Name | The Spatials: Galactology | ||
Developer | Weird and Wry | ||
Publisher | Weird and Wry | ||
Tags | |||
Release | 2018-04-18 | ||
Steam | 3,23€ 2,99£ 3,89$ / 70 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Galactology Linux [197.24 M] | ||
DLC | The Spatials: Galactology - Soundtrack |
We are participating in the Steam Game Festival with a demo of our upcoming game, NIMBY Rails, a management sandbox for railways you build in the real world. Design train tracks, set up lines, and serve the needs of the population. Do you have strong opinions on rail transportation and want to test your own ideas? This game was made for you. |
Today we are announcing our new game, NIMBY Rails! It is a management sandbox for railways you build in the real world. Design train tracks, set up lines, and get that stock rolling to make money and serve the needs of the population. Do you have strong opinions on rail projects and want to test your own ideas? This game was made for you. |
.13 is almost ready! I've updated the Windows build in the pretest branch for all the brave testers who want to try the new planet missions. |
After a two month pause to get some rest and some work done in non-WaW related business, we are back to working on 3.13. The next item is a big one: playable random planet missions. This is a major feature and it will take longer than the previous miscellany features in 3.13. The work presented in this update post is not yet published in the pretest branch (playing just one kind of mission would not be very interesting anyway).. |
The first post-EA build is now ready for testing! Please switch to the pretest branch in the Steam game properties. See this post with instructions on how to change the game branch:
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Tombs |
Is there life after a game is released? Yes! We left some of the more far fetched ideas for trying them after our EA launch, so we are back to hacking on the game to see what fits and what is fun. |
This is just one more milestone in the development of our game and we have quite a bit of roadmap to get through this year. The plan now is to keep development versions in a Steam beta branch for those who want to test them. We will post more details when the first public beta builds of 3.13 are ready. To our devoted translators, all the players who gave us feedback and suggestions during Early Access, and to those who bought the game and supported us: THANK YOU! Edit: the changelog for updates to the 3.12 version is in the 3.12 announcement news post: https://steamcommunity.com/games/450700/announcements/detail/1649881367332195987 |
.12 is a stability small features release, with no huge changes. This version has been available for some time in the pretest branch and should be a solid release. As we are close to going out of Early Access our focus has been in polishing the game.
3.12.1
3.12.2
3.12.3
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.12 is a stability small features release, with no huge changes. This version has been available for some time in the pretest branch and should be a solid release. As we are close to going out of Early Access our focus has been in polishing the game.
3.12.1
3.12.2
3.12.3
3.12.4
3.12.5
3.12.6
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.11 is here! This version has had a shorter development cycle because we wanted to get the new translation system out as soon as possible, to make sure we get it tested. But as always you can count on a batch of small and not so small enhancements. Check the following release notes in case you missed our development updates. |
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Work has started on version 3.11, and as always a batch of small enhancements and fixes goes first. Here's what's been brewing for the last two weeks. |
Work has started on version 3.11, and as always a batch of small enhancements and fixes goes first. Here's what's been brewing for the last two weeks. |
What a better way to start the new year than with a new Galactology release! |
What a better way to start the new year than with a new Galactology release! |
Version 3.10 is almost ready, with some bugs and testing left to do. A few more features have been implemented to round up the release in the past week. |
Version 3.10 is almost ready, with some bugs and testing left to do. A few more features have been implemented to round up the release in the past week. |
New year, new version almost ready! Work progressed into the main 3.10 feature, planetary invasions, plus some smaller enhacements. |
Work has stated in 3.10. The main feature of this version will be new systems to make planet gameplay more interesting. |
The new station <--> civ commerce system is the big feature of this release. Cash becomes much more important with a limited amount to start with and the need produce and sell excess output from your factories to finance your station growth. Check the tutorial in the Civs screen for more details. |
For the past two weeks work has been focused on the new commerce civ import/export (AKA sell/buy) feature in 3.9. |
