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!

TCAF Recap – Fun and Games (and Comics)!

Toronto Comic Arts Festival

Hey all, Trevor here today to talk about my experience attending TCAF (Toronto Comic Arts Festival) this year. It was a great time and my first experience showcasing GalaCollider at a live event. Without further ado, let’s hop right into it!

Myself and Rafael manning the booth at the start of the day.


So, TCAF is a comic arts festival that showcases lots of amazing comics. However, it also has a Comics vs Games section. That’s where GalaCollider was set up. Two of us were attending, myself, the game developer and PFG coordinator, and Rafael, a volunteer formerly from our Outreach team. The week leading up to TCAF was a very busy time for Rafael and I as we had lots of logistics to take care of including getting a poster printed, obtaining fliers, and most important of all: getting our game to work without an internet connection. Thanks to some last minute help from Sebastian, a true Photon server guru, we managed to get the game up and running.

The fliers came out nice!


TCAF is a weekend event running Saturday and Sunday. Saturday was a very busy day for us! We had lots of traffic in the comics vs games area and people were interested in trying out everything. We had 1 computer looping our how-to-play video to draw attention to our booth and then had 2 laptops and 2 ipads with a TCAF-specific demo build of the game running. We would then either play a game against people that showed interest, have 2 interested people play each other, or offer to show off one of our tutorial missions if they were pressed for time. The booth was effective for showing the game, garnering interest, and recruiting potential playtesters for the near future.

A crowd shot taken on Sunday. Saturday was even busier!


Sunday wasn’t quite as busy, but it was still very active. I actually noticed on Sunday that our game was proving to be quite the unexpected hit with kids! We gave a ton of demos on Sunday to the 6-12 demographic and they seemed to really be enjoying the game. Kids are picking up technology really fast these days; they were using the ipads better than I was! Hitting a broad audience is important for a digital game so I was glad to see this development occur.

Our first demo on Sunday. Those two played out a long game worthy of praise.


All said, TCAF was a blast! I really enjoyed demoing GalaCollider in person and look forward to my next live event. We are trying to attend as many events as we can to show off the game to more and more interested people.

That will do it for me today. I hope you enjoyed reading about my TCAF experience. This is Trevor signing off.