You know that specific feeling when you finally launch a shuttle off Sylva for the first time? It’s quiet. The music swells just a little bit, and suddenly the scale of the solar system hits you. Astroneer isn’t just about survival; it’s about that tactile, toy-like joy of reshaping a planet with a vacuum cleaner. But eventually, you finish the gateways. You’ve automated your nanocarbon alloy production. You’re bored. Finding games similar to Astroneer is actually harder than it looks because most survival games are, well, stressful.
Most titles in this genre want to kill you. They send raids to your base or make you manage a thirst meter every thirty seconds. Astroneer is different because it’s basically "NASA-punk LEGO." If you’re looking for that same mix of peaceful exploration, base building, and "oh no, my oxygen tether broke," you have to look for games that value atmosphere over combat.
The Planet Crafter is the closest vibe you’ll find
If I had to pick one game that scratches the exact same itch, it’s The Planet Crafter. It’s developed by Miju Games, a tiny team in France, and it captures that "lonely but productive" energy perfectly. You start on a barren, orange rock. It’s dead. There’s no oxygen, the pressure is low, and it’s ugly.
Your only job is to terraform it.
You start by building tiny heaters and drills. Slowly—and I mean really slowly—the sky starts to turn a faint shade of blue. Then it rains. Then you see moss. Honestly, seeing the first blade of grass in this game feels like a genuine scientific achievement. Like Astroneer, there is no combat. Your only enemies are your own oxygen supply and the occasional meteor shower that drops rare ores. It’s incredibly satisfying to watch a world transform because of your machines.
The progression loop is addictive. You unlock blueprints based on "Terraformation Index" milestones. You’ll find yourself staring at a screen waiting for the biomass to hit 150g just so you can finally build a butterfly farm. It’s got that same "just one more machine" pull.
Subnautica: The masterpiece that adds a bit of fear
Everyone mentions Subnautica, and for good reason. It’s the gold standard for exploration-heavy survival. But here is the catch: it’s terrifying. While Astroneer feels like a playground, Subnautica feels like an ecosystem that doesn't particularly care if you live or die.
You’re crashed on an ocean world. Most of the gameplay involves diving deep to find blueprints and resources to build a massive underwater base. The base-building is modular, very much like Astroneer’s platforms, but with more focus on interior decoration. You can build aquariums, grow beds, and "Moonpools" for your vehicles.
Why does it fit? The sense of discovery.
Entering a new biome in Subnautica—like the Mushroom Forest or the Jellyshroom Cave—evokes that same wonder as landing on Atrox or Glacio. It’s colorful. It’s weird. However, if you have thalassophobia (fear of the deep ocean), this might be a horror game for you. The sound design is world-class. You'll hear a distant roar and realize you are very, very small in a very, very big pond.
No Man’s Sky is the "big brother" option
We can’t talk about games similar to Astroneer without mentioning No Man’s Sky. It had a rocky launch in 2016, but in 2026, it is an absolute behemoth of a game. Hello Games has added so much content that it can actually be overwhelming.
In Astroneer, you have seven planets. In No Man’s Sky, you have 18 quintillion.
The scale is the draw here. You can fly your ship from the surface of a planet into space with zero loading screens. That transition never gets old. You can build bases, run a space freighter, manage a settlement, or even breed alien pets. It’s much more complex than Astroneer. There are currencies, factions, and a sprawling story about the nature of reality.
If you loved the terrain tool in Astroneer, you’ll find something similar here. You can dig into the ground to hide from radiation storms or carve out an underground lair. But be warned: the inventory management in No Man's Sky is a constant battle. You will spend a lot of time moving carbon from one slot to another.
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Satisfactory and the "Automation" trap
Maybe what you liked about Astroneer wasn't the planets, but the late-game automation. Setting up those auto-arms and sensors to make complex chemicals? That’s the core of Satisfactory.
This isn't a "peaceful wandering" game. This is a "build a giant coal power plant that obscures the sun" game. You play as an employee of FICSIT Inc., dropped onto an alien planet with the sole purpose of exploiting its resources.
- You build a miner.
- You connect it to a constructor with a conveyor belt.
- You realize you need more power.
- You build ten more miners.
It’s first-person, it’s beautiful, and the verticality of the building is insane. You can build multi-story factories that stretch into the clouds. Unlike Astroneer, where the automation feels like a fun side project, in Satisfactory, it is the entire point. If you don't like math or logistics, stay away. If you love seeing 500 iron plates a minute moving on a belt, you’ll never play anything else.
Slime Rancher 2: The cozy alternative
If the harshness of space is getting to you, Slime Rancher 2 is the palate cleanser. It’s bright, bubbly, and focuses almost entirely on exploration and "farming." You explore a vibrant island, suck up cute slimes with a vacuum gun, and bring them back to your ranch.
It shares that "vacuuming up the world" mechanic that makes Astroneer so tactile. You’re collecting resources (and slimes) to upgrade your gear and expand your home base. It’s arguably the most "relaxing" game on this list. There’s no looming threat of suffocation, just the occasional cranky slime.
Why we seek out these specific experiences
Astroneer works because it respects the player’s curiosity. It doesn't give you a traditional quest log. You just see a giant structure on the horizon and think, "I want to go there."
Real-world space exploration, like the Artemis missions or the James Webb Telescope's findings, reminds us that space is mostly empty and quiet. Most space games try to fill that emptiness with dogfights and lasers. Astroneer, and the games listed above, realize that the emptiness is the point. The "loneliness" of these games is actually a form of peace.
Experts like Dr. Erik Messamore, a psychiatrist who writes about the psychological effects of gaming, often note that "low-stress exploration games" can act as a form of digital mindfulness. You aren't reacting to threats; you are solving puzzles at your own pace.
A quick word on "Raft"
While it’s set on Earth (or what’s left of it), Raft has a surprisingly similar progression feel. You start on a tiny wooden square in a literal endless ocean. You use a hook to pull in floating trash.
Eventually, that trash becomes a multi-story floating mansion with engines and a steering wheel. The transition from "struviving" to "thriving" is very much in line with the Astroneer experience. You’re constantly moving toward the next radio signal, much like moving toward the next planet.
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What to actually buy next
If you are paralyzed by choice, here is the breakdown based on what you actually liked about Astroneer:
- If you loved the terrain manipulation and terraforming: Get The Planet Crafter. It’s the most direct spiritual successor.
- If you loved the sense of wonder and alien biology: Get Subnautica. Just be prepared for a few jump scares.
- If you want to go "bigger" and have an actual spaceship: No Man’s Sky is the only logical step.
- If you just want to build a giant, efficient machine: Satisfactory is your new full-time job.
Most people make the mistake of jumping into "Starfield" or "Elite Dangerous" looking for an Astroneer fix. Don't do that. Those are RPGs and flight simulators. They lack the "hands-on" building and the cozy, simplified physics that make the genre work.
Start by checking out the Steam demos for Planet Crafter or Slime Rancher. Both often have free trials or "prologue" versions. You’ll know within twenty minutes if the "loop" grabs you. Space is big, but your library doesn't have to be cluttered with games that don't capture that specific magic of landing on a new world for the very first time.