SteamCritique
Quiz
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StarRuptureStarRupture
StarRupture : "Hey, can I copy your homework?" Satisfactory : "Sure, just make it look different so it doesn't look like you just copied it" StarRupture: "Sure thing" Edit: I’ve filed a ticket with FICSIT management. They’ve assured me that any similarities are purely efficient resource management.
325 votes funny
StarRupture : "Hey, can I copy your homework?" Satisfactory : "Sure, just make it look different so it doesn't look like you just copied it" StarRupture: "Sure thing" Edit: I’ve filed a ticket with FICSIT management. They’ve assured me that any similarities are purely efficient resource management.
325 votes funny

Massive lack of Quality of Life, will mean this game's death...

Pros: #1. The game runs very well and it looks very pretty. The graphics and the performance of the game is the most impressive thing about the game (most Unreal5 games run like dogwater, but not this one). #2. The world is very big and it's truly open-world after you complete the tutorial. I'd have to explore more of the world to say for certain, but this world could be as big as Satisfactory's. #3. There's enough content in the game right now to keep you going for 40hours+ which for $20 already is good (that's IF you can make peace with the 19 issues I highlight below) Cons: #1. Zero game customization options. Unlike in other games like Enshrouded, Grounded, etc. where you can change your world's settings, in this game you can't change anything. So you can't change/remove hunger, loot drop on death, stamina drain, day/night cycle times, etc. and you also can't customize the rate at which you gain experience/resources/credits/etc. and you can't change the difficulty of the bugs/combat either. I would honestly like to increase the amount of bugs on the planet, but you can't even do that. #2. The building mechanic is somewhat broken right now. There's several bugs which simply deletes your rails when you connect two buildings and you often times can't place two buildings next to each other because you get a 'building collision' error, yet the buildings clearly aren't colliding. These bugs makes building (which is a huge part of the game) a chore instead of a joy like it is in better games like Satisfactory or Techtonica. #3. The game doesn't have crafting-from-storage. All of these types of games, like Planet Crafter, Enshrouded, Grounded, Satisfactory, etc. have crafting-from-storage because without it, you are going to waste literally hours of your life just searching through your storage boxes to find that one specific thing you're looking for, and then crafting the item, and then putting the item back. It's frankly shocking that this game doesn't have crafting-from-storage. #4. Resources are not actually stored or held on your conveyor belts, so unlike in Satisfactory or any of the other games that I've ever played that use conveyor belts, in this game if you have a looooong conveyor belt which is 3minutes of rail-time away from your base, and you have it connected to a factory... when the factory needs more resources, it then requests some more from the origin, but it takes 3minutes to travel from the ore-miner building, so your factory won't start producing any items for 3mintes... and this cycle will repeat ad-nausium and continue to waste efficiency, 3minutes at a time. This is giga-inefficient and wouldn't be a problem if the conveyor belts were populated with resources like in any other conveyor-belt game. #5. The game has no 'store similar' or 'transfer only resources' buttons #6. You can't 'ctrl-click' or 'shift-click' an item to transfer it between your inventory & the storage. EDIT: The devs informed me that you actually have to 'ctrl-double-click' to transfer stacks, which is weird, but OK. No way for the player to figure that out on their own, but atleast it can be done. #7. The inventory storage mechanic is really bad, because you can fill up your entire inventory, by just carrying 24 single items. Instead of using a far superior inventory system that is 'weight-based' or 'quantity-based', this game uses the terrible system where you can fill your carrying capacity to 100% by simply carrying 24 different single items, so 1leaf,1ore,1bottle,1bullet,1medkit,1seed,etc. will fill up your entire inventory and force you to go back to your base to store the items. This is a terrible inventory mechanic. #8. It's pretty easy to get stuck in the environment when trying to climb over rocks or even climbing over your own buildings, which means you have to kill yourself to get unstuck which means your inventory gets dropped on the ground. I've gotten stuck several times in my livestreams