Unnamed Space Idle
Simulation
Free · In‑App Purchases · Designed for iPad. Not verified for macOS.
No ads! Destroy unending waves of alien ships in this long form, unfolding, sci-fi idler.
Unnamed Space Idle is an award-winning unfolding, sci-fi idle game that plunges you into a relentless battle against an alien menace that has decimated humanity.
Customize your ship with an array of progressively unlocked weapons and defenses, strategically tailored to counter specific enemy types. With a plethora of unfolding systems and abundant options, you'll face crucial choices as you steadily increase you power through progression and prestige.
A Myriad of Different Systems
Discover over 10 distinct systems, each offering unique mechanics that evolve and expand over time.
Core - Upgrade your Weapon, Defense and Utility cores with salvage gathered from enemies.
Compute - Improve your combat stats over time in traditional Idle Game fashion
Synth - Craft and improve modules and recipes to increase your power in various ways.
Void Device - Slot in void shards dropped by enemies for different combinations of upgrades.
Prestige - Unlock different ships, weapons, defenses and utilities.
Reactor - Feed void matter into your reactor to power various system boosts.
Research - Harness the research data obtained from different sectors to unlock various upgrades.
And More...
Impactful, Understandable Decisions
Choose wisely when equipping your ship with weapons and defenses, selecting power-altering modules, or determining the optimal combination of shards to use. The distinction between optimal and sub-optimal choices can significantly impact your progress. But while there are a lot of decisions to be made, they are all plainly understandable so that the optimum, or at least very near optimum decision making is within your grasp!
Consistent Progress and Unlocks
Well paced progression combined with the amount of different systems, upgrades and enemies, means something new is frequently just around the corner.
more There’s a lot of information in this one but none of it is overwhelming complicated and for the parts that aren’t clear there’s a tooltip that gives easy explanation for everything you need to know. I’m on my third day with no major walls and the grind is spreed between uniquely different modules so your always advancing somewhere and if you want to heavily manage your upgrades or push levels there’s plenty for you to do or if you want to lay back and watch a show while managing one important module you’ll progress decently as well. As I said the different modules or upgrade rooms have different styles to them so they feel better than most idle games where many upgrades just blend together and hitting my third day with no heavy walls is a huge plus for ftp idle games so I hope this one keeps growing. A fairly common occurrence is when an enemy will die to one bullet but my ship will still fire 3 bullets at it causing 2 bullets be negated as there isn’t any collision beyond the intended target. It would be nice if the ship didn’t over fire on enemies or at the very least still have collision damage if it hits an enemy behind it.
There’s a lot of information in this one but none of it is overwhelming complicated and for the parts that aren’t clear there’s a tooltip that gives easy explanation for everything you need to know. I’m on my third day with no major walls and the grind is spreed between uniquely different modules so your always advancing somewhere and if you want to heavily manage your upgrades or push levels there’s plenty for you to do or if you want to lay back and watch a show while managing one important module you’ll progress decently as well. As I said the different modules or upgrade rooms have different styles to them so they feel better than most idle games where many upgrades just blend together and hitting my third day with no heavy walls is a huge plus for ftp idle games so I hope this one keeps growing. A fairly common occurrence is when an enemy will die to one bullet but my ship will still fire 3 bullets at it causing 2 bullets be negated as there isn’t any collision beyond the intended target. It would be nice if the ship didn’t over fire on enemies or at the very least still have collision damage if it hits an enemy behind it.
I don’t really write any reviews for games but this one deserves it. I’ve played for a good week now and haven’t had a single ad or even seen an in game store so already a great start. The game play itself isn’t very interactive seeing as its an idle game but every upgrade for the weapons seems to be unique with multiple different ways to combine them depending on if you want to prioritize pure damage, shield damage, etc. a bit further into the game the challenge runs offer a way to keep it interesting rather than just repeating the same thing. Im interested to see what happens as I get further into the game, so give it a download or don’t it’s not like I can force you to have fun.
