Approximately Up System Requirements

MinimumRecommended
OS Windows 10 / 11 (64-bit) Not published
Processor 3 GHz 4-core or similar Not published
Memory 8 GB RAM Not published
Graphics NVIDIA GeForce GTX 1060 or AMD Radeon RX 580 Not published
DirectX Version 11 Not published
Storage 6 GB available space Not published

What the table does not say

Steam lists a minimum spec only — there is no published recommended tier, so none is invented here. Windows is the only supported platform: the store page has no macOS or Linux build, and patch 1.0.007 fixed compatibility issues with Metal devices (which affects players running it through a translation layer, not a native Mac build). Performance is build-dependent rather than scene-dependent: patch 1.0.100 improved overall performance by around 10%, and the developer's own test case went from 126 to 138 FPS in Build Mode and 80 to 87 in Fly Mode — on very large ships the simulation, not the graphics, is the limit. Fast Forward runs the whole simulation at 3x and therefore costs more CPU, not less. VSync must be off before the Max FPS limit does anything (noted in the options menu since 1.0.005).

The number that actually predicts performance

On a small ship, almost any machine meeting the minimum will be fine. On a large one, the bottleneck moves: this is a physics simulation running thousands of connected components, so frame rate falls with ship complexity rather than with scene detail. Patch 1.0.100 improved overall performance by around 10%, and the developer published the test case — 126 to 138 FPS in Build Mode, 80 to 87 in Fly Mode, on a very large ship. Those two numbers being different is the point: Build Mode and Fly Mode cost different amounts.

One consequence catches people out. Fast Forward costs more CPU, not less. It runs the entire simulation at 3x with nothing skipped or simplified, so on a machine already struggling with a large ship it will reduce your frame rate rather than help.

Specs check out? Start with how to play, and check troubleshooting if performance drops on a ship that used to run fine — several published fixes are about simulation cost rather than hardware.