Idle Asteroids
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
18 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
18 Sep 2026
| Published | Title | Build |
|---|---|---|
| Minor Patch (v1.2.4) Fix uncleared visual objects after level ascending. | 24791040 | |
| Minor Patch (v1.2.3) 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. · Singularity — Batched drawing to speed up the rendering of these. · Shrapnel — Cached some math at spawn instead of rec… | — | |
| Minor Patch (v1.2.2) 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 · Gravity wells slowly regenerate HP while caught in a singularity's pull · Slingshot launches more accurate, bew… | — | |
| Minor patch (v1.2.1) 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 bullets. · Late-game asteroid variety modified. Past round 40, every asteroid used to be forced into a seeker. Now you… | 24136866 | |
| Minor Patch (v1.1.7) 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. | — | |
| Minor Update (v1.1.6) 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 correctly after player levels up. | — | |
| Minor Update (v1.1.5) 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 choices let you specialize your build · Tier 4 added, pinnacle upgrades for each track added · Respec — change you… | — | |
| Minor Patch (v1.1.4) 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. | — | |
| Minor Patch (v1.1.3) 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 have as a rapid feedback and iteration loops as possible to get to the best system as fast as possible, though sometimes… | — | |
| Minor Patch (v1.1.2) 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 switch between tabs in the upgrade overlay, matching the bumpers (LB/RB). Works on both standard controllers and Stea… | — | |
| Minor Patch (v1.1.1) 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 sync as a devourer ate other asteroids. New Feature - Gold Box your Upgrades · Upgrade cards now turn gold when fu… | — | |
| Toni's Minor Update (v1.0.13) 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: · No more auto level up when you're not looking. Players who pass round 50 must now manually level and are given a… | — | |
| Minor Update (v1.0.12) 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. | — | |
| Minor Patch (v1.0.11) Double increments levels of volume controls in settings, giving 5% increments · Added mute button for Music and SFX within settings screen. | — | |
| Jacob's minor Update(v1.0.10) 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 of protection against data loss · Fixed: resetting progress now correctly clears all-time best records (best level… | — | |
| Wooly Dave's minor Update (v1.0.9) You now immediately lose your upgrade upon selling it rather than having to wait to die first. · Digitally signed save files. | — | |
| Matt's Minor Update (v1.0.8) A few small tweaks from initial launch feedback. · Manually destroying asteroids gives more score · Gameplay continues while in the upgrade screen · Better controller support | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 30 Aug 2026 | Sun | 01:10 | Minor Patch (v1.2.4) | 24791040 | public | 2 | — |