I don’t really write any reviews for games but this one deserves it. I’ve played for a good week now and haven’t had a single ad or even seen an in game store so already a great start. The game play itself isn’t very interactive seeing as its an idle game but every upgrade for the weapons seems to be unique with multiple different ways to combine them depending on if you want to prioritize pure damage, shield damage, etc. a bit further into the game the challenge runs offer a way to keep it interesting rather than just repeating the same thing. Im interested to see what happens as I get further into the game, so give it a download or don’t it’s not like I can force you to have fun.
Although this game starts of slow and has teeny tiny text, it’s been a real gem after a couple of hours of play. To date I’ve discovered twelve different upgrade /management systems that you unlock and optimize along the way — each with different game mechanics. Be prepared to carefully evaluate different resources and energies to edge further in. At about a month of play, I’m aware there are a few more systems that I’ve yet to unlock, and it’s been really engaging. Offline play is generous and IAP leverage is very gentle to the player, with NO ADS at all, which is a breath of fresh air to play a game and not be treated as a monetized product. Highly Recommended!
Although this game starts of slow and has teeny tiny text, it’s been a real gem after a couple of hours of play. To date I’ve discovered twelve different upgrade /management systems that you unlock and optimize along the way — each with different game mechanics. Be prepared to carefully evaluate different resources and energies to edge further in. At about a month of play, I’m aware there are a few more systems that I’ve yet to unlock, and it’s been really engaging. Offline play is generous and IAP leverage is very gentle to the player, with NO ADS at all, which is a breath of fresh air to play a game and not be treated as a monetized product. Highly Recommended!
I have had this game longer than some of my relationships, and I feel like I have barely scratched the surface. Unnamed Space Idle excels in providing both active and idle play styles where the better player knows how to do both. In between days of inactivity, or hours of nonstop experimentation, this is by far the best game I’ve downloaded!*Roughly $10 has been spent on micro transactions over the many months I’ve played. Although these did provide some minor permanent buffs, I bought them purely to support the developer after seeing how frequently they update the game.
I have had this game longer than some of my relationships, and I feel like I have barely scratched the surface. Unnamed Space Idle excels in providing both active and idle play styles where the better player knows how to do both. In between days of inactivity, or hours of nonstop experimentation, this is by far the best game I’ve downloaded!*Roughly $10 has been spent on micro transactions over the many months I’ve played. Although these did provide some minor permanent buffs, I bought them purely to support the developer after seeing how frequently they update the game.
- Cleaned up Stats & Info slightly post 150
- Fixed time estimates showing 0 when it should be very long
- Fixed Strata 4 upgrade
- Fixed enemies being under Colossal visually
- Fixed synth module queue estimate to account for in progress resources used
- (Mobile) Added tooltips to resource displays (top of UI)
80.1.6 3d ago
- Added a Quality of Life upgrade for Titan Array loadouts
- Titan Array shots are now smarter and will move on to the next target if a part dies mid sequence
- Changing any Titan Array Elements during a boss fight will now cause a retreat
- Added Info hover to Titan Array area with more in depth explanations
- Added a highlight when hovering elements in Titan Array that can affect other elements
- Added full range to Veil region stat increase display
- Added indicator of which Veil Region you are in once unlocked in battle area
- Added "Add half" option to crew rank popups
- Added new setting to Fleet, lock camera (prevent pan/zoom)
- Made unstable artifact upgrades sort by lowest artifacts invested
- Made AI bundle info more visible
- Improved some tutorial text for better clarity
- Improved drag & drop in Titan Array
- Fixed spliced crew getting stuck after certain upgrades sometimes
- Fixed wonky time displays
- Fixed Strata expertise priority option to not switch incorrectly after all have one level
- Fixed task list task showing complete when it is not
80.1.5 May 15
