- 1.1.4 - 24 February 2026
Bug Fixes Fixed the transporting eligibility check being inverted, which prevented processes from being assigned to transport runs. Fixed conveyor belt "closest" priority selecting the furthest site instead of the nearest one. Fixed cart dumping into inventory past limits. Fixed site filtering by lowest fragility using incorrect math that could remove the wrong site. Fixed manufacturing job enqueue not aborting when the queue was full. Fixed after-battle salvage calculation double-counting destroyed fleet ships. Fixed destroyed enemy ship count off by one error. Fixed auxiliary gun not using its own range when checking if it can fire. Aux guns were sped up on the first shot. Heat and electrical damages weren't accounting for their bonuses/penalties against shields. Fixed critical hit chance being calculated from the target's stats instead of the attacker's. Fixed process priorities not…
- Patch 1.1 - 17 February 2026
Bug Fixes Font size changes were changing the font family Offline smelting was consuming raw materials but not producing the correct smelted output items Volume calculation was missing some parentheses Volume and max calculation was not evaluating at key moments Overclocking was draining 1 charge regardless of enabled CPUs Mining critical evaluation was inverted Inventory modal was not refreshing upon startup Quality of Life Complete new theme with custom button states (normal, hover, pressed, disabled, focus) New colors and more consistent color language Graph tool in the stats modal works and looks a lot nicer Can now discard materials in the inventory modal Now have to choose what materials to accept from offline production if it exceeds max volume Every tool tip re-evaluated Multiple new tool tips Priorities re-evaluating window language changed Ship stats now much more comprehensiv…
- 1.0.10 - 21 November 2025
Bug Fixes Some values in calculations weren't being clamped to respect their maximums or minimums - this should now be fixed (mining stability was a major culprit) There was a deep bug in the calculation of maximum mining times - fixed to fit what the tooltips/upgrades say
- 1.0.10 - 19 November 2025
Bug Fixes Smelting batch sizes was rejecting the task completely if the required amount (based off the batch size multiplier) wasn't sufficient in inventory. It now does a "best efforts" approach to smelting where it tries to smelt as close to the batch size multiplier as possible. If batch size is set to 8 ... it will attempt to smelt 16 ore for 8 bars ... If there is not enough ore, then it will try 14 ore for 7 bars ... If there is not enough ore, then it will try 12 ore for 6 bars ... And so on...
- 1.0.9 - 18 November 2025
Bug Fixes Typo fix for a tier 3 upgrade Inventory wasn't appropriately updating on crafting completion Several windows would grab focus and refuse to let it go - should be able to ESC out of more situations There were some deep calculation bugs in calculating skill cost - they should be fixed now and also now account for process upgrade discounting upgrades available on redeploy Quality of Life Priority text-inputable boxes (like additional cycle time) now update on change, as opposed to losing focus Some tooltips (like process upgrades) now show relevant stats that update in real time Some coloring and panel adjustments to make helpful information a certain color
- Past, Present, and Future : One Month - 17 November 2025
A 1 month review One month after release, I'm happy to say that the game sales have performed better than expected! It has been a rewarding experience to see people play and submit feedback, and I'm grateful to the community for their interest. However, I do agree with some of the most common assessments of the game - the game feels like early access. Some evidence of its prematurity are reflected in the following sections. What we've done After release, the fixing of game breaking bugs, platform compatibility, and crashes, were top priority. Fortunately, not many were reported, so presumably the game as a whole launches and runs. In lieu of those problems, quality of life issues began to accumulate, and I switched to addressing them piecemeal, one by one. These changes are included in the past 9 patches since release, but they are mostly small fixes and tweaks. In parallel with these f…
- 1.0.8 - 8 November 2025
Bug Fixes Fixed (?) augmentation modal sizing issues Quality of Life A lot of modals now respond by closing on pressing ESC Priorities can be CTRL+C/CTRL+V for faster copying and pasting settings Crafting now has a MAX button for faster resource dumping into a craft Process upgrades now display current inventory of resources in tooltip. This will be developed further in upcoming patches for more real time information
- Patch 1.0.7 - 5 November 2025
Bug Fixes Flak weapons now properly trigger on missiles Some weapons were not what they said they were Quality of Life Ship stat bars had their colors changed to be more uniform / more contrast Balance Bullets - Extended range but reduced damage Lasers - Higher tier lasers do less damage and also cost more energy Missiles - Now very long range weapons but are out damaged by most other weapons Pulse - Reduced damage output, but changed ship acceleration/deceleration to get in range more easily Railguns - Extended range with uniform cooldowns Repulsors - Now deal heat and electrical damage and also do less damage. In a one on one fight with bullet weapons they'll usually win Flak - The multi-firing angle was changed to have a tighter spread and go further Microwave - Velocity changed All ships - All ships now have base physical resistance, making heat damage more valuable and diversifying…
- 1.0.6 - 28 October 2025
Bug Fixes Superior commits weren't properly resetting with redeploys Huge weapon damage buff bug. Weapons were being upgraded well beyond their level and this wasn't the intent. Weapons lost a lot of damage after the bug was fixed, and were subsequently buffed. See below under balance. Quality of Life Game boots with a black background now Balance First pass of balancing, with weapons getting 2 to 3 times their base damage across all tiers. Some weapons had their range extended, and others had a firing time increase Offensive power scaled with level at a higher base rate than defensive - this is no longer the case. The intent was to make the game more lethal towards the end, but it became a game of "who can shoot first" and that's no fun.
