Store data
- UK price
- £2.87
- US price
- $3.82
- Positive reviews
- 83%
- Total reviews
- 6
- Release date
- 21 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 | 9 | -5 | -35.7% | 2 | -43.4% |
| November 2026 | 5 | -4 | -44.4% | 1 | -48.6% |
| October 2026 | 9 | -5 | -35.7% | 2 | -44.1% |
| September 2026 | 14 | — | — | 4 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
|---|---|---|---|---|---|---|
| United KingdomGBP · GB | GBP | £3.59 | £3.05 | 15% | £3.05 | No change recorded |
| United StatesUSD · US | USD | US$4.50 | $3.82 | 15% | $3.82 | 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 | — | — | Unavailable | — | — | No change recorded |
| IndonesiaIDR · ID | — | — | Unavailable | — | — | No change recorded |
| IsraelILS · IL | — | — | Unavailable | — | — | No change recorded |
| IndiaINR · IN | — | — | Unavailable | — | — | No change recorded |
| JapanJPY · JP | — | — | Unavailable | — | — | No change recorded |
| South KoreaKRW · KR | — | — | Unavailable | — | — | No change recorded |
| KuwaitKWD · KW | — | — | Unavailable | — | — | No change recorded |
| KazakhstanKZT · KZ | — | — | Unavailable | — | — | No change recorded |
| MexicoMXN · MX | — | — | Unavailable | — | — | No change recorded |
| MalaysiaMYR · MY | — | — | Unavailable | — | — | No change recorded |
| NorwayNOK · NO | — | — | Unavailable | — | — | No change recorded |
| New ZealandNZD · NZ | — | — | Unavailable | — | — | No change recorded |
| PeruPEN · PE | PEN | PEN 11.25 | S/.9.56 | 15% | S/.9.56 | No change recorded |
| PhilippinesPHP · PH | PHP | ₱139.00 | P118.15 | 15% | P118.15 | 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.
Strand a lone ship at the edge of charted space and turn it into a self-running industrial empire. Horizon Idle is a space-themed skilling & crafting idle RPG: commit to one task, automate the rest, and watch the numbers climb — online or off.
Single-active-task skilling across gathering, processing, research & combat
Real periodic-table elements and a deep crafting economy
Always-on infrastructure automation + background bounty contracts
Ten combat sectors with boss fights, module loot, and the Threshold endgame
Deep ship loadout designer — hulls, shields, and four+ damage types
Warp Core prestige with a persistent Mastery Tree
Generous offline progression — your empire earns while you sleep
Premium & complete: no microtransactions, no energy gates, no FOMO
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.
Every material keeps a use Materials you grind for one research no longer go dead afterwards: every material, and every plant you built for it, now feeds something to the end of the game and into every Parallel. Older tiers feed the new ones: T2 rounds use T1 rounds, T3 use T2, T4 use T3. Better kits use older kits (Zero-Point Injector, Adv. Maintenance Kit, Hull Sealant), and the Improved Battery uses Cobalt and Magnesium-Ion batteries. Mid-game parts now go into the late alloys, Nuclear Fuel, the Dreadnought Frame and the Superior Circuit. New plants: Al-Mg Alloy Foundry, Artifact Analysis Lab, AI Core Assembly. Module costs are unchanged. Building Clicking the Adviser's icon now bursts with feedback: the built item lifts off and its gain rises. A click you cannot afford flashes red and says what is missing. Fixed a short freeze when building (up to a fifth of a second late in the g...
Read full update on Steam ↗Fleet An escort that reaches 0 hull is now WRECKED instead of destroyed. Its modules stay fitted and are never lost. Repair a wrecked escort from the Fleet page. The repair costs the ship's build bill. Fleet upkeep repairs wrecked ships from your stock automatically, online and offline. Escorts in a fight stay on the combat page after you close and reopen the game. Market No more stock limit: buy as much as your Liras cover. MAX fills in the most you can afford. New plants Cores: Void Artifact Reclaimer, Quantum Core Lattice (Zone 5), Reactive Core Press (Zone 6), Rimeplate Harvester (Zone 4). Consumables: Patch Press, Capacitor Etcher, Nanoweave Loom, Sealant Works, Cryo Coolant Plant, Maintenance Kit Line, Ion Field Works, Booster Line, Zero-Point Injector Works. Wire and batteries: Wire Drawer, Cell Assembler, Cobalt Battery Line, Magnesium-Ion Line, Fuel Cell Works, Graphene Batte...
