- Added new AI upgrade for a Buy Max button for synth point upgrades
- Base building upgrades now use your buy amount setting
- Reactor upgrades buy more at a time when you have auto buy on
- When overkilling after prestige, you now get capital part break resources too (Fortifium etc)
- Improved capital part targeting cycle all behavior and how it chooses the next part in general for more even distribution
- Enemy capital shield generator now stays down for 14 seconds in general when you destroy that part
- Overdrive Auto Tier Next now prioritizes overdrives that you have more charge speed stat (better options coming)
- Changed the fleet battle finished screen to let you choose which one you want on base battles
- Added info about best clear to fleet battle nodes if you don't have any matching clears
- Added galaxy and node display in fleet battles
- Improved undo in galaxies so it will be available in a few more scenarios (more improvements coming)
- Added fleet tutorial for previous battle clears (will highlight wrong if you trigger outside of first galaxy)
- Added fleet tutorial for medium class ship behavior
- Added fleet tutorial about auto scrap and auto void energy modules being removed
- Buffed range and retarget range of missiles in fleet battles
- Made some minor tweaks for improved fleet battle consistency (more improvements coming)
- Moved Fleet battle speed settings
- Changed nicknames assigned by discord bot for R5 and higher
- Fixed smarter craft issue causing it to be stuck and not change recipes
- Fixed issue with specimen per second display when hovering the specimen on the research screen
- Fixed crew auto reprint estimate when using the "levels above previous high" option
- Fixed the update notifications setting so you can actually turn them on or off
- Fixed several Fleet Unstable Transit battle issues
- Fixed base grid generation so that it updates when you open the bases tab (more improvements coming)
- Fixed issue with undo on artifact nodes stealing artifacts when you recently finished them all
- Fixed overkill to not grant siphoning bonuses
- Fixed Warp Essence Harvester Tier 13 to actually give more of the stat on tier up
- Fixed recipe cost for T13 Veil Refractor
- Fixed overdrive time to next tier estimate when its going very fast
- Fixed data core auto assign to be much faster but also have a delay when you change the setting
- Fixed undo all in fleet not properly undoing mods
- Fixed issue with navigating to a specific distance when you are going fast
- Buffed basic fighters health and damage (possibly more later)
- Reduced fire rate of normal capital fighter turrets
- Buffed tier 2 capital shield regen nodes
- Fixed task list reactor task not completing
- Fixed fleet battle letting you use previous completions that you are missing ships or resources for
- Fixed artifact and undo behavior in fleet galaxies when you have reinforced
- Improved several aspects of fleet battles for better consistency
- Fleet battles now remember previous results while in the battle interface
- Fleet battles now use the better previous result if any when you accept the results
- Improved fleet battle complete screen layout
- Improved fleet battle base health display
- Added extra artifact node to UNND-GLX-z113-4 after final battle node
- Fixed galaxy upgrades highlighting/fading
- Fixed lategame content buttons being stretched wiiiide
- (Mobile) Improve performance when setting manual savegame name
- Reduced cost of T2 capital cores and moved back sector
- Changed enemy capital in sector 102 and added tutorial about 103 capital
- Buffed the final transit speed bonus in G2 G3 G4 to 1.5x
- Fixed artifacts being incorrect in galaxies after undo all is used in some cases
- Fixed fleet battles starting with damaged ship (probably)
- Fixed warp interfering with fleet battles
- Fixed finalized bases letting you prestige to a higher sector too soon and breaking things
- Added galaxy name to header of galaxy history
- Fixed some buttons having incorrect text color when disabled
- Prevented capital part tooltip healths from displaying negative values
- (Mobile) New Cloud Account reminder when purchasing
Forgot to post last several patches so heres all the combined notes
- Changed button text in galaxies to clarify their roles
- Fixed issue with enemy ships becoming deployable
- Fixed Reinforce and Astrium Fuel issue
- Fixed issue with fleet advisor deployment
- Fixed enemy s. scale being too high after reinforces
- Prestige no longer resets battle focus slider
- Added warning text to crew respecs
- Changed overdrives auto using charges at 6/5 to not use all of them
- Added tooltips, text and tutorial info about several things for Fleet to clarify better
- Added setting for showing or hiding the base booster preview
- Stats & Info tab now refreshes when reentering screen
- Fixed module pins not updating when getting to infinite (possibly still a different related issue though)
- Fixed issue with stacked tutorials
- Fixed crashing bug on save after Crew Supremacy
- Fixed fleet resource gain issue
- Fixed warp giving essence if open during reinforce
- Fixed warp max buy to not spam interface noises
- Fixed fleet tutorial locking you out on first ship choice node if you deployed a lot of ships in first battle
- Fixed reinforce tab changing every new sector
- Fixed void matter conversion manual entry not working
- Fixed Fleet Resources UI not updating after Undo in some cases
- Added wave clear info to R2 overkill boost upgrade tool tip
- Finalizing a base now auto grants the upgrades in case you didn't buy them
- Localization updates
Fleet has arrived
Finally, the next major content update is here. Once you hit R5, you will have access to the Fleet tab, where you will work your way through several galaxies while slowly growing your fleet. You'll need to choose which additional ships to add to your fleet, and what configurations to deploy in battle, then watch it play out in an auto battle style. Progressing through galaxies earns you more and more artifacts, which can be spent on upgrades that will trigger when you Reinforce. While the majority of the patch is for R4+ content, there are also quite a few tweaks and QoL stuff for before that. With this patch finally out, content in general will be coming in quicker intervals (as opposed to 6+ months ><). I hope to expand on this content fairly rapidly for at least a little while! A loose roadmap of more major things is below these patch notes. Oh and giveaways running again if you swing by the Discord
Patch Notes
- Content up to sector 120
- New Fleet tab starts on R5
- New redeemable code "somuchforoctoberer"
- Initial Reinforces changed to be purely sector based targets
- Reinforce 1-4 upgrades tweaked and some new ones
- Some warp upgrade costs slightly reduced to speed up the Sector 74 task list
- Initial Overdrive charge time increased to make 85+ in R3/R4 not quite so blazing fast
- Temporary code good until 12-15 "iminr1orr2andyounerfedmyoverdrive" for a 6 hour time skip
- Lots more engine speed related upgrades to make traveling faster
- 3 New AI Upgrades available (2 for new content only)
- Tons of minor balance tweaks, bug fixes and QoL changes
- Audio: New setting - Auto buy sounds
- Performance: New setting - disable enemy barrier shader
- (PC) Setting: Lock window size
Whats Next
Its Spacemas again real soon, so expect the Spacemas event to come back around in December (it will be largely the same as last Spacemas). After that there will be some minor content updates while we work on some of the bigger long term things. Those bigger things are:
- Upgrading the engine to Godot 4.3 - This will help performance wise and let us do a more comprehensive theme system among other niceties
- UI Facelift - A lot of the UI is kind of rough, and outright awful on mobile. This will aim to improve the UI across the board, including things like nice interface sounds and music.
