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Roidgrinder

Roidgrinder Steam news

Yondersoft | 2026 | game

Coming Soon

GameSteam Store content

ActionIndieSimulation

  • Steam app typegame
  • Steam App ID4461590
  • PriceNo longer available on Steam Store
  • Release date2026
  • DeveloperYondersoft

Roidgrinder news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID4461590
  • PriceNo longer available on Steam Store
  • Release date2026
  • DeveloperYondersoft
  • PublisherYondersoft
  • Parent gameNot available

Genres: Action, Indie, Simulation

Company pages: Developer: YondersoftPublisher: Yondersoft

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

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Roidgrinder Steam news

Roidgrinder news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Devlog #8 - 27 August 2026

    Took a little break from dev during the summer, now working again.There's been lots of bigger and smaller updates lately:Lootable shipwrecksStarted adding lore segments that can be found aroundUpdated art, most notably using starmap data to programmatically create the background and adding a subtle parallax scrolling effectNew ambient music tracksNew sound effectsRemoved the time-based run end condition... I initially had this idea that you would have three years in-game time for a run and see how wealthy you'll get. That didn't really work. The stress from a ticking clock ruined the exploration feel. Now the run ends (softly) after reaching a certain wealth so it's more about relaxed exploration on your own pace.Various little fixes based on feedback, I'm super thankful for everyone who's left feedback through the form!I also updated the demo build yesterday (although most of these upd…

  • Devlog #7 - Playtest updated! - 6 June 2026

    I've done a bunch of changes based on feedback, and just now updated the Playtest version:RENT was annoying to use because it changed each month, so if you didn't periodically keep looking at it you would lose the income stream. Quick fix: made the active deals stay while only inactives refresh. This made it a lot more pleasant to use.Made the spectroscope and tradeweek updates always visible instead of them being GRIND plugins. The problem was that switching plugins was cumbersome for these upgrades that you just want to occasionally take a look at.Nuke was also tedious to use: it's now behind a hotkey and not a grind pluginEnd game upgrade: value map shows an estimated value of a region, making exploration more fun and rewardingAdded very big asteroidsRemoved the license level mechanic. It was hard to make it work with the BAM converter; to level up you needed to return a lot of miner…

  • Playtest open! - 11 May 2026

    I'm running an open playtest this week, give it a try! It will be available until Friday.The playtest can be accessed from the store page, looks like this:It's a late alpha build: a bit rough and lacking features but should give a pretty good idea of how a run feels like.Please give me feedback if you give it a try! I've included a link to Google Forms from the main menu.See if you can beat my score! :)J

  • Devlog #6 - 3 May 2026

    I've been working on the late-game. I already had a nicely flowing upgrade path for the first 2/3 of the run but the last year needed more content. The main idea is that towards the end it should be possible (and worthwhile!) to do longer and longer grinding trips.The main changes were:1) Revised the asteroid belt generation mechanic. I made it so that the asteroids fields get richer (more likely to find the more valuable resource types) and bigger when you fly further from the main station. This provides the motivation for exploring further out.2) Added tools/upgrades like the spectroscope which tells the mineral content of nearby asteroids from afar and the hotrod which overcharges the thruster for short bursts to pick up speed quickly.3) Considerably increased fuel amounts.It still needs balancing adjustments but I was now able to complete one full run and it remained fun to play unt…

  • Devlog #5 - 19 April 2026

    Balancing out mid/late game gameplay elements.I needed to come up with a way to make side hustling activities less dominating. The resource trading especially was problematic, since with the prices moving around a lot it was pretty easy to make lots of credits in a short time. Without any constraints, the best strategy would be to completely skip upgrading the ship and just sit at the station and trade, and then buy everything at once after snowballing enough funds.After some experimentation, I ended up with two changes:added a monthly quota for buy-orders based on game progress (due to "processing constraints" obviously)added another progress meter (besides credits earned) called Grinder's License level which increases only from the minerals returned after mining and tied some of the progression, like the buy order quota, into thatNow, resource trading remains a great way to earn funds…

  • Devlog #4 (demo updated!) - 8 April 2026

    I have recently been working mostly on music and now have first versions of some tracks done. It's not quite where I want it to be yet, but the tracks are shaping up pretty nicely, I think.I've been experimenting with loads of different music production tools in the past few weeks. My first idea was to use trackers because I thought FastTracker 2 was cool in the 90s, but they did not seem the best fit for the kind of long, evolving synth sounds that I had in mind. Eventually I ended up with FL Studio which seems great for the purpose and has a UI that I actually like.I've also been doing quite a lot of gameplay tuning and balancing. The start of the game (which the demo covers) is supposed to be grindy, but it was way too tedious so I made it easier. Another problematic part was the rent program, which needed some redesigning.I created and uploaded a new demo build with the music and th…

  • Devlog #3 - 29 March 2026

    Not too many visible things this week, but lots of refactoring and cleaning up code regarding, for example, the energy system and ship specs data.The biggest gameplay change was related to the player crashing the ship or running out of fuel. Previously, this resulted in loading the last save, but this kind of broke up the flow and enabled save scumming. Being that a single run goes on for a limited amount of game days, I felt it's a better idea to let the run continue with a small penalty in credits and the time lost in the run. Now, the game flows better and there's a stronger incentive to be a bit more cautious.Another visible update is the net worth calculation seen in the picture. This forms the final score from a single run. The hard part here was to decide how to evaluate remaining resource holdings. The resource prices are volatile, so I thought about lessening the impact of curr…

  • Devlog #2 - 22 March 2026

    This week's main work has been the auto-targeting mining laser. Upgrading this along with the magnet enables much more efficient roid grinding.I'm quite happy with how the laser effect turned out. Getting the magnet to work nicely was a piece of work due to the collectable resources easily just orbiting the ship, never getting collected. In the end I had to resort to a slight hack to solve this.J

  • Devlog #1 - 15 March 2026

    This week, I've focused on two idle money-making mechanics.There's the resource market simulation, which allows profiting from resource price fluctuations.It's possible to rent out excess energy created by the ship's reactor. Activating rent contracts provides a passive income stream but drains energy, thus burdening other systems and increasing fuel consumption.The hardest (and most fun) part of designing these little programs is figuring out how to fit them into the terminal screen, which is 28 characters wide. Implementing these two was a bit easier than I thought, and the end results look quite a lot like my initial pen-and-paper drafts.It will be quite a chore to eventually balance these different elements of the game, though. But I try not to think about that too much at this point. My strategy is to draft all the main mechanics first, and only then start working on their interpla…

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