Compara los precios de Space Architect en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Albert Wiatr. Publicado por PlayWay S.A.. Lanzado el 23/11/2024. Disponible en PC. Géneros: Indie, Simulation, Strategy.

Paying off a corporate loan by asteroid-mining and automating a space station sounds like my weekend. Whether it holds up past the first few hours is the real question.

I went into Space Architect expecting something in the vein of Factorio-lite or a stripped-down Rimworld-in-orbit, given the automation and colony-sim tags. What I found is a solo-developer project that spent four years in Early Access before reaching its 1.0 release in November 2024, and that timeline shows in both the things it gets right and the rough edges it never fully sanded down. The core loop runs like this: you start with a skeletal space station, point mining lasers at nearby asteroids to pull in raw materials, feed those materials into fabrication devices, then sell processed goods to passing trader ships to chip away at a debt owed to Black Corp. There are two ways to run production: manually directing crewmates to haul and operate machinery, or building out an automation pipeline so the station runs itself. The automation route is where the game has its most interesting decisions. Setting up pipe routing, configuring which devices pull from which containers, and gradually tech-treeing into better equipment gives you that satisfying "factory brain" feeling, at least in the early-to-mid game. The tech upgrade system, which converts trade income into tech points you spend on unlocking more capable devices and improved trade prices, creates a reasonable sense of progression. Here is where I have to be straight with you, though. The depth does not scale with time invested. Community reviewers who pushed past the initial hours found that survival mechanics effectively solve themselves early, with oxygen management absent entirely and power becoming a non-issue after the first solar panel. The economy, built around repaying loan installments to reduce Black Corp taxes and eventually attract premium trading ships, ends up feeling thin: you are mostly transferring inventory to randomly generated traders and buying the next price-efficiency upgrade. For a strategy and sim audience expecting a late-game web of interlocking systems, the plateau arrives too soon. Polish is also a genuine concern. Reported issues at launch included autosave interrupting and resetting active tasks, spacebar doing double duty in ways that accidentally flipped device settings, and occasional save file corruption requiring backup saves. The "Clone" building shortcut, which should copy a device including its configuration, reportedly only places a default-configuration copy instead. These are solvable QoL problems, but they add friction that a small studio or solo developer may take time to address, and the wiki ecosystem remains thin with very few community editors actively maintaining it. If your bar is a breezy afternoon with a cartoony top-down space sim that gives you a pleasant automation sandbox without demanding 200-hour commitment, Space Architect can satisfy that. Its roughly 8-hour main story completion time aligns with a casual weekend session, and the art style is clean enough to make station-building feel visually rewarding. For players who want the automation and economy loops to keep compounding and surprising them at hour 20, the game runs out of questions to ask you well before then. Diego, Scout Team

Space Architect

Space Architect

23 nov 2024Albert WiatrPlayWay S.A.
GamerScout opina

Paying off a corporate loan by asteroid-mining and automating a space station sounds like my weekend. Whether it holds up past the first few hours is the real question.

PC
Steam Deck PlayableProtonDB Gold
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I went into Space Architect expecting something in the vein of Factorio-lite or a stripped-down Rimworld-in-orbit, given the automation and colony-sim tags. What I found is a solo-developer project that spent four years in Early Access before reaching its 1.0 release in November 2024, and that timeline shows in both the things it gets right and the rough edges it never fully sanded down. The core loop runs like this: you start with a skeletal space station, point mining lasers at nearby asteroids to pull in raw materials, feed those materials into fabrication devices, then sell processed goods to passing trader ships to chip away at a debt owed to Black Corp. There are two ways to run production: manually directing crewmates to haul and operate machinery, or building out an automation pipeline so the station runs itself. The automation route is where the game has its most interesting decisions. Setting up pipe routing, configuring which devices pull from which containers, and gradually tech-treeing into better equipment gives you that satisfying "factory brain" feeling, at least in the early-to-mid game. The tech upgrade system, which converts trade income into tech points you spend on unlocking more capable devices and improved trade prices, creates a reasonable sense of progression. Here is where I have to be straight with you, though. The depth does not scale with time invested. Community reviewers who pushed past the initial hours found that survival mechanics effectively solve themselves early, with oxygen management absent entirely and power becoming a non-issue after the first solar panel. The economy, built around repaying loan installments to reduce Black Corp taxes and eventually attract premium trading ships, ends up feeling thin: you are mostly transferring inventory to randomly generated traders and buying the next price-efficiency upgrade. For a strategy and sim audience expecting a late-game web of interlocking systems, the plateau arrives too soon. Polish is also a genuine concern. Reported issues at launch included autosave interrupting and resetting active tasks, spacebar doing double duty in ways that accidentally flipped device settings, and occasional save file corruption requiring backup saves. The "Clone" building shortcut, which should copy a device including its configuration, reportedly only places a default-configuration copy instead. These are solvable QoL problems, but they add friction that a small studio or solo developer may take time to address, and the wiki ecosystem remains thin with very few community editors actively maintaining it. If your bar is a breezy afternoon with a cartoony top-down space sim that gives you a pleasant automation sandbox without demanding 200-hour commitment, Space Architect can satisfy that. Its roughly 8-hour main story completion time aligns with a casual weekend session, and the art style is clean enough to make station-building feel visually rewarding. For players who want the automation and economy loops to keep compounding and surprising them at hour 20, the game runs out of questions to ask you well before then.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:sub-5Debt-Driven ProgressionAutomation PipelineTop-Down Colony SimSolo DeveloperTech Tree UpgradesCrewmate ManagementShort Playthrough

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
2 GB RAM
Storage
600 MB available space
Graphics
Yes
Processor
Potato
Sound Card
Probably needed...

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OS
Windows 10
Memory
16 GB RAM
Storage
600 MB available space
Graphics
nVIDIA GeForce GTX 970
Processor
i5-4570 3,20GHz
Sound Card
Yes

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Información del juego

Desarrolladora
Albert Wiatr
Distribuidora
PlayWay S.A.
Fecha de lanzamiento
23 nov 2024

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Space Architect está disponible en PC.

¿Cuándo se lanzó Space Architect?

Space Architect se lanzó el 23 de noviembre de 2024.

¿Quién desarrolló Space Architect?

Space Architect fue desarrollado por Albert Wiatr y publicado por PlayWay S.A..