- Lore update - This goes with the UI Facelift for the most part, but this game is seriously lacking any real story or narrative, even for an idle game really, even just a little bit of work on this should be a large improvement
- 1.0 - Once all of that is done, and there has been several content patches along side it, its time for 1.0!
- Fixed bug with auto buys
- Fixed some font display issues
Just some bug fix/QOL changes as its been a while.
- Made "Can't Phase" targeting setting better at avoiding phasing enemies
- Added warp name to auto warp tooltip
- Tweaked crew upgrade colors
- Shards now show maxed if they have ever been maxed
- Stopped sounds playing on autobuy
- Improved settings sliders with various input (e.g. scroll wheel/keyboard)
- Fixed auto buy using more than 50% of void matter
- Fixed crew tutorial highlight issue
- Fixed issue with tutorial history
- Fixed stuck overdrive upgrade button cost
- Fixed issue with smarter craft getting stuck
- Typo fixes
- (Accessibility) Tweaked alternating core colors
- (Mobile) Fix Synth challenge UI issue
- (Mobile) Fix buttons visuals sometimes stuck
Spoilers on new content ahead!
Development Status
Its been a while since there was new end game content. Part of that is due to other things being worked on since the last content update, mainly the 75+ re-balance and mobile version launch. But the other reason its taking so long is just how much work there was to do to get the next major system in place. As has been hinted/mentioned before, that new system is Fleet. This is the final major system that was "planned" for the game and as such is the biggest and most involved. This also means I want it to be very, very good. And part of making it that good involves letting go of ideas that didn't work out fully or just were not good enough, so I've discarded a lot of ideas and work on it over the last several months. But as of this post, Fleet as a system is 95% in place and testing is in progress. However, Fleet is not the only thing coming in the next content patch, and there is still a bit of work to do there. Sorry but no ETA as i'll probably just miss it
Fleet
Note: Everything in here is still subject to change and the UI is not fully done. The core mechanic within Fleet are the Fleet Battles. This is completely separate from the endless battling your ship does. Instead, you will be strategically building and deploying your fleet in various battles that will then play out.
These battles reside within galaxies where you will increase your fleet size and capability over time.
Fleet ties back into the rest of the game via Reinforces in 2 ways. First, the main way you progress in galaxies is by using Fleet Resources (name might change) to deploy your ships and make various improvements on different nodes in the galaxy. These Fleet Resources are based on the highest sector you have Reinforced at (essentially what is currently Fleet Power in game now). You can improve your total within a galaxy, but the more you have to begin with, the faster you can make progress. Second, within the galaxy you will be collecting an Artifact resource, which can then be used to acquire various upgrades for other systems. These upgrades will activate upon Reinforce.
To go with this, Reinforces after the 5th one will switch from the current "reach a specific sector for upgrades" style to an open ended one.
But this is an Idle game, not an Autobattler Roguelike!
Yes, this is an Idle game about managing various systems and decision making first and foremost. What that means is the Fleet battles themselves, and the decisions around them (ship placement, which ships to bring, which upgrades to use) need to be very well balanced to be interesting and fun with some decisions to make, but not be insanely complex or bothersome to do repeatedly. That is what I am currently working on right now and testing. Since it is incredibly important to get right, it will probably take a while still just in that respect.
All The Rest
In addition to Fleet coming in this next update, all the other systems will of course get more content and changes, so heres a few more minor teasers in that regard.
(No that is not the optimal setup lol) Again, no ETA, but it is indeed closing in!
The Even Further Future
Once this next content update is in place, future ones will come much faster (for real this time) since nothing nearly as big and development time consuming as Fleet is on the horizon. Fleet is the final major system, but I have a lot of content planned for it and all the other systems still, so there is a ways to go! And there are things outside of just content that are planned also. There will be quite a bit more gameplay content yet to come
Engine Upgrade
This game is made in Godot on version 3.5. An update to the latest version (4.3) with a different rendering engine and other improvements will be coming. This should help performance across the board and even more noticeably on Mobile.
UI Glam Up
The UI is still rather rough and barebones, it will be getting both a facelift in terms of looks, but also a bit of a re-arrangement in some cases. This will also include interface sounds and more background music.
Story
For story, all we really have is that opening text blob, and some sorta kinda storyish things in the tutorials. I originally wanted more, but have just kept sidelining it for gameplay. However, I do think the game would be much better if there was an interesting story being revealed over time.
Thank You
Thanks for reading, and thanks for playing. Just developing the game has been a lot of fun, but you guys in the community have made this even better, so thanks a ton! Also, monthly giveaways in the Discord are back on track, so be sure to swing by!