when just climbing over/through my buildings in my base. #9. The tutorial is rather bad, in that it misses several very important things that the player should know about, like the fact that you have to research new schematics before you can craft them in your factories, and the tutorial doesn't even tell you anything about the planet's (very important) day-night cycle and doesn't even tell you some very basic things like the fact that you can double-jump, ground-slide, rename boxes or that you can reload your harvester to vent the heat from it. #10. You can't press & hold the interaction button, to repeatedly loot stuff like you can in other games like Satisfactory for instance. This means you'll be pressing E several thousand times during your gameplay. #11. There's only 4 guns (pistol, shotgun, AR & LMG). I'd like to see a rocket launcher, sniper and at least one lazer-type weapon added. The game also doesn't have melee attacking at all, so you can't even punch the bugs with your fist, so a bladed weapon of some kind would be great (maybe even a hammer if you wanna get juicy?). #12. No screen resolution options, unless you play on exclusive-fullscreen (like who even plays on that?!) #13. You can't set the time increment at which auto-saves occur. It is 15mins by default and you can't change it. #14. The game only has just 3 auto-save slots, which isn't nearly enough #15. The game uses terms like "class" or "profession" or "specialization" when selecting your character at the start of the game, but it's all smoke-and-mirrors... the game has no classes and every character is exactly the same, just with a different voice. Maybe it's just the RPG player in me, but when I see these words, then I expect them to mean something and not just be fluff. #16. No dual-keybindings #17. You have to right-click then select "use" to use item, you can't just double-click to use it. #18. Enemies get stuck in terrain pretty often and the ranged poison spitters will continue to spit poison at you even when they are inside a wall, which results in them being able to attack you, but you can't attack back. #19. You can't stack resources in a storage container, you have to take the resource stack out, then stack it, then place it back into the container. It's absolute insanity. Summary: I'm 19hrs into the game and still working through it, but right now I can say the game is not enjoyable. There are too many issues and too few QoL features to make your gameplay less painful. The amount of time you waste on inventory management due to the missing QoL features is crazy. I just want to play the game and explore the world; I don't want to stare at an inventory screen whilst moving stacks of resources one-by-one into my 15 different storage containers. Perhaps after a few months more of development time, the devs will have added a few of the most crucial QoL features I've mentioned above, but right now, I would much rather play some of the better games in this genre out there instead, like Techtonica, Planet Crafter, Astroneer or modded Satisfactory, whilst the devs put this bun back into the oven. I'll check the game out again in a few months. Here's some gameplay where I'm about 8hrs into the game: https://www.youtube.com/video/TMnL0-UKpTE I do indie game reviews on YT and Steam. You can support me if you want to see more in-depth reviews like this, my links are on YT.
81 votes funny
I like this game, but the problems is that I can't read the texts. They are too small for me to read, You should add accessibility menu to make the texts extra large for players who had very low visions do to vision loss.
54 votes funny
I am from Taiwan, and I purchased StarRupture with great anticipation. However, when I saw the language options in the settings, I noticed that you referred to Traditional Chinese as "Chinese Taipei." I immediately closed the game and requested a refund. You could have easily used terms like "Traditional Chinese" or "Taiwan," but instead, you chose "Chinese Taipei"—a designation that undermines Taiwan's sovereignty. For those who may not understand the context: "Chinese Taipei" is a term used by the Chinese government to suppress Taiwan's international status and sovereignty. As Creepy Jar is a Polish development studio, I find it hard to believe that you wouldn't understand this. Does the oppression and threat from Russia’s autocratic regime not mirror what China is doing to Taiwan? Poland knows the pain of being threatened by a powerful neighbor; we expected more empathy and awareness from a studio with your background. I sincerely hope this was merely an oversight or a misunderstanding. However, as it stands, I find it very difficult to consider repurchasing this game.
