P329.00 | 0% | P329.00 | No change recorded |
| PolandPLN · PL | — | — | Unavailable | — | — | No change recorded |
| QatarQAR · QA | — | — | Unavailable | — | — | No change recorded |
| RussiaRUB · RU | — | — | Unavailable | — | — | No change recorded |
| Saudi ArabiaSAR · SA | — | — | Unavailable | — | — | No change recorded |
| SingaporeSGD · SG | — | — | Unavailable | — | — | No change recorded |
| ThailandTHB · TH | — | — | Unavailable | — | — | No change recorded |
| TaiwanTWD · TW | — | — | Unavailable | — | — | No change recorded |
| UkraineUAH · UA | — | — | Unavailable | — | — | No change recorded |
| UruguayUYU · UY | — | — | Unavailable | — | — | No change recorded |
| VietnamVND · VN | — | — | Unavailable | — | — | No change recorded |
| South AfricaZAR · ZA | — | — | Unavailable | — | — | No change recorded |
| CIS (regional USD)USD_CIS · AM | — | — | Unavailable | — | — | No change recorded |
| Latin America (regional USD)USD_LATAM · AR | — | — | Unavailable | — | — | No change recorded |
| Middle East & North Africa (regional USD)USD_MENA · EG | — | — | Unavailable | — | — | No change recorded |
| 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.
Great powers carve up the void. Convoys crawl across warp lanes. Pirate dens wait for a careless cargo. Hollow Stars is a strategy about the people who keep the economy alive: fleet captains, station managers, and the magnates who own whole empires.
This is a game of decisions, not reflexes. Hit tactical pause, dispatch fleets along trade routes, side with one faction against another — then watch the world keep living its own life.
A living economy that doesn't cheat. Every price emerges from supply and demand. Every deposit is finite — mine it out and it's gone. Every NPC credit is real and going somewhere.
Up to four-player co-op, three modes. "Family" — one faction, shared wallet. "Allies" — separate empires in the same sector, trade and help one another. "Rivals" — open competition, whoever builds the network first wins.
Conservation of entities. Ships are built from ore and alloys. A destroyed ship becomes wreckage — loot it or recycle it. NPCs don't respawn.
NPC hierarchy. Without an Admiral, no full-scale war. Without a Diplomat, no alliances. Without a Magnate, no trade network. Heroes are found, hired, and kept.
Dozens of systems, factions with doctrine. The Military builds shipyards and capitals. Scientists unlock recipes. Traders crush rivals on price. Pirates live by raids and breed in neutral sectors.
Fog of war and private data. Every player sees a different galaxy. Your scout found an ore field — it's yours until a rival scout finds it too.
Clean top-down, readable iconography. Minimum visual noise, maximum information. No shooter gameplay — strategic decisions only.
Multiplayer was on the table from day one. The lobby host picks a mode:
Family — one faction, shared wallet; ideal for a couple or parent-and-child.
Allies — separate factions with an alliance pact. Each player builds their own empire, but borders are open and resources flow directly between you.
Rivals — one sector, several competing players. Victory is economic (monopoly) or military (capital captured).
If a friend drops out, the world patiently waits for them to come back. Nobody gets kicked, nothing gets lost.
