Auto Snakes in Outer Space strips the idle game down to its essentials: watch your colony of colorful snakes harvest food, then spend earnings on incremental upgrades to make them work faster. It's a deliberately minimal experience with a single prestige layer, designed more for ambient enjoyment than deep progression—best suited for players who want something visually pleasant and mechanically straightforward rather than sprawling with systems.
About this game
A slow and meditative incremental idler where you manage colorful snakes. Watch them collect food, then spend the food on upgrades and abilities for your colony.
What players are saying
▼ Not recommended1 hrs
Looks nice, cute idea, game is very basic. All features are functionally unlocked from the start, one prestige layer. Play for 15 minutes and you've basically seen all it has to offer.
If I could give this a neutral, I would. I didn't hate my time with this game, but it also did not really feel like much of an experience either. It's pretty, it's streamlined, it runs well, but you don't ever do anything new and, strictly speaking, you don't do anything at all except occasionally upgrade a thing. That loosely describes most idle / incremental games, but there is usually some illusion of choice or direction, some incentive to look and pay attention. That does not exist here. Maybe worth a couple dollars for something you have in the background for a day.
Excited to announce the first major update for Auto Snakes!First, a heartfelt thank you to everyone that's taken the time to leave their feedback - Positive and critical. I've been reading everything, and it means a lot that the players want to see the game improve :)Here's the goal of the update:Address some shortcomings of the old systemMake engaging with the game feel more rewardingImplement changes in a way that feel intentional and organicVersion v1.07 - Patch LiveTask System:Tasks now grant permanent Stats (in addition to shop currency) that don't reset with Prestiging.These needed more value, and now the player has a reason to target specific tasks. Prestige System Update:Added five new Prestige tiers.Rebalanced the Prestige milestones.Prestige milestones are no longer a fixed value, they now scale with Prestige level.The first Prestige milestone is now 25,000, down from 20M.Added a new Prestige perk that decreases Ability Shop costs.This was added so players can access higher tiers of the shop more quickly upon Prestiging.General rebalancing of Prestige perks. Perk System (NEW):Perks are permanent bonuses that the player earns by reaching specific milestones. The menu can be accessed via the 'Perks' button. Perks carry through Prestiges.Note: The Stats button has been moved down next to the Prestige button.Added Clusters: Gain a random chance to spawn small falling stars that can drop additional food. Upgradeable via Perks.Added Singularities: Gain a random chance to spawn a tiny black hole that eats nearby food. Upgradeable via Perks.Modified Guide Bonus (Was Guide Boosting): Grants bonus food value while guiding snakes. Upgradeable via Perks.Added Perks for the first seven abilities that give them an additional enhancement. One example: Hype can now increase global Windfall chance in addition to its standard movement speed buff.Miscellaneous:Added tooltips to the bottom row of buttons.Increased the hitbox size for favoriting skins to include the skin's nam...
Hey everyone! Here's the first round of post-launch updates, mostly bug fixes.Version v1.06 - Patch LiveAdded in ultrawide monitor support.The cost of upgrades will now change depending on which quantity button is toggled (1x, 5x, or 10x).It should no longer be possible to get locked out of completing all tasks if you purchase skins from most expensive to least expensive.Fixed a bug with the cloud saves where prestiging and loading the cloud save between devices could result in Auto-Cast being toggled on (and active) despite it not being unlocked.Fixed a bug where temporary food (I.E. from Meteor Shower) would respawn if consumed by Void.Added an FPS cap to stop excessive GPU churn on displays with higher refresh rates.On update and reload, missing Steam achievements should now be granted if the player has earned them.
We've Passed 1,000 Units Sold! Hey everybody!As we cross over the 1,000 unit milestone I just want to give a heartfelt THANK YOU to everyone who took the time to play my game!I'm just a small solo developer, and Auto Snakes in Outer Space is my very first game. Most people don't have as successful a launch as we did, and I'm truly grateful for the support. It's been absolutely incredible. I also want to thank everyone that's provided feedback so far - The good and the critical.On that note, I'm happy to report that there haven't been any major bugs or crashes. Things are actually going pretty smoothly! However, we are still sitting at a Mixed rating on Steam.Pretty much all of the critical feedback revolves around the pacing and the simplicity of the gameplay loop. You start the game with snakes eating, and you end the game with snakes eating. I want to hear from you! Let's talk about the current state of Auto Snakes.When I first made the game I wanted to create a cathartic gameplay loop. Swirl around the pretty snakes, click the upgrade, activate the ability, and relax.It's clear that this concept hasn't landed for everyone, and I want to know what we can do to make Auto Snakes better. Some things to think about:Do the abilities contribute enough to the gameplay?What would make guiding the snakes more rewarding?Should we switch from linear progress to exponential?Are the upgrades meaningful enough?Are you looking for a short, tight game, or something more drawn out?What do you look for in an auto-snake prestige system Please share your feedback on the game, I'd love to hear it! - Old Atlas
Posts come from Steam's official announcements feed.