Read full update on Steam ↗Update: a new combat screen New Battlefield. Asteroids and wreckage drift behind every fight, tinted by the sector you are in, with distant flashes of the battle going on elsewhere. Ring gauges. Your ship and your target show hull and shield as rings with the numbers on the gauge tips, so even a small hit is visible. Escorts show their hull and shield numbers too. Battle forecast. On the Sector Chart a plate above ENGAGE reads VICTORY, CLOSE FIGHT or DEFEAT, with a duel bar (target down vs ship lost) and up to three causes, each one click from the screen where you fix it. Autumn. Falling data leaves and holographic pumpkins through October. Purely cosmetic; switch them off in Settings, Interface, Seasonal Decorations. Changes Gun charge bars show the rounds left (amber under 30, red under 10); the separate ordnance panel is gone. Repair kits are round icons beside your ship's ring, wi...
Read full update on Steam ↗New The Planet. An optional campaign that opens with Sector 6. Clear the orbital picket with your ship, then raise settlers in Habitat Blocks and send a levy against the creatures holding the surface. Cleared regions boost your production. Three regions in Parallel I, three more in Parallel II, all on a zoomable survey map. Combat forecast. On the Sector Chart, every hostile's rim shows how the fight will go: teal you win, gold it is close, red you lose. A small dot means you can also leave that fight running offline. When a fight is not a clear win, one icon next to ENGAGE names the biggest problem (power, ammo, gun tier, damage type, hull) and a click takes you where you fix it. Infrastructure adviser. One icon on Mine and Engineering shows your next useful build: first anything running at a loss, then the lowest sector you do not produce yet, then what your next research needs. Cli...
Read full update on Steam ↗A saved build you were not flying could come back empty or with the wrong modules. Its gear waits in the armory, and escort AUTO-FIT took the best modules there, which were that build's. Escorts now leave a saved build's modules alone: AUTO-FIT skips them and a manual fit says "Saved in one of your Builds". Spare copies (extra batteries and the like) can still go to escorts. Gear already fitted to an escort stays there: unfit it to give it back to the build. A module re-forged with a Splice Chip or Firmware Injector now stays in the builds that held it.
Read full update on Steam ↗Every enemy now has its own drawn sigil on the Sector Chart, the combat screen, the Atlas, the Hunt Log and the bounty board. The body colour is its sector, the glowing eye its damage type, the rim its rank: bosses wear a gold crown, rift intruders a ghost ring. Undiscovered enemies show a grey silhouette in the Hunt Log until the first kill. One colour per damage type everywhere: kinetic amber, energy blue, explosive red-orange, cryo pale ice, corrosion acid green. Before, energy was gold on enemies and blue on modules. Corrosion bosses were also tagged as kinetic on the chart and in the Atlas; fixed. The crafting part "Focusing Crystal" is now "Quartz Lens", so it can no longer be mixed up with the energy ammo "Focus Crystal" (the two had the same name in Chinese, German and French).
Read full update on Steam ↗Zone 7 and Zone 8 modules now ask for much more of their factory materials (Steel, Circuit Boards, alloys, Advanced Circuits): about nine times as much. With BUILD 286's bigger crafting bonus, a few plants used to cover the whole late game; now Silicon, Copper, Iron and the rest need real production lines again. Combat drops and kill counts for late gear are unchanged.
Read full update on Steam ↗A faster first hour Your corvette now launches with a Mass Driver fitted and 300 Ferrite Rounds loaded. Your first fight comes right after your first research; building the second gun and making more rounds come right after it. Until you defeat the Rogue Architect, every fight in Lunar Orbit starts with a full hull and shield, and losing there does not damage your gear. Early missions now pay items as well as Liras: repair kits, Ferrite Rounds, and for Elite Salvage a Rare Mass Driver Mk.I, the Rare weapon the next step asks for. Already partway through the tutorial? If your ship has no gun yet, you get the starter Mass Driver when you load, and your Ferrite Rounds are topped up to 300. Combat After a lost fight, the target panel now shows the damage numbers: for example, your KINETIC guns hit at ×0.34 while ENERGY hits at ×1.30. Interface A "Write a review" button now sits above Sett...
Read full update on Steam ↗Fixes Sectors 14 and 15 can now be selected on the Sector Chart. They were drawn behind the info panel on the right, so clicks never reached them. Every sector now has its own place on the route, with Sectors 13 to 15 running along the bottom of the chart. Long sector names no longer push the info panel and its ENGAGE button past the right edge of the screen. Sector Chart The chart shows each sector by its name alone: "The Rift" instead of "Sector 12 — The Rift". The info panel still shows the sector number under the name. STAR MAP in the top-left corner of a sector's close-up is now a real button. It replaces the BACK TO STAR MAP button in the info panel. Esc in a sector's close-up now takes you back to the chart. Press it again to close the chart. Translations ATTACK and DEFENSE in a target's details are now translated. They showed in English in every language. Turkish: the info pan...