- Targeting logic for "Phasing" and "Can't Phase" improved (Phasing: Disrupt if possible, then destroy disrupted and finally normal. Can't phase: Destroy disrupted if possible, then normal)
- Weapon range now shows when adjusting weapon settings
- Crew Rank upgrade tracks now color coded
- Changed some upgrade text to be more clear
- Fixed missing color updates when changing theme
- Fixed key shard time estimates
- Fixed bug that allowed duplicate Utility Cores
- (Accessibility) Setting to adjust alternating core row colors
- Fixed bug causing crash on loading a manual save in certain circumstances
Yet another patch of GUI tweaks that don't serve to make the game any more enjoyable. (This is a joke) I know its been a while since new content, but rest assured it is being worked on in all my spare time and is coming! But for now, have some more minor fixes and GUI improvements steamthumbsup
- Added an "end of content" reached message upon clearing sector 97
- Added confirm setting for use/buy consumables
- Improved contrast & accessibility visuals for crew progress bars
- Tweaked layout in Warp (more spacing/better button sizes)
- Long-press to rapidly adjust reactor boost levels (+ and
- buttons)
- Crew & compute auto buy AI upgrades now use Buy Amount value
- Fixed an issue that caused you to end up with no weapon or shield when changing ships
- Fixed an issue causing your available warps to not go up right away upon upgrading
- Fixed Smarter Craft from R1 to not rely on already having the Smart Craft AI Upgrade
- Fixed issue with Base Challenge calculations that was making it harder then intended
- Fixed FPS cap buttons not saving correctly
- Fixed text in battle area going out of bounds in some languages
- Fixed beam attachment on certain enemies
- Minor text and translation updates
Spaceversary is officially over, I hope everyone enjoyed it! Please fill out this survey for feedback so I can see what was liked and disliked
- Fixed issue with core loadouts that let you use cores you have not unlocked yet
- Fixed issue with shard stat display doubling up stats
- (Mobile) Increase patch notes font size
Giveaway on discord ends in a couple of days!
- Loadouts now have the option to automatically retrofit
- Fixed crew loadouts requiring incorrect sleeves
- Added link to wiki on Stats & Info About screen
- Added AI point info in achievement notification
- Added close button to AI points/consumable notifications
- Added setting to show synth recipe level directly on the synth panel
- Fixed achievement notifications sometimes having no tooltip
- Fixed shard stat damage and shield display to account for capital
- Fixed cursor behavior on places you could enter numbers
- Made it clearer which settings are enabled
- Adjusted switch button enabled color
- (Mobile) Improved various check boxes on scrollable surfaces
- (Mobile) Added option to apply recipe choice to all synthesizers
- (Mobile) Added tooltip for base resources
- (Android) SDK updates
- Added Experimental setting for color blindness shader
- Added notifications for gaining consumables
- Improved setting for enemy tooltips
- Improved early game default targeting settings
- Fixed issue with warp emergency retreat
- Fixed issue causing game to be stuck in borderless fullscreen mode
- Fixed issue with the Spaceversary anomaly progress bar
- Tweaked Spaceversary ship design weapons to not look quite so fuzzy
- Translations updated
- (Mobile) Made event preview buttons more prominent
- Added setting to hide the enemy tooltip that shows in top left
- Added emergency retreat button in Warp
- Added accessibility color settings for Spaceversary event
- Improved some popup button layouts
- Increased compute salvage line edit size
- Improved anomaly behavior when clicking so that the one closest to going away gets hit when 2 or more are stacked
- (Steam) Info on how to force game update shows up in update
- Made the Spaceversary anomaly lighter so its easier to see on barriers and other places
- Made the Spaceversary time skips properly work with the Veil Piercer
- Added a tool tip to the Yearium daily cap display that shows time until reset
- Fixed issue with Spaceversary upgrades spontaneously resetting
- Fixed settings checkboxes being clickable outside visible area
- Fixed issue causing a hang when loading in some cases
- (Mobile) Fixed base upgrades not working correctly
Spaceversary Event
July 26 through August 11th Its now been a full year since launch on Steam, so Spaceversary is here to celebrate! Along with a Steam Deck giveaway running in the Discord. Working on the game has been a ton of fun for me, I can't believe its still chugging along this well a full year later. Note: There is not new endgame content, that is still in the works. During the event, the special "Event" tab will be available. Play an anomaly harvesting mini-game to earn two special resources: Versarite and Yearium Versarite will let you upgrade the mini-game in various ways. Yearium can be used for system specific time skips and minor boosts that last the duration of the event. All that Yearium will culminate in unlocking the new Spaceversary ship design!
Thanks everyone that plays and makes this really fun for me to do! Here are the boring patch notes:
- Spaceversary Event running July 26th through August 11th, harvest anomalies in a small mini-game to earn boosts and AI Points
- You earn the event resources every time you play the mini-game (and are guaranteed some regardless of score)
- New ship design that is earnable in the event, all bonuses can be obtained in 10 days
- New temporary event purchase to speed things up or play the mini-game more
- Buy amount button can cycle backwards with right click
- Improve warp core formatting
- Fixed missing upgrade utility core warning
- Added a grace period to the reactor achievements so they trigger more reliably
- Keyshard charging fixes
- (Mobile) Tooltips show on long-press
- (Mobile) Fixed missing tooltips in VDevice
- (Mobile) Improve scroll in late-game reactor area
- Tentative new language support: Portugese (BR)
- FPS cap setting improvements
- Added button to show/hide password in Cloud Account area
- Increased tutorial dialog font size
- Fixed some issues with the missing upgrade notice and utility cores
- Fixed issue with normal research mastery double applying some times
- Fixed missing Battle area blue bar/distance tooltip
- (Mobile) New setting: Keep Screen On
- (Mobile) Fixed issue with loadout favorites
- (Mobile) Fixed overlapping info box on Compute
- (Mobile) Added Quit Confirmation on Android back button
- (Mobile) Added clear button to compute salvage settings
- (Mobile) Added Save & Quit button on Android
- Save Now and Save and Quit buttons now directly trigger a cloud save if you are using a cloud account
- New settings button to reset to 2x original window if monitor resolution supports it
- Improved offline gains display for bases
- Improved text colors on disabled buttons
- Improved "hard reset" confirmation dialogue on mobile
- Fixed certain Stats & Info elements not being selectable on mobile
- Improved some mobile tooltips
- Remember preferred control scheme for void device on mobile
- Added reset to default option for weapon targeting settings
- Added approximate time to max to shard tooltip when you are in the sector it drops in
- Fixed scroll bar disappearing on crew with certain settings
- Fixed issue with crew popups on some devices
- Minor text fixes
- Translation updates
- Stat missing warning now checks for and includes Veil Piercer when relevant
- Fixed base "time until empty" estimates to work with Veil Piercer siphoning
- Fixed last base getting cutoff visually during base challenge
- Added preview indicator to shards when viewing in library or sector info
- Improved default targeting behavior for early game
- Added Shard Library to the V Device for convenient shard overview
- Added version checking to cloud saves in case your game version is out of date
- Fixed some minor font issues with damage text
- New temporary redeemable code good until July 14th: 'Merica
- "Phasing" targeting setting now causes non-disruptor weapons to target phasing enemies only once they are fully disrupted
- Improved synth recipe list loading when there are a ton of recipes
- Fixed MEO research bonus not displaying right on load
- Crew auto reprint will now check and trigger if needed after offline gains
- Added small icon for currently selected smart craft recipe on synth
- Fixed some minor loadout bugs
- Fix for synth upgrade confirm texts going out of bounds
- Adjust some margins in synth and compute
- Fix warp area tooltip not showing up
- Fix warp upgrade scroll stuck if X
- ing out confirm window
- Allow right click to toggle shard link again
- Make both warp upgrade areas center
- Fix crew reprint popup sometimes out of bounds
- Adjust prestige confirm and retrofit confirm to have more space between buttons
- Fixed some disabled buttons working when they shouldn't
- Fixed text on base to not blur and be better aligned
- Fixed datacore display issue
- Fixed issue with hanging on calculating offline time
There are some pretty big underlying changes to layout stuff and other things, so if you notice something odd/wrong please report it!