It took some time to get to full speed after the holidays, but here we are! 3.9 is well underway. This version will be smaller than previous ones, since October was not very productive and I don't want to make it too long between releases. The big new feature of 3.9 will be import/export commerce, but as usual the work started with smaller enhancements. |
Planet stations are here! |
Version 3.8 is now almost ready, and we have started its internal testing phase. For the last two weeks work has been focused into making the planet station prototype code into a playable system, and the results are satisfactory. |
Work continues steadily on version 3.8. The development time was mostly devoted to work on the backlog of small enhancements, while at the same time prototyping the major new feature for 3.8: planet stations. |
With 3.7 wrapped up and bug-squashed it was time to start work on 3.8. In fact work started a bit earlier than the 3.7 launch, so there's plenty of interesting stuff to show by now. |
The focus of 3.7 is new station events plus some much needed small and medium enhancements. |
Version 3.7 is almost ready! All the planned features have been implemented and now we are testing the game. Unlike previous versions v3.7 will keep save compatibility with v3.6, so you can keep playing you current save. This is done since the focus of v3.7 is random station events and testing them will benefit from a developed station. |
Enhanced fire |
After the pretest release of 3.6 a lot of issues were found, so most of late May and early June were devoted to finding and fixing them. One particular very obscure crasher delayed the start of 3.7, but it has finally been squashed and I was able to move on and start the new version (3.6.7 contains the fix and it is the current published default build, but saved games started with earlier 3.6.x versions may still be corrupted, keep it in mind!) |
Finally! After two grueling months of technical work version 3.6 is ready to play. This is an unusual version. It contains very little gameplay additions. You can read about them in this March post: |
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First of all, I want to thank both our existing a new players who discovered us with version 3.5. It was our biggest version in the V3 series so far and we received very valuable feedback that helped us a lot. Thank you! |
A new major version of The Spatials: Galactology is now available!
V3.5 is not save game compatible with v3.4 save files. But your saves are still there! If you want to keep playing them you can opt out of v3.5 by right clicking Galactology in your Steam library listing, select Properties, select Betas, then select the v3_4 branch. This will force your game installation to be v3.4 forever. When you are done make sure to go back to the default branch to keep getting updates and new features. Simplified and enhanced manual combat controls After finally enabling some light combat on low level planets, the flaws of the manual combat system were made evident. It was too complex, with bad UI. It has now been removed from the game. There's no more "manual" combat mode for officers. Instead it's now possible to manually select a target for your squad or for individual officers, with the new Set Target action: This is aided by the new target visualization, which displays the current combat target of any entity, officer or enemy: This new system is still being tweaked, but for now it enables a much more usable walk+set target interaction, leaving the details of when and how to fire to the officer AI. And setting targets is still optional, the AI will automatically pick them up if none is set (or the set one dies). Better squad visualization The current squad selection will now be displayed for all officers in the squad: The primary selection is still a rectangle, but now, when pressing Tab or manually selecting officers in the squad bar with click+shift, they will get a 4-corner reticle around them to indicate they are also part of the selection. Additionally it has also been made much more clear that squad members are in exclusive combat mode: Now, while in combat mode, the HP bar is always displayed, and it also gains a small combat icon. System and research review: hospitality A remake of the hospitality tree: It adds new objects that will serve a new game system: hotels. The current beds will all be restricted to officers. Then new beds will be introduced: motel and hotel beds. These beds will only be usable by tourists, and they will first need to make a booking and pay for it in the check-in tables. Players will need to make sure there are enough beds for your visitors. There's nothing worse for their opinion than overbooking! Hotel system A new system has been introduced in the game: hotels. Beds are now segregated between officers and visitors. Visitors will need to purchase a booking at a reception table before they can make use of a visitor bed (which will be a motel or hotel bed, with different pricing). The system involves the visitor entity transitioning into different states. First a visitor arrives, sleepy and wanting to book a room: He needs to find a staffed reception desk. The old, too-specific bartender job is now the hospitality job and