SPSTEAMPULSELIVE ANALYTICS
sfsim

sfsim Steam metadata

Jan Wedekind | To be announced | game

Released

0players observed · observation time unavailable

SimulationFree To PlaySteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peakNot available
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review scoreNot available

sfsim metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Latest observed playersNot available
  • SteamPulse tracked peakNot available
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review scoreNot available
  • Total reviewsNot available
  • Release dateTo be announced
  • DeveloperJan Wedekind
  • PublisherJan Wedekind

Genres: Simulation, Free To Play

Company pages: Developer: Jan WedekindPublisher: Jan Wedekind

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sfsim Steam metadata

sfsim metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/3687560/metadata
Steam Storehttps://store.steampowered.com/app/3687560/
Steam Communityhttps://steamcommunity.com/app/3687560
PCGamingWiki search
IGDB searchSearch IGDB for sfsim

Reviews, pricing, and metadata

Review summary

No user reviews

Review score unavailable, 0 positive, 0 negative

Price and discount

Free to play

Platforms

Windows, Linux

Categories

Single-player, Steam Achievements, Gamepad Recommended, Partial Controller Support, Family Sharing

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • Shockwaves - 6 September 2026

    I am excited to share early results of shockwave rendering with the community!I would like to add visualization of a glowing shockwave during atmospheric reentry in the sfsim spaceflight simulator. I explored possible approaches by discussing the problem with Google Gemini. Popular approaches seem to use meshes with animated semi-transparent noise textures. However this still leaves the problem of determining the shape of the mesh.Also the shape of the single-stage-to-orbit spacecraft is complex and the shockwave will look different depending on the orientation of the spacecraft. In the end, Google Gemini pointed out the Jump Flooding Algorithm (JFA), published in 2006. This algorithm essentially enables a real-time distance transform on the GPU. In this case, it can instead be adapted to fit a shockwave to each wind-facing surface patch and determine, for each pixel, which shockwave ca…

  • Deferred Rendering - 27 August 2026

    I have released version 0.30-1 of sfsim.This release introduces a major overhaul of the rendering code as well as a runway for the spacecraft. The rendering system is implemented using the Clojure programming language as well as GLSL. LWJGL3 is used to access the graphics card’s OpenGL bindings.The new rendering code uses deferred shading, which first computes and stores per-pixel geometry data in a geometry buffer (G-buffer), then calculates each pixel’s final lighting in a separate shader pass. Deferred shading makes it easy to render decals, which are essentially textures projected onto scene geometry. It also enables efficient real-time rendering of many localized light sources.Deferred rendering splits rendering into stages so geometry is processed first, lighting later.Step by step from the images:Geometry PassProjecting GeometryThe scene is made of triangles. A vertex shader is u…

  • Metallic and roughness factor - 7 August 2026

    I have released version 0.29-1 of sfsim.The Open Asset Import Library (assimp) which is shipped with the LWJGL3 library has been updated some time ago. I am now able to access the metallic value and the roughness value from the glTF exported by Blender. The metallic and roughness value are now used in the model shader programs so that the spacecraft has a more metallic surface.In the meantime I am still working on implementing deferred shading to facilitate rendering of a runway and localized light sources.Let me know any feedback and comments in the sfsim playtest discussion forum.Don’t forget to wishlist sfsim!

  • Deferred shading - 16 July 2026

    Currently I am working on deferred shading. This requires me to separate rendering into two passes:Geometry pass: render data to a point buffer, normal buffer, and a color buffer, etc.Lighting pass: use the geometry buffers to compute lighting including shadows and volumetric clouds.The change is quite a bit of work, because I have to split up the graphics code and the shaders for rendering the space craft, the planet, and the atmosphere.However this will facilitate rendering of runway textures which are at the same height as the rest of the scene but have a higher texture resolution. Simply adding textured polygons to render a runway does not work, because extra geometry placed at the same elevation as the ground causes z-fighting. Z-fighting is a rendering artifact where two surfaces are so close together that the depth buffer can’t reliably tell which one is in front.Another nice fea…

  • Github CI - 30 June 2026

    Hi,Here is release version 0.28-1 of sfsim.This release has a minor fix for time lapse limits. Also I have increased the coverage of the schemas used for checking correctness of the software.The bigger change which hopefully is not noticeable is that I am trialing Github CI builds. Github kindly provides free CI for public repositories. I was already using Github CI for running unit tests.Using an automated build process on a controlled environment has many advantages:less error prone than performing multiple manual build stepsconfiguration changes on developer machines do not affect software releasesbuilds for both Linux and Windows can be triggered from any computerthe complete build process including dependencies is capturedbuild logs are onlineit is easier for others to create modified buildsLet me know in the sfsim playtest discussion forum if there are any problems.Don’t forget to…

