Minor Patch (v1.2.4)
Fix uncleared visual objects after level ascending.
Developer posts and news about this game.

Fix uncleared visual objects after level ascending.

Update — Performance & Weapons Polish Performance Shrapnel pooling — Multiple asteroids shattering at once (e.g. from a nuke) no longer causes frame drops from mass instantiation. Adaptive quality tiering — Changed the thresholds to reduce effects when FPS start to drop. Sing

Minor Patch v1.2.2 Performance Smoother play at high rounds and levels, found some optimizations for enemy tracking, AI targeting, and visual effects. Cleaned up internal object tracking to cut down on some wasted cpu cycles. Gravity Wells Missiles can now damage gravity wells Gr

Gravity Well Rework Gravity wells now play differently. Asteroids will now be caught its orbit, spin up to double speed over one full loop, then get slingshotted straight at your ship Balance Changes Increased Armored Asteroids vulnerability to lasers . Enhanced resistance to bul

Daily Run, Manual Flight Bonus, and Quality-of-Life Fixes New: Daily Run A brand-new competitive game mode, completely separate from the main game! Every day, a new challenge is generated. Every player faces the exact same enemy waves, spawns, and hazards on a given day. Each day

v1.1.7 New Crucible: added Auto Upgrade — a repeatable purchase (up to 100 levels) that gives a percent chance each round survived to automatically buy a random affordable in-run upgrade for your ship. Perfect for those overnight runs.

Update Notes Visual Nebula zones now have animated, wobbly edges instead of being a boring circle. Balance Nebula zones are now capped so they can never cover more than 75% of the play field at once, regardless of how many spawn. Bugs Reset and Reforge bonus is now calculated cor

New Features The Crucible — Expansion The Crucible upgrade tree has been overhauled. New highlights include: Tier 1, was over powered, reworked to now grant free upgrades to kick off your start. Pre-armed was under powered, now gives 20 random free upgrades instead of 5. Fork cho

Run Summary: Per-Enemy Kill Tracking The post-run stats overlay now shows individual kill counts for missing threat types — Devourers, Comets, Splinters, Ricochets, Armored Asteroids, and Graviton Worms.

My development style is very much lean, agile. When ever I introduce a new system I aim to only delivery the most minimum version of it I can think of and don't try to over plan it. Then I observe, receive feedback and adjust, expand or retreat based on what I learn. I try to hav

Reforge fix — When you reforged at a level lower than your personal best, the game would restart you at the wrong level, causing your round bonus preview to show 0 . This is now fixed Controller: use LT/RT to switch upgrade tabs — You can now use the left and right triggers to sw

Bug Fixes Missile impacts now always have a blast effect. The shockwave ring and debris explosion are no longer dropped at lower performance tiers. Devourer asteroids now correctly grow their hitbox as they absorb prey. Previously the visual size and collision shape fell out of s

The player feedback was clear! The Reset and Reforge prestige system needed some rework, it rewarded frequent low round reforges and lacked any strategic depth. So I spent a couple of days noodling on it and implemented a new framework which can be extended if it looks like I'm h

Idle Asteroids is very much an indie game. I develop it as my 3rd job, literally from the bar where I work. I have no plans to stop iterating on this little passion project of mine and am looking forward to watch it evolve slowly based on the player feedback I get. In this update

Reworked the "Gravity Worm" threat that appears from level 10 but which became buggy at high rounds. Late game performance tweaks Added, procedural generation of new threat types once you get passed level 10.

Double increments levels of volume controls in settings, giving 5% increments Added mute button for Music and SFX within settings screen.

Cloud saves now sync automatically every 30 minutes in addition to the existing end-of-run sync, reducing potential progress loss from a crash on long runs. Improved save file recovery — the game can now rescue a valid save from a crashed mid-write operation, adding another layer

You now immediately lose your upgrade upon selling it rather than having to wait to die first. Digitally signed save files.

A few small tweaks from initial launch feedback. Manually destroying asteroids gives more score Gameplay continues while in the upgrade screen Better controller support

Idle Asteroids Release Announcement We are happy to announce that Idle Asteroids will be generally available for download on the 12th of June 2026 . We are crushing the final bugs and polishing the rocks so everything is ready for launch. See you in the Asteroid Field!