- Improved Splice Discipline automation post 148 Reinforce upgrade when set to Rank priority
- Improved behavior of resource usage when retrofitting late game (new cores get auto upgraded first if applicable)
- Added an automation upgrade for Compute Strata to prioritize expertise (get one level in each first)
- Colossal enemy health bar hover now shows their number if more than one of the same type to help with targeting
- Fixed Titan resource gain to account for spawn time gap and fixed per second display
- Fixed offline base calculations going a bit haywire
- Fixed colossal showing up on route choice some times
- Fixed Veil Shift to side routes putting you in wrong spot sometimes
- Fixed shield regen not stopping properly on Colossal when part is destroyed
- Fixed enhancement field sometimes not applying on first enemies spawned
- Fixed targeting options being wrong when exiting a Warp
- Fixed fast Array Capacity Cap changes causing Elements to be removed when they could still fit
- Fixed broken Discord role linking for S75+ (again)
- Fixed odd boss behavior when cancelling warp
- Fixed tutorial highlight issue
- Typo fixes
- (Mobile) Improved scroll behavior in late game Compute
80.1.4 May 12
- Added setting to flash Crew tab when rank points are available
- Added kill distance information to tooltips for resources and mastery from Colossal
- Added progress per tick information to Strata Nodes
- Fixed Titan warp retreat triggering wrong colossal if shifted
- Fixed Titan warp enemy tooltips (again)
- Fixed smarter synth not swapping to or from alien synth when all maxed
- Fixed issue with loadout shard link calculations
- Fixed retrofit related text on loadouts post Titan
- Fixed Synth drag & drop sometimes not behaving correctly
80.1.3 May 10
- Adjusted late game enemy Hulk (nerfed) and Vanguard (buffed)
- Fixed some core upgrades not applying right on load
- Fixed T18 Nano fluid recipe missing level 25 upgrade
- Fixed a veil upgrade applying when it shouldn't (effected residuum and fixture speed late game)
- Fixed warp enemy tooltips
- Fixed late game Specimen help tooltip
- Added Alien Synth speed bonus to systems enhancer and reduced Cryospindle craft time to speed up for task list
- Titan Array charge now carries over to next shot when there would be extra from final kill
- Significantly reduced titan warp charge times and slightly increased discharge times to reduce cancerous crew swapping
- Added tutorial and increased visibility for warning about UT upgrades being capped and removed for 150 transition
- Updated and fixed display issues for Turkish localization
- Reduced Titan retreat distance and time
- Fixed hovering enemies while in warp
- Fixed various late game tutorials and achievements showing up early
- Fixed late game warp enemy info being incorrect
- Fixed late game Discipline Mastery upgrade not applying
- Fixed Strata Growth panel flashing
- Fixed targeting circles in Titan
- (Mobile) Added new setting to lock key shards to prevent accidental drag
- (Mobile) Fixed Stats from Shards not displaying correctly
- Typo fixes
80.1.2 May 9
- Improved offline progress accuracy when gaining stats quickly
- Increased Residuum gain bonuses in galaxy 8 and 10 to smooth out warp task
- Increased post task list residuum costs so its the same with above buff
- Buffed Alien Integration specimen research bonus to match the module
- Splice Discipline automation now behaves smarter after getting the Discipline Purity upgrade
- Improved some tutorial text and added Info to late game compute
- Daily backup AI points now included in the backup save, no longer need to double save
- Changed strata stats display to a popup to fix some UI issues with sizing and have room for more stats in future
- Added ability to use a percent (IE 99%) when setting Distance for auto navigate
- Added hover info for enemy Colossal damage
- Made Void Device links active text different color if links available
- Tweaked EoC scaling
- Added a few late game research rows
- Fixed Senectus warp charge speed upgrade
- Fixed bottom two splice crew late game adaptation cost start
- Fixed Titan Array order being shuffled on load sometimes
- Fixed Damage Meter for Titan Array
- Fixed Titan warp enemy stats to match boss stats
- Fixed Systems Enhancer core to cap at 5 levels properly
- Fixed late game resource displays updating slowly sometimes
- Fixed Alignment gain tooltip
- Fixed galaxy 10 node routing
- Fixed late game splice crew level estimates
- Fixed strata time to level estimates
- Fixed veil piercer not working after reinforce if reinforced while in warp
- Fixed enemy Capital boss kills not giving mastery
