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The Last Starship similar games & best alternatives

The Last Starship

PC (Microsoft Windows), Mac • 2026

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Quick resume

The Last Starship is a 2D space construction game where you design and upgrade your starship. Choose your path: pirate hunter, miner, engineer, spacebus driver, and more, whilst exploring vibrant star systems. Enjoy a growing sandbox world, with regular free updates. Your cosmic adventure awaits!

Global score

75/100

Genres

Indie, Simulator, Strategy

Similar games

    Pros

    • Deep ship building and customization
    • Engaging resource management and combat
    • Active developer support and frequent updates
    • Strong community and modding support
    • Multiple gameplay modes and strategies

    Cons

    • Early access with bugs and incomplete features
    • Limited multiplayer and cooperation
    • Some ui and tutorial shortcomings
    • Combat can be frustrating or simplistic
    • Content depth still developing

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      5

      "Players have full control over ship design and fleet composition, deciding their own strategies and playstyles."

      Capsule for Reassembly Reassembly

      "Players have full control over ship design, crew management, and play style, with freedom to build and operate ships as they wish."

    • Competence

      Game with the same Competence vibe

      3

      "Game offers skill-based ship handling, combat, and coordination challenges; however, some grind and repetitive tasks are noted."

      Capsule for Sea of Thieves: 2025 Edition Sea of Thieves: 2025 Edition

      "The game involves skillful ship design, resource management, and combat tactics, though some tasks can be repetitive or simple."

    • Competition

      Game with the same Competition vibe

      3

      "Includes ranked multiplayer, leaderboards, and competitive modes, but also supports casual and cooperative play."

      Capsule for Tetris® Effect: Connected Tetris® Effect: Connected

      "Includes competitive elements such as 1v1 combat tournaments and leaderboards, but also supports solo and casual play."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long sessions, habitual play, and many hours invested, indicating strong desire to keep playing."

      Capsule for Railway Empire 2 Railway Empire 2

      "Players report long play sessions, habitual engagement, and investing hundreds of hours, indicating strong desire to continue playing."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Focus is primarily on individual fleet command and single-player campaign; multiplayer exists but is limited and often offline."

      Capsule for Disney's Treasure Planet: Battle of Procyon Disney's Treasure Planet: Battle of Procyon

      "Focus is primarily on individual ship and fleet management; multiplayer or cooperative modes are not yet implemented."

    • Creativity

      Game with the same Creativity vibe

      5

      "Strong emphasis on creative ship design, aesthetic customization, and personal expression."

      Capsule for Sunshine Heavy Industries Sunshine Heavy Industries

      "Strong emphasis on creative ship building, customization, and designing unique fleets and production lines."

    • Domination

      Game with the same Domination vibe

      -2

      "Interactions are competitive but generally balanced; no strong evidence of domination or toxic behavior."

      Capsule for Crash Drive 3 Crash Drive 3

      "While combat exists, player interactions are generally balanced; no strong evidence of domination or toxic behavior."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a distraction and immersive space adventure to escape real life stresses."

      Capsule for Space Pirates and Zombies Space Pirates and Zombies

      "Players use the game as a relaxing, immersive space adventure and distraction from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment, often supporting early access development."

      Capsule for Aloft Aloft

      "Players engage voluntarily out of intrinsic interest and enjoyment, often supporting development through early access."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players experiment with ship designs, strategies, and game settings extensively."

      Capsule for ERA ONE ERA ONE

      "Players experiment with ship designs, strategies, and resource management, exploring different approaches."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore multiple star systems and planets, discovering resources and expanding their colonies."

      Capsule for Final Upgrade Final Upgrade

      "Players explore star systems, discover resources, and engage with missions, though some maps are limited in scope."

    • Expression

      Game with the same Expression vibe

      4

      "Ship customization and modding enable personal expression; players can create unique fleets and visual styles."

      Capsule for Stellar Warfare Stellar Warfare

      "Customization of ships and fleets allows for personal expression and unique creations."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "The game features sci-fi space combat and imaginative shipbuilding, providing a strong fantasy experience."

      Capsule for Cosmoteer: Starship Architect & Commander Cosmoteer: Starship Architect & Commander

      "The game features sci-fi space fantasy elements with imaginative ship designs and space combat."

