





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hello everyone, After working on Gala Collider for 3 years since the alpha release, we have finally decided to shut down Gala Collider on Steam and pause the games development. The game has continued to show potential (no design dead ends / good feedback from "the community") but progress building a player base and vibrant community has never made any headway due to the perpetual unfinished state of the game. As weve gone through this year, weve realized that we still have a lot more we want to do to complete the game, and the pace of development is not high enough to feel like the project could reach completion in a realistic timeframe. We are also faced with the reality that the game is built on aging tech (older versions of Unity and plugins) that we would need a lot of time to refactor. As such, we would need to either be working on the game full time, or have substantially more funding available to achieve this. This has led us to, sadly, decide that we will be shutting down the servers for Gala Collider and stopping development. Weve spent a lot of time working on the game, and we still believe in the unique experience it brings, so we plan on taking this experience and utilizing it towards developing new games and platform solutions. Our initial idea is to develop a much simpler game, taking the core elements of Gala Collider and building it into something new that is less ambitious. But it is still too early to say for sure what will develop, when, and what exactly it will be. We will still keep our discord server active: https://discordapp.com/invite/0tM1uv8T7aWP9385 And you can still reach us by email at: outreach@galacollider.com The final day of our game running on steam will be November 25th. If you have games in progress, you can still finish them up by then but no new purchases, or account subscriptions will be allowed.
This months patch brings us two new major mechanics plus a slew of UI and bug fixes.
Slowly but surely, our game progresses and refines month after month. Pulling in new fresh elements while refining what was old. This month we did a lot of behind the scene testing and development of feature changes and we have a couple already ready for release and happy to share with you all.
With this patch we bring to you a brand new mechanic: Damage cards. Now whenever you damage an enemy commander, it generates a Burn Damage card into their discard pile. When those are then redrawn they either need to be paid to purge or their commander will take repeat damage by holding the card in their hand. But watch out, your commander can also get hit, so youll need to be careful to not let enemies get close to your commander and strike it.
Here is how the mechanic works: the larger the ship is, the more powerful the damage cards are that it creates. Damage cards always do two damage if you hold one in your hand at the end of the turn, but the cost to get rid of the card is proportional to the size of the ship attacking you.
Frigates create damage cards that cost 1 to clear.
Cruisers create damage cards that cost 2 to clear.
And Dreadnaughts create damage cards that cost 3 to clear.
In addition, larger ships also create more cards per attack. The amount of damage cards created per attack is also proportional to the ships size by the same amount as the cost. In other words:
Frigates create a single damage card whose cost is 1 to clear.
Cruisers create two damage cards whose costs are 2 to clear each.
Dreadnaughts create three damage cards whose costs to clear are 3 each.
So getting hit by a Dreadnaught is a serious problem! To clear all damage cards from a dreadnaught attack would cost you 9 resources!
The net effect of this new mechanic is to really encourage players to directly attack each others commanders. A single hit from any ship will result in the quality of the enemy deck being reduced and help offset the cost it took to build the ship, move it there and forgo firing at an enemy ship or development in exchange for chipping away at the other players life total.
This means games now are really fought and won much more often on who can break through into the enemy rear territory and land ships on the enemy commander.
We think this change makes the game even more enjoyable and doubles the level of tension. We hope you will too and look forward to your feedback!
Hello everyone, this month we progress in our game with the following patch update:
Greetings earthlings who still bask in the glow of their mother sun. This month we bring you an initial slew of healthy UI changes and bug fixes to the game.
Hi everyone! We're excited to post our first of many expected patches of this year! Below we have a wide list of features, improvements, bug fixes and game tweaks to share with you. We are looking to keep a good pace going throughout this year with some major updates in store.
Hello everyone,
For all of you who have been patiently waiting for our game to get more complete, we have some very positive news to begin the year.
Thomas, our lead programmer, has been able to organize his life in such a way that starting mid-January he will be able to put in a ton more hours into the game every week for the indefinite future. We also have a new injection of funds coming in with 2021 kicking off that will help to ensure we can get all of the core game finally completed and edge our way out of early access.
As the year starts to pick up momentum we should start to see more regular patches along with periodic larger release bundles. We will be putting more focus on user and first-time player experience.
In the last month weve gone through our road-map to more properly prioritize what needs to be done and we have already the following features coming in early January in our next patch:
Hello everyone!
Join us on September 12th and 13th as we stream and watch others stream all weekend long in a community-wide stream event.
During the weekend we will stream everything from tutorial walk throughs, competitive games, strategic insights and developer questions-answers.
We are also encouraging a number of streamers world-wide to also pick up the game and stream it on Twitch and/or upload content on their YouTube channel for our game.
We're hoping this event will help to kick-off the community of our game!
Compared to earlier this year we are in a much better place. We've got tutorial puzzles, single player maps and a stable asynchronous / play-by-mail play mode to compliment our robust head-to-head realtime 1v1 battle mode.
Come check us out! Subscribe to our Twitch for more specific time updates and reminders, or head over to our Facebook, Twitter, Instagram or Discord server to keep informed or stay up to date.