41 votes funny
As of January 2026... People are really over-hyping this game. I see most of the reviews as of the current date are less than 5 hours. I can only guess they didn't play the test, logged in, walked from one hill to another and made up a fantasy in their heads. I've heard all sorts of exagerated and false hype in reviews, forums, and on youtube. Things like: "Complicated satisfying factory game akin to satisfactory" The building isn't even 1/200th of the complexity satisfactory or factorio has. I can count the number of buildings you put into a factory on two hands and I barely need the second. There is barely any content at all and I think most will be completely done with the current content in about 30-40 hours, with most of that being walking. Sure, I did some second grade math and multiplied fractions or found the least common denominator a few times just like all the other factory games, but complex and satisfying? umm no. Maybe after a year or two of updates. "Rechargeable abilities and great combat" Wtf are you talking about? The fact your shield fills up again after not getting hit? There are no abilities. You shoot at 1 of 3-5 different monster types. You shoot, you can do it with pistol, rifle, shotgun, and a machine gun, or your harv tool that overheats. That's all that's too combat. Maybe you run away a little and then shoot. Point, click, shoot. It's ultra simplistic. Almost completely standard built in Unreal Engine 5 combat. Maybe they are referring the the LEMs, which are slots you open up as you level at intervals in which you put in a chip to get things like "swap weapons 35% faster." That's not what I'd call an "ability." To me the word ability in a game would mean something like, "unleash a cone of ice in front of you to freeze all enemies caught in ice storm for 30 seconds."...that's what I'd call an "ability." Walking fast, swapping weapons fast, carrying more ammo... these are "boosts" and pretty shallow. Not that you'd really know what to do with any kind of abilities or increased power, as there are only a handful of monster types to overcome in the game, all based on a spider type creature. Some jump, some melee, some shoot you at range, some lower your shields with a cloud. "Huge open world" Umm, the map is big and they have some points on interest on it that are largely the same. Same 1-5 monster types, in various forms that take more damage to kill the farther out you go. A few buildings here and there and containers to open where you will mostly find food or a few currencies to spend for progression to do a few tweaks to your gun or your ability to move faster. "Tower Defense" Not even close. You can build two turret types, but you barely need to. The little spiders that spawn mid game barely do any damage and you can probably sit there and smoke an entire cigarette while they munch on your base. No walls, no strategic layout, no cover, no positioning. monster x paths to building, does 1 dmg. I wouldn't call that tower defense. Maybe after updates. "Gorgeous graphics" I'll give them that. It is pretty. A little empty, even for initial early access release, but pretty. Is it a complete terd? No. It might be fair at the current price of around 15 bucks, but it isn't exactly the the game to get most excited about for the entire year. It will likely absorb a week for most people and then they'll move on until there is updates. Maybe after a year or two it will be worthy of mentioning alongside other factory games like Satisfactory, Factorio, or Dyson Sphere, but certainly not now, not for any other reason than factory game players are starved and bored. I am not leaving a bad review because I think the developers did me wrong, or because I want the game to fail. I hope it succeeds. I hope I can come back a year later and get lost in it. I've always complained about the lack of combat in satisfactory and desired at least some pressure like there was while learning Factorio. I think that's what they are aiming for, there is just way too little there at the current time. Right now, I am struggling to force myself to stop scrolling videos on the second monitor and to actually play. ---- Edit: There are so many people in the comments that believe this review is invalid because the game has an early access tag on it. Ridiculousness! Every game these days has an EA tag on it. That doesn't mean you can release anything in any condition. There is still an expectation for a minimal amount of content, fun, and enjoyment that is expected when a game goes public, regardless. I cannot publish a game that displays a black box on your screen with a quit button and expect good reviews simply because it is labeled Early Access. Even if there are a million people who just can't wait for a game with shapes. Oh just wait! It's gonna have ellipses, circles, and even hexagons! Just give them time! Great! We'll change the review when it does. I don't review games based on future promises. I review them based on what's there. Now, if you've found an additional 3 dozen monster types or 4 dozen new building types we can add to our factory, by all means, let us know.