Read full update on Steam ↗Fixes Fixed the game freezing on the loading screen. If the game was closed while your ship was fighting an enemy it destroys faster than that enemy can attack, the offline repair-kit calculation could run for hours while the game loaded. It now takes a fraction of a second, and kit use is otherwise unchanged. The Batteries & Power tip now highlights your ship's power grid in the Ship Designer. Before, it sat in the middle of the screen with nothing highlighted. Fewer tips, at the right time New players now get one short tip per screen instead of up to three. The tips about research sectors, the sector chart and batteries now wait until they matter: when Zone 2 opens, or when your ship's power grid is nearly full. The mission tips are one card now: Your Mission. It also says you can claim a finished step from the chip in the top bar. The road to the Plasma Cutter The long wait for you...
Read full update on Steam ↗Fewer tips, at the right time New players now get one short tip per screen instead of up to three. The tips about research sectors, the sector chart and batteries now wait until they matter: when Zone 2 opens, or when your ship's power grid is nearly full. The mission tips are one card now: Your Mission. It also says you can claim a finished step from the chip in the top bar. The road to the Plasma Cutter The long wait for your first Plasma Cutter is now four short missions, each with its own reward: Belt Salvage, Board Run, Belt Alloy and Belt Cells. Belt Cells has you build an Improved Battery before the cutter goes on, so your ship is no longer left unpowered before the Silicate Golem. Belt Salvage sends you to Combat: Pirate Skiffs in the Asteroid Belt drop the Pirate Salvage it asks for. Already past these steps? They are skipped for you, and tips you have already seen do not com...
Read full update on Steam ↗A faster first hour Your first fight comes about twice as fast: repair kits are now taught right after it. Energy Doctrine asks for one Plasma Cutter, and a Tin Mine beat comes first. A second cutter is its own mission afterwards. The first tours of Engineering and Combat are shorter and only explain what you can already use. Combat Your hull repairs itself between fights. Losing a fight now tells you why on the combat screen: a boss trait, empty guns, under-tier guns, the wrong damage type, Common gear against a boss, or simply being out-damaged. When every gun runs dry, combat pauses, and one click starts making that ammo in Engineering. REPAIR ALL in the Ship Designer fixes every worn module your Spare Parts cover, fitted gear first. Buy storage 10 slots at a time, or MAX. A full hold now keeps 5 overflow slots for new materials before anything is lost, and it names what was lost....
Read full update on Steam ↗The Warp no longer resets your run. It now takes you into a harsher parallel universe, and everything you own comes with you. The Parallel ladder There are five Parallels, I to V. You start in Parallel I, and existing saves start there too. The singularity on the Sector Chart now opens only when the final boss of your current Parallel falls: the Zone 10 boss in Parallel I, then the Zone 15 boss. Entering it moves you up one Parallel for good. Ships, modules, fleet, buildings, research, Liras, resources, skill levels and missions all come with you. Nothing resets. Each warp grants Exotic Shards: 20 into Parallel II, then 25, 30 and 35. The Market sells up to 5 more per Parallel (6 with Shard Broker), and they now arrive the moment you buy them. The first warp still unlocks Cryo armaments and opens Sector 11. Sectors 12 to 15 now open one by one as each sector boss falls, without anothe...
Read full update on Steam ↗Your fleet Fleet ships now carry modules. Pick a ship on the new ship bar in the Ship Designer and fit it from the same armory as your flagship: every slot type except Sensor. AUTO-FIT fills a ship for you. Escorts now fight beside your flagship. They appear on the combat page with their own hull and shield bars, enemies shoot at them (bigger hulls draw more fire), and an escort that is destroyed is lost together with its modules; rebuild it at Fleet Command. Offline fights include your escorts too. The combat page shows every ship's weapon charge bars: your flagship's guns in one strip, and each escort with its own. Hit numbers stay readable with a fleet: hits are combined into one number per moment instead of a pile, and the same warning banner no longer stacks. Combat text is now translated: elite names, warnings and the XP reward. Industry and crafting Engineering levels now raise...
