ERA ONE on Steam - User reviews, Price & Information

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Era One is an innovative space game that combines elements of real-time strategy, base building, space survival, and tactical battles. Players can create and customize their bases from scratch, construct various types of structures and warships, manage fleets, and engage in tactical space battles.

ERA ONE is a early access, action rts and real time tactics game developed and published by Team Complex LTD.
Released on August 06th 2025 is available only on Windows in 11 languages: English, Italian, Spanish - Spain, Russian, Simplified Chinese, French, German, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal and Spanish - Latin America.

It has received 1,207 reviews of which 1,026 were positive and 181 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 29.99€ on Steam.


The Steam community has classified ERA ONE into these genres:

Media & Screenshots

Get an in-depth look at ERA ONE 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)
  • Processor: Intel Core i5 o AMD Ryzen 5 (o equivalente)
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 o AMD Radeon RX 580 (o equivalente) con almeno 4 GB di memoria dedicata
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 6 GB available space
  • Sound Card: Scheda audio compatibile con DirectX

User reviews & Ratings

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

Nov. 2025
While I recommend making this game part of your rotation, I also recommend letting it cook for a bit. The devs have this amazing ability to fix one thing - only to break three other things - so playing is an emotional rollercoaster. It also gets very samey very quickly once you have a solid setup for your base, as the ever-increasing waves of bad guys smash their faces against your shields and do nothing except slow down your frame rates. This is to be expected in EA though and it's something that you should go in understanding. One other gripe I have is that there is no tangible difference between an Easy enemy and an Insane one. I do put this down to EA though, as this will undoubtedly change. You can definitely tell the difference between a Defensive and Aggressive enemy though - and a Defensive enemy will often stop halfway to you and just sit there. The basic concept is great and you have a great deal of freedom to fiddle around with configurations. Just don't expect something that will keep up with Homeworld, at least for now. The devs do seem quite busy and updates happen fairly quickly, so I foresee this review to become obsolete in a matter of months.
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Oct. 2025
80 hours in this early acces version, so i can write some comments of mine, i hope the developers will hear. First of all, as a player of HW2 Complex mod, my congratulations to the team that evolved from modders to outright game devs! Guys, you are awesome! The game - it is actually the HW2 CRM built from scratch, most of the game mechanics moved from complex mod to here on a new engine. I am not a big fan of that energy and crew limits that only complicate things vs direct limitations for ships\modules, but whatever. This thing is much more fun to play in PvE than a piece of crap called HW3. Many great mechanics like modular base construction, modular ships, etc, great looking maps, especially big ones are feeling HW1-2 style. The things that are strange thou: 1. Flamethrowers...in space...really??? Flak canons as HW? No possibility because of copyrights or why? Maybe something shooting a bunch of flechets, micromisiles, disassembly nanobot cloud? Flamethrowers are a bad decision, please please, change them to something more Sci-fi fitted. 2. Engines. Just a visual stuff, but they look like good old ones from our days, maybe something more square sci-fi looking will fit better? This is just looks like a dinosaur in a crowd of cyborgs. 3. TTK. Personal oppinion, but feels it takes TOO MUCH time to kill something, even a fighter, just doesnt feel right, maybe it will be better, but for now most weapons feel underpowered, except tactical misiles the ones that are not nukes, launched from the silo, they are fast and do a ton of damage. Even your wannabe ultimate ion rotation canon, yeah, i can build my own fake Sadjuk, but it will only tickle the enemy base from afar, that ion canon, even if it is say 4 of them, isnt enough to deal with enemy base or battlecruiser 4. Ship building is great but need more different details of armour and maybe some cosmetic parts/flexible parts that can connect modules that are a bit off-centered. 5. Pre-built battlecruisers. Really. I wish we can have something like CRM - big facilities for BC with customized guns. Sometimes it feels like that building is a bit too much. Despite i spent most of my time building ships))))) 6. Build range. It feels like a cheating when you built a huge battleship, jumped to your enemies and can rebuild it on the go. I think, you should be able to build a ship close to your base 10 KM radius maybe, and then when you are far away, you can only rebuild a parts of the blueprint that left that radius, and maybe change types of turrets placed on their points, nothing more. 7. Ship orientation for custom-built ships. They are always locked at the same position and cant point their nose on the target that above or below, as your smaller pre-built ships like warships, mechguns and fighters do. I hope you will fix that. 8. Range. All the weapons except the giga-rotation-ion-canon have just awful firing range. I would say it can be an instrument of balance, but you have to drive your battlecruiser almost at ram-range to use even a heavy turret ion or kinetic guns. together with low power, weapons feel like too short-handed. The heavy guns feel really lacking the range. Obviously, game is an early access, and i must say, it is the potentially best space sci-fi strategy since HW2 remaster. You are trying to save the atmosphere of original HW series while developing your own ideas. I really wish you will make it great and will have a commerciall success that this product deserve! Ready to buy all the fkn DLCs for ship building parts you can make) Thanks guys, looking forward for polished game next year. For all the space strategy game lovers - this is the one!
