Desynced on Steam - User reviews, Price & Information

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Desynced is a sci-fi strategy game with fully customizable units and behaviors. Gather, build, research, and explore the unknown. Alone or with friends, unveil the mystery of an AI on the edge of self-awareness and uncover the hidden truth in this blend of strategy, automation, and exploration.

Desynced is a strategy, automation and programming game developed by Stage Games Inc. and published by Forklift Interactive.
Released on March 05th 2026 is available only on Windows in 9 languages: English, French, German, Spanish - Spain, Russian, Simplified Chinese, Japanese, Korean and Traditional Chinese.

It has received 1,373 reviews of which 1,136 were positive and 237 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 17.39€ on Steam with a 40% discount, but you can find it for 12.38€ on Gamivo.


The Steam community has classified Desynced into these genres:

Media & Screenshots

Get an in-depth look at Desynced 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 10 64-bit or newer
  • Processor: 5th Generation Intel i5 CPU or equivalent
  • Memory: 2 GB RAM
  • Graphics: GTX 1060 / AMD R9 or higher
  • DirectX: Version 11
  • Storage: 2 GB available space

User reviews & Ratings

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

Feb. 2026
I gave the game a fair try, but the Behavior system feels very unique and hard to learn, especially with limited in-game explanations. The tutorial and wiki documentation weren’t enough for me, so getting things to work took a lot of trial and error. Behavior in particular is quite quirky, and the debugging tools feel limited. Even though I’m comfortable with simple programming in Python, this system felt significantly harder and less intuitive. That said, if you strongly enjoy fully controlling logistics at a detailed level, this game may appeal to you. If you can get over the steep learning curve, it might become very rewarding—but overall, I’d say it’s better suited for intermediate to advanced players.
Expand the review
Jan. 2026
This game has a lot to love and a lot to hate. Here is a breakdown: Lovable: - The game engine is solid. After 40 hours, I've hit no bugs nor crashes. - It is a different twist on factory games and will force you to think differently. This is frustrating at first when you expect conveyor belts and maybe inserters, but becomes a positive as you learn to think differently. - The ability to script bots is cool, but you are probably making a mistake if you find yourself doing much. That's about it. If that is enough for you, then get the game. If not, don't. It is enough for me. Annoying: - The UI is non-intuitive and you end up discovering things you wished you knew at the start. Like ... those annoying power flowers: you can easily destroy them if you drag your weapon target selector onto them. That took me 20 hours to realize! Why don't your bots shoot them automatically by default? - There are many ways to do the same thing, but often only one good way. Like, how to move things from one building to another? You can give the destination building a fixed logistic request, but two buildings like that will cause bots to carry stuff back and forth forever! You can use shared storage and let bots move things when they feel like it. You can set up a transport route, but that leaves one bot pinned to that one task. Best for short distance seems to be to set the "store to" register for a building to where you want things to go. You can even set multiple targets for this (another buried UI option). - Bot pathing will deadlock easily. Bots block each other (enemy units don't suffer this limitation). And their pathing logic doesn't try hard to move around each other terribly well. If two bots are going opposite directions in a narrow path, they will just stop and stare at each other forever. You can make your paths two squares wide, but this just makes deadlocks less likely ... now it takes four bots going in opposite directions to deadlock. In what is essentially a bot simulation game, you should avoid having too many bots in one area, they will disappoint you! - Bot pathing 2: If you have a building a bot cannot get to (e.g., it is surrounded by other buildings), the bot will get as close as it can and sit there and pout about it forever. - Passive enemies: This game has lots of defensive structures like walls and hard points you can build. But ... why? If you never attack enemies, they never attack you. When you do attack them, they never stray far from their nests, and new nests never form. Why would you set up a tower defense when waves of enemies never attack? - Half concepts: There are other structures in this game that appear like half thoughts (besides just the walls). Like ... there is a deconstructor component that can be used to deconstruct things. But, you can just right click on a building or bot to deconstruct it, no deconstructor required. WTH? There are a lot of these in the game ... just because something exists doesn't mean it has a real point. It may have been an idea once that was never fully thought out. - Piles of repetitive ruins: The first couple "ruins" you find are fun. Oooh! What is this? But as you explore, you quickly realize the planet is littered with them, and they are all basically the same and mostly pointless. Except a _few_ of them are critical to the story progression. Annoying! - Half baked logistics system: Buildings and bots can be entirely in the logistics system or entirely out of it. A building can't only provide supplies for the logistics system or only make requests of it. It must do both. If a building specifies a "store to" value for where it should put its stuff, this does nothing unless it is part of the logistics system. Why? If I tell it to store things somewhere, let the internal transfer module move things! Why must I also put the building into the logistics system? - The UI is so complicated and confusing, I may be wrong about several things because I just don't understand it. High level suggestions for how to enjoy the game without falling into the un-fun traps: - There are 5 research trees in this game. One starts unlocked and the other four have to be "discovered". Ignore _all_ of the trees except the unlocked one until you've progressed as far as you can. - Master the basic skills of gathering resources and efficiently building what you need for