
Endless Coffee is out! Build your ship, survive 21 Days and break the Universe- Astro Prospector is an incremental bullet hell about mining coffee and fighting SpaceCorp. Collect resources, upgrade your ship and become unstoppable. Return AstroCoffee to humanity!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Aug 10 → 10.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Endless Coffee is a massive free update for Astro Prospector, including a new mode with 5 new weapons, 200+ new upgrades, 9 different ships, new enemies and a thousand ways to break the Universe!
Build your own ship, survive 21 Days and destroy the source of SpaceCorp.
Then, go Endless, find powerful synergies and try to get as far as possible!
New survivors-like, ship builder mode.
Survive 21 Days and go Endless. Reach as far as you can!
Master 9 different ships, each one with unique gameplay.
Unlock new skills by levelling up and winning with each ship.
420+ upgrades to discover.
Dozens of hours of playtime, find clever combinations, break the Universe!
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Astro Prospector is an incremental bullet hell about mining cofferoids and fighting the evil SpaceCorp. Collect resources, upgrade your ship and become unstoppable.
Mine cofferoids from SpaceCorp's fields and steal their AstroCoffee seeds.
Explore and upgrade the skill tree to increase your ship power.
Enemy Machines will try to stop you. Dodge their bullets and destroy them. F*ck SpaceCorp!
Addictive incremental progression.
25 Zones with unique enemies and bosses.
Unlock new skills by completing tasks and destroying SpaceCorp Machines.
200+ upgrades to discover.
Short and intense experience (~5.0hr playtime).
Join our server Discord, so you can stay tuned and give us feedback. You can find the link of the sidebar!
This game contains flashing lights that may make it unsuitable for people with photosensitive epilepsy or other photosensitive conditions.
Player discretion is advised!
Engagement
Reviews
Themes across 230 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
難易度がちょうどよかった 時間制限も与えるダメージもアプグレしないといけないから結局上げる順番に差異はあれどクリアするときにはみんな大体同じようにはなりそう
Una más y lo dejo, de verdad.
本质上是个弹幕游戏,升级的内容确实不少,但除了那几个给无敌机会的升级之外,大多数技能也就前期有用。 因为游戏关卡的设计问题,每章都是在第1关farm最合适,安全且收益并不低,导致2-4关基本没有游玩价值,等级上去了自然就过了。 但哪怕通关了,也没有什么爽点,并且玩起来过于累了。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*, Japanese*, Simplified Chinese*, Traditional Chinese*, Russian*, German*, Spanish - Latin America*, Ukrainian*, Turkish*, French**languages with full audio support
Hours played at review time, across 231 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Incremental muy entretenido y adictivo, de los mejores que he jugado, una progresión muy bien hecha, que invita a seguir y seguir jugando. Juegardo.
很优质的增量,就是中间有个阶段要反复刷好久。另外,汉化组也很有活!
全程难受,做为增量游戏没有给过一丝爽感,我玩增量游戏是为了躲弹幕的吗?