24 votes funny
Early Access Review – Not Recommended (for now) Would be a Mixed review if I could choose that. Locked down comments as it seems some people just cannot read and have a normal discussion without acting like a four year old. Apologies for the normal folks. I really want to love Starrupture. I followed and played it a lot since playtests, was genuinely excited for Early Access, and after spending a good chunk of time with it, I can confidently say this game has a strong foundation… but it is currently held back by an overwhelming lack of Quality of Life, broken building mechanics, and some baffling UX decisions that actively work against the player. Let’s start with the positives, because there are some real ones. What Starrupture Does Right Performance & visuals are excellent. This is one of the rare Unreal Engine 5 games that actually runs well. The game looks great, performs smoothly, and doesn’t turn your PC into a space heater. That alone deserves praise. Large, true open world. Once you’re past the tutorial, the world opens up properly. Decent amount of content already. If you’re willing to tolerate the issues, there’s easily 30+ hours of gameplay here for a €20 title. Unfortunately… that “if” is doing some heavy lifting. The Problems (And There Are Many) -- 1. Zero World or Game Customization (This can be fixed pretty easily and can be allowed since it is Early Access) No difficulty settings. No hunger or stamina tweaks. (Hunger/Thirst system is BS, does not belong in this game) No loot-drop rules. No XP or resource rate sliders. No day/night cycle control. No enemy density settings. For a survival/factory game in 2026, this is frankly unacceptable. Nearly every comparable game in this genre allows players to tailor their experience. Here? You get what you’re given. No more, no less. -- 2. Building Is Buggy and Frustrating Building is supposed to be the core loop, yet it’s one of the most painful parts of the game. Buildings refuse to place due to “collision” when nothing is colliding. Rails randomly delete themselves when connecting structures. Placing buildings close together often becomes trial-and-error. Instead of feeling like Satisfactory or Techtonica (where building is joyful), it feels like you’re fighting the engine. -- 3. Inventory Management Is Genuinely Awful This might be the game’s biggest sin. No crafting-from-storage. No “store similar” or “transfer resources only” buttons. No shift-click / ctrl-click item transfers. No storage labels or previews. A slot-based inventory so bad that carrying 24 single items fills you completely. You will spend hours dragging items back and forth manually between containers. Not gameplay hours — menu hours. This is solved design in this genre, yet somehow missing here. -- 4. Constant Immersion-Breaking Character Dialogue When playing solo, other characters will constantly talk, bicker, and comment — even when they’re not physically present (like being frozen in cryo). There is no dedicated option to disable dialogue from non-selected characters. The only workaround is lowering global voice volume… which also removes trader and AI voices. That’s not a solution, that’s a band-aid. It completely kills immersion and, on its own, pushes this dangerously close to refund territory. -- 5. Tutorial Fails at Teaching Critical Systems The tutorial: Doesn’t explain research gating Doesn’t explain the day/night cycle Doesn’t explain core movement mechanics (double jump, slide) Doesn’t explain overheating mechanics properly You’re expected to just “figure it out”, which is not good onboarding. -- 6. Input & Interaction Bugs Since previous playtest releases, there’s a persistent bug where after interacting with machines, storage, quests, or build menus, movement stops until you click the mouse again. This didn’t happen in the playtest and feels like an input focus bug. It’s small, but constant, and extremely annoying. -- 7. Getting Stuck in the World Climbing rocks or your own buildings can easily trap your character. The only fix? Kill yourself, drop your inventory, and run back to collect it. That shouldn’t be normal gameplay. -- 8. Combat & Equipment Feel Barebones Only four guns (pistol, shotgun, Assault Rifle and LMG) No melee combat possible No weapon variety like snipers, explosives, or energy weapons. It feels unfinished and shallow. -- 9. Fake “Classes” The game presents classes/specializations during character creation, but they do nothing. No gameplay impact, no perks — just different voices. It’s misleading at best. -- 10. Missing Basic Options Autosave locked to 15 minutes Only 3 autosave slots No dual-keybinding support Can’t hold interaction key to loot repeatedly (get ready to press E thousands of times) Final Thoughts This is a game with serious potential, and that’s what makes this so frustrating. The visuals, performance, world scale, and core idea are all there. But the lack of QoL features, broken building systems, terrible inventory management, immersion-breaking dialogue, and unresolved bugs make the current experience actively unfun. Yes, it’s Early Access — but this is a factory/survival game where building and inventory management are the main gameplay loops. These issues should have been addressed before EA, not after. I’m not refunding. I want this game to succeed. But I cannot recommend it in its current state. I’ll happily revisit this review in a few months if the developers prioritize QoL, UX, and core systems polish. Right now? Put this one back in the oven.
19 votes funny
game is honestly decent for being day one early access. gotta love the 20 point pros n cons lists from people who have played an hour... sausages.
