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 the new 1-resource system.

The biggest thing left is just getting the new tutorial-scenarios done, and then a ton of QA testing. The testing will be the least news-worthy block of time to come, since that isn’t very exciting to talk about… we found a bug! We fixed it… Yay. Repeat…

Release Plan

So still no release date, I am afraid to say, but still moving ahead with the re-release.

You are all welcome to still sign up for access, our release schedule will hit the following steps in this order:

  1. Internal testing approved (no critical / major bugs – only minor or cosmetic issues left)
  2. Release to existing Alpha players (so no new invites here yet)
  3. Incorporate feedback into the game (hopefully all positive and minor, resolve any blocking bugs for launch)
  4. Release game on Steam

Sticking it through

Thank you for staying interested with us through our long journey! Almost there…

Sincerely,

Sebastian / Razcrux.

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 […]

2018 Spring report

Hello everyone! Time is certainly flying and we’ve got a lot of updates to share with you. We went to GDC and had a booth set up this year. It was a great event where we got to meet with a lot of publishers and people in the industry. Meanwhile, we’ve also been working on core features of the game like the deck builder, in-game store, first expansion materials and a list of visual / UI enhancements. Finally, enough time has passed since GDC that we’ve had a chance to review various feedback from different publishers. We’ve gotten varied suggestions […]

Early 2018 Report

It’s been about two months since the Gala Collider Alpha officially went live, and we’ve since released about four patches and done five invite rounds. At the moment, we seem to be managing invites in rounds averaging about two to three weeks each in length. Our Discord channel has been growing in activity, especially with the recent tournament we started (see below). So if you want to engage with the devs and our core fan base, head on over. And if you haven’t signed up yet to play this game, make sure to do so! It’s FREE. How to Play Guide […]

Alpha Launch!

Today is the day! We’ve begun to let players into our Alpha. If you did not yet get an email from us, fear not! We will be adding more and more people to the game as the days/weeks progress. We are adding people based on how long they have been signed up on our list, so the longer you’ve been with us, the sooner you will get access. Here is a new video to get you started! If you have not yet signed up, please sign up on our homepage with your email address to get on our list! And for […]

Artist Spotlight: Elias Stern

My name is Jason Ayers and one of my roles on the Gala Collider team is Art Producer. Since Gala Collider is a sci-fi based mash up of turn-based strategy and card game, we have a great deal of original art needs for our cards, sectors, etc. In one aspect of this role, I engage with artists that I’ve discovered or artists that reach out to us for the purpose of using their art in the game.  If you’re an artist and would like to see your work in our game, send an email to production@neocrux.com.   I’m writing today […]

Fall release confirmation

The moment approaches, Gala Collider’s open alpha is set to begin on December 18th! We are planning to invite the oldest subscribers first, and we will continue inviting players in batches until we have our desired load of at least forty games running concurrently. Once we hit that load, we will pause to evaluate that nothing is breaking; and then continue to add players until we reach our next goal of 250 concurrent games (and then our next goal of….). So depending on how long you’ve been subscribed, you will get an invitation on the 18th of December or in the […]

Designing Scenarios

Hey everyone! My name’s Michael and I predominantly do work on the development team for Gala Collider. Specifically, most of what I do affects the single player experience in the game. I’m a current Game Design student at NYU, and love pretty much any game I can get my hands on. I have a special place in my heart for 4X games though. This is my first time working on a project the size of Gala Collider, so I’ve tried to get involved with anything I can get my hands on since I started working with the team. For this […]

October 2017 Update

Time is still ticking towards our Alpha release. We are fairly confident we should still be able to hit our Fall 2017 release timeframe, and it will likely be around December 2017 – assuming no major hitches in our planning. Code update for Alpha 6 Alpha 6 is the version number we will be on when the Alpha goes public. We plan on inviting players in batches, with oldest subscribers first. Once we make sure everything works well we will then batch in the next group. We will go deeper into the details of this process once we get closer […]

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 […]

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 […]