Space War Economy Idle blends idle progression with auto-battler combat and supply-chain mechanics inspired by Factorio's logistics and Path of Exile's item crafting. You build space empire infrastructure while managing resources and augmenting gear, though the game suffers from unclear stat descriptions and occasional bugs that undermine the experience. Best suited for players who enjoy deep economic simulators and can tolerate rough edges in an otherwise novel concept.
About this game
A story-driven incremental game with idle and auto-battler mechanics, inspired by Factorio logistics, Path of Exile itemization, and Eve Online's economy
What players are saying
▼ Not recommended13 hrs
It's a cool concept. Feels a little samey to some other sci-fi based idle games but it's unique enough that I'll give it a pass. It might not be directly copying anything but it certainly rhymes.
I'm having fun after playing it for a bit. But between the bugs and the incredibly vague stats/mechanics, it can be a little frustrating.
As I'm writing this, I'm stuck in the augment menu that has no means to exit - Guess I have to alt f4 and pray it autosaved.
That frustration is enough to tilt the thumb downward. With a patch or two and some love I can see it being worth a thumbs up though. I'll change it if that happens.
TLDR: It's incredibly early access and should be labeled as such. But fundamentally there's potential. It just doesn't currently have any execution.
To the developer:
A big thing I hope the developer makes note of - The prestige benefits are incredibly boring. Make me want to prestige, not dread it because I can click a couple buttons that are bland upgrades.
Please do a better job explaining cycle duration and why it matters. For example - It takes some imagination to pretend to understand why I would upgrade the minimum cycle duration? There's a lot of things in the game like that.
Let me see the stats of ship components before I craft one.
I've really tried my best to squeeze some fun out of this game, but between gamebreaking bugs, unclear statsand utter lack of quality of life features I'm ready to give up. This should have been released as an early access game.
Bug Fixes Fixed the transporting eligibility check being inverted, which prevented processes from being assigned to transport runs. Fixed conveyor belt "closest" priority selecting the furthest site instead of the nearest one. Fixed cart dumping into inventory past limits. Fixed site filtering by lowest fragility using incorrect math that could remove the wrong site. Fixed manufacturing job enqueue not aborting when the queue was full. Fixed after-battle salvage calculation double-counting destroyed fleet ships. Fixed destroyed enemy ship count off by one error. Fixed auxiliary gun not using its own range when checking if it can fire. Aux guns were sped up on the first shot. Heat and electrical damages weren't accounting for their bonuses/penalties against shields. Fixed critical hit chance being calculated from the target's stats instead of the attacker's. Fixed process priorities not being fully saved when editing them. Loading some processes with missing mining sites was resetting only one process. Offline rewards could go into negatives under certain conditions. Quest dialogues were loading the wrong quest (off by one). Quality of Life Added the ability to discard optima. Balance Changes Bosses now have 3x health and shield multipliers. Boss fire rates have been increased across all boss levels. Shields and health now always regenerate at a base rate of 1% per second.
Bug Fixes Font size changes were changing the font family Offline smelting was consuming raw materials but not producing the correct smelted output items Volume calculation was missing some parentheses Volume and max calculation was not evaluating at key moments Overclocking was draining 1 charge regardless of enabled CPUs Mining critical evaluation was inverted Inventory modal was not refreshing upon startup Quality of Life Complete new theme with custom button states (normal, hover, pressed, disabled, focus) New colors and more consistent color language Graph tool in the stats modal works and looks a lot nicer Can now discard materials in the inventory modal Now have to choose what materials to accept from offline production if it exceeds max volume Every tool tip re-evaluated Multiple new tool tips Priorities re-evaluating window language changed Ship stats now much more comprehensive Crafting items now show stats and other key information Item counts show when setting up additives Augmentation modal has its own helpfiles Smelting, mining sites, and core actions have their own separate tab window Mining sites have a little progress bar under their button to show their state Cut down on achievement spam Balance Storage volume upgrade reduction nerfed from 5% per level to 1% per level Idle crafting charge accumulation nerfed from every 5 seconds to every 60 seconds CPU boost battery drain now scales with number of enabled CPUs (was flat 1 per tick) Moving forward This was a pretty large patch with a lot of internal things being moved around and refactored/fixed, but sets us up to move to the next major rework: the redeploy system. This next major patch will change the entire progression logic and will take at least two months. Please report game crashing or critical bugs! They get reviewed on a weekly basis!
Bug Fixes Some values in calculations weren't being clamped to respect their maximums or minimums - this should now be fixed (mining stability was a major culprit) There was a deep bug in the calculation of maximum mining times - fixed to fit what the tooltips/upgrades say
Posts come from Steam's official announcements feed.