We are pleased to announce that patch 0.7.2.0 finally brings Gala Collider to the realm of STABLE. This means there shouldn't be anymore critical issues blocking games from completing, including both head-to-head and asynchronous games (where you take a turn, save and quit, and get notified later when your opponent finishes their turn).
In addition to major bug fixes, this release also brings:
Hello everyone! 0.7.1.6 is out, here is a summary of everything that went into it:
TUTORIALS We added 6 tutorial puzzles to the game. These are relatively loose and build in complexity. They start by teaching one concept at a time and are completed in a single turn. This was the easiest and quickest way for us to teach core concepts in the game without spending the hundreds of hours otherwise needed for a more scripted experience. We have 6 right now but we plan on extending and refining these to be at least 12 in the future. If people like puzzles we can also further extend these with harder and more complex 2-turn puzzles. SCENARIOS We added one new Scenario: Deltoid Arm and we also improved the Androme Escalation mission with easier alternate wins and a tougher end-game from the AI (watch out!). Players will need to stabilize their home area before moving out aggressively now. MULTI-PLAYER We added 3 new multi-player maps to the game:
Hi, so for our next patch we have already a lot going into it. Tutorials is the big one, we are starting this with what we are calling a series of 1-turn puzzles. They will start easier and get harder and teach the nuances of the game and its depth while also spoon feeding the concepts. We have 5 of them ready for internal testing now and we are hoping for about 5 to 8 of them ready for next patch. We also have one more single player scenario coming, this one will feel more like playing against an opponent and you get to use barracks to try and hold back the swarm. Should be a moderate challenge and feel more dynamic than the existing scenarios. Discard pile view: alas still had a game-stopping bug in it before the patch came out, but it is super close to being ready! Just need to resolve the last bug or so and then it will be out in no time (we hope next patch!) Sectors: these were heavily re-factored in the last patch and we already have some rebalancing to do. We want to reduce the chance that asteroids/nebula appear further to make them a bit less common, and we also want to increase the resources sectors do to be much closer to 2 most of the time. The new resources curve for planets/nebula/asteroids will become: Resources generated -> Asteroids: 1 unless a planet, then usually 2 Nebula: 1 unless a planet, then usually 2 Planets (any size): usually 2, sometimes 1 or 3 This will make predicting how many resources a map generates also more predictable for deck building, but there will still be some variability within this. Balance changes: We may add more to this list, but so far we have two cards getting some power reduced: - Craft Complex is going up to cost 5 and - Ti Chamber is having its hull reduced and the infantry point swapped for a star. Draw cost changing: Right now it costs 2 to draw a card. It's been that way since time immortal. But now that the game has just a single resource type, it means you can dump silly amounts of resources to draw as much as you like in a single turn. This can lead to crazy top-decking situations where you roll the dice hard for a win and the cost of doing so isn't as severe as it used to be before when you would need to exchange to keep drawing. So what we are working on is getting an icon over the deck with the current draw cost. Every two times you hit the deck to draw a card, the cost will go up until the turn is over, then it resets to 2 again. So the cost will start at 2, then be 2 the second draw, then 3, then 3 on the fourth draw, then 5 etc. 2, 2, 3, 3, 4, 4, 5 ... basically we are adding some friction to the built-in draw mechanic. Note that indirectly this makes cards that draw you card a little better because they bypass the draw-tax. (Star Map etc.) This code is ready for next patch, the only thing left to do is to add a UI element to display the costs to you very clearly. So if this is done in time, it will be in patch 0.7.1.5 UNDO button says "bye bye and thanks for all the clicks" We like our undo button, but it adds a lot of bugs to the game we need to fix. But we also keep adding situations where an UNDO can't be allowed because you reveal hidden info. Right now we want to focus our time on more important things like tutorials, more UI feedback, easier ways to learn the game and making sure it doesn't break/crash etc. So we will be turning the UNDO button entirely off for the forseeable future. If we get to a stable point, with good revenues and people want it back - we will look into it at that time. Bugs? And as always, we are fixing bugs and prioritizing the big ones as fast as possible. The game is still a lot more stable if you play in one sitting than if you save and load the game over multiple sessions. This is because loading a game and restoring the state involves a lot more code and that code is still being ironed out. That said each week we have less bugs than the week before, so things are getting close to stable. We will continue to release fixes for critical issues each week or two until we can see the game is finally free of any critical issues. (that will be a good time!) So if you want the least risk of bugs, hop over to our Discord channel, and find an opponent and play together in one sitting. A small map will take you about 20 to 40 minutes to play. (less with the timer). More multi-player maps? We plan on releasing at least one if not two more multiplayer maps in the near future, probably in two or three patches from now once the tutorials and single player missions feel better fleshed out. More content? We have a second 30 card pack planned (10 cards, 3 copies each) plus a special 2 card pack with two new commanders. the commanders will drop first, followed after by the 2nd card pack. We've just been focusing on the bugs and getting tutorials and some more single-player content first before we release them. Once we feel we have enough of the fundamentals addressed, you can expect to learn more about them and get a prediction on their drop release/date! Thanks everyone for playing!
[ 6033 ]
[ 1578 ]
[ 1850 ]