There's a fortune inside this derelict, and nobody left alive to stop you taking it.
Every part you cut free makes the wreck likelier to come down on top of you. Nothing warns you when to leave. There's only what's already in your hold, and how much of it you're willing to bet on one more cut.
Space Salvager is a push-your-luck game about greed and timing. You captain a beat-up tug on the edge of explored space: find the dead ships, strip them, and get out before the structure fails. Take too little and you can't afford the fuel home. Take too much and you lose the lot.
THE CUT THAT COSTS YOU
Every component has a price in stability. Below half, each removal can start a collapse - girders fail, fires start, arcs jump the hull, radiation floods a section. You can always ride it out for one more piece. People do. That's how ships get lost.
SEVEN KINDS OF DEAD SHIP
Freighters, mining rigs, research vessels, military frigates, colony transports, luxury liners - and occasionally a contact matching no hull design on record. Sealed compartments can be gambled open for a fortune or for slag. Some wrecks hold things that were never meant to be aboard.
YOU'RE NOT THE ONLY ONE OUT HERE
Rival salvagers arrive mid-job and start cutting the far side. Pay them off, threaten them, or race them to the good parts before they get there.
WHAT YOU LEAVE BEHIND
Abandon a wreck and it doesn't reset. It stays out there in real time, decaying, getting picked over by someone else. Come back in three days and find out what's left of it.
FIFTEEN HULLS, THREE BERTHS
The Kestrel is out before the hull knows it was there. The Ox carries everything and leaves slowly - you will fill the hold, and you will regret it when the countdown starts. The Lamprey strips a wreck faster than anything in the registry and takes damage like wet paper. The Bastion is built to survive the collapse rather than avoid it. No hull is strictly better than another. The right one depends on the wreck.
THE SHIP'S LOCKER
Twenty personal effects, recovered from seven crews. The Long Haul. Cold Hypothesis. Promise of Rain. Seventeen Thousand Years. Sell them for credits, or keep them and eventually learn what happened aboard. Selling the last piece of a set costs you the ending.
THE DAILY WRECK
One seeded wreck a day, the same for every salvager, flown on a loaner rig. One attempt. Come back tomorrow.
NO PAYWALL
Free to play, with no in-app purchases. Ads are opt-in rewards only - you choose to watch one, at a moment you picked, for something specific. No banners, no interstitials, nothing that plays uninvited. Credits, fuel and repairs are never for sale. The risk is the game - we're not selling you a way around it.
Find it. Strip it. Get out alive.
PLAYS OFFLINE
The whole game runs on the device. Only the boards need a connection.
A sci-fi salvage roguelike about strategy under pressure: which hull you bring, which cut you take, and when you decide the next one isn't worth it. The tactics that got you out last time might sink you on this one.
Offline sci-fi salvage roguelite: strip derelict spaceships for scrap and loot