it covers all desk tending jobs in the station. In the reception desk the visitor is able to purchase a booking: And then he's able use hotel or motel rooms: The hotel system may receive some more mechanics in the future, like better room furnishings for higher categories and prices, but for now its initial implementation is ready for testing. New health and hygiene block A new, fleshed out progression and mechanics for health and hygiene are now ready. This new work introduces new game systems: the hospital/medical care system, and the diseases system. We all know and love the Gastrodisaster, but more diseases are needed to make the system interesting, with varied effects, plus a more fleshed out medical care system. The current bed care by doctors will be just one of the possible treatments. More objects and products are being introduced so treating diseases and injuries can become a multi-step process, from initial diagnose to surgery to resting. Add new diseases The new medical system in v3.5 finally abandons any relationship with the health vital. Health is cured by officers equipped with healing items, and it's now considered more of a combat vital. The new medical system is instead based on curing diseases and injuries. Gastrodisaster remains in the game, and seven new diseases are being introduced: Slowpox Entities affected by slowpox walk a lot slower than normal. Narcolepsy Narcoleptic entities fall asleep from time to time, interrupting their work. Dizzylapse Dizzylapsed entities feel sudden dizziness from time to time, interrupting their work. Argyria Even in the 55th century people keep ingesting things that they shouldn't. Gigantism A huge hassle. World enlargement It all depends on your frame of reference. Mutosis A terrible disease, it will require your best equipment and research to cure. Treatment checklist When an entity is afflicted by a disease, it gains a checklist of all the objects it needs to use to be cured: There's a variety of new medical objects. One was already in game (the hospital bed), and a new one has been introduced, the doctor desk. Entities will need to visit a doctor desk as the first step of their treatment, but it must be staffed by one of your officers to be usable. Visualize entity anchors while constructing objects The object build tool has gained a new trick, it will now show the required positions for interacting with the object: I hope this will reduce some confusion when building certain objects. Commercial goods The commercial system is exclusive to visitors and 3.5 will enhance it with more product varieties and qualities. This is now a big and varied tech block. For now the corresponding entity system remains very similar (a random shopping list of 5 unlocked items) but it may require some further refinement in the future to make it more interesting, like per-civ affinities. Recreation The recreation system has grown out of the old fun vital and associated systems. in 3.5, instead of a single fun vital, four more have been added: gambling, knowledge, inebriation and dancing. This will give more variety to both the visitors and to the needs of your officers, which will become more extensive as they become more experienced, like in V2. A dozen new objects have been added to this tech block alone, and they include new interaction modes, like objects with multiple user. Visitor archetypes, opinions and expectations Visitors to your station are now asigned a subset of vitals and systems, which match the technologies you have unlocked. The more technologies you unlock, the more varied your visitor demands will be. This change also introduces the expectations and opinion system. The higher a visitor civ reputation with you is, the higher their expectations will be. This in turn will influence their opinion on the services and products they are using, making a good or bad opinion have a bigger or lower impact in your reputation. RIP Cheat-O-Matic Our favorite development aid, AKA cheat, has been eliminated. The cheat-o-matic is no more! All the placeholder item recipes it supported have been re-done and assigned to new and existing factories. Although the recipe ingredients themselves are not final (a raw resource review will be done as part of the final game balance), the quantities, duration, difficulty and unlock order are looking good. Technical development notes
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The past weeks were devoted to the bulk of new v3.5 content. The addition of the hotel system and the revamp of the disease and medical system were done first and documented in previous updated. For the last two weeks another two blocks of new and revamped content have been added: commercial goods and recreation. |
This past week work continued on the new medical system, adding more diseases to the game, introducing the treatment checklist, and starting the systems for the new objects. |
Hotel system |
After v3.4 and the holidays break, we are back! Work has started on v3.5, with a general review of manual combat controls and the start of a big content and mechanics upgrade for many station systems. |
A new major build of The Spatials: Galactology is now available!