  • Steam Achievements - 18 June 2026

    Hi,Here is release version 0.23-1 of sfsim.I started adding achievements to sfsim.To begin with I added the following achievements:breaking the sound barrier: spacecraft exceeds speed of soundcrossing the Kármán line: spacecraft reaches altitude of more than 100 kilometersachieving stable Earth orbit: lowest point of orbit is above 160 kilometersI think achievements are a useful feature of Steam, because they give feedback to players about their progress in the game.Let me know in the sfsim playtest discussion forum if you have any thoughts. Don’t forget to wishlist sfsim!Enjoy!

  • Rate Needles - 15 June 2026

    Hi,Here is release version 0.22-1 of sfsim.I added rate pointers for roll, pitch, and yaw angles to the MFD. The pointers are arranged around the navball in the center.Top: roll rate indicatorRight: pitch rate indicatorBottom: yaw rate indicatorSee here for a detailed overview of the space shuttle primary flight display.The rate indicators make it easier to control the attitude of the craft. Especially in orbit it is important to control the orientation, because there are no aerodynamic forces stabilising the angles of the spacecraft.Let me know in the sfsim playtest discussion forum if you have any thoughts. Don’t forget to wishlist sfsim!Enjoy!

  • Navball MFD - 12 June 2026

    Hi,I have released version 0.21-1 of sfsim.The new version of sfsim shows a navball in the bottom right corner of the window. At the moment I configured it to show pitch and roll angle relative to the Earth’s horizon and yaw angle relative to the orbital plane. This should make it useful for orbital flight. I might change it to let the user select the yaw angle instead of aligning it to the orbital plane which changes during launch. I am also thinking of introducing a separate navball mode showing cardinal directions. Furthermore I would like to introduce attitude error needles once I get some guidance code working.Creating the navball was quite a bit of work. I used one of the textures from the NavBall Texture Changer for KSP as a reference. I recreated the texture because sfsim uses the B612 aeronautic font for increased readability.The proper name of the navball is Flight Director At…

  • Orbit MFD - 4 June 2026

    Hi,I have released version 0.20-1 of sfsim.sfsim now has an orbit display to make launching into an orbit easier. The orbit display shows a visualisation of the planet Earth and the orbit as well as several orbital parameters:periapsis altitudeapoapsis altitudecurrent altitudeeccentricityorbital periodtime to periapsistime to apoapsisvelocityinclinationlongitude of ascending nodeLet me know any feedback and comments in the sfsim playtest discussion forum.Enjoy!

  • Reinforcement Learning of Rocket Launch - 28 May 2026

    Hi,I have released version 0.19-1 of sfsim.This version introduces scaling of the graphical user interface. All the user interface elements are scaled up when switching to fullscreen or back taking into account the monitor resolution. This should make it easier to start implementing multi function displays (MFDs).Furthermore I am working on launch trajectory optimization. It is not optimal yet as the rocket should first go up to leave the atmosphere more quickly. I am using proximal policy optimization (PPO) which is a reinforcement learning method which has become popular. Hopefully PPO will be able to also solve the more difficult problem of reentry. If you want to know more about this reinforcement learning method, I posted an article about PPO at ClojureCivitas.Let me know any feedback and comments in the sfsim playtest discussion forum.Enjoy!

  • Orbital Elements - 17 March 2026

    Hello spacers,I released version 0.15-1 of sfsim. sfsim is a realistic 3D space flight simulator with an advanced single-stage-to-orbit space craft.This version displays some orbital information:height of periapsis above surfaceheight of apoapsis above surfacetime to periapsistime to apoapsisThis should make it much easier to achieve a stable orbit. For example if the periapsis is moving closer (or even was passed) in the later stages of a launch, you need to pitch up to prevent the spacecraft from dropping.Also Andrewkn’s Surrealism (Ambient Mix) is played when achieving low Earth orbit (both periapsis and apoapsis above 160 kilometer).Let me know any feedback and comments in the sfsim playtest discussion forum.

