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Astro Colony on Steam - User reviews, Price & Information

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Explore endless Universe and create the most efficient constellation of colonies. Build conveyor systems to automate production. Take care of Astronauts and their needs! Establish new colonies as part of intergalactic simulation.

Astro Colony is a base-building, automation and early access game developed and published by Terad Games.
Released on June 02nd 2026 is available only on Windows in 13 languages: English, French, Italian, German, Japanese, Polish, Russian, Hungarian, Simplified Chinese, Spanish - Spain, Korean, Portuguese - Brazil and Portuguese - Portugal.

It has received 2,256 reviews of which 1,855 were positive and 401 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 15.60€ on Steam with a 20% discount, but you can find it for 11.16€ on Gamivo.


The Steam community has classified Astro Colony into these genres:

Media & Screenshots

Get an in-depth look at Astro Colony through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 or later
  • Processor: i3
  • Memory: 4 GB RAM
  • Graphics: ATi 7770, Nvidia GeForce GTX 660
  • DirectX: Version 10
  • Storage: 3 GB available space
  • Additional Notes: It runs smoothly on most PC that are not older than 2012 - during tests it was ok even on laptop with Nvidia 920M (2GB of VRAM and 4GB of RAM in system).

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

65 hours played
Jan. 2026
- manually catch asteroids - "there should be a way to automate this" - tech tree - automatic asteroid catcher - manually mine for resources - "there should be a way to automate this" - tech tree - miner - "more automation!!!" - tech tree - robot miners - manually build resources - "machines maybe?" - tech tree - smelter -> constructor -> manufacturer - manually move resources - "there should be a way to automate this" - tech tree - conveyors - "oh tech tree almost ending" - move to another universe - tech tree expands - iron ore -> iron bar -> iron plate -> iron rod -> screws -> gears - copper ore -> copper bar -> copper plate -> copper wire -> eletronic part -> mother board -> computer 10/10 would stargate to another universe again
90 hours played
Jan. 2026
If Factorio met some Dyson Sphere Program with some mix of Satisfactory. Astro Colony is a more simplified version of these games, but somehow still able to grab the attention of any gamer, especially any that love the world of automation. In short, cool concept, good gameplay loop, fun to play with friends, but can fall a little short in certain areas to further immerse the player. Astro Colony's gameplay leans a little further than simply average or an okay game. The gameplay loop is similar to Raft where materials sort of float through the water, allowing the player to catch or "rake-in" materials as necessary. Instead of a raft, the player starts the game on a small floating space platform with small asteroids floating by. The player simply jumps in space to float around and mine nearby asteroids. The player's character stays relative to the floating platform, even if it is in motion. It's a neat feature especially when the base begins to grow greatly and the player wants to continue moving through space. The player starts with a few basic buildings and foundation blocks. Like most mining games, the player is required to find resources, mine them, use logistics to move them around, refine them, and possibly refine them further for other uses. The game does have science station which players feed resources into, but the catch in Astro Colony is that the game requires actual astronauts to be on the station in order to research more complex science. To get astronauts to come to the base, the player is required to have connectors or docks. These connectors serve a few purposes besides increasing the population on the base or station, or planet pieces (I'll explain this a bit later). The dock allows a ship to come by and drop off astronauts. Astronauts arrive untrained; there are three training slots currently available: scientist, engineer, and cook. Cooks provide food (they don't harvest or farm), Scientists help attain science points, and engineers primarily work with machines. They require nutrition and some basic housing items to keep them satisfied, alive, and working. Harpoon connectors also give the player the ability to hook new pieces of land/terrain/planets. This gives the ability to mine on these pieces, connect power, and further develop the base, station, or colony (whatever you want to label your structure at this point). I did notice there is a little bit of a weird "immediate connection" requirement with docks in order to have automatic miners and other small additions work correctly. For example, if the immediate station / base is connected to a planet piece, then that planet piece is connected to planet piece #2, planet piece #2 doesn't seem receptive to automatic miners and other little tasks that can be assigned to immediate planet pieces or the base / station. The graphics and visuals are suitable to the game's environment and theme throughout the game. The background space visuals are a pretty cool sight to see, especially the nebulas. Have to say, a lot of purple and dark colours though. The assets, environment, tools, equipment, and resources all flow together really well. It is not anything extremely detailed or 4K graphics, however the game tries to make up for it by having animations for almost every building, robot, human, or object. Some of the animations certainly do require a little more attention or detail, but it is good to see the effort to make something happen is there. The sounds and music were also okay. It's not bad, it's not great, but I would say certainly in the middle. The music doesn't get in the way of gameplay and doesn't overpower any of the other sounds. The sounds themselves are more or less included everywhere and with every player interaction. Nothing over the top, but am glad that most machines or environmental factors do make some noise. There are moments where sounds look like they are supposed to be happening, but nothing happens. Not too sure if that is a part of the game or something might not be playing. Astro Colony, I felt, did a good job trying not to be too complicated, but also made it possible for experienced players to make a complicated and functional design. There are a few quirks and small bugs that appear throughout the game (such as the rover falling through the floor), but the game is quite functional and quite fun (just take a peek at my hours and ask my wife about how she feels me spending more time in space B-). The dynamic change of the base, how it looks, how it can look, and how it can simply be pieces of land pitches together and sculpted really opens the exploration door. My only formal complaint is against the tutorial. It sort of