18 votes funny
(Update: I think I have found the cause for the instability. Avoid using pillars to support bases. My additional time has been rebuilding bases to try and fix the lag. The minimum content I'm referring to is most of the "intended content" is just not in the game yet, this is not an issue and doesn't effect my rating. I will change my review once I'm comfortable recommending the game, because I love the tower defense concept built onto a factory builder and the price tag honestly makes it worth trying for yourself) Awesome concept and has potential, but its too early to recommend. Content is bare minimum and performance starts good, but by late game it stutters non stop. After 34 hours it stutters ever 1-5 seconds non-stop. I can't even call it a micro stutter.... it's a full second each time. If anyone has a fix please let me know. i9-14900k 4080 super 32GB DDR5 NvMe M.2 ssd
17 votes funny
Impossible to rebind keys for an AZERTY keyboard makes this DOA. Hopefully that's get fixed sooner rather than later.
12 votes funny
Satisfactory from TEMU
11 votes funny
4060, 1080p laptop, all settings on low, and dlss on performance. Can't get a steady 80fps
10 votes funny
This was a great gift. Good price point, too, cuz I want to gift it to my friends. Now I just need to find some.
9 votes funny
Basically a Satisfactory clone (this is a good thing in my book!) The best feature I've discovered is the elimination of power poles, power is distributed through foundations and integrated in the conveyor system, a welcome change. In early access, so be warned optimization isn't there yet. Having fun with it so far!
9 votes funny
I really love the game overall, but I strongly dislike the character dialogue and interactions. Some characters come across as openly hostile or bullying toward others, and it often feels like the dialogue is written to push negativity or political viewpoints rather than serve the story. The only way I found to deal with this was to completely mute the dialogue and voice channels. Unfortunately, doing that also made me miss important and helpful information at times. I’d really appreciate it if future updates could tone down the hostile or bullying dialogue, or alternatively add an option to mute casual/ambient dialogue while keeping important or gameplay-related dialogue enabled.
8 votes funny
I want to like this game however the font size in the game is so small I can't read anything. Not all gamers are in their are in their 20's some of us wear bifocals. If they add something to adjust the font size I will try the game again but until then the game is unplayable for me.
8 votes funny
The game feels in some ways close to satisfactory, building your factory in first person but there's a lot of rough edges right now like not being able to locate your body and enemies spawning from nowhere. The biggest drawbacks is the gross wokeness added though. As well as having to play as one of 4 dei miscreants rather than yourself, you have to listen to endless, not even thinly veiled far left dialogue against capitalism, criminal punishment, etc.
8 votes funny
StarRupture is a game eerily similar to every other game I’ve played it seems. FPS automation sending shipments to corporations like Satisfactory? Check FPS survival game on alien planet trying to survive a penal sentence like Planet Crafter? Check Lots of automated defenses and an ever growing alien swarm like threat like Factorio? Check SO If you liked any of those three games then you’ll like this one. Sure Factorio is a top down strategy kind of game but the overall premise is basically the same. It’s basically the same for all four of these games. It’s just more of the same. But if you don’t include the clear lack of originality or creativity, this game is a gem. It does so many things right that I don't even care if it's not original or uncreative. The gameplay, fantastic, the graphics, fantastic, the mechanics, controls, and random world level events are fantastic. And yes, I said world level events. There’s some crazy stuff that goes down which makes the game incredibly impressive. Overall I found very little to complain about here, for the most part the game was simply phenomenal in every regard. Except for one. And not the obvious one of lack of creativity. No I mean the stability. The game definitely needs more work. I found many many bugs and glitches while playing. Framerate drops galore, clipping items and environment galore, screen tearing galore. There wasn’t anything super game breaking…..yet…..but still there was a really large amount of glitches that should be addressed. So yes stability is a big issue. However, everything else was great and all for a low low price. Obviously I’m gonna give it a thumbs up cuz it definitely deserves it. Just like it definitely deserves you taking a chance on it. I highly recommend checking out the game. But if this wasn’t enough for you, I understand, and encourage you to check out the review on my YouTube Channel (link below). https://www.youtube.com/watch?v=gaqykrIwxyE Otherwise, thanks so much for reading and I hope I was able to help some of you out there spend your money wisely.
8 votes funny
The foolish auto-save and level loading stuck me in the underground loop and destroyed my 80+hour save.S.O.B!
