# Void Drifter: Prospector — Space Mining & Exploration

> Calm space mining and exploration game with ship upgrades and procedural generation. (iPhone/iPad app by Ukando Software.)

- Source: https://appshunter.io/ios/app/void-drifter-prospector/id6779366965 (this page in markdown: same URL + `.md`)
- Developer: [Ukando Software](https://appshunter.io/developer/396654884)
- Category: Games, Adventure, Simulation
- Price: Free with in-app purchases
- Rating: 5.00/5 from 2 App Store ratings · 2 written reviews indexed
- Age rating: 9+
- Requires: iOS 18.6 · 85 MB
- Languages: American English, German (Germany)
- Released: 2026-07-13
- Data updated: 2026-09-01
- Monetization: free with in-app purchases
- User reviews in markdown: https://appshunter.io/ios/app/void-drifter-prospector/id6779366965/reviews.md

## What is Void Drifter?

Drift into the unknown. Mine. Upgrade. Explore.

Become the captain of a rugged mining ship and venture into the depths of an endless asteroid field. Scan, mine and salvage valuable resources while steadily improving your ship and equipment.

Void Drifter: Prospector is a calm, exploration-focused space mining game that rewards curiosity instead of speed. There are no energy timers, no forced ads and no pay-to-win mechanics—just you, your ship and the unknown.

Features
• Explore a vast procedurally generated universe
• Scan and mine asteroids for valuable resources
• Upgrade your ship with powerful modules
• Discover rare objects and hidden treasures
• Unlock new ships with unique characteristics
• Enjoy a relaxing, atmospheric sci-fi experience

Free to Try
Play the opening part of the game for free. If you enjoy your journey, you can unlock the full game with a single one-time purchase. Your progress is always preserved.


Active Development

Void Drifter is actively being developed. New content, features and improvements will continue to arrive through future updates. Your feedback helps shape the game’s future.

Thank you for supporting an independent solo developer. Every bit of feedback helps make Void Drifter even better.

## Key features

- Procedurally generated universe exploration
- Asteroid scanning and mining
- Ship and equipment upgrades
- Discovery of rare objects
- Unlockable ships with unique traits
- Relaxing sci-fi atmosphere

## Pricing and in-app purchases

Base price: Free.

**One-time purchases**

| Purchase | Price | Type |
| --- | --- | --- |
| Full Access | $3.99 | one-time |


## Recent user reviews (2 of 2)

All indexed reviews: https://appshunter.io/ios/app/void-drifter-prospector/id6779366965/reviews.md

### 5/5 — A polished gem with great potential!

*2026-08-19*

This game is great.  I can tell new, but what’s there is clean and well executed. It draws you in. It’s a perfect balance of simplicity and depth.  It’s just fun to play. I really hope support and development continues. I’m a fan.

There seems to be an RNG ship market, I’ve reached level 4, and have upgraded to the Lvl2 Courier. I like it because of its range, and because it’s narrow and seems to slip past the asteroids a little easier.

The controls are unique, but seem work well when you get the hang of them. The option to reverse them might be nice.  So you can put your finger behind your ship and pull back to go faster?   It can be hard to navigate with your finger in the front.  A way to see what % throttle you’re at would be nice too.  Or maybe a throttle slider on the edge of the screen.

If I had any suggestions, I’d say- 

Maybe make your effective view range expand slightly with level or something?  Or reduce damage taken by collisions?  Something to help mitigate the collision damage in some way as you progress.  They’re very hard to avoid unless you travel very slowly. (Although the progressive system failures as you try to limp home are pretty cool)

Some sort of map so you can find stations you’ve discovered and maybe resource zones would be helpful. 

Some information windows so you can see what stuff means, or does would help. For example, my ship says “prototype” on it, I’m not sure what that is.  Being able to tap on the word and have a window pop up would be nice.   On that same note, some module explanations would be nice as well. I have a couple different scanner modules, I don’t really understand what they functionally do, or how they differ.

Oh. And a way to manage, buy, and sell modules.  Like maybe I can have a storage at the station to put modules not in use?  Or sell them?   Or maybe have a market for them like the ships?   Maybe this exists in game already, if it does I haven’t been able to find it.

Last thing, would be to create a discord, and put a link it in the game.  It’s always nice to have a community of fellow players to ask questions help eachother progress, and I think it would also help to guide development.

I hope this game gets the attention it deserves.  From gamers and the developer alike. Great work!

**Developer response:** Thank you so much for the detailed review! It’s great to hear that you’re enjoying the game, and I really appreciate you taking the time to write down all these suggestions.

Quite a few of the things you mentioned are actually already in the game or coming in the next update - but your review also shows me where I still need to do a better job explaining them.

