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Void Salvage

Void Salvage

by myradann

★ 78%
Price N/A
Avg Players 2
Reviews 9
Released Aug 11, 2026
ActionAdventureAuto BattlerBullet Heaven

Media

Video
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Void Salvage sends you scavenging through abandoned spacecraft where auto-combat handles the fighting while you manage upgrades, loot, and synergy stacking to grow exponentially more powerful. The game feeds a steady flow of resources and discoveries that reward both active engagement and offline progression, making it ideal for players who enjoy watching numbers climb and building unstoppable power combinations.

About this game

Players, last 29 days

Peak 8 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▲ Recommended 1 hrs
The first impression is interesting because the game lets you play in two different modes that fit two separate genres. The first is an incremental mode where you don’t lose anything upon death and can simply reach the end by spending time, while the roguelite mode makes you lose everything and sends you back to square one after each death, requiring more effort. There’s also a third, middle mode in which you get something from both modes, or you can customize certain features.

Either way, the main gameplay is closer to a roguelite. You have a ship flying through space, and you pick your next destination by clicking on usually three icons around you. They show what you’re getting yourself into, and the majority of them are salvage events in which you click on debris to grab resources. These are often accompanied by several enemies, at which point your ship fires automatically. Another thing that happens automatically is the actual collection of resources and loot.

Salvaging and destroying ships earns you Cred and experience. Cred is used at shop destinations, where you can buy various drones to help you with things such as attacking or salvaging, as well as modules that improve or add something, such as increasing dodge range or making your shots ricochet toward nearby enemies. However, you have limited slots, so you need to pay attention and choose something good. Another vital resource is fuel, which is required for travelling around, but you often get it from destroyed enemies.

After a number of jumps, you’ll get into a boss fight that you probably won’t survive on your first few attempts. What happens, and what you lose, upon death depends on the chosen mode, but you always start from the beginning and pick a free reward. Cred is gone in all modes, while experience stays and is useful in incremental mode.

The upgrade tree is similar to those in other incremental games, with invisible upgrade nodes until you buy the first upgrade and reveal all adjacent nodes. Although there’s an element of surprise in never knowing what you’ll unlock next, the game adds a toggle that reveals the entire tree so you can see what upgrades await you further down the tree.

Some nodes can be bought once, but most allow further purchases to improve their benefits. Of course, each purchase increases the cost of the next upgrade. Upgrades add all the important stuff, such as damage, firing speed, accuracy, salvage yield, fuel, and so on. Focusing on weapons, especially accuracy, is pretty vital because enemies constantly move around, and the faster you kill them, the more experience you gain. You also want to kill them quickly because they tend to run away when they take some damage.

Another important upgrade is in the center, which unlocks more slots for drones and modules, but you first need to buy the required number of upgrades across the tree to unlock the next purchase option. After that, you can also invest in an upgrade that increases the chance of getting better-tier drones and modules. The level of both types of loot, as well as salvage in general, depends on the sector you’re in. You progress to the next one by beating the boss. And again, depending on the mode, you either respawn in the last reached sector or have to start all the way from the first one.

But even if you go with incremental mode, progress is slow. Also, each time you take a hit to your ship’s hull or get destroyed, drones and modules take a hit as well. After enough hits, they become broken and need to be repaired at a yard event or destroyed by double-clicking on them. This means the majority of progress still depends on the upgrade tree, and although the difference might not be that big, every upgrade helps.
3 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