Read full update on Steam ↗Fleet escorts now fight beside your flagship. They draw enemy fire by hull size and can be destroyed. An escort lost in battle is lost with every module it carries. Escorts are fitted in the Ship Designer with your flagship's slots and Armory. The combat screen shows every ship's gun charge bars. Fixed: modules fitted on escorts could show as "INVALID ID" after a Warp or reload. Fixed: repair kits were used up offline even when your shield never broke. Combat damage numbers stay readable with a full fleet. Combat messages, elite enemy names, the offline report and XP rewards are now translated into Turkish, Chinese, German and French.
Read full update on Steam ↗Changes The Bounty Board is redesigned. Every contract is one compact card: its kind (Hunt, Boss or Elite), the target, the count and the reward as icons. Running contracts show a progress bar and finished ones a gold CLAIM button. The long explanations moved into tooltips. Claiming a contract now lets you choose 1 of 3 modules. The rarity is rolled once, then three modules are offered; hover a card to lift it off the deck and click to keep it. Your loot filters still apply. The Shipyard and the Ship Designer show ship slots as icons, and hull as a ship icon with a number. Hull, Shield and Grid rows have new icons. Repair kits now heal in the order you unlock them: Nanoweave Mesh restores 15% hull (was 25%) and Chitin Hull Patch 25% (was 15%). Tooltips have a new look with brighter, easier-to-read text. Fixes Hovering a building, material or module name in a research card, a recipe or...
Read full update on Steam ↗Changes The infrastructure panel on every Mine and Engineering card is redesigned: far less text, more at a glance. A status ring shows each plant at work. It fills over every production cycle and flashes when the plant delivers, turns amber when the plant is switched off or waiting for an input, and red when your power grid is short. Output, power use and the comparison with working by hand are shown as icons with numbers. Power is a compact control (off, eco, run, boost), and the cost boxes fill up as you gather the materials. Hover anything for the details. The BUILD button now shows what one more plant adds, including the smaller gain once you stack many of the same plant. A plant that is waiting for an input now tells you which one and how much it needs (hover its status ring). Skill levels no longer lock Mine or Engineering activities. Research is the only requirement. Levels st...
Read full update on Steam ↗Fixes Enemies in Zones 12 to 15 now drop their own zone's weapons and armour (Lance, Etcher, Bulwark and Barrier) instead of the basic Corrosion Blaster, which was much weaker than anything else out there. As with every drop, a zone's gear starts dropping once you have researched its armaments.
Read full update on Steam ↗Fixes Plants running at their guaranteed minimum rate now speed up with your Infrastructure level, and refining plants with Warp too. These bonuses used to reach only plants running above the minimum. At Infrastructure level 100 every plant runs twice as fast as at level 1. Industrial Logistics no longer counts twice on refining plants (the 273 change applied it on top of a speed they already had).
Read full update on Steam ↗Fixes Set bonuses stacked again on every kill until you changed your equipment, so a set grew stronger the longer you farmed, and Warden's Quarantine could push the shield past its limit until the ship died. Thanks for the report! Every set bonus now applies once per fight, at its listed value. If your set felt much stronger late in a long session, that was the bug. Offline combat pays the same loot bonuses as online combat (sector tier, Efficiency research, Warp). Offline sweeps used to pay a fraction of the same kills. Titanium from the Industrial Centrifuge and Nitrogen from the Industrial Electrolysis Plant are now paid offline and shown in the production rates. The Ship Designer's DPS counts Cryo weapons and every research, Warp, fleet and set damage bonus. Shipyard hull cards include your research HP bonuses. Emergency Auto-Repair keeps using shield kits when your hull kits run...
Read full update on Steam ↗Fixes The Zinc Smelter now produces Silver as well as Zinc, one Silver for every two Zinc, the same as crafting Zinc Reduction by hand. Automating zinc used to cut off your only Silver source. Thanks for the report! Research descriptions no longer mix English names into Turkish, Chinese, German and French text, and 55 more names and lines are translated. Achievement boss names now match the game in every language, and the Achievements menu entry is translated. Engineering > GRID: the power note can no longer stretch the page.
Read full update on Steam ↗Market Standing Orders are gone. The Market is now a plain market: SELL lists every material you hold that the station has a price for, sorted by sector like BUY. Type how much to sell on any rows, or press MAX, and one SELL press sells them all. Everything with a price can be sold now, including raw materials like Dirt and Water that never had an order before. Keys never appear: boss cores, Boost Cards, Navigation Data and the Quarantine Clearance. Each sector shows how many Liras an hour your production would fetch at current prices, and every row shows its net production. Warp and Recursion bonuses now apply to buying as well as selling, so buying a good and selling it back always loses Liras. Before, after several Warps, it made money. One price everywhere: the Market, the Inventory and the Atlas show the same number. The Standing Orders premium and the supplier bonus went with th...
