Alpha and crowdfund split

Open Alpha / Kickstarter Update

In June, we announced plans for our Alpha release, as well as our speculative Kickstarter announcement date. We are happy to say that our Alpha is still on track for a release this fall. We are planning on having an Open Alpha fully playable throughout the winter. However, we recently decided to push the Kickstarter campaign to early 2018.

There were numerous factors that influenced this decision, but it’s important to note that our intentions to have GalaCollider playable in the fall remain intact. The important distinction in this change of timeline means that you will now have the opportunity to play GalaCollider before our crowdfund. This allows us to get feedback from a much larger player base so we can make adjustments leading up to the Kickstarter. Perhaps even more importantly, if we ran the crowdfund when we originally intended (at the end of the year), we wouldn’t have been able to spend the majority of our gathered funds before taxes were due.

With this information in mind, we will continue to update you all on the ongoing progress. We believe that building a community of players will be incredibly helpful for the coming Kickstarter. As always, your feedback and support will ultimately influence GalaCollider, so we hope to hear from you as the Open Alpha draws nearer!

Commander Cards

We decided to replace Core Worlds with Commander cards. Decks are built around a Commander card, which doubles as your starting planet. The Commander functions exactly as the Core World has in the past, possessing a unique ability that can dramatically affect how a deck plays out.  Here are some of the new Commanders!

Uki Mondragon

Captain Uki Mondragon is the embodiment of a weathered, dependable leader. She is tough, smart, determined, and resourceful, with a loyal crew. As the fleet commander of one of Earth’s earliest sleeper convoys, she could never have imagined just how far fate would bring her.

 

Captain Mondragon commands the Astral Wanderer, the flagship of the 187th Galactic Colony Fleet. Launched before the development of jump drive, the 187th Fleet traveled at sublight speeds, drifting along a pre-plotted course with the colonists and crew in suspended animation. Eons passed this way before the fleet reached its destination: the third planet of the Norollan system in the Caelaran sector.

 

Of the twenty-seven vessels that embarked from Earth, only sixteen remained with the fleet—the fates of the others unknown. But there was no time to mourn for souls lost, and no time to celebrate the journey’s end. Before they could reach the orbit of their intended home, the would-be colonists were confronted by a ship of alien beings—the first intelligent life not of Earthly origin that humans had ever seen. And they were not welcomed. Of those sixteen ships that had made it all the way across the galaxy, only seven survived a disastrous first contact with the hostile Sylith they encountered there.

 

In time, Captain Mondragon made contact with other Sapiens, fellow branches of humanity’s descendants that occupied this part of space; discovered that her home galaxy, the Milky Way, was in the midst of a chaotic collision with once-distant Andromeda; and learned that there were others like her, colonists from the earliest days of deep-space flight who now wandered the stars, known as Peregrines. Light-years and eons from everything she once knew, she remains unwavering in her original mission: to keep her people safe and seek out new homes for the children of Earth among the distant stars.

Solta Vrithin

Niu Kor’Ima Solta Vrithin is the Supreme High Priest of the Void, spiritual leader of all Sylith. From their seat at the First Arbor on the Sylith homeworld Elgyin, they interpret Hathsti’s will and ensure that balance is maintained throughout the Divine Void.

 

Of late, that balance has been increasingly precarious. The gradual, balletic merging of galaxies is causing chaos on a cosmic scale, throwing Sylith colonies throughout the Continuum into disarray and uprooting entire populations. And the incursion of hostile Sapiens invaders from the Milky Way into Continuum territory is even greater cause for concern, an existential threat to the Sylith people and way of life.

 

Attuned to the mounting imbalance in the Void, and disturbed by the ominous Perceptions of certain of their more sensitive kor’imri, Niu Kor’Ima Vrithin determined that the time had passed for merely watching events from afar. Assembling a command fleet, they departed the Arbor and took to the Void of space in order to confront the alien threat directly.