For example, “Prototype” is a quality rating. Ships in the market are randomly generated, and Prototype is the rarest and best quality tier for either the hull or its built-in systems. So you actually found a particularly nice Courier! The ship market and garage definitely need to communicate things like this better.

There are also modules that can improve things like view range, hull strength and field repairs as you progress. Previously visited stations can be found in the Logbook under “Stations”, where you can set one as your home station and navigate back to it. The Compendium in the game menu contains more detailed explanations as well - although ideally the game itself should explain enough that you don’t have to go looking there.

Module management is already being expanded for the next update, including station storage and the ability to sell unused modules. I’m also adding more explanations and tips throughout the game.

I really like your idea of an optional reversed control scheme. Keeping your finger behind the ship would leave the area ahead much more visible. A throttle indicator is a good idea too, and I’ll keep both in mind.

And yes, development is continuing – there’s quite a bit more planned.

Thanks again for playing and for the thoughtful feedback. Reviews like this are genuinely helpful!

P.S. About the scanner modules: they can have five different bonuses:

Ping Range – increases the range of your active ping.
Reveal Range – objects become visible automatically from farther away, even without a ping. The small circle around the Ship.
Signal Lifetime – detected signals remain visible longer before fading.
Ping Charge Regen – your ping recharges faster, so you can use it more often.
Analysis Power — analyzing an object takes less time. Also helps read harder resource slots, up to a limit.

Your comment made me realize that these differences really need to be explained better in the game as well.

### 4/5 — Controls

*2026-07-23*

Everything is fine at the moment. Just controlling the ship is a bit annoying because my hand covers the screen if you need to swipe from the ship, from the middle of the screen. Again and again. An invisible virtual joystick would be nice to make the same controls. Just from the lover part of the screen.

**Developer response:** Thanks for your feedback! I’m glad you’re enjoying the game.

A small tip that might make the controls feel more comfortable: you don’t need to keep your finger on the screen. Once you’ve set a direction, you can lift your finger and the ship will continue flying on its own. To stop, simply tap anywhere in open space.

I’ll definitely keep your joystick suggestion in mind, though. Thanks for taking the time to share it!

## Frequently asked questions about Void Drifter

### What is Void Drifter: Prospector?

Void Drifter: Prospector is a calm, exploration-focused space mining game where you pilot a ship through an endless asteroid field. You can scan, mine, and salvage resources to upgrade your ship and discover hidden treasures.

### Is Void Drifter: Prospector free to play?

Yes, you can play the opening part of Void Drifter: Prospector for free. A single one-time purchase unlocks the full game, and your progress is always preserved.

### Does Void Drifter: Prospector have ads?

No, Void Drifter: Prospector does not have forced ads. The game is designed to be an uninterrupted experience for players.

### What platforms is Void Drifter: Prospector available on?

Void Drifter: Prospector is available on iPhone and iPad, as indicated by its supported devices.

### How often is Void Drifter: Prospector updated?

Void Drifter: Prospector is actively being developed, with new content, features, and improvements planned through future updates. The latest version is 0.4.0, last updated on August 3, 2026.

### What is the age rating for Void Drifter: Prospector?

Void Drifter: Prospector has an age rating of 9+, making it suitable for younger players and up.

### Can I play Void Drifter: Prospector offline?

The description does not explicitly mention offline play, but the focus on exploration and lack of timers suggests it may be playable without a constant internet connection.

### What kind of gameplay mechanics does Void Drifter: Prospector offer?

The core gameplay involves scanning and mining asteroids for resources, upgrading your ship with modules, and exploring a procedurally generated universe. It rewards curiosity rather than speed.

## Version history (last 5 releases)

### 0.5.0 — 2026-08-30

Void Drifter — What’s New

Prospecting & Mining

* Roughly one asteroid in three now turns out to be empty, so a scan that finds nothing is simply part of prospecting — you keep searching until something turns up. The farther you travel, the larger and richer the asteroids you can find.
* Each asteroid contains a single resource, making even a partial scan useful: uncover one or two deposits and you’ll know what the rest of the asteroid may contain — and how rich it is likely to be.
* Asteroids no longer disappear when fully mined. Mining leaves visible damage behind, and heavily depleted asteroids may even crumble while you’re still working on them.

New Discoveries & Contracts

* Anomalies can now be found throughout the sectors and harvested for Datasets — a new secondary currency used to unlock additional module slots on your ship. Push an anomaly too far and it may collapse before you’re finished.
* Stations now offer contracts from their notice boards: prospecting and recovery jobs tied to things that actually exist out there in the world. Once accepted, a contract is tracked in your logbook and on the map.

