End of an era

Hello everyone,

After working on Gala Collider for 3 years since the alpha release, we have finally decided to shut down Gala Collider on Steam and pause the game’s development. The game has continued to show potential (no design dead ends / good feedback from “the community”) but progress building a player base and vibrant community has never made any headway due to the “perpetual unfinished state” of the game.

As we’ve gone through this year, we’ve realized that we still have a lot more we want to do to complete the game, and the pace of development is not high enough to feel like the project could reach completion in a realistic timeframe. We are also faced with the reality that the game is built on aging tech (older versions of Unity and plugins) that we would need a lot of time to refactor.

As such, we would need to either be working on the game full time, or have substantially more funding available to achieve this. This has led us to, sadly, decide that we will be shutting down the servers for Gala Collider and stopping development.

We’ve spent a lot of time working on the game, and we still believe in the unique experience it brings, so we plan on taking this experience and utilizing it towards developing new games and platform solutions.

Our initial idea is to develop a much simpler game, taking the core elements of Gala Collider and building it into something new that is less ambitious. But it is still too early to say for sure what will develop, when, and what exactly it will be.

We will still keep our discord server active: https://discordapp.com/invite/0tM1uv8T7aWP9385
And you can still reach us by email at: outreach@galacollider.com

The final day of our game running on steam will be November 25th. If you have games in progress, you can still finish them up by then but no new purchases, or account subscriptions will be allowed.

0.7.7.0 Patch: Uprising and Contesting

This month’s patch brings us two new major mechanics plus a slew of UI and bug fixes. New mechanics Uprising Uprising occurs when a planet is invaded. Now for 3 consecutive turns your newly invaded planet will produce zero resources (instead you see a fist) and half its star value. On the 4th turn you’ve held it, it will fully become your planet. In addition, any developments that are on a planet you capture are no longer kept on the planet but instead stay with their original owner and are destroyed and discarded into the discard pile. The net effect […]

Patch release: Tech, Scan, Models and Stars

Patch 0.7.6.2.0 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 […]

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 […]