Nonentity Galaxy is strategy roguelite with space fleets and dark humor. Developed by Brick-Up Studio and published by 2P Games, Nonentity Galaxy had a full release on February 4th, 2026. Players command and organize their fleet of spaceships, travelling through space to complete field missions, all while under the thumb of corporate greed. Tactics and strategy play a big role, as enemy fleets will become progressively stronger as you travel, depending on which path you choose. By purchasing or scavenging better ships, modules and rarities, players can keep up with the challenge. However, sometimes it might be better to cut your losses and escape, because you can’t make money if you’re dead.
In Nonentity Galaxy, there’s a deeper story than just doing field missions in space with your fleet. Working for the Corporation, players will quickly learn of their oppressive and manipulative nature. To make the best of things, players will skim a bit off of the profit, slowly earning resources in order to upgrade the fleet. Though I enjoyed many aspects, I found myself having a hard time really getting into the game. For core gameplay, managing my fleet and watching battles unfold was fun, but began to get repetitive fast. For the story, I enjoyed the dark humor, but it was a bit more dark and depressingly profound rather than humorous. I think overall the game is decent, but I’m having trouble seeing what this game does differently beyond managing a fleet rather than one ship. So, get ready to gather galactic cubes, because it’s time to discuss Nonentity Galaxy!
“What on Earth is it that makes humans so damn immoral?” – Taryn
Nonentity Galaxy‘s story is told through dialogues between characters and AIs with animal personas. Starting off as Taryn, a young woman escaping crippling debt on Earth, players will come to learn more about her and her two colleagues/friends, Dossier and Haulmore. They have many dialogues together over shared meals of paste, discussing the oppressive Corporation and the cruelties of the world. They have further discussions with other characters too, such as training specialist Cook and the Mothership AI who has the persona of a dog with a hat and sunglasses. After a short while, I got the general feeling that everyone felt trapped, stuck under the Corporations oppressive nature.

However, when the steam page states its “grim yet hilarious” and has “lethal doses of dark humor”, I expect something a bit more funny. Most of the story so far feels profoundly bleak. Not in a “too dark to be funny” way—I enjoy dark humor—but I struggled to find much humor in the writing, and it feels like it could use more. As a straight dark narrative, though, it works. The gloom fits the themes of space and corporate greed, and it’s clear the characters aren’t being told everything. That secrecy turns the plot into a quiet mystery about what’s being hidden and who’s lying to us.
A few players stated that they felt the dialogue went on far too long. I can certainly see why they feel this way, as it does tend to stretch out longer than it probably needs to. I personally didn’t mind, but it is something to be aware of or turn off with the option to skip conversations.
A Well Strategized Fleet of Ships, Travelling Through Space
Core gameplay for Nonentity Galaxy revolves around managing your fleet as you travel through space. In general, there are three main types of ships—frigates (tanks), gunships, and support. Frigates will want to be on the frontline and placed as close to the battlefield (or gray area in the middle) as possible. Gunships will dish out the damage from a distance in the back, using canine cannons or summoning carrier bombers. Supporting ships provide buffs like shielding or galactic charging. They require adjacency to other ships in order to provide those buffs. There are also larger ships, such as the yellow ones that are typically stronger and more effective than their smaller counterparts.

Strategic placement of available ships plays a big role in combat. Combat can run automatically, but players can step in to target specific ships or fire mothership support weapons. Winning battles rewards you with galactic cubes, new ships, upgrade modules, and rarities that power up the mothership’s weapons. In most cases before a battle begins, you are able to place down new ships, re-organize and upgrade your fleet. It’s a nice pause before combat to re-strategize, check out the rewards you’ve earned, and plan accordingly to the enemy fleet’s formation.

Travelling is done in a pretty standard roguelite fashion. You will have multiple paths to go down and players must choose which one they’d like to take. Paths can include things like combat, encounters that yield various outcomes, and shops to purchase ships or modules. When choosing combat, higher levels will of course be more difficult to go up against, but will result in better rewards. If you go up against an enemy fleet and think you won’t be the winner of it, you are able to escape. However, this will result in ending your traveling and you will suffer any penalties because of it. Still, better alive than dead though, so it is important to keep this in mind.
As a roguelite, it does the job. I didn’t run into any issues with the core gameplay, and I always understood what the game wanted from me. I always enjoy roguelites where you do a bit better with each run, and I think that this game fits in with that. They also don’t limit the number of ships you can put down. It was fun to just throw everything I had at enemy fleets. My fleet might have looked chaotic and messy, but it was effective at getting the job done and beating them in numbers.

However, the game quickly became repetitive. Different runs will feature almost identical paths, including the encounters. This begins to feel like I’m repeating the same path over and over again. I think what is supposed to make things feel different is the stuff you prepare back at the base, but it would be nice if there was more a variety for the potential locations we can come across. I also struggle to see what Nonentity Galaxy offers that’s different from other roguelites. Many of the elements are pretty common for what I’d expect in a roguelite. Managing a whole fleet rather than one ship just isn’t a big enough difference for me. I wish there was more of a “wow” factor for this game. Unfortunately, I can’t really see one and kind of lost interest early on.
Stealing from the Corporation your Hard-Earned Credits
After a successful run, phase jump, or escape, the game sends players back to the base to review a breakdown of their rewards. The Corporation will of course take a lion’s share of the profit, but there are a few ways of increasing the overall profits. Collecting more galactic cubes, bringing back ships, modules and rarities, and completing missions will all lead to higher profits.

Afterwards, you have five areas where you can check out. Field work is where you will start a new mission. Salvage division is where you can purchase ships and modules to take with you on future runs. Storage division is where you can store the ships and modules you don’t want to use right away. HR division is where you can spend rank privilege points for passive effects to take with you on runs. Finally, Life Support is where you can have a free meal that gives bonus rewards, but has a cooldown for often how you can consume meals. This is also where more conversations occur between our main three to give you a better understanding of the story.

Again, I think this is where most of the game’s variety takes place. As you purchase more ships, your need for pre-made ships will lessen. This will allow you to fund your own fleets to take on missions. Purchasing modules will allow you to have these upgrades right away, rather than hoping to come across one during a run. When setting up a field mission, you are able to select different passive upgrades from the HR division to take with you, as well as a different commander and locations to travel to once you unlock them. However, I personally think it isn’t a big enough pull to keep from feeling repetitive or to retain my attention. I think the set up is again, pretty standard for what I might expect. Again, there unfortunately isn’t a whole lot that wows me as a player.
A Just Okay Time, Out There in Space, Working for a Dime
Overall, I think Nonentity Galaxy is just okay. Though I think the positives outweigh the negatives, I had a hard time finding something that kept my attention. It isn’t a game that I could reasonably see myself spending hours on, completely engulfed and losing track of time. It is by far not the worst game out there. However, it is certainly not the best game, nor even the best roguelite out there. I enjoy the game’s dark narrative and think it’s executed well, but it lacks the humor its Steam page promises. I think the core roguelite gameplay is effective, but its pretty standard for what I might expect in a roguelite.
It does seem like the developers at Brick-Up Studio are actively making improvements though, which is always nice to see. They’ve released a bunch of bug fixes and small tweaks since the game’s release. I think it’s a game to at least keep an eye on in your wish list. Hopefully future improvements help give the game that wow factor I feel it is currently missing.
Thank you for reading and don’t try to escape your problems in space!