- 1.0.5 - 25 October 2025
Bug Fixes Repair beams were secretly repairing forever - fixed Mining stability upgrades were unlocked by themselves in circular dependency - fixed Battle logic got a serious rework. There are now less bugs, but more under/over tuning Weapon bases do their respective damages. The game becomes more lethal as you progress and that is intentional. Quality of Life I've had received repeated feedback on how confusing redeploy is. So I refactored and changed it to follow SemVer rules, and rewrote the descriptions in both the redeploy confirmation window and one of the upgrades. I'm not sure how I feel about it, so it might change again in the future. Balance Repair weapons got a buff in their active frames and healing potential. They now scale off of physical modifiers Repulsor weapons got buffed - their rate of fire has been increased and in a 1 on 1 they should usually beat bullet weapons T…
- Patch 1.0.4 - 23 October 2025
Bug fixes Audio options were not properly changing volume in some audio players but now do Advanced Geological Surveying was skipping previous bonuses to higher tier chances - fixed UI was not responding to redeploys that don't reset the game - fixed Process-oriented achievements were disconnected - fixed Neural network auto upgrades and their UI refresh as appropriate Quality of Life Some unnecessary popups were removed Tooltips had a jarring color - changed to be more in line with the palette Offline rewards don't happen until you do the offline reward quest since it's kind of confusing to see that pop up out of nowhere Balance 3 upgrades affecting how upgrades work had their descriptions, affect, and cost changed. Upgrades that don't reset the game now cost 90% of inventory and also have a significant bump in price due to how powerful they are
- Patch 1.0.3 - 22 October 2025
Bug Fixes Neural network auto toggles now function as intended Neural network surveying upgrade now works as intended Fleet storage slot upgrade now works as intended Crafting queue slot upgrade now works as intended Quality of Life Re-evaluated and rewrote the descriptions of every upgrade Crafting queue now displays in rows of 5 (for one complete blueprint) Upgrades now highlight their cost and have their description in the middle of the button Balance Move / transport upgrades from commits doubled to 2% per level
- 1.0.2 - 21 October 2025
There is now an option to disable offline progress Logging is defaulting to false moving forward
- The Road Ahead - 20 October 2025
I'm happy to announce that release sold more units than expected! As such, I've extended the roadmap a little bit.Bugs will still take #1 priority, please remember to report them if you encounter them on the Google Form link in the Options menu.Patch 1.1One of the biggest issues with Path of Exile is how challenging it is to change your build and strategy late into it. Third party tools like Path of Building and CraftOfExile exist due to how complex the game can be to predict whether what you have is viable.Space War Economy Idle is meant for a casual audience. As such, I'm actively working on a simulator that exists outside the game and accessible from the main menu for you to test out builds and fleet ideas.The balance of Space War Economy Idle is kind of iffy right now. In my playthroughs I've found that certain combinations of weapons, modifiers, don't have a distinct enough identit…
- 1.0.1 - 17 October 2025
Bug Fixes: * Updated bug report form in options menu * Fixed fleet ship auto-upgrade system not working correctly * Fixed batch smelting causing performance slowdowns * Fixed batch scaling calculations * Help files updated with UI fixes and adjustments * Inventory updates appropriately on fleet assembly * Tweaked neural network auto-apply upgrades for UI consistency Balance Changes: * Enemy factions now use tier-appropriate weapons * Batched smelting upgrades have appropriate increased costs * Neural network apply multi-tier bonuses now
- Game Release and 1.0 - 15 October 2025
We are happy to announce the upcoming release of Space War Economy Idle!In approximately 12 hours the 1.0 build will be available for purchase, and has extensive changes since the demo to include but not limited to:2x the number of redeploy upgrades to cater to your style of game play, with options for both idle and active play styles!300 full levels of increasingly lethal combat, requiring more and more optimized fleet builds using the new...Reaugmentation system, allowing you to reroll and customize your ships (at a cost)In addition to that, the story dialogue system has been added, unlocked every 25 battle levelsNew mining sites have been added, after progressing past certain boss battles...and more!The upcoming weeks will be focused on bug fixing, quality of life, and balancing!We hope to see you around!
- Demo Patch #6 Hotfix - 14 July 2025
Tooltips were being destroyed on inventory updates, and shouldn't be any longer
- Demo Patch #6 - 14 July 2025
Volume refreshes more frequently on the main screenCommits and upgrades have been redone and hopefully fixes the negative major/minor/patches bugProcesses sometimes had bad weights/volumesFleet assembly now properly disables itself when there is no room in either the fleet or storage for the new shipFleet assembly also can send the new ship to storage if fleet is full but storage is notOre B is now visible/usableAll items have their economic value shown, and this the total is reflected in the upgrades screen for more clarity on how upgrade commits get earned
- Demo Patch #5 - 12 June 2025
Abandoning battles due to deadlock or any reason is now possible. Upon abandoning, any active ships are considered lostProcess Priorities now has a simple copy/paste system to rapidly change process prioritiesSmelting maximum time tool tip was updated to reflect its actual changes, along with changes in calculations to give it an actual change in resource return rateRedeploys and their associated colors have been changed to conform to the rest of the gameProcess upgrades now have a 5x and 10x multiplier at the bottom to save your fingers from clicking too muchMining minimum time has been updated to reflect what it says in the tooltip
- Demo Patch #4 - 10 June 2025
Transfer crash bug fixedProcess upgrade tool tips now show the current levelShips can now be destroyed in the fleet menuShip levels are now more prominently displayed in the fleet menuTwo new help files have been added to explain combat mechanics a bit better'"Collect Equipment" has been renamed to "Collect one" in the manufacturing tab