- Fixed Compute content overflow if using larger font size
- Fixed "Hide Completed" checkbox not showing correctly on Achievements page
- Fixed "Hide Completed" checkbox not working in Research
- Fixed offline progress hang if going offline in 150 without task list completed
- Fixed warp returning you to wrong Veil Shift
- Fixed Titan Cannon default targeting to be Armored
- Fixed Triple One Shot achievement trigger
- Fixed splice upgrade reset not triggering right
- Fixed role update bot for 75 area
- Typo fixes
- (Mobile) Scroll to bottom of file load/save popups by default
80.1.0 May 6
- Fixed strata growths being unselected on load
- Fixed unbound research showing early
- Fixed splice rank points showing negative on load with specific upgrades
- Fixed crash issue in galaxy 10
80.0.6 May 3
- Fixed compute strata growths sometimes not being credited until toggled
- Fixed unlocked Splice aspect not being selectable depending on settings (fixed on load if you were stuck like this)
- Changed deflector defaults to 60%
- Minor localization updates
- Fixed Pulverium and Adaptium offline gain
- Fixed Capital warp enemy tooltip
- Fixed confirm rank popups for Crew not always knowing about certain upgrades
- Fixed route selection sometimes duplicating available routes. Maybe.
- (Mobile) Fixed text overflow in Compute
80.0.5 May 1
- Fixed task list upgrades not being applied sometimes
- Fixed late game Powercell not working
- Typo fix
- Fixed Galaxy 10 battle sequencing issue
- Fixed Research and Fleet task not finishing depending on ordering of events
- Fixed Plasma Chainer graphic
- Fixed stat missing check for cores to trigger milestones missing if 0 levels in the core
- Fixed 145 Capital enemy barrier not regenerating
80.0.3 Apr 29
- Fixed Fleet Unstable Transit upgrades not showing if just unlocked
- Fixed Specimen Research Info hover showing wrong information
- Fixed extraneous debug button showing on warps
- (Mobile) Fixed scroll in Compute and Warp
80.0.1 Apr 29
New Content:
- Content available up to sector 158, new ship type and combat at 150, new Galaxies
Changes:
- Added a 3rd Powercell, if you had baseline loops above 9 it will be reset to 9
- Residuum persist tier upgrade moved to galaxies instead of reinforce
- Unstable Transit Grid Buffed modifier no longer creates teleports slots
- Changed intro to not auto-advance, so players can read story as quickly or slowly as they want
- Core Auto Upgrade All now only affects filtered types (All, Weapons, Defense, etc.)
- Several text changes/improvements for consistency
- Added hide completed option to achievements
- Fighter Efficiency renamed to Capital Resource Gain
- (Accessibility) Shield text now has settings for font outline + disable color change based on % remaining
- (Mobile) Added way to delete unwanted save games more easily via new button in Settings
Fixes:
- Fixed tutorial highlight issue
- Fixed minor text issues
- Fixed Reactor auto power manage not auto power managing when uncapping power boosts
- Fixed script error when checking for missing stats
- Fixed Accumulation Upgrade displaying wrong button state/progress for some upgrades
- Fixed number formatting for "Preview" shard tooltips
- Fixed Reactor button getting stuck flashing red in some situations
- Fixed tutorial highlight sometimes pointing to wrong place
- Fixed warp progress sometimes being wrong
- Fixed hangar targeting sometimes being confused
- (Mobile) Fixed checkbox graphic being wrong in some cases
- (Mobile) Fixed rare error with tooltips
80.0.0 Apr 28
- Added setting to turn on/off prestige upgrade notifications from overkill
- Changed look of cancel/no buttons on popups
- Added total players to UT rank display
- UT banked stages changed to be banked runs that can stack
- Fleet repeatable artifact nodes are more distinct and leftover FR will be used on them at end of run
- Fixed veiled enemy shard time estimates and drop rate
- Fixed crew rank upgrades not triggering fully on load sometimes
- Fixed Reinforce past 133 not rewarding the upgrades depending on galaxy progress
- Fixed beam display when firing rapidly
75.1.3 Feb 1
- Fixed crash on some devices
75.1.2 Jan 19
- Fixed crash on some devices
75.1.1 Jan 16
- Added Reinforce Background Battles count to statistics
- Improved display of missing core upgrades on missing upgrades list
- Improved future splice crew unlock text to include adaptation levels required
- Improved display of Splicing stats on Stats & Info screen
- Localization updates
- (Mobile) Added native achievements. Sorry for achievement spam on startup for lategame players!
