๐Ÿš€ ASTRO SALVAGE

Welcome to the edge of the galaxy.

Mine asteroids, discover mysterious sectors, upgrade your mining technology and push deeper into space.

๐Ÿ’ฅ Mine asteroids — click, crack and destroy them to collect resources.

โš™๏ธ Upgrade your technology — build powerful automated mining systems and increase your income.

๐ŸŒŒ Explore new sectors — discover new areas, events and mysterious artifacts.

โšก Master the timing — complete short mini-games to activate powerful boosts.

๐Ÿš€ Warp — reset your progress to gain Dark Matter and unlock permanent upgrades.

๐Ÿ† Unlock achievements and see how far you can travel.

๐ŸŽฎ No download required. Play directly in your browser.

This is an early playtest version. Your feedback is welcome!

Published 19 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
AuthorAndrstrit2
GenreSimulation
Tagsbrowser, Casual, Clicker, Idle, Incremental, mining, Sci-fi, Space, Tycoon
AI DisclosureAI Assisted, Code

Comments

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Hi! I had the chance to play your game for around 15โ€“20 minutes.

First of all, I think the UI design and overall presentation are really clean and pleasant. The music also fits the game well and creates a nice atmosphere.

However, I think the biggest missing part is the feeling of visual progression. In this type of idle/clicker game, especially when you have auto-mining systems, it is very important that the player can constantly see things happening on the screen. Seeing miners working, more effects appearing, bigger reactions, and more satisfying feedback as you progress would make the upgrades feel much more rewarding. Right now, the lack of visual changes makes the progression harder to feel.

The same applies to the click upgrades. Upgrading them does not create a noticeable visual or gameplay impact, so the loop starts to feel repetitive quite quickly.

I also noticed that the asteroid pieces you mine look a bit blurry, which makes them feel less polished visually. The lines on the asteroid that indicate where it will break were not very clear to me at first; I only understood their purpose after playing for a while. Also, some asteroid pieces can go outside the asteroid area, which breaks the visual consistency a bit.

One small thing: getting 3โ€“5 achievements within the first few clicks felt a little too much. I think getting 1 or 2 early achievements is common in these games, but receiving several at once reduced their impact a bit :D

Overall, I really like the clean UI, music, and the basic idea. Adding more visual feedback and making upgrades feel more impactful would make the progression much more satisfying. Great job, and good luck with the development!