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Small but active community exists for multiplayer and sharing strategies, though social interaction is limited."

      Capsule for Warrior Kings: Battles Warrior Kings: Battles

      "There is a small but active community sharing ships and participating in tournaments, though social play is limited."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn ship design, weapon synergies, and mission tactics, improving skills over time."

      Capsule for Waves of Steel Waves of Steel

      "Players learn ship building, resource management, and combat tactics, improving skills over time."

    • Health

      Game with the same Health vibe

      -5

      "The game is a sedentary computer game with no physical activity elements."

      Capsule for Cosmoteer: Starship Architect & Commander Cosmoteer: Starship Architect & Commander

      "The game is a sedentary computer game with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires active attention and micromanagement; not designed for idle or background play."

      Capsule for Car Dealer Simulator Car Dealer Simulator

      "Requires active attention and micromanagement; not designed for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "No close social relationships or emotional sharing; interactions are limited to casual community engagement."

      Capsule for Snuggle Truck Snuggle Truck

      "Social interactions are limited to surface-level community engagement; no close relationships or emotional sharing."

    • Leadership

      Game with the same Leadership vibe

      -2

      "Players manage their own units but no evidence of leading others or group management."

      Capsule for Totally Accurate Battle Simulator Totally Accurate Battle Simulator

      "Players manage their own ships but there is little evidence of leading others or group management."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through unlocking ships, crafting recipes, and acquiring better weapons and upgrades."

      Capsule for Sublevel Zero Redux Sublevel Zero Redux

      "Strong progression through acquiring resources, upgrading ships, and unlocking new missions and technologies."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Many players find the game relaxing and enjoyable, though some report frustration due to bugs and performance."

      Capsule for Winter Resort Simulator 2 Winter Resort Simulator 2

      "Many players find the game relaxing and enjoyable, though some report frustration with bugs and combat."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and auditory feedback is pleasant but not highly stimulating; focus is on gameplay rather than sensory excitement."

      Capsule for Chef Life: A Restaurant Simulator Chef Life: A Restaurant Simulator

      "Visual and auditory feedback is enjoyable but not highly stimulating; gameplay is more strategic than sensory."

    • Status

      Game with the same Status vibe

      2

      "Multiplayer tournaments and community recognition provide opportunities for social status and appreciation."

      Capsule for Field of Glory II: Medieval Field of Glory II: Medieval

      "Recognition through community tournaments and workshop ship sharing provides some social status."

    • Story

      Game with the same Story vibe

      2

      "Some narrative elements and missions exist, but the focus is on sandbox gameplay rather than deep story."

      Capsule for Rise of Piracy Rise of Piracy

      "Some narrative missions and story elements exist but are limited; much gameplay is sandbox oriented."

    • Strategy

      Game with the same Strategy vibe

      4

      "Game requires strategic planning in combat, ship design, and economic management."

      Capsule for Airship: Kingdoms Adrift Airship: Kingdoms Adrift

      "Game requires planning, problem solving, and tactical decision making in ship design and combat."

    • Thrill

      Game with the same Thrill vibe

      2

      "Combat and survival provide some suspense and challenge, but overall experience is moderate in thrill."

      Capsule for Dead Maze Dead Maze

      "Combat and survival elements provide some excitement and tension, but overall experience is moderate in thrill."

    • Value

      Game with the same Value vibe

      3

      "Players perceive good value for time invested due to depth, updates, and community engagement."

      Capsule for SCUM SCUM

      "Players feel they get good value for time invested, especially given ongoing updates and community engagement."

    • Violence

      Game with the same Violence vibe

      2

      "Combat and raiding are present but not the main focus; some destruction occurs."

      Capsule for Kainga: Seeds of Civilization Kainga: Seeds of Civilization

      "Combat and ship destruction are present and enjoyed by some players, but not the main focus for all."

    • Survival

      Game with the same Survival vibe

      3

      "Survival elements present, especially in survival mode, involving resource management and threat avoidance."

      Capsule for Fallout 4 Fallout 4

      "Survival elements exist with resource management and avoiding threats, though some modes are more relaxed."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Competition, Status, Story, Expression. Here, the score leans higher than usual among comparable games on Story, Violence, Fellowship.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026