Ships & Survival

* Swap between the ships you own in a station’s Garage, and the game now nudges you there whenever a hull is sitting idle.
* Manage your loadout at stations: install, store and sell modules, and expand your module storage with credits. Module bonuses now scale more consistently with item level instead of depending so heavily on lucky rolls.
* Heavy collisions are survivable again. Structural damage is capped, field repairs can get you out of serious trouble, and collision damage now depends on the asteroid you hit. And whatever roams the darkness now hunts by sight as well as sound.

Flying & Interface

* A new speed control replaces holding the throttle. Drag it to choose your cruising speed and your ship will maintain it automatically. Tap to quickly set quarter speed, or enable pull-back steering if you prefer flying that way.
* Tap an item in your hold, in a wreck or at a station and a card tells you what it is and what it is worth. The logbook also now sorts stations by distance.

Fixes

* Switching ships in the Garage no longer leaves the module screen showing the previous hull’s slots.
* Treasure maps can now be properly retrieved from wrecks and play their audio cue.
* The logbook keeps its position when lists refresh.
* Lists can be scrolled even when the gesture starts on a button.
* The station panel is now fully translated on German devices.

We’re continuing to refine the scanning loop, ship progression and controls based on player feedback.

### 0.4.0 — 2026-08-03

Void Drifter — What's New

Silent Running & Contact

* Go dark at any speed: Cutting the engines no longer slows you down — you keep your momentum and drift blind through the dark, with your sight shrunk to a fraction of its usual reach. Engines spin up and down over time, with exhaust puffs and an ignition flash
* Everything you do carries: Thrust, mining, salvage, warp and the active ping all make noise. Only the loudest source counts, and it fades on a schedule you can plan around — going quiet is a real tactic now, paid for in sight and braking
* Something hunts the noise: Out in the far sectors, a creature listens. It steers at the spot your last loud act came from, sweeps a widening area while you stay silent, tires itself out and eventually gives up — and if it reaches you, contact tears plating and hull. It survives a reload, so restarting is no escape
* Hear it before you see it: Your proximity sensor tones faster the closer it gets, fading echoes mark where each ping came from, and the soundtrack retreats as it closes in. Up close it shows itself: a body of black jelly and light, glowing from cold violet to ember as it turns on you

Ships & Progression

* Slots grow with your level: A hull's hardpoints follow a clear level curve instead of competing with its stat bonuses, so the next ship is about the room it gives you. Every offer carries two visible quality tiers, one for slots and one for systems — and some slots are universal bays that take any module type at all
* Sell your old hull: Any ship except your active one and your last one can be sold in the garage for half its dealer price, installed modules scrapped with it. Hull prices also came down sharply, so the Hauler reads as a goal rather than a wall, and dealers always keep at least one hull in stock

Interface & Quality

* Rebuilt control layout: Actions sit in the left column (NAV, PING), panels and modes in the right (SHIP, LOG, SILENT), every button carries a label, and the info panel fits into the clear band between the columns instead of hiding underneath them
* Damage Control is now Plating: The vitals panel is about 40% shorter with three single-line rows, plating is drawn as stacked steel plates, and a percentage only appears below 25% — a number on screen always means act on this. Losing a plate reports how many are left; a hit with no plating left reports failing ship systems
* Asteroid traits as chips: A rock's traits show as colour-coded chips that now stay on the card after the scan, so you can see why a Shielded rock scans slowly or an Anomalous one keeps its unknown slots
* Clearer messages: The top banner has a fading backdrop, a sound cue and a hold time that follows the message length, a refused module move names the actual shortfall instead of a blanket warning, and the app carries new icon artwork

Onboarding & Intro

* A new game opens with the job: Three cards say who you are, what the work out here is, and what the long decision will be — the game finally teaches the sentence, not just the verbs
* More tips where they land: The armour row explains itself the first time a plate goes and says what a hit costs, saved nav points explain their purpose the moment you fill one, and the first contact tone is explained on the spot, with the game held until you've read it

Prospecting & Hazards

* Traps with a name and a real fuse: Rigged asteroids carry an owner's name and burn a fuse scaled to what is still left to take, so a small trap is as tight a decision as a fat one

Fixes

* Ramming a pebble at warp speed no longer costs you the ship, world markers and station labels stay upright while the ship rolls, warp drives finally reduce instability on the charge-up as their stat promised, and the leftover streaming-coordinate readout is gone from the bottom of the screen

We're continuing to sharpen the scan loop, ship progression and input feel based on player feedback.

