Final Upgrade on Steam - User reviews, Price & Information

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Help humanity to spread throughout the cosmos by exploring new worlds, building space factories and setting up trade routes. Research advanced technologies to increase efficiency and unlock new paths of development. Fight off other artificial intelligences in your goal to reach the Final Upgrade!

Final Upgrade is a automation, space and base-building game developed and published by TaosX.
Released on December 06th 2022 is available only on Windows in 7 languages: English, Russian, French, German, Spanish - Spain, Portuguese - Brazil and Simplified Chinese.

It has received 431 reviews of which 339 were positive and 92 were negative resulting in a rating of 7.4 out of 10. 😊

The game is currently priced at 16.79€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Final Upgrade into these genres:

Media & Screenshots

Get an in-depth look at Final Upgrade 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 (64-Bit)
  • Processor: i5-3570k 3,4 GHz 4 Core (64-Bit)
  • Memory: 8 GB RAM
  • Graphics: Dedicated graphics card, GTX 770 2GB
  • Storage: 5 GB available space
  • Additional Notes: Requires a 64-bit processor and operating system

User reviews & Ratings

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

Nov. 2025
Final Upgrade, developed and published by TaosX, is a sprawling automation and space-strategy sandbox that imagines the galaxy not as a battlefield or a frontier of exploration, but as a massive industrial canvas waiting to be systematized. It takes the core appeal of factory-building games—the joy of turning raw matter into complex, self-sustaining production webs—and expands it outward until production chains span star systems, planets, and entire fleets of player-designed ships. Instead of embodying a conquering empire or a wandering explorer, the player becomes an architect of interconnected processes, building a mechanized civilization whose strength comes not from firepower, but from logistics, efficiency, and relentless technological momentum. It is a game that asks players to think like an engineer rather than a commander, designing not just individual machines, but the invisible flow between them. The early game introduces this vision through modest beginnings. A handful of vessels mine asteroid fields, basic crafting modules produce simple components, and the player learns how to automate fundamental resource loops—metal refining, energy distribution, storage allocation, and material transport. What differentiates Final Upgrade from genre peers is how quickly even these early systems reveal hidden layers of complexity. Ships are not static vessels purchased from a menu—they are modular constructions whose internal layout, propulsion arrangement, cargo space, and computing capacity directly influence their performance. A transport freighter with a poorly optimized interior may bottleneck an entire supply chain, and a miner lacking structural support may operate inefficiently. This design philosophy—where every detail matters—establishes a satisfying sense of authorship over the entire industrial ecosystem. As the player expands into new star systems, the scale increases dramatically. Individual planets become specialized industrial centers, contributing unique resources or manufacturing capabilities. Trade routes must be automated and safeguarded. Energy production, once a simple concern, becomes a galaxy-wide balancing act. Supply shortages in one sector cascade into distant manufacturing delays, forcing players to monitor and redesign logistics networks rather than merely placing more machines. The game thrives on these emergent problems—never scripted, always systemic—giving progression a natural, self-generated rhythm. Instead of waiting for a quest or objective, players feel pushed onward by the consequences of their own decisions, and victory comes from taming the chaos they created. The technological progression system reinforces this expanding scope. Research is not just a checklist of upgrades—it unlocks new building blocks for creative engineering, new transportation models, new hull designs, new automation tools, and ultimately, the ability to construct staggering megastructures that reshape entire star systems. Mastery comes not from grinding resources, but from learning how to integrate these technologies into existing infrastructure without destabilizing what already works. Late-game empires become dizzyingly complex organisms—ships ferrying advanced components between orbital foundries, refineries feeding terraforming operations, computational stations optimizing traffic, and automated fleets maintaining the entire industrial lattice with minimal player oversight. Watching the galaxy run itself becomes one of Final Upgrade’s most rewarding endgame experiences. Visually, the game embraces clarity over spectacle. Its interface-driven presentation favors crisp icons, readable galaxy maps, and clean ship schematics, ensuring that even enormous networks remain understandable at a glance. Planets, starfields, and nebulae provide atmosphere, but never overshadow the informational backbone that drives decision-making. The soundscape reinforces this functional beauty—soft ambient hums, mechanical pulses, and understated musical themes that support long