Compare StarDrive prices across trusted key stores and find the best deal. Developed by Zero Sum Games. Published by Iceberg Interactive. Released on 4/26/2013. Available on PC. Genres: Indie, Strategy. Metacritic score: 61/100.

Worth owning for the ship designer alone, then quietly abandoned around the thirty-planet mark. Small maps and obsessive optimizers only. The late game does not hold up its end.

The ship editor is the reason to own this, and I mean that literally: I have burned entire evenings in it without ever loading a campaign. You get a hull, a grid of slots, and a parts bin, and every placement has a cost you can read straight off the numbers. Power generation against beam recharge. Armor plating against sublight speed. Ordnance storage against how many volleys your missile boat fires before it turns into an expensive decoy. Nothing is hidden behind a tier list or a vague "+10% combat" modifier. Build a dedicated point defense escort, pair it with a glass cannon railgun cruiser, then watch that pairing hold a chokepoint against a fleet twice its tonnage, and you have found the thing this 2013 release does better than most of the genre. Around that editor sits a real time 4X on a procedurally generated galaxy. You scout, you plant colonies, you set each world's balance between food, production and research, and you keep a freighter network alive so your shipyards actually receive what they need. Combat plays out live on the map with the ability to pause and issue orders, which means fleet composition and range bands matter more than raw fleet strength. Troops let you board crippled enemy hulls and take planets by ground assault rather than glassing them. It is single player only, so there is no multiplayer campaign to fall back on when the opposition stops being interesting. That matters, because the opposition does stop being interesting. Here is where the spreadsheet turns red. The AI does not understand its own ship designer, which is a strange thing to say about a game built on that designer. It fields muddled hulls, it commits fleets piecemeal, and it rarely punishes an obviously overextended border. Once you know the two or three module combinations that dominate a given tech level, the challenge curve inverts and the mid game becomes a mopping up exercise. Meanwhile the empire management scales badly in the other direction. Around twenty to thirty colonies the interface starts fighting you, resource routing needs babysitting it should be automating, and the turn to turn pace sags under the weight of everything moving in real time at once. A 45 percent positive rating across roughly fifteen hundred Steam reviews and a Metacritic in the low sixties are not the marks of a hated game. They are the marks of a game that opens brilliantly and cannot close. So play it deliberately. This is the part where a strategy sim veteran can save a newcomer forty wasted hours. Generate a small or medium galaxy, cap it at four or five opponents, and set a personal goal that is not conquest of everything: hold a defensible pocket of six to eight worlds, then spend the campaign iterating designs against whatever your neighbours field. Prototype in the editor, test it in a real engagement, read the after action damage, and go rebuild the loadout. That loop is genuinely excellent and it is beginner friendly, because the editor teaches you cause and effect faster than any tutorial in the genre. The in game tutorial itself is thin and dated, but you will not need much of it if you accept that your first two hulls are supposed to be bad. When your borders start requiring an actual administrative apparatus, that is not a failure state. That is the game telling you the good part is over, and the honest move is to start a new galaxy rather than grind out a victory screen. Who should skip it entirely: anyone who wants a grand strategy AI that plots against them, anyone who measures a 4X by how satisfying the final third feels, and anyone allergic to unfinished edges. The 2013 build never fully grew into its ambitions, and its successor took the design in a turn based direction rather than fixing this one. But if what you actually enjoy is the engineering layer, the part where you argue with yourself over whether one more armor plate is worth losing a point of speed, this delivers that better than its scores suggest. Treat it as an optimization sandbox with a campaign attached rather than a campaign with a sandbox attached, and it holds up. Treat it as your next hundred hour empire builder and it will disappoint you somewhere around the second ring of colonies. Diego, Scout Team

StarDrive

StarDrive

Apr 26, 2013Zero Sum GamesIceberg Interactive
GamerScout Says

Worth owning for the ship designer alone, then quietly abandoned around the thirty-planet mark. Small maps and obsessive optimizers only. The late game does not hold up its end.

PC
Best Price Available
€12.78
at Gamivo
Lowest tracked: €12.78
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GamerScout Verdict

Best for optimizers who want a superb ship designer on a small map and who will walk away before the late game collapses.