### 0.3.0 — 2026-07-28

Void Drifter — What's New

Prospecting & Mining

* Asteroids keep their secrets: Rocks now hold resource slots that start out unknown. Analysis reveals them one by one, and a weak scanner leaves the hard ones hidden until you upgrade — you can no longer tell at a glance what a rock is worth
* Four new ores: Platinum, titanium, copper and antimatter join the mix, and Metal is now Iron. The valuable ores only appear inside resource clusters, never in lone rocks, and the prospector pings when you are inside one
* Rocks with character: Asteroids come with individual traits that change how they behave under the laser, and one ore icon now yields exactly one unit — what you see is what you get
* Small debris: Micro rocks are mostly empty and crumble on the first tap, and a mined-out asteroid finally reads as inert rubble

Regions & Hazards

* Region grades: Every sector now carries a grade, shown briefly when you cross into it. Higher grades hit harder — collisions cost more hull the further out you push

Stations & Trade

* Station standing: Each station tracks your standing across four ranks. Climbing it lowers the markup on everything that station sells and unlocks further resources and services, with clear licence tiers and fees along the way
* Rebuilt trade panel: The trade view was redesigned around the standing band, with clearer prices and volumes, and station names in the list are coloured by the licence you hold there
* Home advantage: Your starter station begins at the top rank, so early trading is not gated behind a grind

Ships & Economy

* Generated ship offers: Ship dealers no longer sell a fixed list. Every offer is a hull with its own extra slots and innate bonuses on storage, scanner, structure or mining — and a detail view compares it to your current ship, hull to hull
* Rebalanced economy: Resources, ships, treasure maps and station repairs now scale together with the raised income. Damage costs real credits, the tank runs longer at a lower drain, and fuel blobs are rarer and worth more

Wrecks & Salvage

* Salvage on your terms: The wreck panel now shows your own hold beside the wreck's. Drag out single entries instead of emptying it in one go, eject your own cargo to make room, and the panel stays open until the wreck is actually empty

Interface & Quality

* Clearer feedback: Messages queue in a single banner at the top, refuelling and repairing buttons pulse while they run, and the SHIP button carries a fill bar for your cargo
* Guided start: Onboarding tips walk you into the treasure hunt and station trading, and the map hint now says outright that a treasure map has to be activated

Fixes

* Display Zoom and small screens: The HUD no longer renders oversized with iOS Display Zoom enabled, and repair, wreck and amount dialogs stay inside the screen on the smallest supported devices
* World placement: Points of interest no longer overlap, asteroids no longer spawn underneath them, and a trap's countdown no longer resets when the trap despawns
* Smaller fixes: The paywall's scrolling edges fade in the right direction, and the Star Charts teaser disappears once you own Full Access

We're continuing to sharpen the scan loop, ship progression and input feel based on player feedback.

### 0.2.0 — 2026-07-14

Void Drifter — What's New

Scanning & Exploration

* Sensor veil: Unanalyzed objects now render as incomplete sensor data — you can see something is out there, but not what, until you scan it
* Warp discovery: Flying past an object no longer discovers it permanently. Obstacles still light up during warp so you can react, but they revert to unknown once the warp ends
* Warp sightings: Only what you can actually ram — asteroids and debris — lights up during warp. Wrecks stay dark, so a warp run can no longer hand you loot positions for free
* Module bonuses: Bonuses now stack predictably — additive or multiplicative depending on the bonus type

Mining

* Mining laser: The laser is now a real turret on your hull. It rests facing aft and has to swing onto the rock before it cuts — nothing comes out of the asteroid until the beam is actually on the surface
* Impact effects: The beam now terminates exactly where it hits, throwing rock chips off asteroids and droplets off fuel bodies, scaled to the size of what you're working on

Ship & Progression

* Live ship stats: Installing or removing a module takes effect the same frame — fuel tank, warp drive, sensors and hull all read the current loadout
* Tank capacity: Shrinking your tank spills the overflow instead of silently keeping it

Fixes

* Analyzed wrecks: A wreck you already analyzed no longer looks unscanned when you return to it
* Wreck loot: Looting a wreck with a full cargo hold no longer lets the wreck hand out its item a second time when you come back
* Trap asteroids: A trap with a lit fuse stays destroyed instead of respawning and restarting its countdown
* Scanner battery: A drained scanner no longer refills for free across save/load
* Localization: Signal-strength readouts are properly translated

We're continuing to sharpen the scan loop, ship progression and input feel based on player feedback.

### 0.1.0 — 2026-07-12

No release notes.

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## More apps by Ukando Software

- [Alien Tribe 2: 4X Space RTS TD](https://appshunter.io/ios/app/alien-tribe-2-4x-space-rts-td/id653463017)
- [Alien Tribe 3: RTS](https://appshunter.io/ios/app/alien-tribe-3-rts/id1206876323)

All apps by Ukando Software: https://appshunter.io/developer/396654884

## Related topics

[ukando software](https://appshunter.io/ios/topics/ukando-software)

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-09-01.*
