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Starship EVO on Steam

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Mine and craft your way to orbit, build your own starship and explore a vast, dangerous galaxy alongside your crew. For players who love a meaningful survival progression, a unique and elegant building system, and epic space-opera scale.

Starship EVO is a action, indie and simulation game developed and published by Moonfire Entertainment.
Released on June 19th 2020 is available on Windows, Steam Deck and Steam Machine.

It has received 1,079 reviews of which 919 were positive and 160 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 24.50€ on Steam.


The Steam community has classified Starship EVO into these genres:

Media & Screenshots

Get an in-depth look at Starship EVO 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: Microsoft Windows 10 (latest SP) 64-bit
  • Processor: Intel i5 @ 3.0 GHz or higher (or AMD equivalent)
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 1060 3GB, AMD RX 470 4GB
  • DirectX: Version 11
  • Storage: 4 GB available space
  • Sound Card: DirectX® compatible on-board

Steam Price & Best Deals

User reviews & Ratings

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

29 hours played
Aug. 2026
EDIT: UPDATE: Changing my review to Positive I originally left a negative review after running into an issue where the Mining Beam gimbal would not work on the hovercraft I had built. What happened afterward completely changed how I feel about recommending the game. The developer responded to my report very quickly and, rather than assuming I had configured something incorrectly, actually took the time to investigate it with me. After I uploaded the affected craft to the Workshop, they: Downloaded and tested my actual build. Successfully reproduced the problem. Continued investigating instead of stopping at “works on my machine.” Identified the specific cause: gimbal functionality was not compatible with hovercraft. Changed the game to make it compatible. Got the fix into the Experimental branch shortly afterward. That entire process happened remarkably quickly. This is exactly the kind of developer involvement I wish Early Access games had more often. Bugs are going to happen, particularly in a game with systems as complex and interconnected as Starship EVO's. What matters enormously to me is how those bugs are handled. In this case, the developer listened, communicated throughout the investigation, reproduced the issue using the player's actual craft, identified the underlying problem, implemented a solution, and then came back to tell me when the build containing the fix was available. They could very easily have dismissed this as an unusual build configuration or user error. Instead, my weird little mining hovercraft exposed an interaction the game didn't support yet—and they made the game support it. I also want to give particular credit for the communication. I was kept informed while the issue was being investigated rather than simply filing a report and wondering whether anyone would ever look at it. That level of responsiveness gives me considerably more confidence in Starship EVO's future. Changing my recommendation to Positive. The problem was frustrating, but the way it was handled was exceptional. Not every developer cares enough to personally investigate something like this, reproduce it, fix it, and follow up with the player. That deserves recognition. ORIGINAL REVIEW: This review is primarily AI generated, but it is based on 3/4 of my playtime trying to figure out why I couldn't get a mining beam to gimbal properly, I will happily change to positive if someone can prove/instruct me on how to fix this. I REALLY want to be able to go out and trade/explore/fight but not being able to gimbal a mining laser is frustrating, it doesn't mention it in the log but I even tried using the rotating blocks (names escape me) to setup a complex movable laser but that didn't get anywhere but **kinda** being able to change the direction of the lasers: I wanted to like Starship EVO, and I can see a lot of potential here, but I ended up putting the game down because of something that should have been a basic early-game/tutorial-level function: **aiming a mining beam from a ship.** All I wanted was a mining craft where I could aim the Mining Beam with the pilot controls instead of having it fire permanently straight ahead. What followed was an absurd amount of troubleshooting for such a basic feature. My setup ultimately came down to the simplest possible configuration: Yoke → Event Gate → Mining Beam Event Gate settings: * Event: `[Signal] Is Fire Primary Pressed` * Signal: Normal * Signal Type: Input Signal * Fire Group: Always Active * Gimbal Maximum Angle: 73.8° The Mining Beam fires correctly. It just refuses to aim. It fires directly forward regardless of where I attempt to aim. Before reaching that point, I tried essentially everything I could find or was advised to try: * Rebinding Free Look * Testing Free Look as both toggle and hold * Changing camera/view controls * Trying different pilot/view states * Reconnecting the Yoke, Event Gate, and Mining Beam * Changing Fire Group settings * Trying `Never active (Gimbal only)` * Trying a two-Event-Gate setup, with one handling aiming and another handling firing * Removing the extra logic again * Confirming the Event Gate actually had a large gimbal angle rather than being set to zero * Reducing the setup to a single Mining Beam * Building an entirely separate minimalist test vehicle specifically to rule out something being wrong with my original ship That final test vehicle contained basically nothing except what was required to reproduce the problem. The result was exactly the same. **The beam receives the firing input and fires, but the gimbal/aiming component does not appear to receive or apply the pilot's aiming input.** I was running **early-access 26w31a** when this occurred. What makes this especially frustrating is that I watched videos of other people setting up similar systems, and for them the aiming behavior essentially just works. I couldn't reproduce that behavior no matter how many controls or configurations I changed. There may be a bug here. There may be a regression in the current version. There may be some undocumented requirement that I somehow missed. But from the perspective of a new player, those possibilities don't really change the experience. I was still at the point where I was learning the game's basic systems, and instead of designing ships and exploring, I spent a substantial amount of time troubleshooting why a mining laser would only shoot straight ahead. The next diagnostic step would have been building a conventional weapon and testing whether regular weapons could receive gimbal input through the same control chain. I don't currently have the materials required to build one, and at that point I realized I was being asked to go gather more resources simply to troubleshoot a control problem with an early mining vehicle. That's where I stopped. I'm leaving this review partly because I think Starship EVO has an interesting concept and I would genuinely like this to be fixed or clarified. If this is a bug, hopefully the reproduction information above helps. If it isn't a bug, the game desperately needs clearer documentation or an in-game tutorial explaining how this is actually supposed to work. For now, though, I can't recommend it. A basic mining-control problem should not require this much troubleshooting during the introductory stages of the game.
