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Space War Economy Idle

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Space War Economy Idle

Chasm Studios · Published by Chasm Studios

9 user reviews — 67% positive (9 reviews) · 19 achievements

Last updated 28 Sept 2026

A story-driven incremental game with idle and auto-battler mechanics, inspired by Factorio logistics, Path of Exile itemization, and Eve Online's economy

DJCTQ l

£4.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £4.29 · Highest: £4.299 Oct 2026

Indie, Simulation, Strategy, Casual · 2025 · More under £5 games

Delve into a story-driven idle game where you manage resources and command fleets. Inspired by Factorio's logistics, Path of Exile's itemization, and Eve Online’s economy, Space War Economy Idle offers deep strategic play with casual accessibility.

About this game

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.

Two thirds economic management

  • 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

One third permadeath auto-battler

  • 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

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10
  • Processor: i3
  • Memory: 256 MB RAM
  • Graphics: Intel Iris
  • Storage: 500 MB available space

Recommended

Recommended:
  • OS: Windows 11
  • Processor: i5
  • Memory: 512 MB RAM
  • Graphics: Intel Iris Xe
  • Storage: 1 GB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    1.1.4

    Bug Fixes Fixed the transporting eligibility check being inverted, which prevented processes from being assigned to transport runs. Fixed conveyor belt "closest" priority selecting the furthest site instead of the nearest one. Fixed cart dumping into inventory past limits. Fixed site filtering by lowest fragility using incorrect math that could remove the wrong site. Fixed manufacturing job enqueue not aborting when the queue was full. Fixed after-battle salvage calculation double-counting destroyed fleet ships. Fixed destroyed enemy ship count off by one error. Fixed auxiliary gun not using its own range when checking if it can fire. Aux guns were sped up on the first shot. Heat and electrical damages weren't accounting for their bonuses/penalties against shields. Fixed critical hit chance being calculated from the target's stats instead of the attacker's. Fixed process priorities not being fully saved when editing them. Loading some processes with missing mining sites was resetting only one process. Offline rewards could go into negatives under certain conditions. Quest dialogues were loading the wrong quest (off by one). Quality of Life Added the ability to discard optima. Balance Changes Bosses now have 3x health and shield multipliers. Boss fire rates have been increased across all boss levels. Shields and health now always regenerate at a base rate of 1% per second.
    Read full article on Community Announcements (Mike)
  • Patch NotesOfficial

    Patch 1.1

    Bug Fixes Font size changes were changing the font family Offline smelting was consuming raw materials but not producing the correct smelted output items Volume calculation was missing some parentheses Volume and max calculation was not evaluating at key moments Overclocking was draining 1 charge regardless of enabled CPUs Mining critical evaluation was inverted Inventory modal was not refreshing upon startup Quality of Life Complete new theme with custom button states (normal, hover, pressed, disabled, focus) New colors and more consistent color language Graph tool in the stats modal works and looks a lot nicer Can now discard materials in the inventory modal Now have to choose what materials to accept from offline production if it exceeds max volume Every tool tip re-evaluated Multiple new tool tips Priorities re-evaluating window language changed Ship stats now much more comprehensive Crafting items now show stats and other key information Item counts show when setting up additives Augmentation modal has its own helpfiles Smelting, mining sites, and core actions have their own separate tab window Mining sites have a little progress bar under their button to show their state Cut down on achievement spam Balance Storage volume upgrade reduction nerfed from 5% per level to 1% per level Idle crafting charge accumulation nerfed from every 5 seconds to every 60 seconds CPU boost battery drain now scales with number of enabled CPUs (was flat 1 per tick) Moving forward This was a pretty large patch with a lot of internal things being moved around and refactored/fixed, but sets us up to move to the next major rework: the redeploy system. This next major patch will change the entire progression logic and will take at least two months. Please report game crashing or critical bugs! They get reviewed on a weekly basis!
    Read full article on Community Announcements (Mike)
  • Patch NotesOfficial

    1.0.10

    Bug Fixes Some values in calculations weren't being clamped to respect their maximums or minimums - this should now be fixed (mining stability was a major culprit) There was a deep bug in the calculation of maximum mining times - fixed to fit what the tooltips/upgrades say
    Read full article on Community Announcements (Mike)
  • Patch NotesOfficial

    1.0.10

    Bug Fixes Smelting batch sizes was rejecting the task completely if the required amount (based off the batch size multiplier) wasn't sufficient in inventory. It now does a "best efforts" approach to smelting where it tries to smelt as close to the batch size multiplier as possible. If batch size is set to 8 ... it will attempt to smelt 16 ore for 8 bars ... If there is not enough ore, then it will try 14 ore for 7 bars ... If there is not enough ore, then it will try 12 ore for 6 bars ... And so on...
    Read full article on Community Announcements (Mike)
  • Patch NotesOfficial

    1.0.9

    Bug Fixes Typo fix for a tier 3 upgrade Inventory wasn't appropriately updating on crafting completion Several windows would grab focus and refuse to let it go - should be able to ESC out of more situations There were some deep calculation bugs in calculating skill cost - they should be fixed now and also now account for process upgrade discounting upgrades available on redeploy Quality of Life Priority text-inputable boxes (like additional cycle time) now update on change, as opposed to losing focus Some tooltips (like process upgrades) now show relevant stats that update in real time Some coloring and panel adjustments to make helpful information a certain color
    Read full article on Community Announcements (Mike)

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