
Space Drilling Station
An 89%-positive Early Access colony-sim that squeezes a full factory automation puzzle into a ten-story tower, promising for patient planners, rough around the edges for everyone else.
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About Space Drilling Station
I went in expecting a lightweight idle-ish sim and came out with a spreadsheet addiction and a deep respect for floor-plan geometry. Space Drilling Station is a vertical colony-management game built around a deceptively tight constraint: a ten-story tower on a distant planet is all the real estate you get, and every floor tile has to earn its place. You are extracting Draxen, a rare substance desperately needed back on Earth, while answering to the OERS conglomerate and its relentlessly escalating export quotas. The pressure is structural and constant, which is exactly the right way to design a management game. The gameplay loop sits at the intersection of factory automation and staff scheduling. You hire workers with distinct skill profiles, some are strong on machine operation, others lean toward logistics or maintenance, and then assign them to shifts and roles across your tower's production floors, dormitories, and support facilities. Getting that assignment matrix wrong is expensive: overworked staff lose morale, performance drops, and they will eventually quit. The production-chain design is the real meat here. Draxen gets drilled, refined, and either exported raw or converted into higher-value energy products before hitting the market, and the profitability gap between those two routes is wide enough that understanding it early reshapes your whole build order. Space constraints also force you to think vertically in ways most city-builders never demand: putting the wrong machine on the wrong floor cascades into logistics slowdowns several layers down. At this Early Access stage, the game carries real rough patches. Community feedback points to an optimization ceiling that arrives around the five-hour mark, where the primary remaining driver is profit maximization rather than fresh strategic decisions. The tutorial chain has some friction, players report needing to hit a specific refiner headcount before the game unlocks certain research paths, which feels more like a gate than a design choice. Performance can also dip on more complex stations, a common complaint in the colony-sim genre at this scale. The developer is a solo self-taught programmer building this alongside a carpentry day job, which should calibrate your patience for the update cadence; the roadmap promises engineers, a more dynamic market, and a proper scenario mode, all of which would meaningfully extend the late-game. For sim fans who enjoy the spatial puzzle dimension of something like a vertical Factorio-meets-RimWorld setup, the current build delivers a genuinely satisfying opening run. The minimalist sci-fi aesthetic keeps the UI data-forward rather than decorative, which suits the analytical playstyle this game rewards. Newcomers to the genre can get their footing because the tower structure naturally segments complexity into digestible layers, you do not have to solve the whole system at once, just the next floor. That said, if you need a fully realized late game right now, this one is not there yet. The bones are strong. The question is how well the developer executes the roadmap over the next year. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows 7 (SP1+)
- Memory
- 4 GB RAM
- DirectX
- Version 10
- Storage
- 1 GB available space
- Graphics
- GeForce GTX 960
- Processor
- x86, x64 architecture with SSE2 instruction set support
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Ayota Games
- Publisher
- Abiding Bridge
- Release Date
- Apr 20, 2026