Visual Effects Update

We are currently testing new visual effects for each ship and weapon in the game. Every attack in the game will have a distinct effect, from pulse firing to missile barrages. These visual effect changes will transfer over to planetary invasions and ground battery assaults. Below we have a small sample of our work in progress on the pulse fire weapon. We will also showcase these future changes on our Twitter and Facebook accounts, so be sure to follow if you want to see more!

Code Merge Update

Save/Load is now officially working! We recently made a huge code merge in GalaCollider that brought all the work we put into Save/Load into the core game assets. We have worked on this for approximately nine months now, making it our most complex piece of code yet. The Save/Load function is going to allow for asynchronous play in GalaCollider, which will allow players to play at their own pace. Asynchronous play takes us in an entirely new direction from what we had with “peer to peer” gameplay and allows turns to be taken over several days. This will be a huge benefit to those attempting to play GalaCollider across different time zones, or even just different gameplay schedules. As an extra bonus, this allows you to return to games that you may have disconnected from because of a network error.

The Save/Load feature opens up a lot of doors for what we want to do in the future. For example, Save/Load paves the way for the replay system. Because games are now saved on a separate server, players will eventually be able to revisit entire matches to see where they can improve, or cast or spectate competitive events.

Team Updates

Mike “Hawkeye” Chapman

Hawkeye is our outreach strategist. He has been working in the gaming industry for the last 10 years as a writer, a team manager for several large esports organizations, Team Curse and Denial esports, and managed the community team of Hitbox, a livestream company. Hawkeye has always loved the business behind gaming and esports and is very excited to be working on GalaCollider.

Closing Thoughts

GalaCollider is moving forward at an incredible pace, and we could not be happier with how we as a team have grown along with it. We want to make this game the best it can possibly be, but we cannot do that alone. If you have friends that you think would be interested in GalaCollider, be sure to let them know that they can sign up for the Alpha before the Kickstarter begins and that doing so will raise their Kickstarter pledge level one tier.

Also, if you want to give us feedback or just want to chat, look us up on Discord, Twitter, Facebook, or email.

We wanted to take this time to thank you for all the continued support you have been giving us. We would not be at the point that we are without our community, and we hope to see you soon for our next update.

Creating Sci-fi User Interface Sound Effects: the Creative Process

Hi! My name is Antoine and I take care of sound design and interactive music on GalaCollider. I live in Belgium, birthplace of the big bang theory (no kidding), and I’ve always been fascinated by outer space. In this post I’ll tell you about the different aspects of my creative process for the user interface (UI) sound design, which has been my main focus so far on the game. Before working on specific sounds, I thought about the general sonic aesthetics I wanted to achieve. My goal is that GalaCollider’s UI sounds like a slick and advanced high-tech device. It should […]

Crowdfund Alpha release – this Fall!

If we could harness excitement into electricity, the GalaCollider team would’ve been the equivalent of a lightning storm over the last couple of months! Everyone has been working at full throttle to get the game ready for you guys, and it’s shaping up very nicely. You can expect to play GalaCollider yourself this coming Fall, but in the meantime we have some updates to share with you. Crowdfund this Fall GalaCollider is just about ready to release as we approach the end of our Alpha development cycle. It’s been nearly two years since our first crowdfund campaign, and we’re coming […]

Expandable Cards in GalaCollider

Disclaimer: Some of the following information offers a sneak-peek into our monetary economy plans and is subject to change as GalaCollider continues to be developed. We’d love to know your own thoughts and suggestions! Hey everyone! It’s Scotty here to give you a brief news update and to talk about expandable cards in GalaCollider. First off, it’s an exciting time as we approach the completion of our Alpha5 build, which will include all sorts of great new features! In other news, we had a special guest on our podcast this month, Jean-Michel from Abrakam Entertainment, the team behind Faeria which was […]

Spring Updates 2017

Hey everyone! Lots of exciting things have been happening with GalaCollider, and progress is steady! Here’s a brief update on what’s been going on with the game and with the GC team. Progress of the Save/Load feature is going well – our dev team has been pulling the impossible with this very complex feature. Combining simultaneous play with asynchronous gameplay and accounting for all scenarios is a very complex scenario to code for. This feature will be hands-down the most complex code component in the game to date; but the pay off should be substantial since it will let anyone play […]

