
Space Company Simulator
Stuck in Early Access with a 27% approval rating on Steam, this space tycoon has the right ingredients on paper but can't land the rocket in practice.
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About Space Company Simulator
My spreadsheet instincts told me to be cautiously optimistic about Space Company Simulator: a turn-based management tycoon where you run a private space transport company, juggle contracts, hire and train staff, research rocket components, and work toward a manned Mars mission. The concept is genuinely underserved. Outside of Kerbal Space Program's engineering sandbox and the occasional idle-clicker, nobody has really tried to simulate the boardroom side of the space industry at this level of detail. The inspiration list reportedly includes Civilization IV and GameDev Tycoon, which is an interesting DNA combination, and the core loop does reflect that: you balance short-term contract revenue against long-term technology investment while competing against rival corporations for funding and prestige. The mechanics that do work are legitimately interesting. Rocket design and component customization create meaningful build decisions, particularly around unlocking better parts as your research tree matures. The employee system has genuine depth: workers carry individual skills and traits, and choosing whether to recruit expensive talent or invest time training cheaper staff is a real strategic fork. Company mottos add unique starting bonuses that nudge each run in a different direction, which gives the tycoon loop some replayability on paper. Loans and conference attendance have long-term balance consequences, so there is actual resource management tension underneath the surface. Here is where the numbers get uncomfortable, though. On Steam, the game sits at roughly 27% positive reviews across more than 150 ratings. That is not a polarized audience split; that is a consistent signal. Player complaints cluster around technical roughness (window mode quirks, settings-screen freezes), economic balance problems where launches can cost several times what contracts pay out, and a development trajectory that has left the community wondering whether meaningful updates are still coming. The Steam discussion forums still have an open pinned thread for known issues dated years after launch. Average recorded playtime is extremely low, which suggests most buyers bounced early rather than sinking into a long campaign. For strategy and sim specialists, the honest read is this: the design ambition is real, but the execution is firmly Early Access in the rougher sense. If you are someone who tolerates jank to get at an interesting system, there are traces of that system here. If you need polish, stable economy tuning, and a UI that does not fight you, this is not the game to scratch that itch right now. The absence of a mod ecosystem, no multiplayer, and an uncertain development roadmap all compound the risk. Compared to what a few more hours with a fully shipped tycoon title can offer, the value proposition is difficult to defend at full price. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- 64-bit Windows 7
- Memory
- 8 GB RAM
- Storage
- 3 GB available space
- Graphics
- Nvidia GPU GeForce GTX 1060
- Processor
- Intel CPU Core i5-9600K
- Sound Card
- Realtek
Recommended
- OS
- 64-bit Windows 8 (8.1)
- Memory
- 16 GB RAM
- Storage
- 3 GB available space
- Graphics
- NVIDIA GPU GeForce GTX 1070
- Processor
- Intel CPU Core i7
- Sound Card
- Realtek ALC887
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Game Info
- Developer
- Intermarum
- Publisher
- All in! Games
- Release Date
- Oct 24, 2019