
Stationeers puts you in control of the construction and management of a space station to run by yourself or online with your friends. Complex atmospheric, electrical, manufacturing, agriculture, and gravitational systems require your thought and management at all times!


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Built a decent sized base, managed to pressurise it, start growning a few plants and get a reliable atmospheric processing operation running. Managed to get some logic working to make the solar panels track the sun, and even wrote some more logic to support automatic lights I needed more water for plants so thought I'd try burning some spare hydrogen gas to save time instead of mining ice This started a massive inferno and heated the greenhouse to 1500C, burning off my spacesuit I opened door to escape the flames, introducing more oxygen, raising the temperature about 2000C and creating dangerously high pressure. This then caused explosive decompression of the corridor outside (and in fact everything else once the chain reaction blew up the oxygen and hydrogen storage tanks next door), blasting me across the map Not sure if it was the high speed impact with rock, suffocation, decompr
Listen, I am a huge nerd. This game was made by huge nerds. Its target audience is huge nerds. If you have ever enjoyed playing Minecraft with Tech Mods, you will enjoy this. The controls are a little non-standard, but the mechanics are so worth it. Played Kerbal Space Program? Know the feeling of planning stuff out but missing a critical detail and having it be catastrophic? You get the same thing here. Just like KSP, it keeps it exciting and makes it very satisfying when you actually do account for all possible variables. My fondest memories in this game are of catastrophic failures, like with my vacuum-sealed furnace room receiving air and combusting in a 5000 degree fireball, blowing out the side of my base. My friend and I once destroyed our entire moonbase because we didn't realize something we were doing was progressively flooding our base atmosphere with hydrogen gas, and one of
Mars - Sol 785 We have it all. A fully functional mega base. Our farms are lush and green. We have labs for creating Martian seeds. Automatic rockets delivering gas. 12 networks communicating with a central server in the control room. Full automation of ore drilling, furnace, and printers. We haven't had grease on our hands for weeks. Nothing is manual anymore. Life is easy. Mars - Sol 786 We pull one of the ICs out of its housing to update a single line of code. The same IC which controlled the furnace hot tank pump. We got lazy. We got complacent. The pump happened to be on when we did this, and the tank slowly over pressurised with nothing telling it to turn off. By the time we realised, the tank was at 58mpa. We had 2mpa to fix the problem before the tank exploded. Not enough time. The tank exploded. 60mpa of 2100 degree gas exploded through the base. I was pinned against the wal
The best thing about this game is not only its complexity but how it allows you to engineer your way out of sticky situations. Case in point: I created a pressurised greenhouse for my hydroponics and whilst in there the power cut out and everything went dark. This was because I forgot to connect the APC (power controller) of my greenhouse wing to the larger battery storage, so when the sun went down and power from my solar panels dropped the battery in the APC was drained rapidly whilst trying to power the atmospheric filtration system. Panicked, I suddenly remembered that the battery in my space suit was the same size as the one in the APC, so using a crowbar to crack open the APC I switched them out and power was restored. It was at this point that I realised my suit battery was already critically low, causing the power to trip again. Now I had no power in my greenhouse, or my suit a
I was an aircraft engineer and messed with all that is mechanical on aircraft, structure, fuel, hydraulic systems, controls, engines etc. I love messing with systems and solving their problems and because of the different systems and its complexity I should love this game - but I don't. I want to love this game, its very satisfying getting a solar array to track the sun automatically for the time, getting atmosphere control to work etc Its just satisfying to do these things. But why oh why is tool utilization so infuriatingly tedious; when doing a job on an aircraft, I would make sure I had the right tools and parts before I start and then just get on with the task in hand. There is no sense of this in game, but there could be. The current system is cumbersome and annoying, why not use the tried and trusted method of so many games of selecting the tool from whatever is in the quickslo
This game is deceptively simple. Instead of difficulty through obscurity, it choses to layer simple steps and logic over and over to compound the difficulty. Youll start with simple pipe mechanics and construction and end with gas laws and phase change mechanics. You can chose at any point to tackle any problem in the multiple ways they give you to do so. Find workarounds, find patch jobs, build mechanisms that run themselves, automate to perfection, or throw something at the wall till it works. Base too hot to live in? Build a complicated aircon loop to shed heat into a waste tank or outerspace. Exploit phase change to do it effeciently. Use machines and logic circuits to automate it. Or throw ice on the ground to melt and shed the excess gas. You do you booboo. The game gets constant updates, fixes, and content, the community is willing to help the newbies learn, the Workshop is plen
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