jumps and doesn't kindly guide the player through while learning the game (although some players may really like this approach). Astro Colony also does a good job of not oversaturating production facilities. Even though my original map only had one forge (and one major conveyer to it), the forge did a decent job of keeping up with the insane demand. Another had to be built do to the amount of resources coming in, however, rather than just pumping buildings their efficiency feels properly balanced (especially when upgraded buildings are available). There is a point where floating around in space and repeating the process of docking, mining, expanding, continuing that can get a little redundant. I feel this game is truly for people who want to customize a space base (or ship) with touch of automation. Still feels like something is missing... TO THE DEVS: -Little more colour and action in the background. Random storms are nice and the background / flying through nebulas can be pretty crazy, but the colours are a consistent dark palette. -Tutorial certainly needs to be better and some explanations of certain machines. Sort of overwhelming when unlocking cable cars and other transport like machines trying to figure out how they work without moving or damaging the base. -Build build build and build. Terraform terraform terraform, terraform. Besides expanding the base, what else can we do? That is one of the major draws of automated games, but what is Astro Colony's shtick? -The timelapse system is beautiful... thank you. EARLY ACCESS RATING: 7.9/10 Gameplay B- Story / Campaign B- Visuals / User Interface C+ Sounds / Music C+ Replay-ability B- Overall B-
229 hours played
Oct. 2025
This is a very good game! It's a very chill experience of harvesting, crafting, climbing the tech tree, and automating. The core loop is similar to Raft. You're on a space station. Random asteroids pass by. At first you run around mining them by hand, eventually automating. Asteroids only get you a handful of resource types. You need to venture to planetoids to get more specialized materials. There are periodic threats (various storms) that can disrupt or damage your station. These are similar to sharks or vultures in Raft but felt milder, mostly ignorable even, which I prefer. There are also buildables to mitigate those threats. I love the separately instanced blueprint designer. I wish a lot of games had that. Looking at you Satisfactory. And in general, the game's systems feel well designed and solid. One thing I find interesting is that buildings can craft multiple recipes simultaneously. So it seems to encourage "sushi" belts. The implementation of splitters, filters, blockers is awesome. The way splitters are designed in particular means you can have manifolds which are also load balanced. Well done. It is kindof annoying that only 5 item types can be selected per logic block. Pro or con, but I like the fact that inventory space is essentially not a worry. Mining feels too slow. For basic resources, you'd have to setup multiple drills running simultaneously to equal the speed of hand-drilling. Belts feel slow. Though in practice it usually still ends up being machines getting backed up producing. The game feels very stable. It only crashed once so far. It could use some performance optimization. It is very common to see items hitching (appearing to stop then jumping forward) or jittering (going back and forth between two positions on the belt). This occurs typically when belts are full and there are merging belts and various logic blocks on them (split, filter, push). Also merging belts don't necessarily take a round-robin approach. It's common for 2 in a row to come from the same input. And merging from a container onto a belt is completely skipped if the belt is full. Dev should maybe consider a specific merger logic block (that also supports priorities) to better manage merging. Tubes can be frustrating because they have a direction when built which can't be changed. And in fact even deleting the tubes and mass-placing them again is no guarantee. In some cases I can only get it to work if I place one tube block at a time then go back and add additional joints. In all, these are pretty minor issues. Which means the game is quite high quality. Worth it at full price, a steal if you catch it on discount.
67 hours played
Oct. 2025
I remember picking this up fairly early in the EA cycle and quickly became obsessed, playing through to 100% completion across 50hrs or so. Takes factory building / automation inspiration from the likes of Satisfactory and combines it with a very light touch of Rimworld style colonist management, but with an ever-expanding, mobile base. A blend which seems to come off pretty well at this stage, especially for a solo developer. Looking forward to picking it up again and seeing how it all comes together in the 1.0 release later this year.
49 hours played
Sept. 2025
Overall, I like the game. However, there are certain frustrating design issues that absolutely must be improved before I will play it again. Firstly, the automation is great. Currently, there are no item limits per stack, so you can accrue as much of each material as you want. The tech tree is great, getting more complex as you go. Exploration is fun, with new "islands" to fly to and cannibalize. Ultimately, when you think you've finished the game... you haven't... it suddenly opens up with a whole new tech tree and things start getting even more complicated. I loved that. Also, there's decorative walls and stairs and such, so if you like building up an attractive base, then there's enough to keep you busy. Part of the strategy is to make certain parts of your base accessible to NPC astronauts that you call in, and the bots you construct, so they can get to their assigned jobs. The editing controls however, are the worst. Later in the game, when you need to edit and delete large numbers of buildings, you can't simply rubber band similar items or even select things one-by-one. instead, you must put down an editing block that you then must expand around whatever it is you want to edit, and your options from that point are limited. SUCH a clumsy method. It is really annoying when it deletes the floor that you DIDN'T select, or you make a mistake and delete something critical... and THERE IS NO UNDO. This alone is making me wait until there are updates to improve this before I play again. That said, I found no bugs or glitches. The graphics and sound are pretty good, and the music is decent, if repetitive. The pacing of the game is a bit on the slow side... its a very calm game, despite the occasional space storms. It takes a while to move up the tech tree, which doesn't bother me in a base-building game like this, but some might get bored. I did not try multiplayer. The game is definitely fun and I can recommend it for automation and base-building fans for the price, but it does suffer from Early Access QOL problems.