research. The fun part of this game is learning how to do that with the crazy bot system you must master. Unlock the other tech trees only after you've done this. - Avoid pointless exploring. There are only a few resources in this game, and they are all close to your base. Exploring far won't find anything new. Avoid it until you've mastered the basic game loop. Then master exploration. - Move buildings rather than building them remotely. If you try to build something far from your base, it will take _forever_. Don't do that. Build what you want next to your base. Then right click and relocate the building, that happens quickly. I keep a grid of 1x1 medium buildings with power poles in them next to my base so I can quickly relocate them one by one to expand my power grid. - Use building relocation often to layout your base. You won't be happy with your first building layout, so don't live with it. Just move them, it is quick. You can select a pile of buildings and move them all at once. No biggie. - Make at least one building dedicated to building each type of item you'll want. This becomes your mall. - Spend time learning the new buildings and bots as you unlock them. Holding "shift" while hovering over the buildings in the build menu ("b") shows critical attributes like slot types, storage, and component efficiency. You want high component efficiency so your factories can build more quickly. Basic UI stuff it took me too long to realize: - Drag your weapon's target indicator to power flowers or fully explored ruins to remove them from the map. - Tab toggles display modes so you can fully see where power reaches, or see tool tip info about what squares are high enough for extra wind power or close enough to collect from the blight. - The "collect from" and "store to" registers can have multiple targets. Pick one target, then click it again to see the plus sign you can use to create more targets. - To make a miner "behave" (remember what resource they are collecting and collect it until an area is fully clear), first right click on a resource you want them to collect. This will set the resource type they are collecting and send them in that direction. Then (this step is critical), drag their "go to" register to point to an empty space near the resource. This will tell them to head to that general area, but stop and collect everything along the way. When they stop, they will still remember what they were collecting, and you can change the "go to" to send them to another patch easily. You probably also want to set their "store to" register so they put their resources somewhere useful. You might not want them in the logistics network. - You don't need to use bots to collect resources. You can just build (or move) buildings next to large resources and put miners/collectors in the building directly (consider this for Laterite and Blight Gas when the time comes)
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June 2025
A genuine negative review convinced me to buy this game. Now it is consuming my life. It's like you took Factorio and smashed it together with an RTS. Which is something I have wanted ever since I first played Factorio. It's based entirely around modular units and buildings, which can be daunting and overwhelming at first, but the in-game guide or 'codex' is fairly comprehensive. You just have to be willing to read it. So far I have not found the enemy to be that challenging, which has been nice as the learning curve is steep. I'm about halfway through the central research tree, so that could change. The visual coding aspect is hard to get working. You don't need to do any of that though to enjoy the game. Getting the code to work though. *chef's kiss* I wish it had a split screen option where you could code while you watch the robots process the behaviors you've written. I also wish there was clearer documentation on what each block does. I have a laundry list of QoL things I would like, but none of it is enough to diminish my current obsession.
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June 2025
Wonderful game with good updates! So many different ways to play and succeed! Want a mobile base that travels the world scraping resources from nearby fields and moving on to another area? You can do that! Want a stationary base that uses resources in an area and then expands to accomodate new growth? You can do that! Want to program bots to destroy outdated buildings and sweep up the remains? You can do that too! It's a great game with TONS of potential!
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June 2025
A great game so far. A fresh take on factory builders, unlike Satisfactory or DSP (which takes a bit too many ideas from Factorio), thinking bots instead of belts is really interesting, there is quite a bit of complexity in it (probably comparable to vanilla Factorio. A bit too little content ATM, but still would recommend for an automation fans.
Expand the review

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Frequently Asked Questions

Desynced is currently priced at 17.39€ on Steam.

Desynced is currently available at a 40% discount. You can purchase it for 17.39€ on Steam.

Desynced received 1,136 positive votes out of a total of 1,373 achieving a rating of 7.90.
😊

Desynced was developed by Stage Games Inc. and published by Forklift Interactive.

Desynced is playable and fully supported on Windows.

Desynced is not playable on MacOS.

Desynced is not playable on Linux.

Desynced offers both single-player and multi-player modes.

Desynced offers both Co-op and PvP modes.

Desynced does not currently offer any DLC.

Desynced is fully integrated with Steam Workshop. Visit Steam Workshop.

Desynced does not support Steam Remote Play.

Desynced 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 Desynced.

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 15 March 2026 10:25
SteamSpy data 15 March 2026 19:57
Steam price 15 March 2026 12:37
Steam reviews 15 March 2026 19:48

If you'd like to dive deeper into the details about Desynced, 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 Desynced
  • SteamCharts - Analysis of Desynced concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Desynced compatibility
Desynced
Rating
7.9
1,136
237
Game modes
Multiplayer
Features
Online players
838
Developer
Stage Games Inc.
Publisher
Forklift Interactive
Release 05 Mar 2026
Platforms
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