Space Loop Protocol
Posted February 11, 2026. Updated February 13, 2026. Played 3060 times for a total of 4218 hours.
description
Space Loop Protocol
A browser-based incremental game set aboard the research vessel "Aurora", trapped in a temporal anomaly.
Game Mechanics
- Loop system: Each cycle you have limited oxygen. Complete activities to gain stats and unlock new ones.
- 5 stats: Strength, Intelligence, Agility, Endurance, Perception — each activity trains specific stats with weighted percentages.
- Permanent progression: Loop exp converts to permanent levels that persist across loops, providing time acceleration (+1% per perm level).
- Chapters: Progress through the ship by completing chapter-ending activities. Demo includes chapters 1-3.
- Items: Discover items during activities — they provide bonuses and persist across loops.
- Automation: After enough completions, activities can be added to an automation queue.
- Two exit paths: Most chapters offer alternative routes (e.g. force the door vs hack the lock).
generative ai disclosure
This game was developed with significant use of generative AI (Claude). AI was used for: Writing the majority of the game code (JS, HTML, CSS) Generating activity texts and translations (Russian, English, German) Balancing formulas and stat progression The game concept, story, chapter structure, and design decisions were made by me. AI served as a development tool to implement my vision — I directed every feature, reviewed all output, and manually adjusted values and texts throughout.
latest update
V0.3.3 February 17, 2026
v0.3.3
New Features
- Dark Theme — Added a dark theme option in settings. Choose between Default (space theme) and Dark themes.
Improvements
- Number Formatting — Experience values now display in incremental game style: 1K, 1M, 1B, 1T instead of long numbers (1000+ becomes 1K).
- Stat Display Redesign — Stats now show in a more compact format with XP multiplier in the header and levels displayed inline with XP values.
- Oxygen Precision — When an activity completes mid-tick, the unused portion of that tick is now refunded back to oxygen (adjusted by efficiency bonuses). Previously, up to 0.1s of oxygen could be silently lost on each activity completion.
Mobile UI Improvements
- Settings Tab — Added a dedicated 4th mobile tab (⚙️) for settings, replacing the fixed button approach. Settings are now accessible alongside Stats, Activities, and Automation tabs.
- Automation Icon Update — Changed automation emoji from ⚙️ to 🤖 to avoid confusion with settings.
Inventory Improvements
- Compact Grid Layout — Inventory now uses a grid layout with scrolling instead of wrapping endlessly:
- Desktop: 32x32px items, ~5 items per row, max height 130px
- Mobile: 28x28px items, compact spacing, max height 70px
- Prevents UI Overlap — Items no longer overflow and cover other interface elements when you collect many permanent items.
Bug Fixes
- Automation Queue — Fixed a bug where completing an activity could incorrectly advance a different queue slot if the same activity appeared multiple times.
- Automation Queue Stop — Queue now stops automatically after the last item completes (unless Auto-Repeat is enabled). Previously it would loop indefinitely regardless of the repeat setting.
- Mobile Settings Panel — Fixed empty settings panel on mobile devices.
- Mobile Settings Sync — Language, theme, and font size controls now work correctly on mobile. Previously only desktop selects were being read.













newest comments
top comments
- The event log only having a length of 15 means you'll quickly miss things if you look away. The story messages (especially) should be viewable somewhere else as you unlock them.
- Some of the actions (seem to) only exist to give you an item, it would be nice if these disappeared so you can't run them again. (Alternatively: Give them another bonus like the injection one.)
- Having to run an action 5x its cap before you can automate is annoyingly grindy. You've already split the game into chapters, so why not just let you automate all of the chapter when you finish it?
- Figuring out the exact requirements to unlock actions in later chapters can be a real pain when it takes so long to get there. I'd love an in-game glossary that tells you how to unlock each action when you've found it for the first time. (It should also show "???" actions so we know if a chapter is 100% completed)
- The automation is pretty clunky for using mid-loop. It works well for setting the same start for each loop, but becuase you have no idea what's optimal early on, it takes a long time for it that be useful.
- Smaller: The item tooltip appears very far away from the mouse (down) and the 'automation loop' tooltip is always in Russian.
- Also I've gone back to chapter 3 a few times and not made any progress after getting the items, so I guess I'm at the end of the current content? Maybe there's an exit, but I got tired looking for one.
But I'm liking the story so far, the gameplay's solid, and I'm interested to see where it goes!
developer response: Thanks so much for this detailed comment — I really appreciate you taking the time to write all of this!
I’ll go through your points carefully and consider improvements for the event log, action automation, chapter progression, tooltips, and the in-game glossary. It’s incredibly helpful to have feedback this thorough while the game is still evolving.
I’m glad you’re enjoying the story and gameplay so far — your input will definitely help make the next updates even better!
developer response: Done. Nitrogen & NITRO Mode — A new resource earned during offline time (1 unit per 10 seconds away). Activate "NITRO x10" to speed up all activities tenfold while consuming nitrogen. Also accumulates when the browser tab is hidden.
A suggestion for Nitro: Add to it when no action is active, not just when the game is out of focus or closed. Otherwise you're penalizing players for not closing your game, which seems off to me.
developer response: TBD