Approximately Up
by Approximately Games · 6 Aug, 2026
291 downloads
About the Game
Approximately Up is your best chance to experience spaceflight in whatever you and your crew (singleplayer or co-op multiplayer with up to 4 players) can bolt together! Build epic spaceships or barely flying trashcans — it’s entirely up to you. Control your creation from a first-person view right from the deck of your ship. Complete challenging objectives, hunt achievements, face the dangers of space, and collect new components to expand your current spacecraft — or build hundreds of new ones. One is never enough!
Build spaceships!
Everything begins with a single piece of frame and grows into a massive, complex ship built from thousands of components. Create automated systems, experiment with different input controllers, sensors, and meters — connect them to whatever you need, and let the magic (or chaos) happen! Once it looks ready (or not), hit launch and see what happens!
Complete challenging objectives!
Experimental power sources that need to be delivered to a station on another planet — causing unexpected power outages mid-flight? Some strange energy crystal charging up like a ticking time bomb? Or maybe it’s just a massive, ridiculously heavy submarine this time? Can your spaceship handle that?
Explore the new planets!
Is the planet covered in oceans? What’s hiding beneath that thick atmosphere? Can you see the surface through those massive clouds? Everything’s waiting for you to find out! Explore 15 unique planets, each with its own look, feel, and dynamic soundtrack that changes in real time as you explore and make new discoveries!
Blame each other!
Who forgot to connect that cable? Who mounted the thruster backward? Who forgot the solar panels? Or the door-opening button? Is the radar working? How about the batteries? Enjoy the hilarious chaos in co-op multiplayer with up to 4 players — and find out once and for all... WHOSE FAULT WAS IT?!
So how does it works?
You start on Earth and slowly explore a system of 15 planets, each with its own size, gravity, atmosphere, temperature, and challenges that make every world feel different. Most planets have one or more Planet Stations, which work as checkpoints and garages where you can build ships and start new missions. When you land on a station, it unlocks permanently and becomes a new place you can launch from. To reach these planets, you build your own modular spaceships and experiment with different parts - electric engines, fuel engines, mixed fuels, solar panels, heat-resistant frames, and more. By completing missions like delivering components between planets, you earn new ship parts that let you create better and more advanced designs. All flights are fully first-person from inside your craft, and because distances are huge, your ship design really matters - some trips will take only minutes, while others can turn into long journeys if your ship is weak. The whole game is about exploring planets, upgrading your ships, unlocking new stations, and trying to make it to your destination without crashing.
Note: Demo currently supports English only. Additional languages will be available in the full release.
Screenshots
20 imagesVersion Information
Steam Patch Notes
Official update history
- Fixed an issue where loading Frame Quarter With Ports Mirrored could cause cables to not update correctly
- Updated the Ducted Fans' wind-blowing area to better match their visuals
- Fixed the missing mirrored variant of Glass Half Curved 3
- Removed the outdated "Press I To Open Inventory" key tip
- Fixed a bug that could cause instant death when travelling at high speed, spacewalking, and carrying a package into or out of a spaceship
- Improved Ducted Fans aerodynamics
- Improved signal measuring for Space GPS and Magnetometer — their signal quality is now deterministic instead of randomly jittering
- Added UI text to the Condition block showing the selected comparison mode (Mode: Equal, Mode: Not Equal, Mode: Less, etc.)
- Fixed writeable labels not rotating in multiplayer.
- Updated the Condition block model to make it more intuitive that you can interact with the signs to change the comparison mode.
- Fixed selected components counting into components limit (it would highlight them with red if you were already at the limit)
- Fixed wrong alignment of text rotated by 180 degrees on: Data Hub, Joystick Vertical
- Added MIRRORING for all blocks, both individually while placing a single block and for whole selections made with G. The default key is V.
- Added an option to flip writable labels by 180 degrees while editing their text by pressing Ctrl.
- Added the ability to crouch while swimming.
- Updated the radar icon of the Brachiosaurus Egg to distinguish it from the Base icon.
- Updated the icons of all gates.
- Improved several objective descriptions to make them clearer.
- Creating a new "Story Mode: YOURNICK" save is now tied to your Steam account instead of the physical machine. This should fix the issue where GeForce NOW created a new save every time.
- Fixed a bug that could prevent the game from checking completion of animal transport quests (Mammooth Express, Return Of The Herd, Triceratops Transport).
- Fixed Gyro-Line having both outputs inverted in 180-degree rotated mode. Sorry about this one — somehow we figured out on Discord that it was still wrong. To keep your current autopilots working as before, you can simply multiply the Gyro-Line output by -1 (or use a Subtractor) to negate the output.