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Aug. 2025
Can say i am really enjoying this game so far and the customization you have. Excited to see how it develops. As it stands now, i do have some constructive criticism though. 1.) The game feels slow in regards to building and research, especially late game. Some research takes over 10 mins, for just one. Also, my main draw to this game was being able to create unique ships from scratch, and i want to build them big, but just takes forever to build each module and get to the grand scale i want (im talking 4 hours of endless qued buildings) When multiplier comes out, this doesnt seem viable and will never see a late game play out because it can take so long to upgrade anything or build big ships. 2.) Saves kinda bug out the game. Loading into a game i wasnt able to build anything anymore, or lost my entire que of production. 3.) Would love the build range to be revamped, really constricts cool designs and ideas when you only have a cube to work with, what if i want longer or wider ships, or if im not utilizing the width but want to build it taller. The restrictions kind of limit the creativity of what you can make. The build times already limit the speed you can build out to, so seems like a pointless limitation blocked by research. LET ME BUILD COOL SHIPS HOW I WANT TO! I recommend speeding up build times and researches to open the options of late game more without games being 4+ hours long. Also, remove limits on your build range and just add in modules that you have to build to extend the range of power instead of having to research.
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Aug. 2025
I decided to invest into early access for this game because the detail in building grabbed my attention. I’d played homeworld before which got boring real quick. So, I decided to give RTS space battle genre another go. Why not with a game that offering you lots of building customization. Right now of as Dev Build 9.5, the Campaign and Multiplayer is not available. The button are disabled. The option to play Player vs CPU. Once you go in here you get plethora of options. I love options in games. You pick to play one of three factions: Federation, Pirate or the ORGA. Federation and Pirates seems self-explanatory, but ORGA I don’t know. You choose the following in difficulty: Beginner, Novice, Veteran, Elite or Insane. You chose the following in playstyle: Defensive, Balanced, Aggressive. When you are choosing difficulty and playstyle this characterizes the CPU player. You can form teams. There are a total of six slot where you take the first of six slot leaving five left for other CPU’s. You can team up with other CPU’s taking on other CPU’s. Great for solo (or casual) players. Next you select an icon or decal and two colors for your banner. The colors show up on your warships uniquely identifying you on the field of play. Keep in mind in early access teaming up isn’t available yet. There’s more options with the following labels each with their own value settings: Game Settings, Game Preset, Game Speed, Starting Resources, Resource Amount, Resource Visibility, Crew Quarter Cap, Wreck Decay Time, Challenges, Eclipse Speed, Wrecks Contain Research, Starting Position, Teams, Kill Rewards, No Attack Period, Victory Condition and Environmental Events. This is just a treasure chest of customization. Basically, play the game you want to play! Keep in mind this is early access, so many of these options are disabled or not available. You’ll pretty much play it as is. There is also a bar graph on the bottom labeled Estimated performance requirements. The fuller the bar, the more requirements. Right now, my rig is a dinosaur running nVidia 1080Ti. It’s doing good so far. There are 16 game maps of space to chose from and play. 9 of 16 maps are ready to go in Early Access. Playing the game I’d had start all over a few times. For me there is a learning curve. Each time I started fresh I adapted to not repeating mistakes. Some things to keep mind. You start out with a central command unit which your base. You must build modules. Attach these modules to your command center. The modules are various functions such as research, power generation, weapons and etc. Your command center starts of with 21 module slots 3 on each side and 9 more on the bottom. Don’t get stuck thinking linear. You must think dimensionally (Up, Down, Left, Right, Forward, Backward) You’ll want to extend from those 12 points and attach additional attachment point or hardpoints so that modules can be added to your base giving your base more and additional capability. If you don’t extend, then have no more room. No more room mean you can’t build other important modules and continue the game. Don’t build yourself into a corner. It’s just a matter of time before your opponents will surpass you in production, research and take you out. I think there may be other ship options that leverage the command center’s burden, but that takes research and puts you going into mid game. What you do early in the game impacts your ability to 4X further in the game. You can get some wacky crazy looking designs that look nothing like science fiction television shows and theatrical movie starships as seen in Buck Rogers, Battlestar Galactica, Star Trek or Star Wars. It’s more like a NASA ISS design. You have a center piece. Attach an extender. Maybe attach another extender to the first extender. Now attach modules to those extenders. If you want to build cool designs, it may be possible, but I think you won’t have time. Once the game starts, your enemy is preparing to come after you. If you’re trying figure out how to build a sharp looking base, you ain’t playing the game. You must pay attention to the amount of energy you use. As you expand your command center with more modules playing various roles they consume energy. You run out of energy then no capability for you to do anything. Solar panels must be oriented toward a sun otherwise it’s just a useless module. Research quickly your power production options beyond solar. The battle scenes are cool. For starts its mostly little ships. The CPU pirates send their marauders fire a few shots. They demand tribute. You give them the middle finger and shoot them down. That’s if you managed a balance of energy, resource gathering, resource storage, research to greater energy and weapons. Practice playing the game, you can play in sandbox mode, which allows you play the game without pressure. Sandbox is available in early access. I like the game. I like where it’s going. So for me, it’s a thumbs up. Check it out. Also check out my screenshots on my profile (as opposed to images on the dashboard). I provide additional details on the game. It's public.