7 votes funny
I put a few hours into StarRupture and I think I’m done for now. There are some interesting ideas here, but structurally the game doesn’t hold together. At its current stage, it feels very early and in need of significant rework. Right now it’s essentially a factory game where the optimal strategy is to erase the world’s relevance as quickly as possible, then ignore it as much as the terrain allows. The core problem is logistics. Resources use autonomous pathing (routing, not delivery), which removes player intent from material flow. You can congest a rail, but it’s trivial and inexpensive to add more rails, so congestion never becomes a meaningful constraint. Once something is on the network, topology largely stops mattering. Height limits on construction remove vertical expression, which might have compensated for that, but the buildings aren’t stackable. The only rational approach left is to flatten the factory footprint entirely. That turns terrain into a pure inefficiency tax: once a flat, homogenized surface is established, you quickly converge on a single “best” layout with no meaningful room for improvement. After that point, terrain doesn’t add decisions or tradeoffs; it just slows progress. The base defense layer is where things really fall apart. The factory topology the game enforces is necessarily large, flat, and sprawling. That makes efficient defense geometrically impossible. The perimeter of any viable base quickly exceeds render and engagement ranges, meaning enemies effectively appear inside the defensive envelope. No amount of turret tuning or placement can fix this, since that's a spatial problem, not a balance one. Defense either becomes trivial once turrets are unlocked, or meaningless at scale. As a result, the game ends up in an awkward middle ground: the factory systems are simpler and less expressive than other factory games, and the defense systems are too underdeveloped to carry the experience. Multiplayer doesn’t meaningfully change this, since there’s nothing the game demands that can’t be accomplished solo. Multiplayer therefore becomes a less efficient parallelized version of single-player. The flare-star concept is visually striking, but mechanically underutilized. At the moment it mostly functions as a periodic pause rather than a system that meaningfully interacts with logistics, layout, or defense. Bottom line: there’s effectively a single rational factory layout that scales infinitely, and the engine struggles at the scale the game pushes you toward, long before the endgame structures make an appearance. Fixing this would require rethinking core assumptions about logistics, verticality, or defense. Not just adding content or tweaking numbers. I'll certainly revisit it later if those foundations change, but as it stands, there isn’t much to solve here.
6 votes funny
Changing walk keybinds make them not function. Changed from wasd to arrow keys and no response, guess refund coming.
6 votes funny
classes in a factory game, pre-defined characters, lost interest from the start, makes no seance, I will refund this.
6 votes funny
I have played both public test and now the EA release. I also have 1000+ hours in Satisfactory, the only thing similar between the two is they are both have a factory building aspect... That is like saying every FPS is a clone and if you own one you never need to play another. I love this game and it seems to be getting better with every step. Remember this is the first early access edition and if you want a fully complete, bug free experience give it a little time. I am perfectly willing to pay for what I did just for the first public test. I also paid for the supporter pack as I see this game going places. Those that say it is pay to win have not played the game as it is not a PVP game and you can easily get the materials they give you as a jump start in game without much additional effort. Thank you DEVs for a fabulous game and I am really excited to see the journey you are taking us on!
6 votes funny
if Satisfactory and Planet Crafter had a baby this game would be it,. Highly Recommend .. On a side Note: to get higher tier items build the recipe machine. took me 2 hrs to figure out how to unlock the next production tiers..lol
5 votes funny
This is a really, really hard recommendation to make at this point. It feels a lot closer to Planet Crafter than it does Satisfactory. Even though there are no terraforming mechanics it is the game I was most reminded of while playing it. Pros: - Quite a pretty game, the effects aren't anything to write home about but the model and texture work - especially the scenery - is excellent. - Price point is solid for the quality and content that's on offer right now - Sound design is quite nice - Atmosphere is spot on - The game has a lot of promise Cons: - As others have said the UX and building is pretty poor. - Content seems okay but at the moment but progression is very clunky and stilted - at least early on. - Combat is pretty bland, enemies just sort of run at you and shooting feels about as bland as it comes - Voice acting is very grating, I like the idea but the execution isn't particularly good - Inventory management is laughably bad and you'll quickly end up with piles of random rubbish in your inventory just from doing the shipments - Overall low QOL and general buggy and unfinished feel Overall right now I'd have to say no, maybe in a few updates time with a clear direction and momentum behind them I'd feel more comfortable recommending it, but right now it's a bit too early and there's no proof that the devs can/will deliver on the promise of the game.
5 votes funny
Can't remap the A key to Q to strafe left so unplayable on AZERTY keyboards.
5 votes funny

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