And as always, many other little details. V3.4 is not save game compatible with v3.3 save files. But your saves are still there! If you want to keep playing them you can opt out of v3.4 by right clicking Galactology in your Steam library listing, select Properties, select Betas, then select the v3_3 branch. This will force your game installation to be v3.3 forever. When you are done make sure to go back to the default branch to keep getting updates and new features. Much more informative tooltips in research screen The research screen icons representing objects and recipes now display a lot more information. Before it was just the name, now it's: This is a very often requested enhancement so it's good to have it now in-game. Recipe and ingredient info for resources Products will now display a simplified recipe information when displaying their information. And raw resources will also display a list of icons for the recipes they are an ingredient of: New civs! Meet the medus and the chuchus! The medus are aquatic creatures that live inside a glass balls. Aided by their technology, they can enjoy your station amenities or vaporize your officers just fine. The chuchus are a formerly brutal species that got a bit more civilized in the past millennia. Unlike currently brutal species they can be convinced to buy your shinny baubles in peace. Autopilot visit icons in planets The system view in the galaxy screen will now display an icon next to the planet to indicate if any ship has an autopilot order that visits that planet, plus the number of ships that do so. This will be very helpful when planning autopilot routes, so you can see quickly what planets are visited by your fleet and avoid making unwanted visits. Warning icons and progress bars for jobs Jobs now have an on-map progress bar to quickly glance how long is going to take. Consumption actions also display this progress bar. Jobs that have been stopped or have some kind of status warning will now also display an icon on top of them. Clicking the object will give more information, as before. Raid landing area hint It has been requested that there should be some indication of where a raiding party is going to strike. While we agree it's a good idea, having the exact position would cheese up too much the game, since then it's very easy to isolate it by removing corridors, for example. But we still wanted to add such a feature to the game, so now a big wide circle will be displayed. The raiding party will spawn inside this circle, but the exact position will be random inside its area. Invaders shuttle Raiding parties will now arrive by shuttle and stop just over the spawning area, to make this station event a nicer feeling. The shuttles are unique for each civ. We really want to go back to adding new station events, and making a better design of the current ones is a first step. Looting Now that there's an item system, looting items dropped by enemies is back in the game: First an item generation and spawning proc was added to enemy deaths. This is straightforward for the station, and it actually doesn't involve any looting at all, since everything that falls on the station floor is yours to keep. For planets a similar system to V2 was adopted, you need to order your officers to walk near the dropped items to loot them. They are then added to the exploring ship cargo (with zero mass), and dropped on your station when your crew goes back. Master item making bonuses Items can now have extra bonuses over what is provided by the basic item template: In the example screenshot, the item is "Strong" because it includes an extra health bonus (no gun has +health, by default), and it's "Epic" because said health bonus is +2 levels above the item roll. For now only master engineers are able to produce such items, with a chance proportional to their experience. Revamped alerts The remake of the alert system is underway, and it's looking much better already: Alerts should be useful, not something that gets in the way, and the old ported over system from V2 wasn't very good. Alerts are now a lot more robust and have new features. Clicking any alert popup will automatically change the screen and focus on the correct object. Alerts are now also displayed as icons at the top of the screen. Clicking the icons has the same effect, plus also bringing up again the alert popup. Inside the popup you will also find buttons to hide it again, or to delete it forever. Final UI/UX for alert bar The prototype alert bar introduced in the last update has now been fleshed out and it has taken on a more important role. Alerts will now be displayed one by one, to avoid the much reported spam. They all will still be displayed, but at a slower pace. You will also be able to select recent alerts by clicking on them on the alert bar, or delete them by right clicking. A focus rectangle is now displayed to highlight the corresponding alert icon in the alert bar. Unification of specialized passive power bonuses in items Items do not boost any more a particular kind of combat action. Instead a new generic bonus as been introduced, "power". This bonus is automatically added every time an active combat action is performed by the officer or NPC, no matter what kind it is. This simplification was introduced in order to make officer specs participate in combat bonuses: The spec factor gets multiplied to the power bonus from wearable items. This makes clothing easier (removing complexity from gearing officers), while making officer specialization more important and meaningful. Refactor of procs for active combat items Combat items now have independent proc and effects. The proc is what "carries" the attack (a projectile, a bomb, a beam, etc.). The effect is what happens when the proc is done (damage, healing, crowd control, etc). This change makes it easier to develop new items. New attacks For procs, there's now support for damage over time areas and direct attacks. For effects, crowd control has been fleshed out and there's now items that can make officers and NPC dizzy, sleepy or crazy. And finally work is also starting on a new kind of