  • Sound effects - 4 March 2026

    Hello everyone,I released version 0.11-2 of sfsim. sfsim is a realistic 3D space flight simulator with an advanced single-stage-to-orbit space craft.I have now added several sound effects and a music track:Added Andrewkn’s At the Edge of Space for the event when crossing 100 kilometer heightAir flow noise depending on dynamic pressureDrag noise caused by air brakes and gearSound effects when retracting or deploying gearMain rocket engine soundSonic boomRCS thruster soundsTyre skiding soundLet me know any feedback and comments in the sfsim playtest discussion forum.Enjoy!

  • RCS thrusters and renderer rework - 4 January 2026

    Hello everyone,I released version 0.6-1 of sfsim. sfsim is a realistic 3D space flight simulator with an advanced single-stage-to-orbit space craft.The graphics implementation is now using deferred rendering to improve performance and facilitate rendering of small thrusters and lights. Using the “\\” key one can now toggle between aerofoil surfaces and RCS thrusters (please always see the keyboard shortcut page for up-to-date keyboard bindings). This is the first release of sfsim with RCS thruster physics. This means that you now can control the orientation of the spacecraft when outside the atmosphere! It should be now possible to get into orbit. Make sure you climb at a sufficient angle so that the atmospheric moments are weaker than the RCS thrusters when you start entering orbit. Note that information about orbital parameters is not implemented yet.I hope you will have as much fun w…

  • Rocket plume for aerospike engine - 19 November 2025

    Hi, I finally managed to release version 0.5-1 of sfsim. sfsim is a realistic 3D space flight simulator with an advanced single-stage-to-orbit space craft. The new version comes with rocket plume graphics. The plume was implemented using OpenGL shaders and uses volumetric rendering. I used the Shadertoy website to get ideas from other users and to develop the shader. The rocket plume shows Mach diamonds when the atmospheric pressure is high enough. It then expands with decreasing atmospheric pressure. If you want to, you can try out the Mach diamonds shader in your browser. The difficult part was figuring out the plume behaviour for different atmospheric pressure values and also the integration with the volumetric cloud shader. There is still some work left to be done for sfsim, but most difficult problems are solved now I think. Let me know any feedback and comments in the sfsim playte…

  • Following camera and orbital physics - 25 August 2025

    Hi, Version 0.4-1 of sfsim comes with a following camera and improvements to the physics engine. The camera now follows the vehicle and the orientation is controlled using the speed over ground vector. The numerical keypad can still be used to control the camera position. However the keys now control the yaw, pitch, and roll position. There also has been a significant upgrade to the physics code. In order to get sufficient accuracy for simulating orbits, a matching scheme using 4th Runge Kutta integration is used. Like this I am able to use the Jolt Physics engine for accurate simulations of space flight. See my article on orbits with Jolt physics for technical details. Let me know any feedback and comments in the sfsim playtest discussion forum. Enjoy!

  • Joystick configuration dialog released - 28 July 2025

    Hi,I finally got the first version of the joystick configuration dialog working. One can configure axes and buttons in the dialog. There also is a common dead-zone setting for all joystick axes. The configuration can be saved using the save button. The config gets saved in the ~/.config/sfsim directory under GNU/Linux. Under windows the configuration directory is %APPDATA%/sfsim.See keyboard shortcut page for up-to-date keyboard bindings.Edit: Thrust key is not space any more, sorry!Enjoy!

  • Playtest is live! - 3 July 2025

    Hi everybody! I have just pushed a playtest build to Steam and the button to join the playtest is visible on the sfsim page now. Before you join, please be aware that sfsim is still very much a work in progress and a lot of things are still missing! Also check the estimated graphics requirements on the sfsim page in case you want to run the game fullscreen. At the moment you can take off and fly around in the atmosphere and the aerodynamics should be fairly realistic.See keyboard shortcut page for up-to-date keyboard bindings. Note that you need to operate the rudder and flight stick in combination to prevent large side slip angles which cause the delta wing to roll. Let me know if there are any problems. I tested it on Windows 11 and Debian 12, but I hope it will run on other versions of Windows and GNU/Linux as well. If you have time, please head over to the sfsim playtest discussion…

  • Landing Gear Physics - 30 May 2025

    I have created landing gear animations with Blender, baked them, and exported the result to glTF. "Inverse kinematics", "Damped track", and "Child of" constraints where used to ensure that torque link, resistance rod, and piston are animated correctly. Animations affecting multiple objects are merged using NLA track names when exporting to glTF. I didn't find a way to create multiple animations affecting the same objects, so I had to sequence steering, suspension, and gear deployment in the same animation. Wheel rotation however was kept separate. The following screen recording shows Blender playing back the sequence of steering, suspension, and gear deployment in parallel with the wheel rotation. The model including the animations are imported using the Assimp bindings of LWJGL. The suspension and wheel rotation then can be driven using the wheeled vehicle constraint of the Jolt Physic…

