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 the damage cards are that it creates. Damage cards always do two damage if you hold one in your hand at the end of the turn, but the cost to get rid of the card is proportional to the size of the ship attacking you.

Frigates create damage cards that cost 1 to clear.

Cruisers create damage cards that cost 2 to clear.

And Dreadnaughts create damage cards that cost 3 to clear.

In addition, larger ships also create more cards per attack. The amount of damage cards created per attack is also proportional to the ship’s size by the same amount as the cost. In other words:

Frigates create a single damage card whose cost is 1 to clear.

Cruisers create two damage cards whose costs are 2 to clear each.

Dreadnaughts create three damage cards whose costs to clear are 3 each.

So getting hit by a Dreadnaught is a serious problem! To clear all damage cards from a dreadnaught attack would cost you 9 resources!

The net effect of this new mechanic is to really encourage players to directly attack each other’s commanders. A single hit from any ship will result in the quality of the enemy deck being reduced and help offset the cost it took to build the ship, move it there and forgo firing at an enemy ship or development in exchange for chipping away at the other player’s life total.

This means games now are really fought and won much more often on who can break through into the enemy rear territory and land ships on the enemy commander.

We think this change makes the game even more enjoyable and doubles the level of tension. We hope you will too and look forward to your feedback!

Bug fixes

  1. Reduced size and position of battle-edge to not cover your hand elements
  2. Tech list fix that would sometimes have cards from the pool appear twice or blank them out
  3. Fix for Z offset issue on some asteroid worlds that was hiding the graphics behind a gray disk
  4. Tutorial text tweaks
  5. Fixed issue related to single player mode where AI would ignore asteroid damage in its path finding
  6. Refinements and fixes to first tutorial
  7. Bombardment tutorial simplified and moved existing bombard tutorial over to scenarios
  8. Battle circle rainbow blinks appear again over all areas in conflict

New 3D models

  1. Fabricator complex model added

Next up?

We focused this month a lot of our energy on the damage card mechanic and all the connected systems. We know our rulebook is now getting out of sync! So we need to loop back and update this.

The big thing for us next is the refactoring of the scenarios, and we are going to do some tests on some possible changes/improvements related to technology.

This patch also took longer than the previous one to test since this new mechanic touched on all areas of the game, so we are still deciding if we are doing another patch in 4 weeks or 6? Either way though, the star ship keeps on flying.

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 […]

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 […]