- Tons of changes to underlying systems to prepare for mobile version
- Minor performance improvements when lots of enemies on screen
- Settings screen organized
- Changed targeting settings layout
- Changed base prestige bonus color so it stands out more
- Adjusted void energy spawn positions to prevent them spawning mostly off
- screen
- Prevented user-named loadout buttons from being translated
- Changed background FPS throttle to 10 instead of 5 so it hopefully behaves better
- Fixed overdrive auto next resulting in nothing charging if all get maxed out offline
- Fixed base button flashing logic
- Fixed synth module color (crafted/not crafted)
- Fixed base auto upgrade being displayed before purchased
- Translation updates
- Steam Deck: text fields should now automatically popup the virtual keyboard
- Added setting for bigger ability buttons
- Added setting to throttle fps when game is out of focus so you can play games while you game better
- Added small indicator for current sector on Sector Data screen
- Minor improvement to some tooltips
- Fixed display issue on core loadouts that had no milestones
- Fixed issue with reactor auto power manage making it harder to get Reactor Sustain Achievements
- Potential fix for steam deck issue, you may need to delete your config file at ~/.local/share/godot/app_userdata/SpaceIdle
- Significantly reduced loading time
- Changed capital laser projectile
- Capital boss battle starting now also triggers player shield regen
- Reduced size of ability buttons so that having several does not obscure your ship as much
- Improved some text around Veil Piercer and Specimen research
- Improved offline salvage gain and compute salvage boost interaction to not waste salvage
- Fixed some window sizing issues
- Fixed issue with some popups showing on load when they shouldn't
- Fixed issue with research double dipping on R4
- Fixed issue with V Device stats showing by default
- Fixed offline rewards screen being too tall sometimes
- Overdrive offline improved and now gives the active benefit when charges are consumed offline
- Overdrive offline info added to the offline gains panel
- Fixed auto warp hover difficulty display
- Fixed warp cores sometimes being lost on save and load (might happen one final time loading this patch)
- Fixed auto warp amount and tooltip when all warps are capped
- Fixed minor error spam in logs
- Added tooltip to auto warp detailing lowest warp and warp essence awarded
- Fixed issue with retrofit button not showing up
- Minor translation update
- Warp core charge time should now update properly with siphoning
- Core loadouts now save correctly and have a display
- Which monitor the game was on is now remembered and applied at launch
- Fixed issue that caused phasing enemy projectiles to sometimes not register hitting the player ship
- Fixed issue causing loadouts to not update links correctly
- Fixed issue with researches not fully completing
- Fixed issue with steam deck cursor (in theory)
- Added a highlight to the currently targeted capital parts
- Mastery respec now resets Fighter Spec Points if you had the mastery upgrade for it
- Remembered screen size now includes if you were maximized or not
- Fighter Spec tool tips fixed
- Some localization updates
- Minor text and bug fixes
- Fixed issue blocking Prestige for some people in the 75-80 range
The 75+ Rebalance has arrived! Hopefully these changes manage to address the majority of the pacing and just "not fun" issues people have had with this section of the game. Further tweaking can still happen from here, as no amount of testing can compare to live player feedback, but it should be much better feeling now. Note that if your fighters feel underpowered upon loading, you will likely need to focus compute again due to the changes.
- 75+ Compute Damage, Durability and Efficiency made self multiplicative, new Spec Point system and initial costs reduced
- Capital part health scaling reduced in 75-80
- First tier of 75+ synth recipes changed to have 0 cost sooner and start with more on prestige
- New minor Battle Focus system added at sector 77
- Massive Warp Drive upgrade reduction to warp charge speed halved, warp essence gain upgrades changed to balance it out
- Overdrive charge time reduced to to allow faster charging early on, charge speed upgrades changed to balance it out
- Tons of scaling and upgrade adjustments to allow for more wiggle room in reaching reinforce checkpoints
- Reinforce upgrades tweaked a bit with some moved up to earlier reinforces
- Minor scaling adjustments around sector 21 and 51 which were a bit of a bottleneck
- New Void Lure module added to Tier 9
- Void Power Generation brought closer to Void Power Max in late game
- Advanced Resource Mastery (A tier 2 mastery) replaced with another Shard Link Mastery
- Veil piercer siphon upgrades changed and OD siphon moved to end and reduced
- Reset default setting for Include Siphon In Time Estimate to be off
- Capital ships now have 100% retrofit recuperation
- Loadout system revamped and changed to include Core and Crew if desired (Reactor possibly coming later)
- 6 more loadout slots available
- New AI QoL upgrade to re-arrange modules
- Core Damage Meter now tracks Hangar DPS
- Hovering capital part targets now show the actual amount of resources you will get instead of the base value
- Right clicking a capital part target now sets all hangars to target it
- Window size is now remember and set when launched, reset to default option on settings screen
- Automated hourly backups made more consistent
- Datacore buttons can now be shift/right clicked to add 10
- Base resources now display how long until you hit 0 (if applicable) on hover
- Fixed Overdrive auto tier next and auto next issues
- Fixed issue with reactor Auto Set VM to Income % getting you stuck on low reactor levels on load
- Bunch of other fixes, UI tweaks and minor balance tweaks
- New temporary redeemable code "ineedaipointsforloadouts"
Spoilers for 75+ One of the things I strive for in the design of USI is a feeling of consistent progression with plenty of player agency in terms of systems to focus or decisions to make. Unfortunately, the 75-90 section of the game largely fails at this in one way or another. So its getting some changes! You might recall a survey I posted here a while back about it. That, combined with talking to people about it a ton on forums and discord has helped shape these upcoming changes. Everything is not finished and tested but the general ideas are fairly locked in. So here is a high level overview of whats coming to improve things.