- Fixed beacons not aligning correctly with the target planet because black hole distortion was not being applied to them. Beacons should now be distorted as well.
- Fixed Lava Pumping Tank collision causing an explosion after entering Fly Mode.
- Fixed a very rare crash related to submerging into the ocean.
Hey guys! A new small update, 1.0.120, is out!
- Fixed Undo/Redo causing blocks to overlap with other blocks in multiplayer
- Fixed a skin discontinuity where the tube connects to the jetpack
- Fixed swapped mass values between Frame Half Curved 2 and Frame Half Curved 6
- Fixed inverted roll output on the Gyro-Line when set to the 180° rotated mode
- Fixed the weight of the Medium Gate
- Fixed paintable faces on the Aerometer
- Fixed Undo/Redo when painting an entire cable
- Moved the "Swap Undo/Redo" option to the Controls section in Options
- Added the game to GeForce NOW
Currently I am working on mirroring, so you can expect it in the 1-2 weeks!
- Added Undo/Redo with history (up to 200 steps)!
- Added an option to swap Undo/Redo keys (Ctrl+Z / Ctrl+Y). Since key bindings are tied to physical keys, some keyboard layouts may prefer them swapped (for example, QWERTZ vs. QWERTY).
- Added an exclamation mark in "H" mode to any component that is not connected to anything else! This makes it much easier to find loose/single components. (There were some reports of spaceships randomly breaking apart during flight. We found that, in some cases, this was caused by a loose component that was not attached to anything. For example, a single unattached label could start hitting other components during flight, causing a snowball effect where more and more components collided until the entire spaceship eventually broke apart.)
- Added small transparent "FAST FORWARD 3x" text at the top-center of the screen while Fast Forward is active.
- Improved the stability of packages on windy planets. Packages are now unaffected by wind or other forces before their first touch, so they should no longer glitch underground or get accidentally blown away by wind until you reach them.
- Fixed a physics bug where moving a package in front of a running thruster could launch it away with insane force.
- Updated hints for the Baobara Interference mission.
- Reduced Magnetometer power usage from 15 P/s to 5 P/s.
- Fixed electric circuits sometimes working even when cables were burned, or cables not burning when they should under high power usage.
- Fixed remaining issues related to key binding conflicts, including when loading a blueprint as a Selection and some other edge cases.
- Added an option to change Jetpack Hover Mode from "Double tap sprint key" (the current behavior) to "Custom key bind". You can now bind it to any single-tap key if you prefer.
- Fixed the description of Electric Valve pipe ports (0 = closed, 1 = open).
Hey guys! New micro update 1.0.105 is out:
- Fixed being unable to jump on the surface of planets without an atmosphere after recent patch changes.
- Fixed key bindings sometimes not being saved. They now save immediately whenever you edit them instead of only when exiting a seat. Previously, for example, entering a seat, changing a key binding, and then quitting to the Main Menu could cause the change to be lost.
- Fixed the Thermometer.
- Improved close-range collision detection for the Long Range Distance Meter and Distance Meter.
- Fixed missing localization for the new Space Scanner Manual page.
- When picking a block from the Inventory with RMB, the Inventory will now automatically close.
- Added a new block: Space GPS - must be mounted outside the spaceship with at least 60% free space around it to work properly. When placed correctly, it outputs space coordinates relative to the center of the universe (the Sun): distance, longitude, and latitude.
- Added a new block: Massmeter - measures the mass of the spaceship it is mounted on. Its output updates automatically, for example after decoupling.
- Added 1x Space GPS as a reward for the "Tree Lid" mission on Baobara.
- Added 3x Massmeter as a reward for the "Operation Ghostfire" mission on the Moon.
- Added a new manual entry for the Space Scanner.
- Added a new manual entry for Solar Storms, explaining how they work and how to tell when you enter their deadly zone.
- Fixed Delay internal values not being saved to Time Rewind savepoints.
- Fixed the 3D model of Lever Vertical Half.
- Fixed a bug that could sometimes cause the ABCD labels on a Frame Quarter With Ports chain to not match on both ends.
- Fixed a formatting issue with objective rewards showing "+-2 ...".
- Changed the "Round" mode of the Round block so values exactly halfway between two integers are rounded up to the higher integer.
- Removed the ability to jump in space, as jumping could push you away from the spaceship with no way to return.
- Changed the Fuse Box to trigger when the value is GREATER than the specified threshold. Previously, it triggered when the value was greater than or equal to the threshold.
- Updated the description of the "What Happened To Baobab" mission.
