Patch release: Tech, Scan, Models and Stars


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.

Improved Explore Experience

Colony ships now have a new module called SCAN 1 which allows them to see what planets are one-jump away from their current sector. This means that you will no longer need to guess which planet is better to colonize and makes the early game a lot more meaningful by forcing players to review and select the best planets to colonize early.

The game previously would require too much effort to scan a planet before sending a colony ship, the opportunity cost of playing a card or sending a ship was just not worth it. Scan changes all of that, in a good way.

Advance technology slot

For a while now we had planned on releasing a card that advanced the technology slots for you, but ultimately we decided to just add a button that does it instead.

The “Advance Tech” button starts at just 1 Research cost to use and advanced the technology pool by one “slot” by dropping all the cards down one step on the conveyor belt. (This is in addition to any at turn start movement of the conveyor)

After the first buy though the cost will immediately go up to 2, then 3, then 4…. so if you want to get 3 new cards it would get costly at 6 Research (1+2+3). However even a single click each turn can really help you speed through the options to find what you are looking for before the next shuffle comes.

So many 3D models

Over the last few month’s we’ve been getting a lot of 3D models added to the game, thanks to James Carol’s great work.

Visual improvements

  • Star symbol now flashes when a player is within 10 Stars of winning.
  • Star gen icons now appear, animate and make a sound each turn to make it more obvious that they are important.
  • Star’s earned is back to being a bar for both you and the opponent.
  • The toggle to show/hide your tech pool was removed and now your tech pool is just always displayed. This should make it less likely you forget you can buy technology.

Balance Changes

This month it looks like we lowered Sylith power level in testing, as a wind-fall the damage card mechanic and the need it created to re-balance things.

  • Stinger lowered to 2 attack from 3 and bombard value increased to 2 from 1.
  • Scythe attack lowered from 5 to 4, raid ability replaced by Torp 1.
  • Brood Nest infantry value lowered to 2 from 3.
  • Continuum Hollow cost increased to 4 from 3.

Bug fixes

  • Fixed reload bug where tech pool would advance incorrectly sometimes.
  • Fixed some specific reload issues in global effects modules from game replays.
  • Fixed issue where Nebulae would apply modifier twice when reloading.
  • Fixed issue where ships with zero attack could not attack when they had a boost from an attack module.
  • Some tool tips got disabled when first loading to not overload a new player. (still more to do here, but it is a start)


We are working still on brand new scenarios that will replace the current ones. They will be more like multi-turn puzzles that slowly teach you mid to advance game play strategies.

In parallel we are testing two game play changes that should help soften early-game wins to make it easier for you to still come back from any early disadvantages in the early game. While they are still being finalized, the mechanics around this are centered around reducing the penalty for being contested and making newly invaded worlds less productive.

Beyond this we are also exploring some mechanics around upgrading cards to higher tech (instead of buying new ones) which we have started internally testing with positive results.

Eko Puteh just finished a half dozen new artworks for us, which will start appearing on cards too.

And we are even looking at a shift in how invasion works to make it potentially more like regular combat too.

Plus a lot lot more in store!

Thanks for being with us as we continually refine and improve our game. We would love to see your voice on our Discord channel where we all hang out some time. Be well,

Gala Collider team

April patch

Damage cards! 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 you’ll 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 […]

March update

Hello everyone, this month we progress in our game with the following patch update: Game changes It is now possible to click on your draw deck to see the contents of the deck. The same is also possible on your tech pool so you can see which cards are still coming up to draw. Both of these views can be interacted with using the mouse wheel, dragging or the arrow keyboard keys. New tutorial on building and moving ships This new tutorial covers the basics of building ships and moving them. To help new players learn the game. 3D models […]

February patchz

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. This month’s biggest highlight is probably the UI changes for your commander & map, and the fact that bombardment now does commander damage! This greatly increases the pressure Coalition can place on the enemy commander if they can push through and get one of their deadly bombers in position. Game changes Bombardment now adds its value when attacking enemy Command Centers. 2D map mode button was removed in this build, […]

New Year, New Frontier

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 […]

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: 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. The starting deck size requirements for […]

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 […]

Fall Release 2019

Hello everyone! Jeepers, that was the longest silence to date. But we are back, and with good news! Our plan is to release this fall, stars willing – this could be as early as October 2019. We will release the game on Steam and put it into pre-release status there. All the new rules are done, the main areas where we are still working include: New (tutorial) scenarios Deck builder UI improvements Various bug fixes But rather than just keep working on the game, we want to get it out there, and get people playing it! We will also send […]

Winter 2019 update

Since our last update, Fall 2018, we haven’t had a major set of developments to report on other than getting ever-closer to public Alpha release for the new rules and updates. Progress report We solved the card layout rows issue, 2D map mode now has free panning and boundaries in place, the deck builder is looking solid now, the in-game tips are all working, and Steam integration is done and waiting for countdown. The cleanup is also underway and nearly done where the cleanup is just getting rid of all the mentions and icons of the previous 3-resource system for […]

Fall update 2018

Hi everyone, I hope everyone had a great summer! While we don’t have a new patch release date to announce yet, we are gearing up for a lot activity here in the fall/winter season. Progress with the new rules Since we last wrote, the following rule changes have been coded, implemented and tested. These are rule changes we are feeling very confident about and will be in the next major release of the game -Alpha 7: The game now only uses ONE resource type, not three. The exchange window is no longer needed and was removed. Any ship can now […]

Summer update

Hello everyone, it’s been a little while now since our last blog post and things have been relatively quiet so it is definitely time for another update. Areas being worked on We have many areas of the game currently at 90%+ completion that are very close to done but still not quite finished. The deck builder is really close and just needs some finalization. Meanwhile, our automatic match maker is nearly done final testing before moving to UI design work. In parallel we have been working on new tool tips that will appear contextually as you try to do things […]