Compute and Fighters
Compute was meant to be the main source of powering up your fighters. This ended up not being remotely the case and Compute really, really sucks
- The Damage and Durability upgrades are changing to be multiplicative so that even after 20+ levels in them the next level is still noticeable
- A new specialization system based on total tiers gained (that run) to give a better feeling of control and "counter play" for specific enemy capital types
Resources and Synth
A huge bottleneck right out of the gate is the restrictively costly synth recipes, that also want the same resources as your core upgrades.
- There will be a pretty significant boost to resource gain right out of the gate with the compute/fighter changes
- The recipe levels that reduce the capital resource cost are getting moved way up, so you will achieve 0 cost much, much sooner.
Lack of Player Agency
There is a purposeful lack of capital focused upgrades right when you get to 75, but the dearth of options lasts too long. Prestige is also quite painful and restrictive making it harder to change things. This results in low interaction opportunity and railroading you into doing specific things too much.
- Again, the compute/fighter changes will help here with part of the new system
- A new, very minor addition to the core page at 77 that will allow for some tweaking
- Changes to prestige to make it less punishing and restrictive (this is not fully fleshed out yet)
- Scaling will be tweaked so that you don't hit 80, 85 and 90 for the reinforce targets quite so much by the skin of your teeth. This translates into having to play less "perfectly" at certain sections
Future Content
Once the above is all wrapped up, its on to developing the new content. 100 is a big milestone and the new content will include the new, very large Fleet system. Its super early in actual development (really just rough prototyping and things bouncing around in my head) but its gonna be the biggest and most involved singular system so far. And of course, new stuff for everything else too! It is a very large update though so its quite far out :*(. I will do another post like this sometime down the road with more details and some actual teasers once it is further along.
- Added a time to next rank indicator on crew stat tool tip
- Changed crew rank upgrades that are maxed to look less clickable
- Retiring a crew member now turns off any auto reprint settings
- Synth on/off status clarified a bit
- Synth time estimates now only count synths that are on
- Fixed issues with fixture siphon
- Fixed issue that sometimes caused wrong crew upgrades on load
- Some text clarifications
- Warp upgrade border colors tweaked slightly
- Fixed crashing issue related to prestige
- Fixed issue with wrong warp cores being removed on crew respec
- Fixed issue with upgrades not applying from shard link on crew respec
- Fixed synth/fixture progress from siphon amount being too low
- Fixed issue with auto reapply upgrades option for crew
- Fixed issue with warning showing up on crew rank upgrades when it shouldn't
- Added an option to have tutorials not pause time
- Fixed issue with Void Matter siphon calculation
- Overdrive auto use charge at max charges now keeps you at max charges while still activating when a charge completes
- Added charge time to Veil Piercer tool tip
- Added Void Matter to Veil Piercer Resource Siphon node
- Fixed Overdrive auto use charge option interaction with siphoning
- Fixed time estimates that accounted for siphoning during active use
- Added some debug info to track a bug
- Fixed issue that sometimes caused a crash on load
- Added setting for the red flash on warp tab when full
- Added some updated translations
- Fixes for overdrive offline behavior
- Fixed range indicator on higher zooms
- Added a confirm upgrades toggle to crew mastery upgrades
- The warp tab will now flash red when all your warp cores are fully charged
- Fix for late game compute requirements not calculating properly on load
- Fix for siphon tool tip incorrect seconds display
- Fix for newly unlocked warp cores displaying incorrectly
- Fix for overdrive tooltip not updating properly
- Improved synth pinned module layout a bit
First monthly giveaway ends in a few days so be sure to swing by the Discord to enter if you haven't
- Synth pinned modules now have an upgrade button on them
- Sector data button highlights changed to clarify cleared sectors for your specific reinforce
- Overdrive changed to give passive levels on charge gain instead of charge use
- Overdrive can now continue charging and gaining passive levels while you have max charges
- Auto Next on Tier Up added to existing AI Overdrive upgrade
- Compute optimize should now correctly account for levels required in the late game
- Clarified siphon tooltip a bit
- Shards from veiled enemies now show their drop sector in the tooltip
- Fixed an issue with siphoning not giving OD charges correctly
- Fixed offline specimen research gains
- Fixed an issue with shards not showing up in the missing upgrades notification
- Some minor performance improvements
- Other minor bug and text fixes
- Early game fighters buffed slightly
- Fighter health and durability stat normalized (just a visual change)
- Added an extra starting sleeve to R3 and R4
- Capital resource shard links changed to match the resource color and Adaptium added to the T7 version
- Healthy Target Damage stat changed to trigger as long as the Defensive Plating part is not broken
- Improved offline capital shard gains
- Switched the rare multiplier in specimen research for a rare chance
- Added a new setting to determine whether siphoning is included in time estimates
- Fixed bug that occurred when acquiring capital research and R4
- Fixed bug with reactor overdrive auto buy
- Fixed bug with reactor overdrive offline time not working properly when tier up occurs
- Fixed last compute module
- Fixed enemies in sector 99
- Fixed a bug that let you one shot enemy capital ships before they could shoot you in certain situations
- Some text and icon improvements/fixes
Some much needed fixes and changes! Also, just a reminder to fill out the survey if you have the time, it will help a lot!