- Changed the Baobara Interferencemeter to simply display the distance to the source of interference instead of using a 0-1 value range. Directly showing the distance should be much more intuitive for players.
- Increased the joint strength of all batteries and Dynamo Boxes by 2.4x, allowing them to withstand greater acceleration and survive harder landings.
- Updated the visuals of the Wind Shield and Solar Shield so they are less opaque and obstruct your view less when active.
Hey guys! New update 1.0.100 is out:
- Added Pause and Fast Forward to the Time Controls menu (default: P), alongside Time Rewind.
- Both Pause and Fast Forward work in singleplayer and multiplayer.
- Fast Forward speeds up the entire simulation by 3x. Nothing is skipped or simplified—the whole simulation simply runs faster.
- Because the game has to simulate 3x as much, Fast Forward uses more CPU resources and may reduce FPS.
- Added a blinking sound when you are about to complete an objective, when the required item starts glowing.
- QoL: Right-clicking an item in the inventory list now puts it directly into your hand without needing to assign it to the hotbar first.
- Highlighted the middle line of the Gyro-Line to make the center of the screen easier to see.
- Changed Fullstar/Halfstar into 3 individual stars.
Performance & Simulation:
- Improved overall game performance by around 10%, most noticeable with very large spaceships. In my test case, FPS increased from 126 → 138 in Build Mode and 80 → 87 in Fly Mode.
- Improved simulation determinism.
- Improved player and package depenetration. Packages such as the Tree Lid or Hazard Barrel should no longer glitch out of the spaceship while being moved by hand.
- Fixed movement artifacts that could slowly push you out of a spaceship while it was landed.
- Improved Long Range Distance Meter calculations from float to double precision, which should help detect extremely distant and small planets.
Balance & Gameplay:
- Slightly decreased the strength of solar storms.
- Lowered gravity inside the Black Hole Tunnel by 100.
- Reduced the radiation radius of the Hazard Barrel.
- Simplified Solar Shield absorption. It previously used flux values, which could be confusing; it now works in degrees as expected.
- Changed the tutorial ship to use only one electric circuit instead of multiple. This should prevent new players from being confused when the Radar, Display, and RCS Thrusters shut off after roughly 13 minutes of flight because those two front batteries died.
Fixes:
- Fixed the Seat outline.
- Fixed some components not appearing in the Objectives inventory tab.
- Fixed knobs on some components not having reduced sensitivity while holding Control.
- Fixed incorrect tree colliders at the Moonstep base.
- Fixed the default FOV of the Camera With Zoom and Rotational Telescopic Camera.
- Fixed an integer overflow when placing an extremely large amount of mass in the building area.
- Fixed thruster heat areas being offset by 0.01m, which could cause floating-point precision issues at their edges.
- Fixed the Red Tank description.
- Fixed packages disappearing from the spaceship after a Time Rewind if they were outside the spaceship before the rewind.
- Fixed packages not being able to take out from the spaceship during spacewalks.
- Fixed Wind Shield wind absorption being incorrectly applied to physics.
- Updated the description of the Ducted Fan speed port.
- Changed all integer/float switches to default to Float instead of Integer, since the majority of components output values in the 0–1 range.
- Added labels to Wireless Transmitters
- Added contact areas to the ports on Frame Quarter With Ports, allowing you to attach components directly to them
- Added switches to Camera Overlay inputs to toggle between displaying integer and float values
- Added a switch to Datameter and Large Datameter to toggle between displaying integer and float values
- When unlocking a new manual, a highlighted green tip will now appear in the bottom-left corner of the screen (so you know you have something new to check)
- When unlocking a new objective, a highlighted green tip will now appear in the bottom-left corner of the screen (so you know you have something new to check)
- Fixed the Workshop "Most Popular" sorting filter, page loading, missing results, and improved overall search clarity. Previously, when searching for new results, it often looked like the first page was skipped and pages 2, 3, 4, 5... were loaded instead, causing incorrect-looking results. This should now work properly.
- Fixed incorrectly assigned renderers on Nanoframe Quarter With Ports, which could cause visually connected ports to mismatch.
- Removed the white-noise overlay from monitors when using an unpowered source as the Secondary Input. The Primary Input will still display white noise when unpowered, but if, for example, you connect a Camera Overlay that is turned off as the Secondary Input, it will now simply be ignored instead of displaying white noise over the Primary Input.
Current Release
Build 25285605
Uploaded Sep 13, 2026
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Requests are paused while we work through the current backlog of ~200 open requests. Voting on existing requests still works — check back soon.
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System Requirements
How to Install
ApproximatelyUp.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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