Expand a spacefaring enterprise by mining asteroids and trading with stations, earning currency to unlock upgrades and deploy pirate fleets. The game runs passively while pinned to your desktop, making it ideal for players who enjoy watching their wealth accumulate during work or other activities.
About this game
Grow your fleet of spaceships in this incremental space game. Mine asteroids and trade with stations, unlock upgrades to make more money, deploy pirates, and unlock [REDACTED]. Pin to your desktop and watch your empire grow while you do "more important" things.
What players are saying
▲ Recommended3 hrs
I'm the composer and I think I did a pretty good job.
could be really cool! I think this is a cool idea. It doesn't hold your hand and yet it's not so abstract like some space idle games.
Only issue i found and it's kind of a big one. I think the "credits" are broken. No matter how much income i generate, my bank always shows 1500 credits. Even if i spend it. I don't know if i'm looking in the wrong place or what, but i think a fundamental piece of the game isn't working correctly.
I want to like this, but so much just doesn't work. I really like the galaxy view and the idea of this, but the upgrades are often misleading and don't lead anywhere. As an example, the fleet manifest is just a list of your ships, no further data or graphing for income. The zone targeting just seems to not work? if It does there is no visual feedback that it does work in the UI, like a lit up option to indicate that a certain zone preference is active.
speaking of, the UI often breaks. Often it will display incorrect numbers and stop updating. It's a real shame since it's a very cool looking UI. The anime portraits are laggy, ugly and completely out of style for the game. Traders are insanely bad compared to miners, and investing is essentially also pointless when mining is so much better. The fleet manifest refuses to actually show the correct ship (Purchased a freighter and clicked on it in the manifest, it hops to a trader vessel).
A lot of this game seems underbaked, and the things that aren't underbaked are just kind of broken a lot of the time.
I couldn't stop myself, so here's another relatively big patch before the weekend! Main fix here is that I believe Steam Cloud save should be fully fixed (hopefully). It was working for most but for a sub-set of users it didn't sync correctly.UICollapsible "done" section in the upgrades menu. Hide whatever upgrades you have bought or maxed out.Metal values in buy buttons are now shortenedYou can now hide the console in the settings menu (rip console my beloved)Moved ship AGI to sit with the rest of auto-buyersRank-up message moved to center of screenAlien Tech icons now visible on Green Flat and CRT themesAdded missing translations for refinery and other parts of the game I missed for all languagesGameplay and BalanceExpedition cap reduced to 3 instead of infinite.Drones, replaced exponential metal cost with flat tiers, first 5 only cost credit and then low amount of metalSignal Range 5 now only requires 8 freighters instead of 10BugsSteam Cloud: Moved to an API solution instead of Steamworks folder solution. This should now fix cloud support for everyone. Let me know if it doesn't, in that case I will have to find someone from Steam to help me out. NOTE: Before you update and launch the game you might get a sync error in Steam, launch the game and it should sort itself out. Playing around with saves is always risky, hopefully it doesn't overwrite anything but if you love your savefile, i recommend backing it up first.Asteroids now correctly spawn in their range on prestige 1+. Little known fact, when you handmine an asteroid they have a % chance of becoming upgraded to another tier. This could cause the first signal range of being void of asteroids on prestige. This has now been fixed. Added safety check for Signal Range 1 if no asteroid exists, one will spawn inAdded missing Step 4 string to the Dyson upgradeBlack holes now die at exact HP instead of one point overFixed trade bounty zone detection using correct zone index. In certain cases Trade bounties would cou...
Thank you for all the engagement and feedback, I'm reading it all even though I can't respond to everyone right away. I've collected a bunch of fixes in this patch that addresses several of the big complaints. Please give the game another chance if you previously stopped, hopefully you'll have a positive experience this time! Performance & OptimizationSkip sub-pixel stars and station variants at low zoom levels.Skip refinery/cleanser beam details and cleanser shadows at low zoom levels.Bug FixesCrashing when sacrificing ship fixed. This was happening if you sacrificed ships that killed the black hole but ships where already en route. They lost their target and looped infinitely trying to find something.Traders now correctly apply their Cargo Size when selling product. Bringing their profits way up. Previously they for some reason skipped that in the calculations making them quite useless. Expeditions reset correctly if prestige mid expedition.Black Market Contacts trade boost to +10%.Ship manifest now shows correct ship IDs on very large fleetsAuto-buyers no longer force-reactivate on level-up.Gameplay & BalancePirate Rework, I've heard you loud and clear, pirates are a money sink and not good. This is a first step just to give them a more permanent purpose. Defeated pirate ships enter a 15-second repair state instead of dying permanently.Halved Void Cleanser metal consumption rate (from 0.2 to 0.1 /s).Expedition rebalanced overall risk.Removed credit-based bounties from Signal Range 5 (SR5).Prevented refinery placement in locked signal ranges.UI & Quality of LifeMoved the Bounty Board inside the Fleet Command panel instead of being alone. Not final or the best solution but works for now. Instead of the bounty board disappearing off-screen and requiring the player to collapse the Fleet Command, player can now scroll down in the panel to see everything.Improved clarity of Void Cleanser UI buttons.Engine Overclock displays decimal values after level 40.Reworded Void C...
Slightly bigger patch - Bounties: Metal rewards adjusted down to their correct values. They were too big and broke the entire pace of the game. You can now abort two bounties before a cooldown. - Background throttling: Players reported that the game didn't run correctly when covered by other windows, added a fallback system that should fix this. Please let me know if it doesn't. - Wormhole: Unlock hint corrected - Wealth Path: Correctly resets on prestige - Console: Messages correctly resets on prestige - Prestige: Added a nudge for the first unlock and that you should keep going (really guys, keep playing and prestige at least one more time, the game is not over lol). Also added unlock hint on how to unlock prestige. - Stocks exchange: Fee now only applies on selling and is lowered. More gains for the people. - UI fix for \ meter. - Bug: enemy pirates were counted into your fleet sizeWith this patch + earlier hotfixes I think most urgent launch day bugs have been addressed. There are still bugs that I'm looking into, mainly why some achievements aren't popping up. I will update as soon as I have a fix. I'm also looking into overhauling pirates, I've heard you loud and clear that they are pretty... weak. Overhauling UI and making it better on larger screens is also on my to-do. But these are bigger changes that I want to do properly so it will take a bit of time. Thank you for your great feedback and nice words! Keep it coming on the Steam forums, Discord or Twitter.
Posts come from Steam's official announcements feed.