combat action: damage shields. Damage absorption shields A new kind of combat ability is now in the game: Damage shields are an alternative way of providing healing to your officers. They spawn an hemispherical shield over its area of protection, usually centered in the casting officer: After it's spawned it will absorb every damage hit sustained by friendly units under its surface. It will be destroyed once its own HP reaches 0, or when a timer runs out. Any officer will be able to wield this ability, but it will be much more potent in the hands of a Scientist. Civ ships visiting your station Other civ ships are now able to visit your home asteroid, and they will be displayed in the galaxy map: This is the backbone of making more sense of some station systems and events, so other civs NPC wanting to visit your station first have to get there, instead of magically spawning. No more than one ship will be spawned per system, to keep their numbers under control. A galaxy filter will be implemented later on to hide these ships, if the user desires so. Civ-specific shuttles, visitors and ships As a continuation of the on-galaxy civ ships, visitors now arrive in one of those ships, and dock in your station using a civ specific shuttle: Visitors will respect its visiting ship schedule, coming and going using their respective ships. Invasions based on ships, hostile event gating The next system to migrate to galaxy ships will be group invasions. Before any group invasion happens a ship will have to be spawned from an hostile system, so the advance notice for the invasion will make more sense (and the area warning will also be kept). This means the user first has to unlock a system with a hostile civ before invasions start. Other smaller invasion events, like sneakers and impostors, will also be locked this way, making the early game free of invaders. Technical development notes
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Damage absorption shields |
After some offline events kept us off development in the past two weeks, plus some traveling, we are back to v3.4, on track to be released before the end of the year. |
This past week was devoted to smaller system-level features, and some non-development tasks. |
Work has continued on small enhancements. Some of them have been pending for months and weren't scheduled earlier because of some of the complexity, but now it was time to tackle them. |
Work has started on v3.4. We are first starting with small enhancements and content updates that have been waiting for awhile to be integrated into the game. |
After the v3.3 release two weeks ago we made a break to rest a bit and to plan our next releases. V3.3 was an important milestone since it marked the equator of the Early Access development phase of Galactology. |
A new major build of The Spatials: Galactology is now available! |
Work has progressed on the implementation of wearable items, with a focus on usability given the predictably large staff sizes. |
Work has continued on the new wearable item system, along with combat improvements. V3.3 is shaping up to be a more complex update than previous ones, so we may finish it a bit later than usual. |
This past week was focused on finishing a few ofter requested small features, work orders in context menus, and breaking ground on the V3 item and skill system. |
After launching v3.2 we went back to triaging small and medium improvements to start the v3.3 series. Here's the work in this area for the past week. |
A new major build of The Spatials: Galactology is now available! |
The main feature development work for the next build is now done, and now it's time for testing and polishing. There's still a few extra UI features that are planned but pending (like officer list filtering), but the build is on track for next week. |
Development is progressing nicely in fleshing out the specs system for officers. |
Job XP has been implemented. The more officers perform a job, the more experienced they become in that job, adding 1 XP point for each task performed: |
After publishing version 3.1 plus a hotfix, it was time to go back to our backlog and triage the major feature for the September build, and, as always, to keep implementing minor features. |
A new major build of The Spatials: Galactology is now available! |
Work avances steadily towards the next build, planed for next week. A lot of small enhancements have been added to the game, and then work on the next big feature, ship building, has been started. |
For the week after launch we focused on fixing the most urgent issues found by our new players. A lot of small changes were also made to improve the usability of the game. This work produced the first post-release build. Here's the news post with the detailed changelog: |
A new build has been pushed into the default branch for all users. It doesn't include any new features but has a lot of small fixes and some enhancements. It should be compatible with current save files but some of the fixes will only show up in new games. Here's the patch notes: |
The Spatials: Galactology is now available in the Steam Store! |
Our Steam release is approaching! |
This past week marked the end of feature development for the 7th launch, and we are now (more or less) in feature freeze mode. Only fixes and minor enhancements will be done from now until the 7th, and lots of testing. As such the week was full of new developments that set the foundations for entire new game systems and major UI pieces. Who said indies don't crunch? |
The last big piece before the release deadline is here. Galactology now has a research and technology system: |
As part of the final development weeks before we go public with our Early Access on Steam, I'm adding new user guidance oriented features to Galactology. Goals is a big one. There's not much time now remaining, so polishing and misc fixes are also steadily coming in. |
After nine months of development we've finally announced how we are going to release V3: it's now a new game called The Spatials: Galactology. You can check our announcement for more details and the trailer in youtube. |