
A story-driven incremental game with idle and auto-battler mechanics, inspired by Factorio logistics, Path of Exile itemization, and Eve Online's economy
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About
Space War Economy Idle is an incremental game where you take control of a mining outpost, extract resources, build ships, and battle your way back towards Earth. It is designed to be casual but complex, working with both passive/idle play-styles and more active playing.
Configure - setup machine processes to mine, smelt, craft, and do logistics runs automatically
Manage - make the processes work in sync and be rewarded for peak performances
Idle - resources accumulate whether or not the game is active or open
Upgrade - processes can be upgraded almost endlessly and runs can be reset for semi-permanent rewards
Optimize - master a minigame that rewards management consistency with global multipliers
Craft - all items are custom with random modifiers based off of what items are consumed in the crafting
Assemble - combine component items to create a fleet with action RPG itemization and stats
Auto battle - dispatch fleets to fight challenging enemies in 300 levels of space warfare
Conquer - more items, mechanics, and story are unlocked with battle progress
Prosper - discover your past and what happened to humanity
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
It's a cool concept. Feels a little samey to some other sci-fi based idle games but it's unique enough that I'll give it a pass. It might not be directly copying anything but it certainly rhymes. I'm having fun after playing it for a bit. But between the bugs and the incredibly vague stats/mechanics, it can be a little frustrating. As I'm writing this, I'm stuck in the augment menu that has no means to exit - Guess I have to alt f4 and pray it autosaved. That frustration is enough to tilt the thumb downward. With a patch or two and some love I can see it being worth a thumbs up though. I'll change it if that happens. TLDR: It's incredibly early access and should be labeled as such. But fundamentally there's potential. It just doesn't currently have any execution. To the developer: A big thing I hope the developer makes note of - The prestige benefits are incredibly boring. Make me want to prestige, not dread it because I can click a couple buttons that are bland upgrades. Please do a better job explaining cycle duration and why it matters. For example - It takes some imagination to pretend to understand why I would upgrade the minimum cycle duration? There's a lot of things in the game like that. Let me see the stats of ship components before I craft one.
There is definitely something here
I've really tried my best to squeeze some fun out of this game, but between gamebreaking bugs, unclear statsand utter lack of quality of life features I'm ready to give up. This should have been released as an early access game.
The recommendation is more of a sideways thumb at this point. The TL;DR is that it's a relatively simple idle game, watching numbers go up is fun, and setting up an efficient chain of processes to maximize income is enjoyable. The downsides are the UI is a bit too simplistic, a lot of prestige powers aren't very useful while some outright don't work, and offline progress is practically nonexistent. The basic gameplay loop is fairly straightforward--you have to setup (through a list of priorities if you want) a series of Process bots that can either mine, smelt ore, or craft starship parts. The core mechanic being to find a way to balance raw ore income with as fast as you can smelt, and ultimately consume. Eventually you'll realize you're pretty heavily constrained by a lack of processes to do the work, so you have the option to consume the net worth of your resources into prestige points, resetting your progress but letting you improve the run. This system is a little jank, as you have to choose whether to convert your points into Major, Minor, or Patch points, each with their own skill tree. Thing is doing a reset will delete all points of lower tiers, which is weird at first but eventually you get in the habit of converting your economy to get Minor points, then doing a few successive resets in Patches to drastically speed up gameplay, until eventually getting Major points that you'll never lose. Problem is some of these skills don't work (like the ones automating the neural network bonuses and application), and the UI does an integer overflow when you max out a skill (purely visual but looks distracting). There's no different shade of color for maxed out skills which is disappointing too. Another super problematic one is the Minor patch skill improving scan quality. Ores come in three tiers, and initially you can only scan the lowest quality sites. With one point you can begin finding tier two sites, and with both points you can find tier three sites for the best ores. The problem is that once maxed out, it's impossible to find tier two sites anymore (either by design or bug, dunno). That's a critical issue when the best starship component require all three ores, making them impossible to craft since there's no way to actually generate all three at once currently. Combat is toted as a major part of the game, and to do that you need to craft starship components and jam them together. You can improve these with random modifiers, and rig certain modifiers to be more likely (a la PoE, which I approve of), though the UI could be better, especially with the chassis component (which doesn't show you the stats for, despite being the vital centerpiece of your ship). You then take these ships into combat, which plays out automatically. You just sorta wait for your ships to ram into the enemy and hopefully you come out on top. It's fine for what it is, but I'd rather see the enemies idling when you select the difficulty so you can examine their composition and augment your weapons to counter them ahead of time, instead of sending your ships into the grinder. The problem with this is combat has no real reward. You get a bit of story every 25 difficulty levels, but so far no real reward or purpose for it. It doesn't unlock any resources or prestige abilities, it's just...there. An end goal to work towards but nothing really driving you to do it. Finally, offline progress is very jank compared to other idle games. In practice it should be fine, as what the game *says* it does is take the best series of 5 seconds of income for every resource, and while offline you'll collect that sum of best every 5 minutes. In reality, if I leave for an hour I get about 10 seconds worth of resources. I don't know what's up with it, but you basically get no progress and it kinda stings. This is worsened by wishing it'd just simulate your processes making progress for the sake of in game achivements (which you need to expand storage capacity for stronger resets). Overall, it's a fairly simplistic game that's a fun time burner, but in its simplicity are a lot of small compounding flaws. They're fixable, and I do hope to see the game improve cause it is overall a nice little idle game. Just needs quite a bit of work to get there.
wont open :(
+++++++++++++++++++++++++++ Update - 26/10/25 +++++++++++++++++++++++++++ Since I posted this the dev has dropped 3 or 4 more patches, all tweaking and adding new bits, as well as a lot of QoL updates. Many of the descriptions have been re-written and systems getting re-worked from feedback from players. Not everything is perfect, but it is clear that this is a game that is being improved. Because of this I am updating my review to Recommended, as long as you consider this is more of a late early access game than a full polished release. +++++++++++++++++++++++++++++ Original Review +++++++++++++++++++++++++++++ This should be an early access, this is not a full release. In just the 15 minutes I managed the lack of polish was very clear. The game still has the Godot icon for its window, the game starts up in windowed mode but the game is set to the full screen resolution resulting in a image that is squished and does not look right until you go and change the settings yourself. When you start a new game there is a window partly transparent in the middle of the screen with a message about levelling up something that disappears, almost feels like a menu that is from later game but not cleared properly from view until the first story message appears. There is also a common popup in the bottom about systems or such levelling up, no explanation of what these are, they also dissappear very quickly, not much time to take it in while trying to catch all the gameplay mechanics. There is next to no explanation of the priority system for the survey satellite/ship? If you were coming into this game with no knowledge at all of priority systems from other factory/processing system games you would be at a loss. I want to like it, and the core idea is really up my ally (The dev was speaking about their game on reddit as a cross of eve online markets meets factorio logistics), but it really feels like a early access version at a base idea of a game. Maybe the later game is more fleshed out, I assume it is, but with the way the story beats interrupt constantly as you are trying to learn these new systems the game is presenting with not very clear instructions, it does not feel to be a game worth spending the time yet. I hope to see it improve.
Its a unique idle game that is quite enjoyable to try and balance the various tasks. As others have said, it needs work especially on the UI, however the dev is very active in responding to feedback and fixing bugs. I think it has a lot of potential and is already a decent idle game
Solid incremental, looking forward to see where it goes from here.
Nice idle game, dev responds very quickly to issues too.
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