
Screenshots

Watch trailer on Steam ↗Roidgrinder
Yondersoft · Published by Yondersoft
Last updated 28 Sept 2026
The origin story of a famous roidgrinder. It's an incremental space mining game where you interact with the ship's systems through a state-of-the-art terminal interface. Crossbreed of 2D arcade, lightweight simulation and some idler elements. Note: KEYBOARD REQUIRED.
Action, Indie, Simulation · 2026 · More free games
About this game
The origin story of a famous roidgrinder, living through their wild years on the asteroid belt.
Short version:
1. Won a ship and a Grinder's License in a game of poker
2. Started grinding them roids
3. Got rich
4. Upgraded the ship and ground more of them roids
5. Got filthy rich
6. Started hustling
7. Became the richest damn grinder on the belt
Features (in development; details can change)
Short single-player game. One run spans three in-game years, which takes 2-3 hours. Wealth gathered serves as the final score for the run. Try out different upgrade paths to end up richer.
The main loop is simple: shoot asteroids, collect resources and upgrade the ship. Beneath the casual surface, multiple systems are simulated, including physics, the ship's energy system and resource prices.
Different kinds of asteroids and resources to mine, and various ways of upgrading the ship. There are also other ways for making money, like buying and selling at the resource market.
In addition to flying around and shooting, you will communicate with the ship through a computer terminal. You can buy more programs for the terminal at stations.
From both game mechanics and lore point-of-view, the game leans towards hard sci-fi rather than fantasy.
Note: KEYBOARD IS REQUIRED TO PLAY THE GAME.
Check the demo to try out gameplay and system compatibility!
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: Intel Core i3 (4th gen) or AMD Ryzen 3
- Memory: 4 GB RAM
- Graphics: Vulkan 1.0 compatible integrated or dedicated GPU
- DirectX: Version 11
- Storage: 150 MB available space
- Additional Notes: Keyboard required
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 / 11 (64-bit)
- Processor: Intel Core i5 (6th gen) or AMD Ryzen 5
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 960 / AMD Radeon R9 380 or better
- DirectX: Version 11
- Storage: 150 MB available space
- Additional Notes: Keyboard required
Supported Languages
Latest news
AnnouncementsOfficial
Devlog #8
Took a little break from dev during the summer, now working again.There's been lots of bigger and smaller updates lately:Lootable shipwrecksStarted adding lore segments that can be found aroundUpdated art, most notably using starmap data to programmatically create the background and adding a subtle parallax scrolling effectNew ambient music tracksNew sound effectsRemoved the time-based run end condition... I initially had this idea that you would have three years in-game time for a run and see how wealthy you'll get. That didn't really work. The stress from a ticking clock ruined the exploration feel. Now the run ends (softly) after reaching a certain wealth so it's more about relaxed exploration on your own pace.Various little fixes based on feedback, I'm super thankful for everyone who's left feedback through the form!I also updated the demo build yesterday (although most of these updates are not reachable in the demo section).Next, my focus areas will be:Various negative effects for different resource types... like filling your hold with volatiles will risk explosion etc. Then upgrades that can be used to mitigate these effects.More terminal action, some kind of hacking featureMore lore workRead full article on Community Announcements (harkyonder)AnnouncementsOfficial
Devlog #7 - Playtest updated!
I've done a bunch of changes based on feedback, and just now updated the Playtest version:RENT was annoying to use because it changed each month, so if you didn't periodically keep looking at it you would lose the income stream. Quick fix: made the active deals stay while only inactives refresh. This made it a lot more pleasant to use.Made the spectroscope and tradeweek updates always visible instead of them being GRIND plugins. The problem was that switching plugins was cumbersome for these upgrades that you just want to occasionally take a look at.Nuke was also tedious to use: it's now behind a hotkey and not a grind pluginEnd game upgrade: value map shows an estimated value of a region, making exploration more fun and rewardingAdded very big asteroidsRemoved the license level mechanic. It was hard to make it work with the BAM converter; to level up you needed to return a lot of minerals but otoh the bam converter was burning BAM away so there were conflicting goals... besides, the level mechanic was a bit obscure and not fun in the first place so bye bye.Added a GRIND plugin which shows current cargo contentsAdded possibility to quickly sell everything in the exchangeRemaining time visible right from the startThe screenshot should cover most of these :DGive it a try and please give me more feedback!Read full article on Community Announcements (jebevuorinen)AnnouncementsOfficial
Playtest open!
I'm running an open playtest this week, give it a try! It will be available until Friday.The playtest can be accessed from the store page, looks like this:It's a late alpha build: a bit rough and lacking features but should give a pretty good idea of how a run feels like.Please give me feedback if you give it a try! I've included a link to Google Forms from the main menu.See if you can beat my score! :)JRead full article on Community Announcements (jebevuorinen)AnnouncementsOfficial
Devlog #6
I've been working on the late-game. I already had a nicely flowing upgrade path for the first 2/3 of the run but the last year needed more content. The main idea is that towards the end it should be possible (and worthwhile!) to do longer and longer grinding trips.The main changes were:1) Revised the asteroid belt generation mechanic. I made it so that the asteroids fields get richer (more likely to find the more valuable resource types) and bigger when you fly further from the main station. This provides the motivation for exploring further out.2) Added tools/upgrades like the spectroscope which tells the mineral content of nearby asteroids from afar and the hotrod which overcharges the thruster for short bursts to pick up speed quickly.3) Considerably increased fuel amounts.It still needs balancing adjustments but I was now able to complete one full run and it remained fun to play until the end. I'll be continuing the tuning & fixing and creating more upgrades to eventually move the project from alpha to beta phase.JRead full article on Community Announcements (jebevuorinen)AnnouncementsOfficial
Devlog #5
Balancing out mid/late game gameplay elements.I needed to come up with a way to make side hustling activities less dominating. The resource trading especially was problematic, since with the prices moving around a lot it was pretty easy to make lots of credits in a short time. Without any constraints, the best strategy would be to completely skip upgrading the ship and just sit at the station and trade, and then buy everything at once after snowballing enough funds.After some experimentation, I ended up with two changes:added a monthly quota for buy-orders based on game progress (due to "processing constraints" obviously)added another progress meter (besides credits earned) called Grinder's License level which increases only from the minerals returned after mining and tied some of the progression, like the buy order quota, into thatNow, resource trading remains a great way to earn funds but you will have to balance it out with other gameplay elements.Some of the other recent additions include:"nuke" program for quickly demolishing roid fields"feed" program for reading about events like resource price movementsportable trading program to make it possible to quickly benefit from said movements, even from whatever desolate locale we happen to be grinding roids inI'm now pretty close to the point of being able to complete one full run. The run length will be tied to the in-game calendar so that a single run spans about three years, and then the wealth earned will be the final score for the run.JRead full article on Community Announcements (jebevuorinen)