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Frequently Asked Questions

Astro Colony is currently priced at 15.60€ on Steam.

Yes, Astro Colony is currently available at a 20% discount. You can purchase it for 15.60€ on Steam.

Yes, Astro Colony received 1,855 positive votes out of a total of 2,256 achieving a rating of 7.91.
😊

Astro Colony was developed and published by Terad Games.

Yes, Astro Colony is playable and fully supported on Windows.

No, Astro Colony is not playable on MacOS.

No, Astro Colony is not playable on Linux.

Astro Colony offers both single-player and multi-player modes.

Astro Colony includes Co-op mode where you can team up with friends.

No, Astro Colony does not currently offer any DLC.

Yes, Astro Colony is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Astro Colony does not support Steam Remote Play.

Yes, Astro Colony is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Astro Colony.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 21 July 2026 20:31 UTC
SteamSpy data 24 July 2026 12:57 UTC
Steam price 28 July 2026 18:31 UTC
Steam reviews 27 July 2026 07:55 UTC

If you'd like to dive deeper into the details about Astro Colony, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Astro Colony
  • SteamCharts - Analysis of Astro Colony concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Astro Colony compatibility
Astro Colony PEGI 6
Rating
7.9
1,855
401
Game modes
Multiplayer
Features
Online players
68
Developer
Terad Games
Publisher
Terad Games
Release 02 Jun 2026
Platforms
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