- Fix for shard slots being invisible
- Fix for warp cores sometimes going away on reload right after reinforce
- Fix for the overdrive charge time tooltip not updating
- Fix for fighters randomly dying
- Research Shard 7 and above changed to preserve individual research type buffs
- New upgrade for R2 that causes the improved tracking core nodes to not reset on prestige
- New upgrade for R3 that increases the warp sync to 85
- R4 research based bonus for VP Gen and Max Increased
- Second set of warp overdrive charge upgrades decreased
- Improved how reinforce handles perma slots and made the ui a little better
- Changed specimens to persist through prestige
- Added a tooltip to overdrive passive with a time estimate
- Added some much needed throttling to calls to discord bot
- A few other minor fixes
0.52.0.4
- Fixed V Device bug related to R3 mechanic
- Fixed Veil Piercer upgrades not showing on Stats & Info screen
- Fix for Crew having wrong mastery amount
- Added a buffer sector after 99 just in case
- Tweaked text of discord link area
- Fixed crew issue in R4
- Fixed incorrect scaling in 97A
- Minor text fixes
Fixed a few critical bugs related to crew. MAKE SURE YOU GET THIS UPDATE BEFORE R4.
This patch is mostly focused on new content for end game. But there's one really cool feature everyone can use! If you are in our discord server you can link your discord account to the game via a unique code you can get in the about or settings tab in game, which you then send to the bot in the #role-link section. Once your account is linked you will automatically get assigned roles on the server that reflect your progress in game, and if you so choose, also automatically update your server nickname to show the sector you're in in near real time. This bot integration will also be used to run monthly giveaways. The one in December was a lot of fun to do so I'm going to attempt to run one every month assuming I have the bandwidth to manage it!
Survey
Once the inevitable bug fixing and quality of life improvement requests settle down after this patch I am going to be looking into a potential rebalance of the 75+ content (and possibly some earlier stuff but the main focus is 75+). To help me with that please fill out this survey
Patch Notes
- R4 and sectors 95-98 added
- Added new content to end of R3
- (Do this new stuff before you start R4 if you are at EOC)
- New upgrades and systems to support the new content areas
- Two new AI upgrades
- Added the ability to link your game to your Discord account
- (If you are in our discord server this will automatically assign you roles and more!)
- Tweaked the balance of synth around sector 75
- Fixed an issue with fighters that was causing excess "dodges", they will get hit a bit more often
- A variety of bugs fixed
- A variety of bugs added
- Stats & Info panel missing upgrade notifier made smarter
- Normalized order of some late game resources in displays
- Clarified the Crew warning for negative impact of a stat
- Slightly improved the core autobuy behavior
- Research Data Cores now reset on retrofit starting from R3
- Fixed tracking of your reinforce number
- Updated the default backup save name to include reinforce number when relevant
- Completing a warp after unlocking the massive warp drive now counts for 200 warp completions towards the achievement
- Added a display of estimated time to hit a new high level on crew stats
- Stats & Info panel will now display a notice if missing upgrades when browsing a specific stat
- Added a visual notification to crew rank upgrades if they are being negatively effected by a crew stat
- Fixed Crew upgrades not updating properly sometimes when retiring a Crew Member
- Fixed web version auto save timer
- Fix for Bomb projectiles going around enemies
- Fix for AI Consumables not unlocking properly
- Auto save checkbox moved to settings to prevent misclicks
- Base auto buy AI Upgrade changed to be building specific selections
- AI Upgrades changed to all be visible from the start but locked so you can see future AI Point requirements
- Fix for late game issue causing game to slowdown if in same sector for a long time
- German translation enabled
- Fixtures can now be swapped directly instead of having to pause first
- Some performance tweaks that should improve performance when a lot of enemies are on screen
- Fix for Crew Auto Reapply Upgrades applying before a print
- Fix for issue causing wrong ship list to show up on load in some circumstances
- Fix for synth times showing as wrong color (for real this time (hopefully))
- Fix for log issue
- Fix for synth recipe time sometimes being red
- Fix for late game crash bug
- Fix for a few ui text issues
- Added a purchase recovery button to steam version
- Added an option to auto reapply the previously used upgrades to the crew auto reprint (Won't work until you manually assign upgrades again after this patch)
- Added a setting to show or hide update notifications
- Fixed duplicate tooltips
- Fixed some translation issues
- Fixed broken weapon ordering when prestiging or retrofitting in certain cases
- Fixed crew skill not applying immediately
- Crew auto reprint optimize changed to be more useful and easier to understand
- Added optimize functionality to Crew auto reprint
- Fix for game not closing on Linux
- Fix for core upgrades misbehaving
- Fix for upgrade popups sometimes giving extra stats
- Fix for offline calculation on bases sometimes giving 0 material if other materials are negative
- Fix for some tooltip display issues when holding shift
- Fix for Warp Auto Sync not triggering when running higher warp above threshold
- Fixes/changes to some UI text and translations
- Fix for Core Upgrades calculating incorrectly when changing nodes
- Fix for recipe cost reduction displaying 10 instead of -1
- Fix for base slots not changing color when affordable
I have a bit more than the plain old patch notes this time. First, I've enabled Russian and Traditional Chinese as options in the settings, these might be slightly incomplete or cause UI issues in places but should be mostly good. Huge thanks to everyone thats helping with translations Secondly, we hit 100k unique steam users, as in people that actually launched the game! See the patch notes for a new code to celebrate that. And now the patch notes as normal:
- Russian and Traditional Chinese translations enabled
- Performance improvements smoothing out large spikes in a few areas and system reworks to reduce underlying loads
- New code "awardwinning100k"
- Slightly lowered cost of final warp upgrades for task list
- Improved Crew tutorial with a new section that triggers later
- Crew auto reprint changed to use actual mastery gained instead of raw stat levels (It has been turned off so you will need to turn it on again if you were using it)
- Fix for synth sometimes instantly fully leveling a certain recipe
- Fix for warp crash related to auto warp
- Fix for warp reward labels not updating properly
- Fix for loadout stat calculation issue
- Several other minor fixes
I hope everyone enjoyed the Spacemas Event. Since this was the first in game event it's extra important to hear all sorts of feedback on it so I've set up this survey to gather that. Please fill this out at your convenience to help ensure the next event is as good as possible. Spacemas Event Survey And of course feedback in the forums or the discord about the event is great too! Thank you again for everyone's continued support!