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StandardEurope (EU)Steam KeyKey
€19.00
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€19.99-29%
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€20.00
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€27.99
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Price History

Lowest tracked
€12.784 Sept 2026
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Screenshots & Media

About StarDrive

The ship editor is the reason to own this, and I mean that literally: I have burned entire evenings in it without ever loading a campaign. You get a hull, a grid of slots, and a parts bin, and every placement has a cost you can read straight off the numbers. Power generation against beam recharge. Armor plating against sublight speed. Ordnance storage against how many volleys your missile boat fires before it turns into an expensive decoy. Nothing is hidden behind a tier list or a vague "+10% combat" modifier. Build a dedicated point defense escort, pair it with a glass cannon railgun cruiser, then watch that pairing hold a chokepoint against a fleet twice its tonnage, and you have found the thing this 2013 release does better than most of the genre. Around that editor sits a real time 4X on a procedurally generated galaxy. You scout, you plant colonies, you set each world's balance between food, production and research, and you keep a freighter network alive so your shipyards actually receive what they need. Combat plays out live on the map with the ability to pause and issue orders, which means fleet composition and range bands matter more than raw fleet strength. Troops let you board crippled enemy hulls and take planets by ground assault rather than glassing them. It is single player only, so there is no multiplayer campaign to fall back on when the opposition stops being interesting. That matters, because the opposition does stop being interesting. Here is where the spreadsheet turns red. The AI does not understand its own ship designer, which is a strange thing to say about a game built on that designer. It fields muddled hulls, it commits fleets piecemeal, and it rarely punishes an obviously overextended border. Once you know the two or three module combinations that dominate a given tech level, the challenge curve inverts and the mid game becomes a mopping up exercise. Meanwhile the empire management scales badly in the other direction. Around twenty to thirty colonies the interface starts fighting you, resource routing needs babysitting it should be automating, and the turn to turn pace sags under the weight of everything moving in real time at once. A 45 percent positive rating across roughly fifteen hundred Steam reviews and a Metacritic in the low sixties are not the marks of a hated game. They are the marks of a game that opens brilliantly and cannot close. So play it deliberately. This is the part where a strategy sim veteran can save a newcomer forty wasted hours. Generate a small or medium galaxy, cap it at four or five opponents, and set a personal goal that is not conquest of everything: hold a defensible pocket of six to eight worlds, then spend the campaign iterating designs against whatever your neighbours field. Prototype in the editor, test it in a real engagement, read the after action damage, and go rebuild the loadout. That loop is genuinely excellent and it is beginner friendly, because the editor teaches you cause and effect faster than any tutorial in the genre. The in game tutorial itself is thin and dated, but you will not need much of it if you accept that your first two hulls are supposed to be bad. When your borders start requiring an actual administrative apparatus, that is not a failure state. That is the game telling you the good part is over, and the honest move is to start a new galaxy rather than grind out a victory screen. Who should skip it entirely: anyone who wants a grand strategy AI that plots against them, anyone who measures a 4X by how satisfying the final third feels, and anyone allergic to unfinished edges. The 2013 build never fully grew into its ambitions, and its successor took the design in a turn based direction rather than fixing this one. But if what you actually enjoy is the engineering layer, the part where you argue with yourself over whether one more armor plate is worth losing a point of speed, this delivers that better than its scores suggest. Treat it as an optimization sandbox with a campaign attached rather than a campaign with a sandbox attached, and it holds up. Treat it as your next hundred hour empire builder and it will disappoint you somewhere around the second ring of colonies.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admitted4XSpace EmpireModular Ship DesignReal-Time TacticsColony ManagementProcedural GalaxyOptimization SandboxWeak AI OpponentsPausable Real-Time CombatFleet CompositionShip BoardingTech Tree ProgressionSingle-Player OnlySmall Map SandboxLate-Game SlowdownEngineering SandboxSpace Combat

System Requirements

Minimum

Processor
Intel® Pentium® IV 2.4 GHz or AMD 3500+
Memory
3 GB RAM
Graphics
NVIDIA® GeForce 8800 or ATI Radeon® X1900 Hard Drive:2 GB HD space Additional:Please Note: integrated Intel graphi…

Recommended

Processor
2.4 GHz Dual Core Processor or Better
Memory
4 GB RAM
Graphics
NVIDIA® GeForce 8800 or ATI Radeon® X1900 or better DirectX®:9.0c Hard Drive:2 GB HD space Additional:Please Not…

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Reviews & Ratings

Metacritic
61
Steam
45%(1,488)

Game Info

Developer
Zero Sum Games
Publisher
Iceberg Interactive
Release Date
Apr 26, 2013

Features

Single-playerSteam Trading CardsFamily Sharing

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Frequently asked questions about StarDrive

How much does StarDrive cost?

As of 7 September 2026, the cheapest in-stock offer for StarDrive is €12.78 at Gamivo, out of 5 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy StarDrive cheapest?

The lowest in-stock price we track for StarDrive is €12.78 at Gamivo (7 September 2026). We compare 5 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is StarDrive available on?

StarDrive is available on PC.

When was StarDrive released?

StarDrive was released on 26 April 2013.

Who developed StarDrive?

StarDrive was developed by Zero Sum Games and published by Iceberg Interactive.

Is StarDrive worth buying?

StarDrive holds a Metacritic score of 61/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.