Read full update on Steam ↗A player lost four days of progress to an accidental NEW GAME. That cannot happen again. Saves NEW GAME on the title screen now asks first when a save exists, and shows what it would replace: time played, warps, last save. KEEP MY SAVE is the default answer. Nothing is deleted any more. New Game and Hard Reset move your current save into an archive (the newest five are kept), and RESTORE PREVIOUS SAVE on the title screen brings the last one back. A restore archives the save it replaces, so even that can be undone. Steam Cloud now carries your save and its archive. It had been pointed at a folder the game never wrote to. Sorry. Lost a save before this update? Write to [email protected] with the sector you had reached, roughly how long you played and whether you had warped. We build you a matching save. Also in this build Scrapping hundreds of modules at once no longer freezes the...
Read full update on Steam ↗Fixes Ship Designer crash in German: opening the Ship Designer before equipping your first module closed the game, every time. Fixed, along with the layout problem behind it, which could also freeze the Ship Designer in other languages. Thanks to everyone who reported it. Lag with many materials in production: the Inventory and the Research Lab redrew everything on every production tick, which could slow the game to a crawl. They now update only what changed. Missions that ask you to fabricate and equip modules now count every copy you own, at any rarity, including drops and bounty rewards. Weapon missions complete as soon as one of the requested weapon is equipped. Matrix Cores now show their proper color in every language. New Fullscreen: Settings > Interface, the main menu's settings, or F11 (or Alt+Enter) on any screen. The game remembers your choice. Matrix Slots: clicking equipp...
Read full update on Steam ↗Fixes Ship Designer crash Hovering over or picking up a module still marked NEW, such as fresh loot or a mission reward, could close the game. This is fixed. Thanks to everyone who reported it. Freezes after crafting a Matrix Core After you crafted a Matrix Core, the game could stop responding when you opened the Ship Designer or the Matrix Cores tab, switched a filter, searched, or used a Hack Card or Matrix Core on a module. This is fixed. Module hover cards The hover card of some modules failed to open while comparing them with your equipped gear. It opens again.
Read full update on Steam ↗DISPATCH is on the line Mission Control has a voice now. DISPATCH, the Company's remote handler, speaks up on the missions that matter: your first day stranded in orbit, your first kill, every new sector, every boss and the moment the Singularity opens. Every boss and every enemy of the opening sectors also has its own Atlas entry. A slow starfield sits behind every page, with a nebula tinted by the sector you are deployed to. New setting: Settings, Interface, Motion Effects (Full, Reduced or Off). Pages you are not looking at no longer rebuild every frame, which is lighter on laptops. The main menu shows the build number, so a bug report can name it. Research is one tree The research tabs are gone. Research is a single tree that reads left to right: every sector has its own cluster, and a gate between two clusters opens the next sector. Past the next gate, the tree stays under an UNR...
Read full update on Steam ↗A new look for every material Nearly 200 materials have new 3D-rendered icons. Ores, ingots, crystals, circuits, ammunition and artifacts now read as the objects they are instead of flat symbols, and materials that used to look alike are easier to tell apart in the inventory. Orders: set an amount, press Deliver once The Orders board is now a sell ledger. Type a quantity on each line, or hit MAX, and press DELIVER once for everything. No more clicking Claim over and over: returning from eight hours away used to cost more than 150 presses. Fixes The game now shows its own splash screen and icon on launch instead of the engine's defaults. Simplified Chinese text rendered as empty boxes in the shipped build. Fixed. Three research techs in the ore ladder were hidden from the tree. They are visible now. Several mission strings were missing translations in Turkish, Chinese, German and Frenc...
Read full update on Steam ↗£3.59 → £2.87 · 20% off.
Every material keeps a use Materials you grind for one research no longer go dead afterwards: every material, and every plant you built for it, now feeds something to the end of the game and into every Parallel. Older…
Fleet An escort that reaches 0 hull is now WRECKED instead of destroyed. Its modules stay fitted and are never lost. Repair a wrecked escort from the Fleet page. The repair costs the ship's build bill. Fleet upkeep re…
Update: a new combat screen New Battlefield. Asteroids and wreckage drift behind every fight, tinted by the sector you are in, with distant flashes of the battle going on elsewhere. Ring gauges. Your ship and your tar…
New The Planet. An optional campaign that opens with Sector 6. Clear the orbital picket with your ship, then raise settlers in Habitat Blocks and send a levy against the creatures holding the surface. Cleared regions…
1 positive · 1 negative.