Game Mechanics Changelog

Hello again! Long time, no chat. It’s Mojumbo here today to discuss the changes we made to Gala Collider’s core gameplay over the last year. Without further ado, let’s jump into the list of changes:

  1. Resource types reduced from 3 types (Materials, Research and Energy) to just one type (called “Resources”). As such, the Resource exchange window has been removed as well. We decided on this change to simplify the game and focus on the action. In particular, the Resource exchange screen was relatively hidden from view and newer players often forgot it existed.
  2. The starting deck size requirements for both Sylith and Coalition decks have been reduced. This will allow players to reshuffle their deck faster and more often each game leading to more high tech level cards seeing play.

    Here is a quick peak at our in-game deckbuilder.
  3. Any Ship can now attack a Development on a planet rather than just Ships with the Bombard module.This was another change with simplifying the core game mechanics in mind. Deckbuilding, for example, is more straightforward when Ships can cover more roles out of the gate. Need to destroy a pesky development but don’t have Bombard? Just amass a fleet of Frigates and chip away at it over time.
  4. Ships must now pay their fuel cost to move equal to the number of spaces they moved that turn instead of just paying one flat amount per turn regardless of distance traveled. Paying Resources per move is more intuitive and keeps the power level of highly mobile Ships in check.
  5. Your starting Command Center can no longer be contested. This means that you will be able to build ships and developments on your Command Center even if the opponent has enemy ships in the Sector. The change will allow you to better defend yourself in sticky situations and prevents you from feeling completely locked out of a game.
  6. Ships can now attack the enemy’s starting sector (Command Center) directly. When doing so they reduce the Star value of the sector by their attack power. If your Commander’s Command Center is reduced to zero Stars, you lose the game. We decided to add in this new win condition to resemble a standard military victory. It’s most comparable to playing an RTS game (like Starcraft or Age of Empires) where you win by destroying the enemy’s starting base.

    The new blue bar represents the hull value for your Commander’s Command Center.
  7. Ships must choose if they attack an enemy Ship, a Development, or the enemy Command Center. Since we allowed any Ship to attack Developments and added the new win con above we decided to make players choose which target they want out of the 3 options. It used to be that a Ship could attack both a Development and a Ship in the same turn. Developments would be far too vulnerable if every Ship could attack them while also targeting a Ship in the same combat round.
Bringing the fight to your enemy’s doorstep always feels good!

That will do it for me today. Let us know what you think of all the changes and I hope to see you all on the battlefield soon!

Game release on Steam!

Hello everyone, the long wait is finally over. We have the game set to go public on January 16th, 2020. That’s a Thursday. Here is the link to wishlist the game on Steam so you will know the instant it is available. The game is currently available for desktop computers on: Windows, Mac and Linux.

No tutorials or single player?

We made the tough decision to release the game as-is in early access on Steam. We want to show you what is great about the game, which is the head to head player vs. player experience. Our tutorial went through multiple iterations, as did our single player missions and they are just not in the best place right now. So we turned them off for this release.

This means though that it will take a bit of proactivity on your part to learn how to play.

Rule book

To help you, we coded all the rules directly into the game, along with hot-links that bring up the rule book. We also have a copy of the rulebook here on the website.

If you prefer watching videos, we are also recording two short “how to play” videos for you to watch. These should be up before Thursday the 16th of January.

How to play video 1:

How to play Video 2:

Game play changes

A lot has changed in the game, a summary of all changes is visible on our 2020 Release Change Log Blog post.

How to connect with us and other players?

Would you like to chat with us or other players? Drop on our Discord server and say hello. This is the best way to find other people to play against or to ask us questions, or share with us some feedback.

What’s next?

With the game releasing, we will be shifting into support, feature development and ongoing content creation.

You can expect in 2020 to see:

  1. More in-game content packs: art, models, cards
  2. More commanders to pick from and play
  3. Balance changes based on player feedback and discussion
  4. Various improvements (UI, performance)
  5. More maps

In order to exit the Alpha phase, we will also be working on:

  1. Refactored tutorial system
  2. Improved single player missions
  3. In-game chat
  4. In-game log system, so you can see which cards were played
  5. Discard pile view

A big thank you to everyone who has helped us along the way to get to this point. Releasing the game is both a new beginning as well as an end. Here’s to a fruitful 2020 for us and all of you. We hope you will enjoy the game and help support it so we can continue to generate new worlds, factions, commanders and years of compelling content.

Kindly,

Sebastian Chedal.