Idle Asteroids merges arcade shooting with incremental progression, asking you to survive waves of asteroids while building up weapon upgrades and passive defenses that eventually let your ship run itself. The core loop alternates between active combat and idle accumulation, with persistent upgrades gradually transforming your fighter into a self-sufficient mining vessel. Best suited for players who enjoy both hands-on action sequences and the satisfying automation creep of idle games.
About this game
An incremental arcade survival game combining classic retro space combat with deep permanent progression. Survive intense rounds to gather resources, buy weapon upgrades, and transform your basic fighter into a fully automated, idle asteroid-mining dreadnought.
What players are saying
▲ Recommended1 hrs
A fun little idle battler - it does what it says on the tin.
When in idle mode, ship does a pretty convincing job of dodging and attacking, impressed with the coding, given how chaotic the screen can become with asteriods careening all over the place! Costs about the same as a cup of coffee, so can't really go too wrong here.
Disclaimer: I am friends with the developer, but tried not to let this influence my review
Minor Patch v1.2.2 Performance Smoother play at high rounds and levels, found some optimizations for enemy tracking, AI targeting, and visual effects. Cleaned up internal object tracking to cut down on some wasted cpu cycles. Gravity Wells Missiles can now damage gravity wells Gravity wells slowly regenerate HP while caught in a singularity's pull Slingshot launches more accurate, beware! UI New FPS counter — press F to toggle it on/off As always, thanks for playing
Gravity Well Rework Gravity wells now play differently. Asteroids will now be caught its orbit, spin up to double speed over one full loop, then get slingshotted straight at your ship Balance Changes Increased Armored Asteroids vulnerability to lasers. Enhanced resistance to bullets. Late-game asteroid variety modified. Past round 40, every asteroid used to be forced into a seeker. Now you get more varied threats instead of a pure seeker swarm. Fixes Leveling up no longer looks like a hull loss. When you ascend your max hull will be reset correctly. Devourer asteroids now leave special variants alone. Splinters, ricochets, armored, comet-trail, and other mutant asteroids bounce off the Devourer instead of getting eaten, only plain and seeker asteroids get absorbed. Nebula zones have their own color. They were previously the same purple as singularities, making the two hazards hard to tell apart at a glance. Nebula zones keep getting harder in the late game. Previously their spawn rate and size scaling flattened out around round 22, so the back half of a run never ramped up. They now keep intensifying all the way to round 50. Splinter shrapnel range now scales with your screen size, so shard spread is consistent regardless of resolution instead of using a fixed pixel distance.
Daily Run, Manual Flight Bonus, and Quality-of-Life Fixes New: Daily Run A brand-new competitive game mode, completely separate from the main game! Every day, a new challenge is generated. Every player faces the exact same enemy waves, spawns, and hazards on a given day. Each day also brings a fresh fixed loadout (ship stats and weapons), to make sure everyone competes on equal footing. Runs are capped at 15 minutes. Try as many times as you like, only your best score of the day counts. Earn Crucible Tokens based on your rank New: Manual Flight Score Bonus Take the stick yourself! All score earned while you're manually piloting the ship (not just click-kills) now gets a 2x multiplier, perfect to maximize your daily run. Improved Added a much bigger confirmation prompt before resetting your progress. As always, thanks for playing
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