791 hours played
Aug. 2026
Like Space Engineers / No Mans Sky / Stormworks all wrapped into one amazing package! The things you can create in this game is wild! Huge open world with loads of enemy factions to run into, cargo running and full handheld weapon creation tools also. This is an extremely fun game that has a solo dev that truly cares for their product and listens heavily to community feedback. Get this game if you want to get absolutely lost in a fantastic crafting survival experience in the galaxy the size of No Man's Sky! P.S Warning on performance, this game can be very GPU taxing and if you are very close to minimum spec you may have a degraded experience as of now on planets. I feel this will change in the future but i thought this was important to note for people wanting to purchase the game. As of July 25th, 2026 the game now had fully working Multiplayer with up to 8 people, no port forwarding required!
24 hours played
July 2026
The game engine is clearly a masterpiece of solo development, it's clearly taken a lot of time and care to get it to this point where you can build ships and bases and explore the galaxy. There's still a lot of bugs, but they tend relatively small. Where the game currently falls over is the gameplay. The focus on development has been largely technical, and all gameplay systems currently implemented are very basic and shallow. If you wanna build fancy spaceships and enjoy making them fight each other, this is the one you've been looking for. If you're looking for a polished survival experience, it needs a little more time in the oven. It's clear there's something extremely special here.
44 hours played
June 2026
I'll be honest, this game probably needs much more time in the oven. I'll recommend it because it seems that the Dev is actually very committed to the idea, so thats always good; but in its current state, it has some minor and major problems. To start with the good stuff: - Spaceship Building is fun, quicker than its competitors (even in survival) and absolutely amazing regarding forms as well as in-game programming (I love the logic blocks in particular) - Artstyle is simple and clean, but provides enough detail to be charming in its own right. - Progression is fine for the first 20 or so hours - mine on the planet, collect sunstone on the asteroid for interplanetary travel, defeat the pirate at the gateway, collect void pearls in the next system for interstellar travel. Simple, easy, I like it. - I also like that you can hire NPCs to fill certain roles on a ship. I have not yet come around to actually use that feature, but I can absolutely see myself piloting a carrier with 4-6 strike craft piloted by NPC at some point. Now, there are a couple problems, some minor, some major. I'll start with general stuff and will become more nitpicky later on: - The fact that every wreckage just yields scrap metal is really annoying. Shouldn't we be able to strip ship parts for its components, or at least for trace amounts of other elements than just iron? On a more nitpicky note, why do I always need a piece of wood to make copper wire!? How do we survive in space? -Retrofitting it is a bit of a nightmare, especially if you try to link new systems without flying back-and-fourth the whole time. A general overview of systems aboard via screen and options to link systems from that screen would do wonders here. - Ship building is fun, but sometimes a bit weird (how do I connect slanted hull pieces over protruding weapons so it properly connects?) and outright frustrating due to the plethora of bugs still present (My lightcruise engiens still drain fuel from the tank despite my ship sitting still; the speedometer is sometimes broken; the tutorial pirate sometimes won't take any damage from my weapons at all...). I guess this will be fixed, hence the one-year timer. - How do I dock small ships in my hangar? Especially several? Do I always have to ask my own, driverless main ship for permission? Feels weird. - I am missing more weapon types, especially kinetic and missile weaponary. Space battles become really slow and boring when you only hear two sounds, and both are basically lasers. Might come later, though. - Lastly, there is not much to do after the initial progression. I'd like an option to start in space, maybe even buy your first ship, and work your way from an escort fighter to being captain of your own ship. I get that exploration is supposed to be the strong point of the game, being inspired by Elite: Dangerous and all, but some more interaction between factions and NPCs would be nice. Again, I think this might be something in the future. In conclusion: If you don't like it now, don't buy it, but follow it, because it shows potential. I don't like that this game has been in the works for almost 10 years now, though (back then being called skywanderes), and only now slowly creeps in the early alpha state of being a game. I know, I know, single developer and all, but seriously - with the kickstarter back then, and the money from now, would it hurt you to hire a single developer to fix the most serious bugs? (This was the promised nitpicking).
644 hours played
June 2026
Starship EVO has one of the most powerful construction systems I've seen in a sandbox building game. The headline feature is the block stretching system. Instead of placing thousands of individual blocks to create large structures, most blocks can be stretched to the exact dimensions you need. This dramatically reduces build time while still allowing an incredible amount of detail and creativity. Large ships, stations, hangars, and interior spaces can be built far more efficiently than in traditional voxel-based games. What keeps me playing, though, is how the construction system interacts with the logic and mechanism systems. Doors, elevators, landing gear, hangar bays, rotating sections, pistons, rails, sensors, event triggers, and logic blocks can all be combined into surprisingly complex creations. The event system allows mechanisms to react to the state of other mechanisms, making it possible to create automated sequences without needing scripting knowledge. One of my favorite features is the sub-component system. Rather than building everything as a single rigid structure, you can create independent moving assemblies and connect them together. This makes it possible to build functional machinery, deployable structures, transforming ship sections, and intricate animated interiors that would be difficult or impossible in many other building games. The result is a game that often feels closer to an engineering sandbox than a traditional ship-building game. Designing the structure is only half the challenge; figuring out how all the moving parts interact is where much of the fun comes from. The game is still under active development, and there are certainly systems that need expansion and refinement. However, the core building tools are already incredibly strong and provide a level of creative freedom that is hard to find elsewhere. If you enjoy designing ships, stations, vehicles, mechanisms, and automated systems, Starship EVO offers some of the most flexible building tools currently available. Recommended.