- (Mobile) Swapped to more persistent player ID, improving restore purchase functionality for future purchases (including new device/reinstall). Not retroactive
- (Mobile) Changed default to keep screen on/prevent screen sleep for fresh installs
- Fixed second galaxy page not showing up when unlocked in some circumstances
- Fixed stuck background battle
- Fixed reactor overdrive highest tier resetting if you reinforce before unlocking it again
- Fixed crew shard dropping when it shouldn't
- Fixed module queue overlay showing on top of fixtures
- Fixed enemy fleet ships wiggling in the preview
- Fixed doubled synth overlays on load in some cases
- Fixed synth not defaulting to fixture tab on load if doing fixtures
- (Mobile) fixed prestige start list being incorrect late game
- Typo fixes
75.1.0 Jan 14
- Increased area the Spacemas Santalien will spawn in to make navigating to it easier
- Added highest rank to splice aspect tooltip
- Splice Upgrade Respec now only resets the last non finished rows
- Fixed Key Shards not showing in shard library
- Fixed splice crew ui issue when viewing adaptations and then automations
- Fixed issue with tutorial coming up with version info causing soft lock
- Fixed Alien Potency upgrade not effecting some things until restart
- Fixed Splice time to highest level estimate being wrong
- Fixed some localization text
- (iOS) Fixed hard reset bug
75.0.5 12/28/2025
- Spacemas Reactor boost is now not useable if you have Powercells (it didn't do anything for them)
- Spacemas Synth boost now does Synth Speed instead of Synth XP
- Fixed Prestige to 120 giving wrong distance
- Fixed aspect catchup speed display
- Fixed Fleet artifacts showing wrong on exploration screen after spending
- Fixed Powercells loop progress % to make more sense (maybe)
75.0.4 12/21/2025
- Fixed issue causing too much fuel to be used when buying instability with the event buff active
- Fixed prestige being grayed out during task list if you have cleared sector 74
75.0.3 12/20/2025
- Fixed galaxy node achievement requirements
- Fixed issue with Spacemas text
- Fixed issue with background battles
- Fixed galaxy upgrades apply button not showing when it should
- Fixed UT Missile enemy getting stuck when only base is left
- Fixed late game Fleet AF Research upgrade amount
- Fixed capital boss anti fighter damage display issue
- Fixed Skein button behavior
- Fixed Catchup Mastery display issue
75.0.2 12/20/2025
Spacemas
- Temporary event active 2025-12-19 through 2026-01-04
- Earn temporary boost upgrades, ai points, consumables and an event skin
- Unstable Transit has a new modifier active
The Rebalance
- Player at R1+ will be affected to varying degrees by stat changes due to this rebalance
- R1-R5 changed to only 3 Reinforces at 80, 90, 100
(If you are in this section you have been set on the appropriate Reinforce)
- Galaxy artifacts no longer require Reinforces for all galaxies
(If you are on these galaxies you may be able to apply pending upgrades)
- New sector based Reinforce upgrades from sector 100-129
- Fleet artifact upgrades may be in an odd state, such as locked but having a point in it
- FR usage in fleet battles changed to only lose half as much from taking damage, with the other half being on ship death
- FR usage in fleet battles is now rounded
- Overdrive Warp active reduced (Warp charge speed given elsewhere)
- EoC scaling changes
Other Changes
- Added background battles based on reinforces (and a setting to turn them off)
- Key shard lowered wave clear requirement to 300
- Key shard overkill no longer charges the wave requirement
- Base 6 now has prestige start upgrade(s) and shows up in the battle area
- Removed anti-fighter damage increase on capital boss fights
- Fighter damage increase per pass resets on boss fights
- Void Recuperator no longer works during capital boss battles
- Adjusted Powercell 2 upgrade order
- Adjusted Powercell UI as void power/max is no longer relevant and to improve clarity
