A 2D space-fishing idle RPG. Cast gravity lines into nebula-soaked planets, reel in bioluminescent leviathans, and run an automated drone fleet that earns credits while you sleep.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“ Outer Helix Idle is a deep, long-running idle game with a real cloud backend, persistent leaderboards, shared corp state, and Steam-friend killmail boards. The single most valuable test of those systems happens with real players — not in a sim. We need pilots logged in for weeks and months at a time, with offline progression accumulating, killmails flowing through the backend, corp treasuries growing, and the FW season ladder filling out, to confirm the balance curve holds.
>
Specifically, Early Access lets me

1. Validate the idle pacing curve at scale.** Our internal sim runs 5-hour scenarios cleanly, but no simulator can tell us whether a real pilot's 200-hour or 1000-hour progression feels right. Player session data from Early Access is the only honest source.
2. Wire the long-tail content with player feedback.** Of 86 real-time skills, 56 are catalog entries waiting on a wiring decision (which math bonus, what feel). We'd rather wire them based on what players actually train than guess in isolation.
3. Tune capital and end-game encounters together with end-game players.** Single-pilot capital combat against T7 Sleepers and T8 HRF Titans is brand new (v0.6.84). We want the difficulty calibrated by the players who actually fly there.
4. Land the audio + sprite content in coordination with the active player base.** All trigger sites are wired and the renderer is feature-complete; the actual SFX files and pixel-art sprites for the full hull ladder (277 ships) land patch-by-patch through Early Access.
5. Stress-test the multi-account cloud sync and shared-corp flows.** Our backend works in dev; it has not yet faced 500 concurrent pilots, 24/7 corp treasuries, or a thousand-deep killmail feed. Early Access is where we get that confidence.

A single-player game wouldn't need Early Access. An idle game with cloud sync, leaderboards, and async-PvP echoes absolutely does. We'd rather ship a polished v1.0 informed by real telemetry than a guessed v1.0 launched on a hunch.

Approximately how long will this game be in Early Access?

“I'll communicate timeline drift transparently in patch notes. If I ship faster, full release is sooner. If a content patch needs more time, I say so up front rather than slip silently.

How is the full version planned to differ from the Early Access version?

“The Early Access build is already content-complete for the core loop — mining, combat, industry, exploration, ship progression up to T8 Titan, 50 Steam achievements, the full 4-Power universe with 329 systems and 19 regions, cloud-backed leaderboards, async-PvP Patrol Echoes, Convergence and Pirate Incursions, Faction Warfare with the seasonal ladder.

The economic + combat + idle systems are not changing in scope. They're being tuned and extended.”

What is the current state of the Early Access version?


Working systems at Early Access launch:

329 hand-crafted systems across 19 regions and 44 constellations + infinite procedural Uncharted Space
277 hull variants across 4 Powers + 4 pirate factions + Independent + Faction Navy + Strategic Cruisers + Black Ops + Marauders + Mining Barges + Capitals
520+ modules across all 14 categories (turret / launcher / mining / shield / armor / hull / capacitor / propulsion / targeting / EWAR / drones / ammo / capital / smartbomb / rig)
86 real-time skills (30 fully wired into gameplay math, 56 catalog entries with a clear "FUTURE" indicator in the Skills window — wired patch by patch in EA)
91 missions including 16 storyline chapters across 4 chains
48 cockpit windows— Fitting, Skills, Manufacturing, Invention, Reactions, PI, Market, Trade Routes, Contracts, Wallet Journal, Killmails, Patrol Echoes, Convergence, Pirate Incursions, Faction Warfare, FW Season Ladder, Sov, Corp, Cloud Corp, Leaderboards, Achievements, Pilot Status, etc.
Full cloud backend — Steam ticket auth, save sync across devices, persistent killmails, shared corp treasuries, leaderboards across 56 categories, async-PvP Patrol Echoes
Convergence invasions (4-wave structure) + **Pirate Incursions** (parallel loop per faction)
Faction Warfare with seasonal ladder and 5 cosmetic title tiers
Idle promise: full offline progression — skill queue, manufacturing jobs, PI cycles, moon drills, mining barges all tick while you're gone, with a return-screen offline report”

Will the game be priced differently during and after Early Access?

“Yes. Early Access launches at a discount — pilots who buy in early get the game at a lower price as thanks for helping us tune it. Full release will be priced at our long-term target.

Pricing tiers
Early Access launch price: $4.99 USD
Full release price (v1.0): $7.99 USD
One-time purchase. No microtransactions, no premium currency, no battle pass, no time-skip purchases, no DLC paywalls. Ever. The full game and every future content patch are included.

Players who buy during Early Access keep the game at no additional cost when v1.0 ships.”

How are you planning on involving the Community in your development process?

“Community feedback is central to how “Outer Helix Idle” will evolve during Early Access. Player input will directly inform how we prioritize balance changes, quality-of-life improvements, and content additions going forward.
I plan to engage with the community through:
• The Steam Community Hub and discussion forums
• Regular development updates and patch notes posted to the Steam news feed
• Responding to bug reports, balance feedback, and suggestions as development continues
Players are encouraged to share their experiences, report issues, and suggest ideas through the Steam forums. While I can’t promise every suggestion will be implemented, every piece of feedback will be read and considered as part of the ongoing development process.”
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About This Game

Outer Helix Idle is a 2D space-fishing RPG. You're a freelance pilot for the Outer Helix Exploration Authority. They give you a small ship and a gravity rod and point you at four planets.

Each planet has its own look, weather, and ecosystem. The Helix Shallows are calm. The Orbital Reef hums with magnetic tides. The Void Trench is deep, dark, and full of things that shouldn't still be alive. Out at the Nebula Verge, the Aetherwhale breaches the gas clouds.

When something bites, you drop into a tension-bar minigame. Hold to reel, release for slack, keep the marker in the moving green zone. Every species fights differently, so what works on a Drift Minnow won't land a Void Leviathan.

Back at the Docking Station, harvester drones keep working while you're away. Come back later and there's a payout waiting. Upgrade the station, level your pilot, and feed Cores into an upgrade tree that keeps scaling.

Your catches go to the global leaderboards automatically. 

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

“This game includes AI-assisted content generation during development. All content is reviewed, curated, and integrated into the final game experience by the developer.”

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i3-6100 or AMD FX-6300
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 520 or equivalent
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: 10/11 (64-bit)
    • Processor: Intel Core i5-8400 or AMD Ryzen 5 1600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 750 Ti or AMD Radeon R7 260X
    • DirectX: Version 11
    • Storage: 1 GB available space
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