- Added explicit countdown timer for when the event ends due to extremely popular demand (you can stop asking now ><)
- Fix for 4300 level crew Fortifium upgrade
- Fix for loadout equipping modules that have not even been created yet
- Fix for compute tier time estimates
- Minor buff to base 5 booster
- Reactor Overdrive auto use now obeys the use all charges checkbox
- Warp and Synth upgrades now show cost for 10 when shift is held while hovering
- Fix for sector 90 shard drop
- Fix for synth recipe estimates showing non rounded resource requirements
- Fix for research tab flashing green after reinforce
- Fix for misleading text on core preview from prestige tab
- Fix for ability button multi clicks
- Fix for late game crash issue
- Fix for fighter shots doing delayed damage or not doing anything at all
- Fix for Beam Laser weapon sometimes not firing
- Minor performance improvements for high volume of enemies
- Added tool tip to warps showing the cap
- Fix for capped warp values showing incorrectly
- Fixes for overdrive UI
- Fix for issue with scaling on late game warps
- Fix for crew stat scaling delay sometimes not applying immediately
- Fix for a few enemy coloring issues
- Fix for new base upgrades and fixture speed not working until after a restart on reinforce
- Fix for overdrive UI clipping issue
- Fix for Smarter Craft to not focus Experimental Material as soon
- Fix for ultra late game loading issue
- Crew Mastery tooltip clarified a bit
- Several minor UI/Upgrade/Translation fixes
- Fix for offline synth calculations
- Fix for hangar apply to all
- Fix for the new distance based navigation sometimes tweaking out
- Control surface can now be made infinite
- Exploit and Reliability Core nodes slightly changed
- Minor ui and color fixes
- Some setup for additional language support
- New AI QoL Upgrade for Auto navigating to a specific distance
- Above upgrade will add auto navigation button to scanner for event
- Fix for temporary boosts not reapplying on reload
- Fix for challenge yeller Synth 2
- Reactor OD Tooltip improved
- Couple minor bug fixes and improvements
The limited time Spacemas Event is now live. It will run through January 6th. Hunt down special enemies for temporary boosts and a holiday themed ship design. A giveaway of $1000 in Steam Gift cards (10 winners) is running along side the event (ends Dec. 29th 12:00pm Noon PST), see the info in game for details.
- Spacemas event lasts through January 6th, hunt down a special enemy to earn temporary boosts and AI Points
- New holiday themed ship design that's earnable in the event
- Fighter Overdrive Passive switched to efficiency, minor improvement to upgrades to balance out
- Added sector 93 and 94
- Added few new late game upgrades
- Some balance changes for sector 90+
- Base autobuy significantly sped up
- Couple minor fixes and improvements
- Fixed synth recipe time estimates not showing
- Fixed ship design button loading incorrectly
- Improved Crew Auto Reprint AI Upgrade functionality
- Added new crew AI QoL upgrade to automatically reprint at specified stat levels gained
- Crew mastery tool tip had some useful information added
- Reactor Overdrive tier up passive multiplier reverted to 10x from 20x to reduce runaway scaling at high tiers (OD tiers are still more powerful than they were before last patch, you should only really notice this change late R2 or R3)
- Reactor Overdrive tier bonuses for warp and reactor increased slightly
- Reactor Overdrive will no longer lose active charge on a save and load
- Normal enemy scaling reduced sector 86+
- Extra multiplier added to shard drops on Reinforce when you've already completed them.
- Clarified Text on the Reinforce button
- Synth recipes now show materials needed to max
- Fixes for late games Synth recipes
- Various minor bug fixes and text improvements
- Performance improvements when gaining shards
- Fix for salvage wrecks and energy voids not being clickable in the top right
- Fix for synth getting stuck producing one per tick
- Fix for crew milestone upgrades being one behind at times
- After the first reinforce shards will now count as completed if the next tier is acquired
- Sector data now opens to the sector you are in
- Typos and ui fixes
- Late game base security upgrade cost reduced
- Late game power max vs. generation gap narrowed
- Overdrive tier ups are now multiplicative and the passive bonus is larger
- Overdrive now automatically tiers up instead of requiring you to push a button
- Synth smartercraft now works offline
- Fighters will now damage other targets when their main target is gone
- Tweaks to late game fighter stats
- Fix for fighters doing no damage after death
- Fix for synth using a ton of resources but not granting xp in certain scenarios
- Fix for late game synth achievements
- Fix for synth upgrade always showing on load
- Fix for challenge notifier telling you to do synth challenge 2 too early
- Fix for crew secondary stat scaling not working
- Several minor text and ui fixes
- Some very minor performance improvements
- Fix for offline compute calculation bug
- Fix for crew xp bug on load
- Fix for missing synth point upgrade
- Fix for challenge completions going too high
- Late game resources now give you a little bit more information on hover
- You now directly gain research data cores when increasingly start with stat
- You will now get more information about the sector 80 feature at sector 77 (not retroactive)
- Other minor fixes and QoL changes
- Sector 74 Synth task changed to infinite all materials
- Sector 74 Warp task changed to purchase all upgrades
- Chinese translations updated, still more to come
- Base security upgrades changed to start you at that base instead of previous, upgrades will need to be re-bought
- Fixed an issue with late game compute optimize
- Fixed an issue with crew on load
- Fixed some more UI issues
- You can now turn off challenge notifications on the challenges tab
- Right click can be used in place of shift click in most places
- Late game reactor auto buys separated into two options
- Pause confirmation option for fixtures
- Fixes for late game recipe unlocks
- Fix for auto VM manager getting stuck
- Fix for late game research notification
- Fix for late game warp display
- Fixes for some super late game crashes and progress issues
- Fixes for late game XP gain issues
- Auto VM Manager switched to use internal value instead of tracking based on user settings
- Shard Stats display shouldn't jitter/double up as much
- Warp area now has scroll bars for when you have too many warps showing
- Fix for loadouts using shards in wrong slots
- UI spelling and rounding fixes
- Very minor performance fixes, more coming
- Play time stats now appear on the stats & info statistics tab
- Fixed crew not printable after load issue (again)
- Fixed Warp Essence Fixture
- Fixed various spelling issues
- Fixed Warp initial HP for 75+ content
- Fixed enemy info for 75+ warps
- Notification popup close all option now on top
- Additional core filters for 75+ content
- Compute optimize for 75+ content works better offline
- Warp Auto Sync now grants warps from B routes as you pass them
- Fixed crew slots issue on load
- Fixed an achievement not triggering
- Fixed synth typos
- Fixed warp display issue
I forgot to post the last several updates here, so i've included all the changes since 0.50.0
- Fixed boss damage sector 75 plus
- (Potentially) fixed capped warp display issues
- Upgrade distribution adjustment to return some battle stats to players around 65 that got hit hard by the changes
- A code was added for for those affected expires 12/01/23: isolemnlysweariwasinsector60to68andgottoonerfed
- Challenge notifier should no longer spam
- Challenge notifier breakpoints tweaked
- Research UI Improved for colorblind
- Fixed some late game bugs
- Other minor fixes
- Compute 1.1 Cap+++ buffed
- Fixed stat popup issue in full screen
- Nerfed boss of sector 68
- Minor ui fixes
- Challenge Checker will now only flash the main button once per load, and will instead do a notification after that.
