SWARM MMO

Idle and incremental space games

What is idle about it, what is not, and what a prestige run looks like.

Swarm MMO has the three parts an incremental game is built from: a rate that grows, automation that removes the clicking, and a reset that pays for itself. It also has other players, who can take what the rate produced. If that last part is a dealbreaker, this is not the game, and the rest of the page will not change that.

The rate

Every planet you own produces probes each minute, at its level: level 1 makes 1, level 10 makes 10. A level costs 100 × level² probes, so 100 for level 2, 400 for level 3, 900 for level 4. There is no capacity limit and nothing decays, so the pile only ever goes up unless you spend it or lose the planet.

Growth comes from two places at once: more planets, and higher levels on the ones you have. Suns add a third, paying energy that buys technology up to level 100, at a cost of 33,835,000 energy for a full run.

The automation

Clicking is optional past the first few minutes. A planet can be set to upgrade itself as soon as it can afford to, and to ship its probes at a threshold you pick between 100 and 10,000, either to the nearest friendly sun or to a target you choose on the map. Suns do the same one step up, feeding super-probes to their galaxy's black hole.

The Command Center applies one of those settings across an entire empire in one action, in slices of up to 200 planets, which is the difference between running fifty planets and running five hundred. It costs 150 credits for 30 days, or 10 credits for a single day.

The prestige layer

A collapse is the reset. Hold every sun in a galaxy, capture the black hole at its core, stockpile 1,000 megaprobes on it and collapse it. The galaxy is destroyed, your planets in it included, and every sun you own afterwards permanently produces more energy. Prestige, energy, technology levels, credits and skins live on the account and survive every collapse.

The conversion chain is what makes a collapse a project rather than a purchase: probes become super-probes at a sun at 100 to 1, super-probes become megaprobes at a black hole at 100 to 1, and anything under one full unit arrives as nothing. Crossing a galaxy border costs a share of the swarm that falls as the target galaxy ages, and raises both floors along with it: everything for a spawn galaxy's first 3 days, which is how long the players who spawned into it have before anyone outside can reach them, then 10 per cent less each day until the border is free by day 13. One galaxy always has no border at all, so there is somewhere to attack at full strength.

Where it stops being an idle game

What it does share with the genre is that time spent away is not wasted, and that an empire big enough to be tedious is an empire you can automate. Play in a browser, no install, no account.

Questions

Is Swarm MMO an idle game?

Partly. Production and automation continue while you are offline and an empire can be run mostly hands-off, but it is player-versus-player, so what you leave running can be taken while you are away.

Does Swarm MMO have prestige?

Yes. Collapsing a galaxy's black hole destroys that galaxy, your own holdings included, and permanently raises the energy every sun you own produces. It needs every sun in the galaxy and 1,000 megaprobes on the black hole.

How much can be automated?

Planet upgrades, and sending probes at a threshold between 100 and 10,000 to the nearest friendly sun or a chosen target. Suns can feed their black hole the same way. Taking something nobody owns needs a target picked by hand, or the Command Center, which can point a whole empire at its nearest unclaimed neighbours in one action. A saved Command Center query can also run on a timer.

Do I lose progress when I stop playing?

Planets can be lost, but nothing on the account is. Prestige, energy, technology levels, credits and skins persist, and production continues while you are gone.

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More in the wiki: Automation · Command Center · Prestige · Planets
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