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Compute

From Official Unnamed Space Idle Wiki
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The Compute screen

Compute is a system in Unnamed Space Idle, unlocked right at the start of the game. You can continually improve damage/shields by devoting Compute Power in the various upgrades. You start with 10 Compute Power which can be increased by spending Void Matter. Salvage can also be drained continually to improve compute speed.

By default each compute bar can only fill up to 20 times per second. This can be increased with an upgrade from Base 1 and from Crew.

Basic Compute[edit | edit source]

(more description needed)

For the formulas, L is the number of levels on the upgrade and B is the number of Core Computing challenge completions. The total damage/shield bonus is equal to the effects of each upgrade added together.

Unnamed Space Idle Basic Compute
Name Level Cost Effect Formula
Damage 1.1 60 0.05*(8L+1)0.5+0.02B
Shield 1.1 60 0.05*(8L+1)0.5+0.02B
Damage 1.25 6000 0.125*(8L+1)0.5+0.02B
Shield 1.25 6000 0.125*(8L+1)0.5+0.02B
Damage 2 6.00e5 0.5*(8L+1)0.5+0.02B
Shield 2 6.00e5 0.5*(8L+1)0.5+0.02B
Damage 4 6.00e7 1.5*(8L+1)0.5+0.02B
Shield 4 6.00e7 1.5*(8L+1)0.5+0.02B
Damage 10 6.00e9 4.5*(8L+1)0.5+0.02B
Shield 10 6.00e9 4.5*(8L+1)0.5+0.02B

Advanced Compute[edit | edit source]

Advanced Compute is unlocked from an upgrade in Base 2. Instead of providing damage/shield bonuses, these upgrades increase the max number of times previous compute upgrades can fill up every second. For example, upgrading 1.1 Cap+ will increase the cap of Damage 1.1 and Shield 1.1 upgrading 1.1 Cap+ Cap+ will increase the cap of 1.1 Cap+, and upgrading 1.1 Cap+++ will increase the cap of 1.1 Cap+ Cap+

Unnamed Space Idle Advanced Compute
Name Level Cost
1.1 Cap+ 6.00e12
1.25 Cap+ 6.00e15
2 Cap+ 6.00e18
4 Cap+ 6.00e21
10 Cap+ 6.00e24
1.1 Cap+ Cap+ 6.00e28
1.25 Cap+ Cap+ 6.00e32
2 Cap+ Cap+ 6.00e36
4 Cap+ Cap+ 6.00e40
10 Cap+ Cap+ 6.00e44
1.1 Cap+++ 6.00e58

After reaching 1.00e22x multiplier to damage/shields, compute is capped, all compute upgrades will disappear and prestiging will not reset the multiplier anymore meaning there will be no need to focus on compute after every prestige, saving a lot of time.

Fighter Compute[edit | edit source]

Major Spoilers for Sectors 75+ (click here to dismiss)

Fighter Compute is unlocked at sector 75. It works very differently to previous compute systems. As compute damage/shields buff cap at 1.00e22x, compute no longer buffs ship damage/shields, instead it buffs fighter stats. Compute now works with tiers instead of pure levels. Levels have no effect until getting to the next tier of a given upgrade, then levels reset and that upgrade tiers up, increasing the level cost.

Fighter Compute and Spec Points still resets on prestige even though 1.00e22x damage/shield don't.

Unnamed Space Idle Fighter Compute
Name Levels to Next Tier Level Cost at Tier 0 Cost Scaling Effect Formula
Damage 1.00e5 6.00e69 *10/tier 1.1tier
Durability 1.00e5 6.00e69 *10/tier 1.1tier
Maneuverability 1.00e5 6.00e73 *100/tier 1+0.2*tier
Speed 1.00e5 6.00e76 *1000/tier 1+0.05*tier
Weapon Range 1.00e6 6.00e78 *1e4/tier 1+0.05*tier
Efficiency 1.00e6 6.00e80 *1e5/tier 1.25tier

Spec Points

Spec Points are obtained from tiering up Fighter Compute with every 7 tiers(5 with Compute Spec Mastery) of Fighter Compute giving a Spec Point. Spec Points can be used on several upgrades and can be respecced for free with no cooldown.

Effects per level are additive unless otherwise stated. In cost formulas, n is the number of levels you already have. Hangar Bay Focus and Adaptium Collector are unavailable until reaching sector 82.

Unnamed Space Idle Compute Spec Point Upgrades
Name Icon Max Level Cost Formula Effect
Turret Power Focus 5 n+1 Fighter Turret Power Damage x1.25
Defensive Plating Focus 5 n+1 Fighter Defensive Plating Damage x1.25
Hangar Bay Focus 5 n+1 Fighter Hangar Bay Damage x1.25
Pulverium Collector 5 n+1 Pulverium Amount Multiplier x1.3
Fortifium Collector 5 n+1 Fortifium Amount Multiplier x1.3
Adaptium Collector 5 n+1 Adaptium Amount Multiplier x1.3
Speedy Assembly 3 2n+1 Fighter Spawn Time x0.7 (Multiplicative)
Pristine Armor 2 n+1 Fighter First Pass Damage Taken Divider x10 (Multiplicative)
Damage Tradeoff 4 2n+2 Fighter Damage x1.5
Fighter Efficiency x0.67 (Multiplicative)
Resource Tradeoff 4 2n+2 Fighter Efficiency x1.5
Fighter Damage x0.67 (Multiplicative)
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