StarRupture Reviews
Star Rupture strikes a smart balance between the sense of order found in factory builders and the constant pressure typical of survival games. It delivers the satisfaction of long-term planning and optimization, watching production lines run smoothly on their own, while periodic solar eruptions, shifting ecological cycles, and the threat of hostile swarms introduce a steady rhythm of exploration and combat.
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There’s a huge lack of customisation across the board. Character customisation is almost nonexistent. You get four characters. Three of them are men. That’s it. In an industry where one-dev cosy sims let you change hair and eye colour, this feels dated. World customisation is also missing entirely. You can’t tweak hunger, stamina drain, bug difficulty, loot drop, or day-night length. You can’t even increase enemy spawns if you want more challenge. Games like Enshrouded, Grounded, and Satisfactory set a standard here. StarRupture doesn’t meet it yet. The building and inventory systems are rough. Rails can vanish when connecting buildings. Buildings refuse to place due to “collision” when they clearly aren’t colliding. Crafting doesn’t pull from storage, which means wasting hours shuffling items. You can’t shift-click. You can’t store similar items quickly. Carrying 24 single items fills your inventory completely, which forces constant backtracking. It’s exhausting. ...the rupture feature saves this game. Before I experienced my first one, I was pretty much ready to write the game off, but they are chilling. After running to your habitat, you can watch the blaze occur, and then witness “night” fall upon the planet, everything going from golden to fiery red to charcoal in mere moments. Walking outside once the temperature drops feels… Sad. It feels sad. There isn’t much life on this planet, but the ruptures reduce it to rubble.
StarRupture shows genuine promise, but its Early Access release struggles with sparse world design, limited enemy variety, and missing quality-of-life features.