Aye but it's not really an [b]incremental[/b] in the traditional sense (or Idler if you will). You ain't getting like Melvor or Revolution Idle type [i]gameplay[/i]. It's a bullet hell through and through.. pretty enjoyable one with a tasty price tag to be fair. I did grab it in the Short Games Showcase from Humble Bundle mind. Finished the 'story' in 5hrs odd, pretty much in three sittings. There's like a few slides of graphics after each boss fight, nothing to pay attention too. Which is good for a shmup personally. Forgot there's also an Endless Mode too. Looking forward to trying that at some point. User settings* are really standard but at least you can knock off screen shake and flashing effects, gj dev. * https://steamcommunity.com/sharedfiles/filedetails/?id=3798835979
I've 100%'d in my playtime. The game is pretty ordinary, and the start felt especially stale. But it was cozy, with the jazzy soundtrack, so I stuck around until the game got good. The difficulty has satisfying progression, and the enemy design is pretty good. Not often did I blame the game instead of myself for losing. Attacks are well telegraphed (especially the lasers) and the animation before an enemy fires was very useful in early game (less so in late game, with the sheer amount of enemies) The bosses and their returning variants were enjoyable. Especially the first boss in each area. I was interested in seeing "What's the next variant gonna be..." when I got into each new area, and [spoiler]the Lusars[/spoiler] were pretty funny. However, I really wish more of the bosses actually *used* their area's gimmick. Each area had a gimmick. Spoiler; [spoiler]The first had nothing, the second had icicles (projectiles), the third had vines (cutting off parts of the area), the fourth had explosions (cutting off circles of the area) and fifth had those platforms (cutting off parts of the area, + small extras).[/spoiler] Note that all of those are not really too creative. They're all essentially area denial. The only instance in which I actually was impressed with an area gimmick's use was in [spoiler]Chocolake's level 5 boss, who forces you to the bottom of the arena and fires a parting laser[/spoiler]. This was really unique and made me think "Why don't other bosses utilize these more blatantly?" as it'd tie game mechanics together in a nice bow. [spoiler]That said, I'm pretty sure one of the ice area bosses also uses the icicles to some extent[/spoiler]. My point is that not enough of the area bosses use them and more creativity would've been fun with them. The achievements weren't too unnecessarily hard to get to 100%, so I did. However, I do have complaints; Outside of no-hit achievements, there's no reason at all to go back to previous levels. There's also essentially zero replayability once you've finished the game once. So a completionist's dream, but don't expect many hours out of this. For the no hit achievements, I don't think the developers fully considered how to accomodate players going for it. There is no option to switch to one-health mode, no quick restart button in the escape menu. You must go back entirely and start the level again from the skill tree. Inconvenient for the last level especially, which was much harder to no-hit. That said, the shield does not count as being hit. This is a GREAT feature. Otherwise, no-hit would be absurdly frustrating. So allowing a hit every 5 flow rings is a very graceful way to go about making it not too frustrating to get. Kudos. Accessibility is pretty good (An in-game sensitivity slider would've been nice, though) and allows both mouse or keyboard. Mouse being obviously preferred. Some other settings that optionally make the game easier would be nice for other people, I think. Another gripe would be a lack of a simpler VFX option - maybe turning the background black to better contrast bullets (though the obvious red bullets are still pretty well contrasted) for those who are focusing on no-hit and are distracted easier. All that said, the game was a pretty fun one to play. I got it as part of a Humble Bundle so I decided to analyse it as I played. I can recommend the game to most people that like casual bullet-hell. It's well-made and clearly has effort put into it by the developer.
Astro Prospector is a twin-stick single-screen arcade shooter with "hints of bullet hell" and a big 'ole incremental skill tree. A level in the game unfolds like this: you zip around in your ship mining resources, which draws the attention of the evil monopolistic SpaceCorp goons, who try to shoot you down, only for you to shoot them down instead. You also have a limited amount of time per stage, which is measured in how much drinkable coffee you have in the cockpit. The stage ends either when you're drowsy or when you defeat the 'boss,' and the boss only shows up if you're being enough of a nuisance (both with your haul and in defending yourself). The upgrades are satisfying: multiple mining lasers, longer range, better damage, faster maneuverability, deployable bombs/mines, homing missiles, deployable turrets with their own range and rate of fire, orbiting "moons" that are both defensive and let you ram enemies, a huge pulse wave that 'eats' enemy projectiles, etc. Took me six hours to complete the main campaign and max out the entire skill tree. After that I spent about 20 minutes on the more recent "Endless Coffee" update, which attempts to reorganize the game's mechanics into a rogue-like. This was a fun incremental game, but nothing about the rogue-like version of it was compelling, and there are no shortage of extremely famous/successful rogue-likes for me to get to. For me the best non-idle incremental game on Steam is still Shelldiver, but Astro Prospecter is a fun time. Space Rock Breaker is also pretty good, if you like this one.
Incremental muy divertido, cortito y al pie. Entretiene y es ameno. El comienzo es algo lento pero enseguida se pasa ese bache. Made in Españita! apoyen comprándolo!!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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