GalaCollider’s Evolving Campaign

Hey everyone, it’s Scotty here from the Outreach team! One of our biggest draws towards strategy-based games like the Sid Meier’s Civilization series is the fact that no session ever has to be the same. The players themselves help drive the story of every game they play, all depending on how they focus their efforts and objectives during a playthrough. With GalaCollider, we want to take this a step further by creating a game where your actions not only affect individual games, but help to co-author the overarching story seen by every participant. So how can we achieve this? As […]

2016 Year End Update

Much has happened over the course of 2016, and we’re getting ever closer to the Beta version of the game. Our Alpha 5 build has seen many UI upgrades, improved graphics, a new Street Fighter-like ‘star bar’ meter (to track players’ progress towards star victory), roll-over tips, a 2D/3D toggle mode, and most recently the battle-zoom UI. In battle-zoom you can see your ships up close, plus weapon animations and explosions get the spotlight: Many other new features have also been completed: The deck-builder is live with the full core set of cards User accounts have been integrated into the […]

Gaming in Montreal

Hey everyone, Elijah/Licoricefish here. I’ve had the pleasure of attending a couple great gaming events this past month, namely MIGF (Montreal Independent Games Festival), and MIGS (Montreal International Games Summit). I was really hoping to get a booth to showcase GalaCollider, but despite not getting one it was still lots of fun getting to check out a myriad of unique games by local and international developers! One of the first games to really catch my eye was Dread Nautical by Hibernium Games, a spooky roguelike game set on a dreadful, procedurally generated ship at sea! The game’s still in development, but the controls are […]

3D Modeling – Bringing Cards to Life

Greetings, my name is Kamil Micek. I’m the 3D Modeler for GalaCollider. Im responsible for all the 3D assets you see in the game. Modeling, texturing, UV work; if it’s 3D, I do it. Little about myself. Im originally from Poland, but I’ve been living in New York City most of my life. I’m in my final months of completing my B.S. in Computer Animation at Fullsail University. I specialize in hard surface modeling.  GalaCollider fit like a glove for me. This is my first project of its kind in the industry, but I have worked on some other projects […]

Worldbuilding 2.0 — Meet Justin Hung

Hello GC fans!  My name’s Justin Hung, and I’m really excited to be a part of the GalaCollider team as one of the creative writers on board.  Just wanna to introduce myself, and talk about my experiences with the project so far. Here’s me↓ I’m currently a narrative designer and writer working out of the Greater Atlanta Area, but my first experience with GalaCollider came when I saw the game’s booth at the East Coast Gaming Conference up in North Carolina.  There, I found out that the team was looking for more writers, and, after exchanging contact information there, Sebastian […]

Worldbuilding GalaCollider

Hi! Jess Haskins here, creative writer for GalaCollider. I wanted to introduce myself and share bit about what I’ve been working on as I build out the setting, backstory, and narrative arc of GalaCollider’s “Milkomeda” galaxy and the characters who inhabit it. Here’s me: I’m a game designer and writer based in Brooklyn, and I first got attached to the project when I met Sebastian during the brief period he was living in New York. He attended a monthly drink night I host for local indie game developers, and as we chatted, I learned that he was making this multiplayer […]

The Art Hunt

Hey everyone! Elijah/Licoricefish here to talk about what I’ve been up to the past few weeks: art hunting for GalaCollider. So far I’ve had 13 new artists agree to us using their art! By virtue of being a digital/expandable card game, GalaCollider naturally calls for large numbers of cards, each with an unique and appropriate piece of artwork. Right now on our online deckbuilder, GalaCollider has 83 core set cards and 60 sector cards. These are the current public cards, that anyone can check out and build decks with. However, this initial batch of cards is just the beginning! A multitude more are being conceptualized, […]