| # | ||
|---|---|---|
| 01 | Ach First Mining | 63.1% |
| 02 | Ach First Research | 47.3% |
| 03 | Ach First Trade | 42.1% |
| 04 | Ach First Scout Reveal | 36.8% |
| 05 | Ach Tech Tier 3 | 36.8% |
| 06 | Ach First Ship | 26.3% |
| 07 | Ach First Station | 26.3% |
| 08 | Ach Coop Session | 21.0% |
| 09 | Ach First Combat Win | 15.7% |
| 10 | Ach Fleet Of Five | 15.7% |
| 11 | Ach Millionaire | 15.7% |
| 12 | Ach Empire Of Five | 5.2% |
| 13 | Ach Wreck Recycled | 5.2% |
| 14 | Ach Capital Ship | 0.0% |
| 15 | Ach Full Tech Tree | 0.0% |
Co-op In Allies and Rivals modes every player starts with their own ship, stations and credits. Allies start in neighbouring systems of the same faction. In Rivals, each player picks a faction in the waiting room and starts in its capital — everyone gets the same starting conditions. One player's defeat no longer ends the game for everyone else. If someone leaves to the menu, the game goes on for the others and shows who left. If the host leaves, everyone gets a message and returns to the main menu. Game list and invites The game list refreshes on its own and shows the mode, scenario, map and ping. Games running a different version are marked. The waiting room shows who has joined and whether the game is open to everyone or invite-only. Invite a friend through Steam or send them an invite code. If the Steam overlay is turned off, the game tells you how to turn it on. A second chance L...
Read full update on Steam ↗Your warships fire back Combat hulls built at player shipyards were leaving without weapons: a whole squadron could face a single raider for hours with neither side losing hull. Escorts, frigates and other player warships now leave the shipyard armed, just like those of AI factions. Thanks to SkyTheAvali for the precise bug report! Note for existing saves: ships built before this update stay unarmed. New ships from your shipyards come out armed. Tech: heavy workshops and hull plates "Mass Production" unlocked tier-4 workshops before you could make the hull plates needed to build them. Access to heavy workshops and heavy hulls now lives in separate tech nodes that require the right materials. The output and mining bonuses stay where they were. "Hull parts" are renamed to "Ship components" so they are no longer confused with "Hull plates". Interface Sensor rings of a large squadron no l...
Read full update on Steam ↗⚠️ Saves The world format changed again. Saves made by 0.1.27 or earlier will not open in this build — you will need to start a new game. The load menu says so up front; the file itself is left intact. Combat you can see Until now you could only guess a fight was happening from a health arc and the wreckage left behind. Every weapon now has its own look: beams, tracers, missiles, drones. You can see whether a shot was taken by the shield or went through the hull, and how the fight ended. Fog of war is respected — fights outside your sensors stay hidden. With "Reduced motion" enabled, the effects are calmer. Combat no longer freezes A ship that once entered combat used to stay frozen in place for the rest of the game. Now, when there is nothing left to shoot, it goes back to its work. Shields recharge only after a break, not in the middle of a firefight — a duel between equal ships now...
Read full update on Steam ↗Ships now take standing economic assignments and carry captains, inter-system travel takes real time, and your selection gets three quick-access slots. Saves from earlier versions are not compatible. ⚠️ Saves The world format changed. Saves made by 0.1.26 or earlier will not open in this build — you will need to start a new game. The load menu says so up front; the file itself is left intact. Ship command — one window instead of three The old "Fleets", "Fleet manager" and "Captains" windows are now a single Fleet window (F) with "Ships", "Groups" and "Captains" tabs. A ship's economic work is set by an assignment: an employer ("Station" or "Area — system + radius") and a role ("Mining", "Trade", "Logistics"). From there the ship runs the trip itself: finds a source, buys, hauls, unloads. If it is standing still, it says exactly what it is waiting for — "no surveyed deposits in range",...
Read full update on Steam ↗3 concurrent players — the highest daily peak recorded at that point.
Co-op In Allies and Rivals modes every player starts with their own ship, stations and credits. Allies start in neighbouring systems of the same faction. In Rivals, each player picks a faction in the waiting room and…
Your warships fire back Combat hulls built at player shipyards were leaving without weapons: a whole squadron could face a single raider for hours with neither side losing hull. Escorts, frigates and other player wars…
⚠️ Saves The world format changed again. Saves made by 0.1.27 or earlier will not open in this build — you will need to start a new game. The load menu says so up front; the file itself is left intact. Combat you can…
1 positive · 0 negative.
Ships now take standing economic assignments and carry captains, inter-system travel takes real time, and your selection gets three quick-access slots. Saves from earlier versions are not compatible. ⚠️ Saves The worl…