  • Working on Landing Gear - 7 May 2025

    At the moment I am developing the landing gear for the spacecraft in the upcoming sfsim simulator. The Jolt Physics library provides a great physics implementation for wheeled vehicles. Previously I have implemented extracting a small part from the planet mesh and convert it to a Jolt Physics mesh. This then can be used to simulate the behaviour of the suspension and the wheels when the gear makes contact with the ground. I am also working on an animation for gear deployment. Blender supports different constraints such as inverse kinematics as shown in Mark Alloway's tutorial. Here is a video showing the first working version of the landing gear (doors not implemented yet). Only part left to do is baking animations, exporting it to glTF and driving the animations using information from Jolt Physics. Let me know if you have any comments or suggestions. If you are interested in a realisti…

Patch notes and updates

S.noRelease datePatch nameGID number
17 August 2026Metallic and roughness factor1840310314346447
230 June 2026Github CI1836506165563734

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID3687560
Live current players0
SteamPulse tracked peak0
Live count (today's peak floor)0
PriceFree to play
Free to playYes
Discount0%
Original price USD—
Current price USDFree
Release dateTo be announced
DeveloperJan Wedekind
PublisherJan Wedekind
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeNo user reviews
Positive review percentNot available
Positive reviews0
Negative reviews0
Total reviews0
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportYes
Parent gameNot available
Store URLhttps://store.steampowered.com/app/3687560/

Short description

sfsim is a realistic 3D space flight simulator.Use an advanced single-stage-to-orbit space craft to take off, orbit the planet, perform reentry, and land back on Earth.sfsim features a true to scale Earth planet using NOAA elevation data and procedurally generated volumetric clouds.

About this game

sfsim is a realistic 3D space flight simulator with true celestial positions of Earth and Sun from NASA. Use an advanced single-stage-to-orbit space craft to take off, orbit the planet, perform reentry, and land back on Earth. sfsim features a true to scale Earth planet using NOAA elevation data and procedurally generated volumetric clouds. Please click on Visit the website and then on Support if you need support for the playtest. Take off Blast off from the launch pad and slowly tilt your spacecraft to start building up horizontal speed and climb to orbital height. Make sure you don't lose to much energy to air friction but also gather enough horizontal speed not to plunge back into the atmosphere. Orbit the planet Perform a controlled burn for orbital insertion. Your orbit should be nearly circular and above the atmosphere. If you get it wrong, you might enter the atmosphere unprepared and might even burn up! Perform reentry Perform a deorbit burn and reentry to come out at the desired location. Make sure you plan it right, otherwise you might end up over the ocean, or even burn up on reentry. Land back on Earth Approach the runway, deploy your landing gear, and touch down on the runway. Apply the brakes, come to a standstill, and celebrate mission success. Don't touch down too fast, or you might break the landing gear or even destroy the spacecraft. Don't touch down too late, or you will run out of runway. The project For a long time I wanted to develop a 3D space flight simulator. As a kid I implemented several 2D space flight simulators on an Atari ST. Many years later I saw Orbiter 2016 and I was inspired to create a free and open source space flight simulator. After some half-hearted attempts, I decided to start the project for real in 2020. I worked on the tough issues first and I finally managed to get to a point where I felt confident to create a Steam page showcasing early results. Progress is slow as this is only a hobby project, but I hope to release a demo soon! The beautiful ambient music used in the trailer was made by Andrewkn! Wishlist now to get notified about releases.

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
22Steam Achievements
60Gamepad Recommended
18Partial Controller Support
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejuslNot available
steam germany0Not available
igrs3Not available

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Oct 6, 2026 to Oct 6, 2026
  • Lowest observed: Free
  • Highest observed: Free

sfsim's USD price history spans from Oct 6, 2026 to Oct 6, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is Free, the highest is Free, and the first visible tracked price is Free. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

sfsim's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at Free, from Oct 6, 2026 through Oct 6, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at Free. The latest run records Free for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: Free
  • Current list price: Free
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records sfsim at Free in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSDFreeFree0%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at Free.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1FreeFreeNo changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at Free.

DateCurrent priceOriginal priceDiscountSource
2026-10-06FreeFreeNo discountSteam Store

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