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Aug. 2025
TL:DR The vision from the devs is here, and basic, core mechanics are in place and functional. Game is playable and has the potential to grow into something the space games market is missing. If you want to support modders turned game dev, then buy it. if you're on the fence, hold off for now. I'll break this review up into 3 parts, performance, gameplay loop, and final thoughts. 1. Performance System specs 7800X3D, 3080 10GB edition, 32gb DDR5 RAM, 2560x1440 resolution. In my sessions early game performance is acceptable, high settings w/ TSAA i was getting 120FPS to start. as a game progresses however frames start to drop, eventually getting as low as 22 FPS is mid-large battles. performance dropoff started to have a noticable affect for me once I was a decent way into the mid game, and for large battles in end game, I had to just accept it would be a bit of a slideshow. Strangely enough, turning all the settings to low seems to have little to no impact on performance. i suspect this is an optimization issue rather then hardware, as both CPU and GPU had plenty of headroom for additional load. seems to be tied to the ingame resource "crew", which essentially is your cap for how many ships / how large of a ship you can build. 2. Gameplay Loop Gameplay loop right now is bare-bones. you vs 1 AI. There are about 6 or so maps to play on, but the larger maps don't flow well given the limit of a single opponent. you can choose to fight pirates, or federation, each has their own line or ships (federation is a mirror of the player faction). there are two types of ships you build, pre-fabricated ones, from a small & large dock, or customizable "capital ships" such as the mother-ship you start with. capital ships are by far the stronger of the two, pre-fab ones are almost a waste of resources....almost. Basic tool tips are in place, such as what a component/weapon does. fine details for things are missing however, like what the ROF is between a Gatling turret or a kinetic one, or what types of weapons bypass your shields. This lack of detail can become rather painful when you start building the customized capital ships, as you can't tell at a glance which ship parts are damaged or actively being shot. Early game is simple, mine, mine, mine. here you will likely decide how you want to move forward with the match, funneling resources into your mothership for a mobile fortress, or a more traditional route, building it more stationary and producing pre-fab ships from the small/large docs and maybe a small capital ship. having done both the balance seems much more in favor of the mobile fortress, but you can use pre-fab ships if you focus on the large dock ones. Mid-game, esp the latter half, is where the game starts to lose steam. you either can't field a large fleet due to limitations of the "crew" resource, or you start the game with this setting higher and lose out on FPS in fights. The AI is also rudimentary, no flanking, and no targeting weak points. To be honest, I struggled to think would I would put for end game. as it stands, there isn't really an "end game" yet, unless you decide to draw out a game or play total defense. the longer a match goes the larger the waves of enemies traveling the same, straight line to your base. if your into the "tower defense" style play then have at it, lots of that here. if your hoping for more....RTS, its not here yet. 3. Final Thoughts as mentioned in the TL:DR its bare-bones, but whats here works....for the most part. there are bugs, and some things simply don't work they way you would think or hope. the AI is functional, if not simple, and their isn't much to do as of yet. Having said that however, the creativity potential on offer here for building a "mega ship" is awesome, and I've no doubt will only get better as development continues. I would say though, $30 for what is available at launch is....steep, but personally, I'm happy to support modders that take the risk to make a game people want, rather then hoping someone else will.
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Frequently Asked Questions

ERA ONE is currently priced at 29.99€ on Steam.

ERA ONE is currently not on sale. You can purchase it for 29.99€ on Steam.

ERA ONE received 1,026 positive votes out of a total of 1,207 achieving a rating of 8.09.
😎

ERA ONE was developed and published by Team Complex LTD.

ERA ONE is playable and fully supported on Windows.

ERA ONE is not playable on MacOS.

ERA ONE is not playable on Linux.

ERA ONE is a single-player game.

ERA ONE does not currently offer any DLC.

ERA ONE does not support mods via Steam Workshop.

ERA ONE does not support Steam Remote Play.

ERA ONE 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 ERA ONE.

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 23 January 2026 22:29
SteamSpy data 22 January 2026 14:35
Steam price 28 January 2026 20:18
Steam reviews 27 January 2026 17:59

If you'd like to dive deeper into the details about ERA ONE, 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 ERA ONE
  • SteamCharts - Analysis of ERA ONE concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck ERA ONE compatibility
ERA ONE
Rating
8.1
1,026
181
Game modes
Features
Online players
45
Developer
Team Complex LTD
Publisher
Team Complex LTD
Release 06 Aug 2025
Platforms