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 added

We’ve got a new batch of 3D models in the game for a string of developments. More coming in each month now!

  • Shipyard
  • Frontier Base
  • Continuum Hollow
  • Continuum Enclave
  • Goliath’s cove
  • Military barracks
  • Tilithon command
  • Ti Matrix
  • Ti Chamber
  • Mech core

UI Improvements

  • Duplicated hull indicator near top left and right of the screen so you can glance at your hull in two places
  • All cards now have roll over tool tips on all their numbers when selected in game, making it easier to understand what all the abilities and numbers mean and are for.
  • Ship modules now display not only their icon and name, but also their ability text when you roll over them.

Both of the above changes should make it less necessary to click INFO to read and learn what cards do and will allow a new player to stay more focused on the game situation at hand.

  • Smart end of turn indicator, with space bar integration.

Now also in the explore [movement] phase of a turn you also get a smart end of turn indicator. We are tracking behind the scenes all possible moves a ship could take, cards you can or can’t play from your hand, cards you can draw or buy and stacking limits to give you a smarter indicator when you’ve run out of all possible actions.

  • Escape key now exits you out of every screen you are in and back to the ultimate quit option consistently and in all screens/areas.
  • Resources spaced out a little more [temporary fix until we further improve them]
  • Battle mode, red edge of the screen is thicker.
  • 2D map mode is “back”
  • 2D map mode no longer switches you back to 3D map mode in replay

We will continue to focus on the 2D map mode more, but we wanted to bring it back since we got feedback players were actively using it in its half state.

Bug fixes

  • OSX Macs no longer have double-drag issue which resulted from the retina fix.
  • AI no longer attempts to invade a sector with troops unless it thinks it will win.
  • Fix bug of a deck not saving if you try to change settings while editing a brand new deck.
  • Fixed bug related to sometimes the card you clicking not giving you a correct red/blue glow.
  • Fix next tutorial/scenario button position.

Balance Changes

  • Support wing cost moving up from 3 to 4.

This card continued to be one of the most powerful cards in the Coalition arsenal. To make it harder to drop two of these in a single turn we are raising its play cost up from 3 to 4.

Next patch

This next month we are working hard still to get out the last planned tutorial and then begin the necessary work to start moving and rebuilding all the scenarios.

In parallel to this we are working on an exciting new mechanic called Damage Cards. This is a whole new card type. Damage Cards are negative effects created whenever your commander takes damage and will create an additional incentive to hit the enemy commander and avoid yours taking damage. We are looking forward to finally releasing this feature soon!

In Match we will be testing all the new scenarios and damage cards heavily, so there is a chance one or both is not ready, but we certainly hope to be able to bring you both for the start of April!

In parallel of course we will continue to release more and more UI improvements, fix bugs and other new features.

Stay tuned and stay strong.

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 […]

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 […]