- Added some new run modifiers to UT that unlocks in later galaxies
- UT buffed cruiser single tank mod
- Nerfed enemy missiles in UT
- V. Device inactive links now show if you have extra links available
- Separated Tether Warp upgrade buttons to Skein and Residuum
- Splice automation setting for fastest to rank now considers levels needed for required discipline gain
- Splice automation UI changed slightly in some cases for clarity
- Splice cleanse, adaptations and automation settings button can now be shift or right clicked to swap for all crew
- Added option to control auto switching tether warps when maxed
- Added a progress log in stats & info, not retroactive
- Added option to hide out of date stats on stats & info
- Added tracking for consumables used this reinforce
- Added a new late game secret achievement
- Added turret amount indicator to Sector Data entries
- Rumina warp layout sshape changed
- Tons of other minor changes that I have forgotten
- Fixed lights flickering on enemy capital excessively
- Fixed 6h timeskip consumable sometimes awarding too much
- Fixed and tweaked some broken text
- (Mobile) Fixed auto save indicator overlapping buttons
75.0.0 12/19/2025
- Added some clarifying text to Powercells
- Fixed warp target settings saving/changing to work better when running multiple in a row
- Fixed Powercell partials not applying offline
- Fixed Veil Piercer siphon not updating for time skips
- Fixed behavior of focusing crew splice automation inputs
- Fixed sound issue when multi-buying artifact upgrades
- Fixed some text overflow issues in certain font sizes/languages
- Fixed tutorial highlight sometimes not being in correct location
- Fixed shard overlay text overlap issues
- Typo fixes
71.2.3 12/03/2025
- Hangar settings now revert to previous settings when exiting a warp
- Hangar settings now stay when swapping cores
- Fighter spec upgrades for Adaptium now stay unlocked after reinforce
- Warp Quirinus 64 cost upgrades reduced to 32 and re-arranged
- Initial ship on reinforce has core auto upgrades set to on if you have that unlocked
- Fixed fleet tutorial lock out issue
- Fixed maxed tether warps not syncing to new high properly
- Fixed bug with loading an exported game string as a text file
- Fixed large decimal amounts showing on UT upgrade comparisons sometimes
- Fixed issue with starting new game getting stuck
71.2.2 11/24/2025
- Fleet tab now remembers if you were on the Unstable Transit screen when loading a save
- Changed text on late game base upgrades to be more clear
- Improved module craft time estimates accuracy in some cases (again...)
- Improved crew and splice reapply upgrades to not save a new smaller subset of upgrades
- Improved text input for spliced crew automation settings
- Fixed a variety of advisor issues related to base battles and temporary nodes
- Fixed Reactor running out of power when it shouldn't sometimes
- Fixed Powercells not resetting on reinforce
- Fixed maxed Tether Warp downgrading difficulty when completing lower level warp
- Fixed Adv. Plasma Chainer Torpedo Shredding applying to both at once
- Fixed Mastery Facilitator module to not loop back on its final tier
- Typo fixes
71.1.8 11/19/2025
- Improved modules queue time estimate accuracy
- Improved synth offline time calculation edge cases
- Save recovery prompt comes up more reliably now if you are crashing right after loading
- Fixed splice aspects being in wrong status after reinforce (maybe)
71.1.7 11/14/2025
Fixed late game key shard getting knocked off by a different shard
71.1.6 11/12/2025
- Cleaned up Stats & Info slightly post 150
- Fixed time estimates showing 0 when it should be very long
- Fixed Strata 4 upgrade
- Fixed enemies being under Colossal visually
- Fixed synth module queue estimate to account for in progress resources used
- (Mobile) Added tooltips to resource displays (top of UI)
more Version 80.1.6 3d ago
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