More Drones & Steam Workshop

4 days ago
Update 1.2.2.0NEW DRONESArtillery Drone: Fires explosive shells with a 30-radius blast, increasing by 5 per tier.Shield Recovery Drone: On shield break, skips exhaustion and boosts regeneration for 3 seconds. Resets after drone death/revival or a new POI. Each tier increases regeneration seed.Stasis Drone: Freezes an enemy’s movement and weapons for 2 seconds, gaining 0.2 seconds per tier. Recharges for 10 seconds afterward.Vortex Drone: Fires a projectile that pulls nearby enemies toward its target for 2 seconds. Each tier improves fire rate and duration.Deflector Drone: Blocks a lethal hit below its maximum hull, sacrificing itself. Restore the ship's Hull with the drone’s max hull. Each tier adds +1 percentage point to the threshold. Slow revival.Hijacker Drone: Attaches to a fodder ship without a drone and forces it to attack random enemy ships. Dies with its host. Tier 1 uses the host’s damage; each additional tier adds +1 damage. SystemsNow able to see the name of the broken SystemNow able to reorder systems with drag and dropDrones projectiles now looks different from player’s ship projectileDrones now have assigned color per typeHUD/UIAdded a Flag All button on on each side to flag up to 3 enemies at onceAdded Pin Mode to Core Upgrade, letting players pin favorite upgrades and receive an alert when they can afford them.Added Enable Hardware Cursor toggle in options menuRadar now shows remaining derelicts in the areaHull low threshold alarm can now be toggled muteRetrofit milestone now update progress by melding AugmentsCore UpgradesSALVAGE XP VALUE Salvaging unwanted loot now awards XP alongside credits Optimal Salvaging now increasesFlaggingFlag bonus icons now breaks to the next row after 15 flagsEach flag now also increases that area’s difficulty.Flag count is now included in the difficulty tooltip by hovering radarBugsDeath Defy now only consumes 1 Socket Insert on each death. Having 3 Death Defies, now gives you 3 livesFixed late-game performance drop d...

New Endings, Black Hole Improvements & More

33 days ago
Thank you to everyone who has bought Void Salvage, shared feedback, reported bugs, or supported the game since launch. It means a lot, and I've been working through that feedback to improve progression, clarity, balance, and several of the game's systems.If you've been enjoying Void Salvage, please consider leaving a Steam review. Reviews are one of the biggest ways you can help the game reach more players.Version 1.2.1.2Bug FixesFixed Flagship defeat visual & input lockFixed Milestones:"Follow the Static" now correctly counts towards Ping POI event."Curiosity Killed the Cat" no correctly counts towards jumping to Unknown POIsFixed Typos:+1 LOT to +1 SLOTCore UpgradeAvailable to Core Upgrade Availableversion 1.2.1.1Core Upgrades & ProgressionAdded two new endings: True Ending and Bypass Ending.The Flagship is now available on every 10th Sector.Added System Wear Avoidance, reducing the chance for equipped SYSTEMS to take damage.Meld upgrades can now be leveled up to allow higher-tier SYSTEMS.Critical Damage output has been increased to +1.5 per level.Reaching Continuum 5 now also unlocks the Ship Bay.Ships & Ship BayPurchased ships now carry over globally between save slots.The Ship Bay can now be viewed from regular areas once unlocked.Ship purchasing is now gated by your highest Sector reached instead of your current Sector.Ships with built-in SYSTEMS now start those SYSTEMS at Tier 3 with 3 Integrity.The Ironbound now starts with 1 slot.MilestonesMilestones now display a progress counter.Unachieved Milestones can now be pinned to the top panel during gameplay.Black HoleJumping backward or forward through a Black Hole no longer removes currently equipped SYSTEMS or weapons.Added a jump-distance selector above trajectory cards:1 Sector5 Sectors10 Sectors20 Sectors~ to jump toward the first Sector or highest Sector reachedAdded Jump Bypass, allowing you to jump directly to Jump 9.Loot & SYSTEMSThe number of loot cards now dynamically increases based on the number of ...

Day 2 Quickpatch

38 days ago
Gameplay and ProgressionPrestige is stronger. Each level now gives x1.5 max Hull, Shield, and Fuel, +2 weapon damage, and +2 salvage XP.The ship profile now shows your total Prestige bonuses.Charity Outpost credit-to-XP conversion increased from 5% to 20%.Pursuers and Enemy TacticsEnemy tactic escape has been removed from the game completely because they're annoying.Pursuers are now always Unknown ships and always spawn with a random drone.Enemy tactics now show short descriptions in hover tooltips across all 14 supported languages.Enemy hover tooltips were cleaned up for easier reading.Self Destruct is now exclusive to Scavenger fodder starting in Sector 5, preventing bosses from disappearing.Loot and TooltipsMarkets now show side-by-side comparisons between equipped and incoming systems.Modules, Drones, and Augments also use improved comparison tooltips.Salvage FixesFixed harvested debris leaving behind a floating white hover box or blocking POI clicks.Salvage Repair now also clears debris targeting correctly.Steam AchievementsSteam achievements and stats now update during gameplay instead of after closing the game.

Posts come from Steam's official announcements feed.

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