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Frequently Asked Questions

Starship EVO is currently priced at 24.50€ on Steam.

No, Starship EVO is currently not on sale. You can purchase it for 24.50€ on Steam.

Yes, Starship EVO received 919 positive votes out of a total of 1,079 achieving a rating of 8.09.
😎

Starship EVO was developed and published by Moonfire Entertainment.

Yes, Starship EVO is playable and fully supported on Windows.

No, Starship EVO is not playable on MacOS.

No, Starship EVO is not playable on Linux.

Yes, Starship EVO is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Starship EVO is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Starship EVO does not support VR.

Starship EVO offers both single-player and multi-player modes.

Starship EVO offers both Co-op and PvP modes.

No, Starship EVO does not currently offer any DLC.

Yes, Starship EVO is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Starship EVO does not support Steam Remote Play.

Yes, Starship EVO 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 Starship EVO.

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 September 2026 22:33 UTC
SteamSpy data 16 October 2026 04:42 UTC
Steam price 26 October 2026 20:09 UTC
Steam reviews 22 October 2026 18:11 UTC

If you'd like to dive deeper into the details about Starship EVO, 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 Starship EVO
  • SteamCharts - Analysis of Starship EVO concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Starship EVO compatibility
Starship EVO
Rating
8.1
919
160
Game modes
Multiplayer
Features
Online players
6
Developer
Moonfire Entertainment
Publisher
Moonfire Entertainment
Release 19 Jun 2020
Platforms