Asteroid Mining Empire is a sci-fi mining progression game where you harvest asteroid fields, earn credits, unlock upgrades, expand your ship and drone systems, and push toward powerful long-term rebirth progression as your small operation grows into a space industry.
What players are saying
▲ Recommended1 hrs
Perfect game to have running while doing other stuff. The mining loop is simple but the upgrade tree has real depth. The space events keep things interesting when you're actively playing too. The rebirth system gives real long-term goals and the ship designer is a nice touch. Pixel art is clean and the soundtrack fits the vibe perfectly. For under £4 this is a steal. Solo dev project that punches above its weight. Looking forward to seeing where updates take this.
Exclusive Rebirth Weapons Void Lance: A devastating primary weapon that fires piercing void-energy spears. Unlock with Voidstones in the Rebirth menu. Void Pulse: A secondary area-denial weapon that emits expanding void rings. Perfect for crowd control and zone denial. Rebirth Menu Overhaul Redesigned with a compact 2-column stats card (Resources & Combat) for better readability. Cleaner, more compact layout with reduced button sizes and tighter spacing. New Enemy Archetypes Scout: Fast and fragile, focuses on pickups, retreats at 40% HP. Bomber: Slow but deadly to asteroids, repairs nearby allies. Tank: Bulky with high HP and shields. Interceptor: Specialized drone hunter with exceptional speed. Harvester: Steals bonus credits on asteroid breaks, flees early. Jammer: Disrupts drone attack cooldowns in a wide radius. Elite Enemies Elite commanders now spawn with golden crowns, purple auras, and orbit rings. New abilities: Shield Overcharge (buffs nearby allies), Credit Siphon (steals your credits). Elite Command Aura grants +10% movement speed to nearby enemies. Enemies now have blue shield bars that must be depleted before damaging health. Spawn chance scales with your Rebirth upgrades (3-18%). Tactical Enemy Behavior Enemies now coordinate focus fire on shared drone targets. Flanking behavior: enemies approach from offset angles for pincer attacks. Tactical retreat: all enemies flee at 25% HP (Scouts/Harvesters at 40%).
Manual secondary firing is here. You can now trigger your equipped secondary weapon on demand, and there’s a new option to disable auto-fire entirely for a fully manual combat setup. This update also improves HUD performance and cleans up the weapon-slot UI so combat stays smoother and clearer during heavy action.
This update includes a UI cleanup pass for Threat Intel and a full gameplay/readability pass for Ancient Relay. Threat Intel now uses a cleaner collapsible HUD tab with better sizing, clearer colors, improved interaction, and expanded enemy spawn forecasting. Ancient Relay attackers now spawn from outside the playfield, commit more clearly to the relay objective, hold a proper strike orbit instead of collapsing into the center, and stay visually aligned while attacking. The relay zone is also kept clearer by pushing nearby asteroids away. Highlights: Reworked Threat Intel into a cleaner collapsible HUD tab Improved Threat Intel readability, sizing, hover behavior, and localized labels Expanded enemy spawn forecasting with predicted ship counts Ancient Relay attackers now spawn from offscreen and commit properly to the objective Ancient Relay waves now use cleaner staggered pressure and scaling Relay attackers now hold a visible strike orbit instead of piling underneath the relay Relay attack behavior now matches the visible attack band more closely Nearby asteroids are pushed away from the relay zone for better readability Enemy facing and exhaust trails now stay aligned during relay attacks
Posts come from Steam's official announcements feed.