- Crew mastery points should be restored to correct amount
- Synth mats not updating fixed
- Advanced tab on compute showing when it shouldn't fixed
- Few more minor fixes
This is a bit last second, but if you guys have been enjoying the game, please nominate it for the Sit Back and Relax category in the steam awards. USI Is potentially a little less "Sit Back and Relax" than some other idlers, but I think it still fits! Regardless, thank you all for playing the game and all your support, It has made working on this an absolute pleasure.
- Bunch of new content at sector 69+
- Ship designs and themes added, purchasable and earnable in game, more are coming
- Tons of bug fixes and minor QoL adjustments
- Code for AI Points and a Time Skip: somuchforoctober
- Code for mastery respec good until 12/20: fixmycrew
- Top UI redone, your buttons may be in a weird order
- Challenges flash green if your stats are well over what is needed to complete them (If you get a notice and can't complete the challenge please let me know)
- Upgrades now show a prefix when looking at stats, setting available to remove this if desired
- Shard resonance number display removed, setting added to show them if desired
- Warps shortened
- Crew upgrades slightly spread out and masteries tweaked, you may lose a little power
- New Crew Sleeve Reset consumable
- And many more...
Its a thanksgiving miracle! I am FINALLY pretty much ready for release, just a matter of a day or so of final checks and cleanup. This patch will include a bunch of new content (sectors 69+), including a shakeup to the combat, a big new feature and new extensions for most existing features.
Additionally, there will be a purchasable cosmetic ship design that includes a full UI theme. More full designs like this (for purchase AND earnable in game) will be coming in the future if this one sells a bit so I can convince the artist to pump out more :P.
That said, if your into it, scroll down for some near final pics with spoilers.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
In the previous post I said a patch would hit in October even if it wasn't with all the stuff I had planned. However, I think it's going to be better to just give it the extra couple weeks It will take to get everything in to give you guys a LOT of content. One might think I could just put this out now, and then keep working on the last of this content and get another patch out in a couple weeks with the rest. But from past experience with these content updates I know that once its out I will be endlessly distracted for at least a month with requested feature implementations, bug fixes, and other small things. Which would mean I would not get back to getting this content in for a while. I will post some teasers when I get a concrete release date set, the concrete release date will come when all the content I want is in and its down to testing and polish. Sorry for the delay and thanks for your patience!
First, real quick, skins for the player ships are coming, here is a 2 question survey to let me know what pricing setup is preferred. As for upcoming content, I just wanted to do a quick post to let people know more content is coming in October. I don't have a more specific ETA though sorry. There will be "normal" content up to sector 74 or so, and then two new systems will kick in. Those two large main new systems are built, but need content + testing + balance and UI polish. I consider one of these to be a "risky" mechanic to have at all, so I need to take the time to make sure its smoothly implemented. If I can't get it feeling good enough it will end up cut, which will set things back a bit (but will still have something out in October regardless). Thanks for your continued support and enthusiasm!
- Retrofit ? fixed to not show too soon
- Fixed bug with tab buttons not saving the custom order correctly
- Save recovery screen added when it detects save corruption
- Couple minor text changes (never ending)
This update includes some changes to the save system that should help reduce save related issues. There have also been some minor performance improvements and two new settings you can turn off to improve performance in general.
- Save system reworked to make additional backups and point you towards backups in general if your main save gets eaten by steam or something
- Damage text now stacks when hitting rapidly instead of trying to show them individually
- New Show Enemy Lights and Show Projectile Lights settings, turning them off will help with performance
- Retrofit got a ? icon with some details
- Synth recipe time estimates now include the craft time reductions you get at certain levels (note it STILL is not fully accurate as your speeds will change)
- New setting Synth Show All Time Estimates that will put the time estimate for every level when you hover a recipe (find it on the Settings tab)
- Groundwork for next content patch
- Bosses should no longer occasionally spawn twice
- Minor loading improvements
- Fixes for various multi clicking bugs
- Fix for incorrect highest sector being saved for challenges (not retroactive)
- Minor text improvements and fixes
Unnamed Space Idle
Sylv
Jdog Corp
2023-07-27
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 94
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(1936 reviews)
https://store.steampowered.com/app/2471100 
[0 B]
A Myriad of Different Systems
Discover over 10 distinct systems, each offering unique mechanics that evolve and expand over time.- Core - Upgrade your Weapon, Defense and Utility cores with salvage gathered from enemies.
- Compute - Improve your combat stats over time in traditional Idle Game fashion
- Synth - Craft and improve modules and recipes to increase your power in various ways.
- Void Device - Slot in void shards dropped by enemies for different combinations of upgrades.
- Prestige - Unlock different ships, weapons, defenses and utilities.
- Reactor - Feed void matter into your reactor to power various system boosts.
- Research - Harness the research data obtained from different sectors to unlock various upgrades.
- And More...
Impactful, Understandable Decisions
Choose wisely when equipping your ship with weapons and defenses, selecting power-altering modules, or determining the optimal combination of shards to use. The distinction between optimal and sub-optimal choices can significantly impact your progress. But while there are a lot of decisions to be made, they are all plainly understandable so that the optimum, or at least very near optimum decision making is within your grasp!Consistent Progress and Unlocks
Well paced progression combined with the amount of different systems, upgrades and enemies, means something new is frequently just around the corner.- Processor: 2.0 GHz or faster processorMemory: 4 GB RAMStorage: 200 MB available space
- Memory: 4 GB RAMStorage: 200 MB available space
- Storage: 200 MB available space
[ 5950 ]
[ 3221 ]