Compare Into The Stars prices across 50+ stores and find the best deal. Developed by Fugitive Games. Published by Iceberg Interactive. Released on 3/4/2016. Available on PC. Genres: Action, Adventure, Indie, Simulation, Strategy. Metacritic score: 61/100.

A space survival sim where you captain a colony ship, scavenge resources, and outrun an alien threat, ambitious concept, uneven execution.

Into The Stars puts you in the captain's chair of humanity's last hope: a massive colony vessel fleeing a hostile alien force across a procedurally arranged star system. On paper, the pitch is compelling. You outfit your ship before departure, hand-pick crew members with different skill sets, manage civilian passengers, and make real-time decisions as you scavenge planets and derelict sites for the resources needed to keep everyone alive long enough to find a new home. The survival loop has some genuine tension early on, especially when fuel runs low and the alien pursuers are closing the distance. The strategic layer is where things get interesting, and also where the cracks show. Pre-departure loadout decisions matter more than most players expect on a first run. Allocating crew to the right stations, balancing weapon hardpoints against cargo capacity, and deciding how many civilians to take on all feed into a resource economy that can spiral badly if you miscalculate. Late-game resource starvation is a real outcome, not a theoretical one. That said, the AI running enemy encounters and planetary interactions is thin. Alien attacks follow predictable patterns, and surface exploration never develops the texture it needs to feel like discovery rather than a checklist. The open-world star system sounds expansive but the actual content density is low once the novelty wears off. For newcomers to the survival-sim space, the tutorial is functional but stops short of explaining the deeper interactions between crew morale, ship integrity, and resource decay. First runs will likely end in quiet failure without the player fully understanding why. That is a solvable problem. Treat the first playthrough as a scouting mission. Read the ship stat tooltips, prioritize fuel and hull repair materials, and keep civilian counts lean until you know the route. Approached with that mindset, the early hours have a rough, scrappy tension that genre fans will recognize and respect. The mod ecosystem is modest and the community is small given the mixed reception. Do not expect the kind of active workshop support that extends a game's life by years. What you get is a relatively short survival experience, maybe eight to fifteen hours before the core loop exhausts itself, with limited replayability beyond difficulty tuning. The Metacritic score and Steam review ratio both reflect a game that shipped with real ambition but not enough polish or content to back it up fully. It sits in that frustrating middle category: not broken, not great, genuinely interesting for about half its runtime. Fans of FTL-style resource management and survival decision-making under pressure will find enough here to engage with, especially if expectations are calibrated correctly. Paradox-scale complexity this is not, but the layered prep-and-survive structure rewards methodical players more than the review average suggests. Go in knowing it is a compact, flawed experience with a good central idea, and you will probably get your money's worth from it. Diego, Scout Team

Into The Stars
ActionAdventureIndieSimulationStrategy

Into The Stars

Mar 4, 2016Fugitive GamesIceberg Interactive
GamerScout Says

A space survival sim where you captain a colony ship, scavenge resources, and outrun an alien threat, ambitious concept, uneven execution.

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About Into The Stars

Into The Stars puts you in the captain's chair of humanity's last hope: a massive colony vessel fleeing a hostile alien force across a procedurally arranged star system. On paper, the pitch is compelling. You outfit your ship before departure, hand-pick crew members with different skill sets, manage civilian passengers, and make real-time decisions as you scavenge planets and derelict sites for the resources needed to keep everyone alive long enough to find a new home. The survival loop has some genuine tension early on, especially when fuel runs low and the alien pursuers are closing the distance. The strategic layer is where things get interesting, and also where the cracks show. Pre-departure loadout decisions matter more than most players expect on a first run. Allocating crew to the right stations, balancing weapon hardpoints against cargo capacity, and deciding how many civilians to take on all feed into a resource economy that can spiral badly if you miscalculate. Late-game resource starvation is a real outcome, not a theoretical one. That said, the AI running enemy encounters and planetary interactions is thin. Alien attacks follow predictable patterns, and surface exploration never develops the texture it needs to feel like discovery rather than a checklist. The open-world star system sounds expansive but the actual content density is low once the novelty wears off. For newcomers to the survival-sim space, the tutorial is functional but stops short of explaining the deeper interactions between crew morale, ship integrity, and resource decay. First runs will likely end in quiet failure without the player fully understanding why. That is a solvable problem. Treat the first playthrough as a scouting mission. Read the ship stat tooltips, prioritize fuel and hull repair materials, and keep civilian counts lean until you know the route. Approached with that mindset, the early hours have a rough, scrappy tension that genre fans will recognize and respect. The mod ecosystem is modest and the community is small given the mixed reception. Do not expect the kind of active workshop support that extends a game's life by years. What you get is a relatively short survival experience, maybe eight to fifteen hours before the core loop exhausts itself, with limited replayability beyond difficulty tuning. The Metacritic score and Steam review ratio both reflect a game that shipped with real ambition but not enough polish or content to back it up fully. It sits in that frustrating middle category: not broken, not great, genuinely interesting for about half its runtime. Fans of FTL-style resource management and survival decision-making under pressure will find enough here to engage with, especially if expectations are calibrated correctly. Paradox-scale complexity this is not, but the layered prep-and-survive structure rewards methodical players more than the review average suggests. Go in knowing it is a compact, flawed experience with a good central idea, and you will probably get your money's worth from it. Diego, Scout Team

Tags

steamSpace SurvivalColony ManagementResource ScarcityProcedural Star SystemShip CustomizationCrew ManagementSingle-Run RoguelikeFTL-like

System Requirements

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Reviews & Ratings

Metacritic
61
Steam
41%(537)

Game Info

Developer
Fugitive Games
Publisher
Iceberg Interactive
Release Date
Mar 4, 2016

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