sessions without fatigue. It’s a game built for focus rather than adrenaline, and its aesthetic choices reflect that purpose. However, the game’s ambition also creates barriers. The learning curve can feel imposing, especially for players unfamiliar with automation or logistical simulations. Tutorials help, but they cannot fully prepare players for the complexity that unfolds hours later, when intersystem production chains require troubleshooting and strategic redesign. The interface, while powerful, demands patience and experimentation. Some players may crave stronger guidance, clearer goals, or narrative framing to contextualize their actions. Performance may dip in massive late-game networks, and occasional rough edges remind players that Final Upgrade is the product of a small, evolving indie effort rather than a polished corporate release. But for players who enjoy wrestling with complexity, these challenges become part of the appeal rather than deterrents. Final Upgrade ultimately succeeds because it respects the intelligence and curiosity of its audience. It does not simplify or shrink its systems to broaden its reach—it trusts players to rise to the challenge, to experiment, fail, redesign, and gradually transform a handful of miners into a galaxy-spanning industrial civilization. It offers the fantasy of engineering mastery rather than conquest, and derives excitement not from explosions or scripted drama, but from witnessing a perfectly optimized supply chain operate across light-years. Few games capture the thrill of creation on such a grand, systemic scale. For fans of automation sandboxes, complex management simulations, modular ship design, and open-ended strategy, Final Upgrade offers a deep, demanding, and immensely satisfying experience—one that rewards long-term thinking, analytical problem-solving, and a fascination with interconnected systems. It asks for time, patience, and commitment, but it gives players a galaxy that becomes unmistakably theirs—built not through brute force, but through elegant efficiency. Rating: 7/10
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Sept. 2025
Some bold moves from the devs. The tutorial seems to make everything in said tutorial obsolete by the time its finished. "Here's some little miners to mine ore for you, now go here and just get the ore directly from the planet and research the construction cannon so you will NEVER need the little miners. Look we created this really unique way of filling a ship with ore with falling physics so you have to be smart with your belts and designs so the the ore can be directed into a smelter. Now quick research the storage box so that aspect of the game will NEVER be used. Let's spend half an hour talking about trade routes, now go research teleportation so you will Never need trade routes." This happens DURING the tutorial. Having said that I have still sunk many hours into it and do enjoy the game despite of this. Though I do feel like there was a missed opportunity to, you know, actually utilise all of these quite interesting game mechanics they created. Now granted I never beat the game or anything, so maybe they all make a comeback.
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April 2025
Current Playtime: 250hrs 3.5 Playthroughs - Tutorial - 30hr (Time Trial) Challenge - Iron Will Achievement (Super Hard Mode) - Disassembler + Science Challenge (abandoned) Outside of the base game mode, this is a logistics/resource management gem. Not for the faint of heart. Building and rebuilding the factories because of territorial acquisition or population demand was a constant. It was annoying how often I would take a blueprint and tweak it slightly for the new circumstance, but really easy, once you got use to the QoL opportunities listed below. There were more than a few times I self-destructed the entire factory because I needed to move some components over a few tiles to make room for a new addition. The various challenge modes were really good. Forced me to actively plan and work within constraints as opposed to traditional factory games where the answer is just "Increase Production!" Had to abandon my Disassemble + Science challenge run because it was just too brain breaking; Not even sure I had enough of the right base components to make everything needed. The Factory component of the game is uninspiring and relatively bland. - Every recipe is a single unit of one or two inputs - There's no method to increase belt speed - While there's a building which allows priority outputs, there is no functionality for priority inputs - Transport is always 1:1; Teleporter A to Teleporter B; Transport Route from Planet A to Planet B; No method to indicate a pool of resource sources and a pool of resource consumers and let the game sort it out for you. (Which could be construed as a positive?) Combat system is weak - Constant friendly fire - Ships will automatically reorient themselves such that they block other ship's firing lines. - Weapon strength/effectiveness progresses to the top tier laser being the cream of the crop, and should be rushed, removing any strategy for the mixing/matching weapon types. However, lasers seem to have had a bug where they will occasionally stop firing (but still consume energy) when ships teleport in/out. I did encounter this issue even though its reported as resolved. - Had an issue (bug?) where ships I built new would be considered not combat ready even though they had full ammo and energy. Had to manually order and abort a shot to get the gun to take in ammo? Then on first combat with enemy, they would retreat with the indication they were no longer combat ready? Sending them to fight a second time usually cleared the issue. Construction needs some QoL updates - Tooltip often covers desired placement location - Nothing can be placed floating in space, so cut/paste can be a hassle; Building inward to the Space Elevator is difficult - Cut operation takes place immediately, so make sure you place it somewhere if the desired placement wasn't actually ready, like no or wrong connection back to the main platform; Otherwise the clipboard is cleared and you've lost that factory bit - Paste is always a Merge operation, even if overwriting something else; Hope you didn't have any errant belts filling holes in your paste - Blueprints will overwrite manual changes; Ex: A station is linked to a blueprint with a belt going outward. In this particular station, the belt was deleted and now a new built is being built in the inward direction. Once the belt is constructed, it will be going outward. Quirks - Liquids and pipes behave vastly different than solids and tubes - Pipes push near infinite amount of liquid per second, tubes max at 2/sec - Pipes connect to everything they touch, no control over direction - Liquids can flow between buildings through adjacency, solids cannot - Resources can be transported via Manually defined Routes (specifying ship placement and lining tubes up across structures to let resources flow), Automated Routes (Transport ships teleport resources from across the map and fly off), Teleportation Nodes (skip the ship, extend that pipe across spacetime) - The game pushes towards Teleportation Nodes because they consume the least energy, however, I found the Manually defined Routes the most intriguing (and tedious) - Mining, while required at the start of the game, is very quickly outpaced and becomes a negative efficiency, used only as a temporary stopgap or to limp along with a desperate resource shortage; Each ship is limited to eight robot miners, they have terribly slow movement, and the ships want to give each other wide berths around a particularly tiny (regenerating) source of raw ore. - None of the challenges and few of the achievements are able to be completed in "easy" mode; So the game hasn't really started, the tutorial ended after 10-30 minutes, and you've got 20-30 hours until you reach "the end".
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April 2025
I think the UI is atrocious... especially the tech tree where everything pops and flickers into view as you click on it so there's a bunch of difficulty making sense of where you are or where you came from. It also irks me that you are building everything for "colonists" but you never actually see any nor does the game have any colony elements.. Otherwise it's very cool with lots of potential.. I'll wait for some more updates before playing it more
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Feb. 2025
I really enjoyed this for a long time but there are some issues. It gets tedious to actually finish a game. Combat is poorly explained and poorly implemented. The default setting have counterattack turned off, in which case its just a slog. If counterattack is on which is needed for many achievements that means once attacked the enemy simply spawns fleets from thin air until you take all of their sectors and some of those sectors require 1 mil energy instead of the 100k which was the highest prior to this. This is a problem if you haven't built a massive fleet and saved up millions of energy before ever starting. Then you realize the map generation is a bit wonky. You can turn on the map reveal without penalty and try a few generations to see that several maps are much harder than others.
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Frequently Asked Questions

Final Upgrade is currently priced at 16.79€ on Steam.

Final Upgrade is currently not on sale. You can purchase it for 16.79€ on Steam.

Final Upgrade received 339 positive votes out of a total of 431 achieving a rating of 7.40.
😊

Final Upgrade was developed and published by TaosX.

Final Upgrade is playable and fully supported on Windows.

Final Upgrade is not playable on MacOS.

Final Upgrade is not playable on Linux.

Final Upgrade is a single-player game.

Final Upgrade does not currently offer any DLC.

Final Upgrade is fully integrated with Steam Workshop. Visit Steam Workshop.

Final Upgrade does not support Steam Remote Play.

Final Upgrade 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 Final Upgrade.

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 18 January 2026 22:00
SteamSpy data 24 January 2026 08:31
Steam price 28 January 2026 20:19
Steam reviews 28 January 2026 15:54

If you'd like to dive deeper into the details about Final Upgrade, 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 Final Upgrade
  • SteamCharts - Analysis of Final Upgrade concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Final Upgrade compatibility
Final Upgrade
Rating
7.4
339
92
Game modes
Features
Online players
6
Developer
TaosX
Publisher
TaosX
Release 06 Dec 2022
Platforms
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