
Ascent - The Space Game
A cooperative PVE space sandbox with 270 billion procedural star systems to colonize and industrialize - but buyer beware: the MMO half of that pitch is barely breathing in 2025.
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About Ascent - The Space Game
My spreadsheet instincts lit up the moment I saw the numbers: 270 billion star systems, every space station outside the starter sector built by real players, player-constructed jump gates linking the galaxy together. On paper, Ascent - The Space Game reads like a sim-strategy lover's paradise, a kinder EVE Online where the goal is cooperative empire-building instead of backstabbing. The reality is considerably more complicated, and anyone clicking "add to cart" today needs to understand exactly what they are buying into. The core loop is a slow-burn industry chain. You haul raw commodities, mine asteroids using a timing-based minigame where holding the beam too long destroys the rock entirely, establish planetary colonies, and funnel resources into larger construction projects like personal starbases and the community jump gate network. Research and technology progression gives that familiar unlocking rhythm, and the faction of your activity - Miners Guild, Trade Guild, explorer - shapes your session-to-session priorities. For players who like watching resource graphs tick upward, there is genuine depth here. Celestial bodies exert gravity your ship has to counteract, seamless planetary landings drop you into an atmosphere without a loading screen, and gas giant skimming is a whole separate harvesting mechanic. The ambition of a tiny studio cramming all of this into one game is genuinely hard to dismiss. What is much easier to dismiss is the execution. Combat against pirates is shallow at best - AI that loses control mid-fight makes it feel like a systems test rather than an encounter. The user interface wears its age visibly: key bindings live in the launcher rather than in-game, and fitting ship modules is a clunky text-box process that respects nobody's time. The ten-minute flight tutorial covers basic ship handling but leaves the mercantile and colonization systems largely unexplained, which means new players either find the community wiki fast or they bounce. The tutorial problem is real, and for a game this complex it matters a lot. To be fair, a player-maintained wiki and a historically helpful in-game chat do exist to paper over the gaps - but those require a population to function. And that is the elephant in the room. Steam concurrent player numbers have collapsed to single digits. The MMO premise depends on other humans hauling iron to finish a jump gate, running the player-owned stations your trade route relies on, and keeping the economy fluid. When the population thins out, the whole cooperative scaffolding creaks. Some players cross over from the browser client, which inflates in-game chat a little, but the trajectory is unmistakable. This was a game with a dedicated niche community that peaked years ago. Reviewing it now as an active MMO purchase would be dishonest. If you approach it instead as a largely solo idle-adjacent space industry sim with a faded multiplayer backdrop and genuinely interesting systemic design under the rough surface, there is still something worth poking at for the right type of player. The hard sci-fi tone is consistent, the scale is real, and the resource chains have more texture than most games in this price range. Just go in with calibrated expectations, bookmark the wiki before your first session, and do not expect the galaxy to feel alive the way it once did. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 8, 10
- Memory
- 16000 MB RAM
- DirectX
- Version 9.0c
- Network
- Broadband Internet connection
- Storage
- 2 GB available space
- Graphics
- Intel HD 5000, AMD A8
- Processor
- Dual Core, 2Ghz
- Additional Notes
- Heavily multithreaded - will use up to four cores at once
Recommended
- OS
- Windows 8, 10
- Memory
- 16000 MB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 2 GB available space
- Graphics
- AMD 6970, NVIDIA GTX 580
- Processor
- Quad Core, 3-4Ghz
- Additional Notes
- Heavily multithreaded - will use up to four cores at once
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Game Info
- Developer
- Fluffy Kitten Studios
- Publisher
- Fluffy Kitten Studios
- Release Date
- Apr 11, 2016